/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkLODProp3D.cxx,v $ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ #include "vtkLODProp3D.h" #include "vtkActor.h" #include "vtkCommand.h" #include "vtkMapper.h" #include "vtkMatrix4x4.h" #include "vtkObjectFactory.h" #include "vtkPropCollection.h" #include "vtkVolume.h" #include "vtkAbstractVolumeMapper.h" #include "vtkLinearTransform.h" #include vtkCxxRevisionMacro(vtkLODProp3D, "$Revision: 1.43 $"); vtkStandardNewMacro(vtkLODProp3D); #define VTK_INDEX_NOT_IN_USE -1 #define VTK_INVALID_LOD_INDEX -2 #define VTK_LOD_ACTOR_TYPE 1 #define VTK_LOD_VOLUME_TYPE 2 class vtkLODProp3DCallback : public vtkCommand { public: // generic new method static vtkLODProp3DCallback *New() { return new vtkLODProp3DCallback; } // the execute virtual void Execute(vtkObject *caller, unsigned long event, void* vtkNotUsed(v)) { vtkProp *po = vtkProp::SafeDownCast(caller); if (event == vtkCommand::PickEvent && po) { this->Self->InvokeEvent(vtkCommand::PickEvent,NULL); } } // some ivars that should be set vtkLODProp3D *Self; }; // Construct a new vtkLODProp3D. Automatic LOD selection is on, there are // no LODs. vtkLODProp3D::vtkLODProp3D() { this->NumberOfEntries = 0; this->NumberOfLODs = 0; this->LODs = NULL; this->CurrentIndex = 1000; this->AutomaticLODSelection = 1; this->SelectedLODID = 1000; this->SelectedLODIndex = -1; this->SelectedPickLODID = 1000; this->AutomaticPickLODSelection = 1; this->PickCallback = vtkLODProp3DCallback::New(); this->PickCallback->Self = this; } // Destruct the vtkLODProp3D. Delete the vtkProp3Ds that were created // for the LODs. Delete the array of LODs. vtkLODProp3D::~vtkLODProp3D() { int i; // Delete the vtkProp3D objects that were created for ( i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE ) { this->LODs[i].Prop3D->RemoveObserver(this->PickCallback); this->LODs[i].Prop3D->Delete(); } } // Delete the array of LODs if ( this->NumberOfEntries > 0 ) { delete [] this->LODs; } this->PickCallback->Delete(); } int vtkLODProp3D::ConvertIDToIndex( int id ) { int index=0; while ( index < this->NumberOfEntries && this->LODs[index].ID != id ) { index++; } if ( index == this->NumberOfEntries ) { vtkErrorMacro( << "Could not locate ID: " << id ); index = VTK_INVALID_LOD_INDEX; } return index; } // Get the next available entry index int vtkLODProp3D::GetNextEntryIndex() { int index; int i; int amount; vtkLODProp3DEntry *newLODs; // Search for an available index index = 0; while ( index < this->NumberOfEntries && this->LODs[index].ID != VTK_INDEX_NOT_IN_USE ) { index++; } // If an available index was not found, we need more entries if ( index >= this->NumberOfEntries ) { // If we have no entries, create 10. If we already have some, create // twice as many as we already have. amount = (this->NumberOfEntries)?(this->NumberOfEntries*2):(10); // Make the new array newLODs = new vtkLODProp3DEntry[amount]; // Copy the old entries into the new array for ( i = 0; i < this->NumberOfEntries; i++ ) { newLODs[i].Prop3D = this->LODs[i].Prop3D; newLODs[i].Prop3DType = this->LODs[i].Prop3DType; newLODs[i].ID = this->LODs[i].ID; newLODs[i].EstimatedTime = this->LODs[i].EstimatedTime; newLODs[i].Level = this->LODs[i].Level; newLODs[i].State = this->LODs[i].State; } // This is the index that we will return - one past the old entries index = i; // Initialize the new entries to default values for ( ; i < amount; i++ ) { newLODs[i].Prop3D = NULL; newLODs[i].ID = VTK_INDEX_NOT_IN_USE; } // Delete the old array and set the pointer to the new one delete [] this->LODs; this->LODs = newLODs; // Set the new number of entries that we have this->NumberOfEntries = amount; } return index; } // Get the bounds of this prop. This is just the max bounds of all LODs double *vtkLODProp3D::GetBounds() { double newBounds[6]; int i; int first = 1; // Loop through all valid entries for ( i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE ) { vtkProp3D *p = this->LODs[i].Prop3D; if ( p->GetMTime() < this->GetMTime() ) { p->SetUserMatrix( this->GetMatrix() ); } // Get the bounds of this entry p->GetBounds(newBounds); // If this is the first entry, this is the current bounds if ( first ) { memcpy( this->Bounds, newBounds, 6*sizeof(double) ); first = 0; } // If this is not the first entry, compare these bounds with the // current bounds expanding the current ones as necessary else { this->Bounds[0] = (newBounds[0] < this->Bounds[0])?(newBounds[0]):(this->Bounds[0]); this->Bounds[1] = (newBounds[1] > this->Bounds[1])?(newBounds[1]):(this->Bounds[1]); this->Bounds[2] = (newBounds[2] < this->Bounds[2])?(newBounds[2]):(this->Bounds[2]); this->Bounds[3] = (newBounds[3] > this->Bounds[3])?(newBounds[3]):(this->Bounds[3]); this->Bounds[4] = (newBounds[4] < this->Bounds[4])?(newBounds[4]):(this->Bounds[4]); this->Bounds[5] = (newBounds[5] > this->Bounds[5])?(newBounds[5]):(this->Bounds[5]); } } } return this->Bounds; } // Method to remove a LOD based on an ID void vtkLODProp3D::RemoveLOD( int id ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } this->LODs[index].Prop3D->RemoveObserver(this->PickCallback); this->LODs[index].Prop3D->Delete(); this->LODs[index].ID = VTK_INDEX_NOT_IN_USE; this->NumberOfLODs--; } // Convenience method to get the ID of the LOD that was used // during the last render int vtkLODProp3D::GetLastRenderedLODID( ) { // Check if the selected index is in range if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { return -1; } // Check if the selected index is valid if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE ) { return -1; } return this->LODs[this->SelectedLODIndex].ID; } // Convenience method to get the estimated render time for a given LOD // based on an ID (the number returned when the LOD was added) double vtkLODProp3D::GetLODEstimatedRenderTime( int id ) { int index = this->ConvertIDToIndex( id ); if ( index != VTK_INVALID_LOD_INDEX ) { return this->GetLODIndexEstimatedRenderTime( index ); } else { return 0.0; } } double vtkLODProp3D::GetLODIndexEstimatedRenderTime( int index ) { if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { return 0; } return this->LODs[index].EstimatedTime; } // Convenience method to set an actor LOD without a texture, or a // backface property. Needed from tcl (for example) where null pointers // are not possible int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p, double time ) { return this->AddLOD( m, p, (vtkProperty *) NULL, (vtkTexture *)NULL, time ); } // Convenience method to set an actor LOD without a texture. // Needed from tcl (for example) where null pointers are not possible int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p, vtkProperty *back, double time ) { return this->AddLOD( m, p, back, (vtkTexture *)NULL, time ); } // Convenience method to set an actor LOD without a backface property. // Needed from tcl (for example) where null pointers are not possible int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p, vtkTexture *t, double time ) { return this->AddLOD( m, p, (vtkProperty *)NULL, t, time ); } // Convenience method to set an actor LOD without a property. // Needed from tcl (for example) where null pointers are not possible int vtkLODProp3D::AddLOD( vtkMapper *m, vtkTexture *t, double time ) { return this->AddLOD( m, (vtkProperty *)NULL, (vtkProperty *)NULL, t, time ); } // Convenience method to set an actor LOD without a texture or a property. // Needed from tcl (for example) where null pointers are not possible int vtkLODProp3D::AddLOD( vtkMapper *m, double time ) { return this->AddLOD( m, (vtkProperty *)NULL, (vtkProperty *)NULL, (vtkTexture *)NULL, time ); } // The real method for adding an actor LOD. int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p, vtkProperty *back, vtkTexture *t, double time ) { int index; vtkActor *actor; vtkMatrix4x4 *matrix; index = this->GetNextEntryIndex(); actor = vtkActor::New(); matrix = vtkMatrix4x4::New(); this->GetMatrix( matrix ); actor->SetUserMatrix( matrix ); matrix->Delete(); actor->SetMapper( m ); if ( p ) { actor->SetProperty( p ); } if ( back ) { actor->SetBackfaceProperty(back); } if ( t ) { actor->SetTexture( t ); } this->LODs[index].Prop3D = (vtkProp3D *)actor; this->LODs[index].Prop3DType = VTK_LOD_ACTOR_TYPE; this->LODs[index].ID = this->CurrentIndex++; this->LODs[index].EstimatedTime = time; this->LODs[index].Level = 0.0; this->LODs[index].State = 1; this->LODs[index].Prop3D->AddObserver(vtkCommand::PickEvent, this->PickCallback); this->NumberOfLODs++; actor->SetEstimatedRenderTime(time); return this->LODs[index].ID; } // Convenience method to set a volume LOD without a property. // Needed from tcl (for example) where null pointers are not possible int vtkLODProp3D::AddLOD( vtkAbstractVolumeMapper *m, double time ) { return this->AddLOD( m, (vtkVolumeProperty *)NULL, time ); } // The real method for adding a volume LOD. int vtkLODProp3D::AddLOD( vtkAbstractVolumeMapper *m, vtkVolumeProperty *p, double time ) { int index; vtkVolume *volume; vtkMatrix4x4 *matrix; index = this->GetNextEntryIndex(); volume = vtkVolume::New(); matrix = vtkMatrix4x4::New(); this->GetMatrix(matrix); volume->SetUserMatrix( matrix ); matrix->Delete(); volume->SetMapper( m ); if ( p ) { volume->SetProperty( p ); } this->LODs[index].Prop3D = (vtkProp3D *)volume; this->LODs[index].Prop3DType = VTK_LOD_VOLUME_TYPE; this->LODs[index].ID = this->CurrentIndex++; this->LODs[index].EstimatedTime = time; this->LODs[index].Level = 0.0; this->LODs[index].State = 1; this->LODs[index].Prop3D->AddObserver(vtkCommand::PickEvent, this->PickCallback); this->NumberOfLODs++; volume->SetEstimatedRenderTime(time); return this->LODs[index].ID; } // Set the mapper for an LOD that is an actor void vtkLODProp3D::SetLODMapper( int id, vtkMapper *m ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot set an actor mapper on a non-actor!"); return; } ((vtkActor *)this->LODs[index].Prop3D)->SetMapper( m ); } // Get the mapper for an LOD that is an actor void vtkLODProp3D::GetLODMapper( int id, vtkMapper **m ) { *m = NULL; int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot get an actor mapper on a non-actor!"); return; } *m = ((vtkActor *)this->LODs[index].Prop3D)->GetMapper(); } // Set the mapper for an LOD that is a volume void vtkLODProp3D::SetLODMapper( int id, vtkAbstractVolumeMapper *m ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE ) { vtkErrorMacro( << "Error: Cannot set a volume mapper on a non-volume!"); return; } ((vtkVolume *)this->LODs[index].Prop3D)->SetMapper( m ); } // Get the mapper for an LOD that is an actor void vtkLODProp3D::GetLODMapper( int id, vtkAbstractVolumeMapper **m ) { *m = NULL; int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE ) { vtkErrorMacro( << "Error: Cannot get a volume mapper on a non-volume!"); return; } *m = ((vtkVolume *)this->LODs[index].Prop3D)->GetMapper(); } // Get the mapper for an LOD that is an AbstractMapper3D vtkAbstractMapper3D *vtkLODProp3D::GetLODMapper( int id ) { vtkAbstractMapper3D *m = NULL; int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return m; } if ( this->LODs[index].Prop3DType == VTK_LOD_ACTOR_TYPE ) { m = ((vtkActor *)this->LODs[index].Prop3D)->GetMapper(); } else if ( this->LODs[index].Prop3DType == VTK_LOD_VOLUME_TYPE ) { m = ((vtkVolume *)this->LODs[index].Prop3D)->GetMapper(); } return m; } // Set the property for an LOD that is an actor void vtkLODProp3D::SetLODProperty( int id, vtkProperty *p ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot set an actor property on a non-actor!"); return; } ((vtkActor *)this->LODs[index].Prop3D)->SetProperty( p ); } // Get the property for an LOD that is an actor void vtkLODProp3D::GetLODProperty( int id, vtkProperty **p ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot get an actor property on a non-actor!"); return; } *p = ((vtkActor *)this->LODs[index].Prop3D)->GetProperty(); } // Set the property for an LOD that is a volume void vtkLODProp3D::SetLODProperty( int id, vtkVolumeProperty *p ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE ) { vtkErrorMacro( << "Error: Cannot set a volume property on a non-volume!"); return; } ((vtkVolume *)this->LODs[index].Prop3D)->SetProperty( p ); } // Get the property for an LOD that is an actor void vtkLODProp3D::GetLODProperty( int id, vtkVolumeProperty **p ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE ) { vtkErrorMacro( << "Error: Cannot get a volume property on a non-volume!"); return; } *p = ((vtkVolume *)this->LODs[index].Prop3D)->GetProperty(); } // Set the texture for an LOD that is an actor void vtkLODProp3D::SetLODTexture( int id, vtkTexture *t ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot set an actor texture on a non-actor!"); return; } ((vtkActor *)this->LODs[index].Prop3D)->SetTexture( t ); } // Get the texture for an LOD that is an actor void vtkLODProp3D::GetLODTexture( int id, vtkTexture **t ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot get an actor texture on a non-actor!"); return; } *t = ((vtkActor *)this->LODs[index].Prop3D)->GetTexture(); } // Set the backface property for an LOD that is an actor void vtkLODProp3D::SetLODBackfaceProperty( int id, vtkProperty *t ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot set an actor backface property on a non-actor!"); return; } ((vtkActor *)this->LODs[index].Prop3D)->SetBackfaceProperty( t ); } // Get the backface property for an LOD that is an actor void vtkLODProp3D::GetLODBackfaceProperty( int id, vtkProperty **t ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX ) { return; } if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE ) { vtkErrorMacro( << "Error: Cannot get an actor backface property on a non-actor!"); return; } *t = ((vtkActor *)this->LODs[index].Prop3D)->GetBackfaceProperty(); } void vtkLODProp3D::EnableLOD( int id ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return; } this->LODs[index].State = 1; } void vtkLODProp3D::DisableLOD( int id ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return; } this->LODs[index].State = 0; } int vtkLODProp3D::IsLODEnabled( int id ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return 0; } return this->LODs[index].State; } void vtkLODProp3D::SetLODLevel( int id, double level ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return; } this->LODs[index].Level = level; } double vtkLODProp3D::GetLODLevel( int id ) { int index = this->ConvertIDToIndex( id ); if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return -1; } return this->LODs[index].Level; } double vtkLODProp3D::GetLODIndexLevel( int index ) { if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE ) { return -1; } return this->LODs[index].Level; } // Release any graphics resources that any of the LODs might be using // for a particular window (such as display lists). void vtkLODProp3D::ReleaseGraphicsResources(vtkWindow *w) { int i; // Loop through all LODs and pass this message along for ( i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE ) { this->LODs[i].Prop3D->ReleaseGraphicsResources( w ); } } } // Standard render method - render any opaque geometry in the selected LOD int vtkLODProp3D::RenderOpaqueGeometry(vtkViewport *viewport) { int retval; // Check if the selected index is in range if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { vtkErrorMacro( << "Index out of range!" ); return 0; } // Check if the selected index is valid if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE ) { vtkErrorMacro( << "Index not valid!" ); return 0; } // Actually do the rendering retval = this->LODs[this->SelectedLODIndex].Prop3D->RenderOpaqueGeometry(viewport); this->EstimatedRenderTime += this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime(); return retval; } // Standard render method - render any translucent geometry in the selected LOD int vtkLODProp3D::RenderTranslucentGeometry(vtkViewport *viewport) { int retval; // Check if the selected index is in range if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { vtkErrorMacro( << "Index out of range!" ); return 0; } // Check if the selected index is valid if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE ) { vtkErrorMacro( << "Index not valid!" ); return 0; } // Actually do the rendering retval = this->LODs[this->SelectedLODIndex].Prop3D-> RenderTranslucentGeometry(viewport); this->EstimatedRenderTime += this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime(); return retval; } // Override the method from vtkProp - add to both this prop and the prop of // the selected LOD void vtkLODProp3D::AddEstimatedRenderTime( double t, vtkViewport *vp ) { // Add to this prop's estimated render time this->EstimatedRenderTime += t; // Check if the selected index is in range if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { vtkErrorMacro( << "Index out of range!" ); return; } // Check if the selected index is valid if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE ) { vtkErrorMacro( << "Index not valid!" ); return; } // Now that error checking is done, add to the estimated render time // of the selected LOD this->LODs[this->SelectedLODIndex].Prop3D->AddEstimatedRenderTime(t, vp); } void vtkLODProp3D::RestoreEstimatedRenderTime() { // restore the EstimatedTime of the last LOD to be rendered if ( this->SelectedLODIndex >= 0 && this->SelectedLODIndex < this->NumberOfEntries ) { this->LODs[this->SelectedLODIndex].Prop3D->RestoreEstimatedRenderTime(); } } // Set the allocated render time - this is where the decision is made // as to which LOD to select void vtkLODProp3D::SetAllocatedRenderTime( double t, vtkViewport *vp ) { int i; int index = -1; double bestTime; double bestLevel = 0; double targetTime; double estimatedTime; double newTime; // update the EstimatedTime of the last LOD to be rendered if ( this->SelectedLODIndex >= 0 && this->SelectedLODIndex < this->NumberOfEntries && this->LODs[this->SelectedLODIndex].ID != VTK_INDEX_NOT_IN_USE ) { // For stability, blend in the new time - 25% old + 75% new newTime = this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime(vp); this->LODs[this->SelectedLODIndex].EstimatedTime = 0.25 * this->LODs[this->SelectedLODIndex].EstimatedTime + 0.75 * newTime; } this->SavedEstimatedRenderTime = this->EstimatedRenderTime; if ( this->AutomaticLODSelection ) { bestTime = -1.0; targetTime = t; for ( i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE && this->LODs[i].State == 1 ) { // Gather some information estimatedTime = this->GetLODIndexEstimatedRenderTime(i); // If we've never rendered this LOD and we have no info on it, // then try it out if ( estimatedTime == 0.0 ) { index = i; bestTime = 0.0; bestLevel = this->GetLODIndexLevel(i); break; } // If we do have at least a guess as to the render time, and // this seems like the best we have so far, pick it. // It is the best we have if // // 1) our estimated time is less than what we are looking for, // but greater than any we have selected so far. // // 2) we have not selected anything else yet // (regardless of what the estimated time is) // // 3) it is less than the time of the currently selected LOD // if that LOD's time is greater than the time we are targeting. // if ( estimatedTime > 0.0 && ( ( estimatedTime > bestTime && estimatedTime < targetTime ) || ( bestTime == -1.0 ) || ( estimatedTime < bestTime && bestTime > targetTime ) ) ) { index = i; bestTime = estimatedTime; bestLevel = this->GetLODIndexLevel(i); } } } // If we aren't trying some level for the first time with 0.0 bestTime, // make sure there isn't a LOD that can be rendered faster and has a // higher level double level; if ( bestTime != 0.0 ) { for ( i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE && this->LODs[i].State == 1 ) { // Gather some information estimatedTime = this->GetLODIndexEstimatedRenderTime(i); level = this->GetLODIndexLevel(i); // Update the index and the level, but not the time. This is // so that we find the best level that can be rendered // faster than the LOD selected above. if ( estimatedTime <= bestTime && level < bestLevel ) { index = i; bestLevel = level; } } } } } else { index = 0; while ( index < this->NumberOfEntries && this->LODs[index].ID != this->SelectedLODID ) { index++; } if ( index == this->NumberOfEntries ) { vtkErrorMacro( << "Could not render selected LOD ID: " << this->SelectedLODID ); index = 0; while ( index < this->NumberOfEntries && this->LODs[index].ID != VTK_INDEX_NOT_IN_USE ) { index++; } } } this->SelectedLODIndex = index; this->LODs[this->SelectedLODIndex].Prop3D->SetAllocatedRenderTime( t, vp ); this->EstimatedRenderTime = 0.0; this->AllocatedRenderTime = t; // Push the matrix down into the selected LOD vtkProp3D *p = this->LODs[this->SelectedLODIndex].Prop3D; // Getting our matrix here triggers a ComputeMatrix, if necessary, // which updates our MatrixMTime vtkMatrix4x4 *mat = this->GetMatrix(); if ( p->GetUserTransformMatrixMTime() < this->MatrixMTime ) { p->SetUserMatrix(mat) ; } } void vtkLODProp3D::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); os << indent << "Number Of LODs: " << this->NumberOfLODs << endl; os << indent << "Selected LOD ID: " << this->SelectedLODID << endl; os << indent << "AutomaticLODSelection: " << (this->AutomaticLODSelection ? "On\n" : "Off\n"); os << indent << "AutomaticPickLODSelection: " << (this->AutomaticPickLODSelection ? "On\n" : "Off\n"); os << indent << "SelectedPickLODID: " << this->SelectedPickLODID << endl; os << indent << "CurrentIndex: " << this->CurrentIndex << endl; } void vtkLODProp3D::GetActors(vtkPropCollection *ac) { vtkDebugMacro(<< "vtkLODProp3D::GetActors"); int index; int lodID; lodID = this->GetPickLODID(); index = this->ConvertIDToIndex(lodID); if (index == VTK_INVALID_LOD_INDEX) { return; } if (! this->LODs[index].Prop3D->IsA("vtkVolume")) { ac->AddItem(this->LODs[index].Prop3D); } } int vtkLODProp3D::GetAutomaticPickPropIndex() { double bestTime = -1.0; int index = 0; double targetTime = 0; double estimatedTime; for (int i = 0; i < this->NumberOfEntries; i++ ) { if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE ) { // Gather some information estimatedTime = this->GetLODIndexEstimatedRenderTime(i); // If we've never rendered this LOD and we have no info on it, // then try it out if ( estimatedTime == 0.0 ) { index = i; break; } // If we do have at least a guess as to the render time, and // this seems like the best we have so far, pick it. // It is the best we have if // // 1) our estimated time is less than what we are looking for, // but greater than any we have selected so far. // // 2) we have not selected anything else yet // (regardless of what the estimated time is) // // 3) it is less than the time of the currently selected LOD // if that LOD's time is greater than the time we are targeting. // if ( estimatedTime > 0.0 && ( ( estimatedTime > bestTime && estimatedTime < targetTime ) || ( bestTime == -1.0 ) || ( estimatedTime < bestTime && bestTime > targetTime ) ) ) { index = i; bestTime = estimatedTime; } } } return index; } int vtkLODProp3D::GetPickLODID(void) { int lodID; vtkDebugMacro(<< "vtkLODProp3D::GetPickLODID"); int index; if (this->AutomaticPickLODSelection) { if ( this->SelectedLODIndex < 0 || this->SelectedLODIndex >= this->NumberOfEntries ) { index = this->GetAutomaticPickPropIndex(); } else { index = this->SelectedLODIndex; } lodID = this->LODs[index].ID; } else { lodID = this->SelectedPickLODID; } return lodID; } void vtkLODProp3D::SetSelectedPickLODID(int id) { this->SelectedPickLODID = id; this->Modified(); } void vtkLODProp3D::ShallowCopy(vtkProp *prop) { vtkLODProp3D *a = vtkLODProp3D::SafeDownCast(prop); if ( a != NULL ) { this->SetAutomaticLODSelection(a->GetAutomaticLODSelection()); this->SetAutomaticPickLODSelection(a->GetAutomaticPickLODSelection()); this->SetSelectedLODID(a->GetSelectedLODID()); this->NumberOfLODs = a->NumberOfLODs; for(int i=0; iNumberOfLODs; i++) { } } // Now do superclass this->vtkProp3D::ShallowCopy(prop); }