/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkProp3D.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 "vtkProp3D.h" #include "vtkActor.h" #include "vtkAssemblyPaths.h" #include "vtkMath.h" #include "vtkMatrixToLinearTransform.h" #include "vtkTransform.h" #include typedef double (*SqMatPtr)[4]; vtkCxxRevisionMacro(vtkProp3D, "$Revision: 1.36 $"); // Construct with the following defaults: origin(0,0,0) // position=(0,0,0) and orientation=(0,0,0). No user defined // matrix and no texture map. vtkProp3D::vtkProp3D() { this->Origin[0] = 0.0; this->Origin[1] = 0.0; this->Origin[2] = 0.0; this->Position[0] = 0.0; this->Position[1] = 0.0; this->Position[2] = 0.0; this->Orientation[0] = 0.0; this->Orientation[1] = 0.0; this->Orientation[2] = 0.0; this->Scale[0] = 1.0; this->Scale[1] = 1.0; this->Scale[2] = 1.0; vtkMath::UninitializeBounds(this->Bounds); this->Center[0] = this->Center[1] = this->Center[2] = 0.0; this->UserMatrix = NULL; this->UserTransform = NULL; this->Matrix = vtkMatrix4x4::New(); this->Transform = vtkTransform::New(); this->CachedProp3D = NULL; this->IsIdentity = 1; } vtkProp3D::~vtkProp3D() { this->Matrix->Delete(); this->Transform->Delete(); if (this->UserMatrix) { this->UserMatrix->UnRegister(this); this->UserMatrix = NULL; } if (this->CachedProp3D) { this->CachedProp3D->Delete(); this->CachedProp3D = NULL; } if (this->UserTransform) { this->UserTransform->UnRegister(this); this->UserTransform = NULL; } } unsigned long int vtkProp3D::GetMTime() { unsigned long mTime=this->Superclass::GetMTime(); unsigned long time; time = this->GetUserTransformMatrixMTime(); mTime = ( time > mTime ? time : mTime ); return mTime; } unsigned long int vtkProp3D::GetUserTransformMatrixMTime() { unsigned long mTime = 0; unsigned long time; // Factored out of GetMTime because there are times we want // just this information, without being influenced by other // changes that affect this class's or a subclass's mtime. // (E.g. see vtkLODProp3D) if ( this->UserMatrix != NULL ) { mTime = this->UserMatrix->GetMTime(); } if ( this->UserTransform != NULL ) { time = this->UserTransform->GetMTime(); mTime = ( time > mTime ? time : mTime ); } return mTime; } // Incrementally change the position of the Prop3D. void vtkProp3D::AddPosition (double deltaX,double deltaY,double deltaZ) { double position[3]; position[0] = this->Position[0] + deltaX; position[1] = this->Position[1] + deltaY; position[2] = this->Position[2] + deltaZ; this->SetPosition(position); this->IsIdentity = 0; } void vtkProp3D::AddPosition (double deltaPosition[3]) { this->AddPosition (deltaPosition[0], deltaPosition[1], deltaPosition[2]); this->IsIdentity = 0; } // Sets the orientation of the Prop3D. Orientation is specified as X,Y and Z // rotations in that order, but they are performed as RotateZ, RotateX, and // finally RotateY. void vtkProp3D::SetOrientation (double x,double y,double z) { // compute the orientation of the transformation matrix // as is done in GetOrientation to make sure we are consistent this->Transform->GetOrientation(this->Orientation); if (x == this->Orientation[0] && y == this->Orientation[1] && z == this->Orientation[2]) { return; } this->IsIdentity = 0; // store the coordinates this->Orientation[0] = x; this->Orientation[1] = y; this->Orientation[2] = z; vtkDebugMacro(<< " Orientation set to ( " << this->Orientation[0] << ", " << this->Orientation[1] << ", " << this->Orientation[2] << ")\n"); this->Transform->Identity(); this->Transform->PreMultiply (); this->Transform->RotateZ(this->Orientation[2]); this->Transform->RotateX(this->Orientation[0]); this->Transform->RotateY(this->Orientation[1]); this->Modified(); } void vtkProp3D::SetOrientation(double a[3]) { this->SetOrientation(a[0],a[1],a[2]); } // Returns the orientation of the Prop3D as s vector of X,Y and Z rotation. // The ordering in which these rotations must be done to generate the same // matrix is RotateZ, RotateX, and finally RotateY. See also SetOrientation. double *vtkProp3D::GetOrientation () { // return the orientation of the transformation matrix this->Transform->GetOrientation(this->Orientation); vtkDebugMacro(<< " Returning Orientation of ( " << this->Orientation[0] << ", " << this->Orientation[1] << ", " << this->Orientation[2] << ")\n"); return this->Orientation; } // vtkProp3D::Getorientation void vtkProp3D::GetOrientation (double o[3]) { // return the orientation of the transformation matrix this->Transform->GetOrientation(o); vtkDebugMacro(<< " Returning Orientation of ( " << o[0] << ", " << o[1] << ", " << o[2] << ")\n"); } // vtkProp3D::Getorientation // Returns the WXYZ orientation of the Prop3D. double *vtkProp3D::GetOrientationWXYZ() { return this->Transform->GetOrientationWXYZ(); } // Add to the current orientation. See SetOrientation and GetOrientation for // more details. This basically does a GetOrientation, adds the passed in // arguments, and then calls SetOrientation. void vtkProp3D::AddOrientation (double a1,double a2,double a3) { double orient[3]; this->GetOrientation(orient); this->SetOrientation(orient[0] + a1, orient[1] + a2, orient[2] + a3); } void vtkProp3D::AddOrientation(double a[3]) { this->AddOrientation(a[0],a[1],a[2]); } // Rotate the Prop3D in degrees about the X axis using the right hand // rule. The axis is the Prop3D's X axis, which can change as other rotations // are performed. To rotate about the world X axis use RotateWXYZ (angle, 1, // 0, 0). This rotation is applied before all others in the current // transformation matrix. void vtkProp3D::RotateX (double angle) { this->IsIdentity = 0; this->Transform->PreMultiply (); this->Transform->RotateX(angle); this->Modified(); } // Rotate the Prop3D in degrees about the Y axis using the right hand // rule. The axis is the Prop3D's Y axis, which can change as other rotations // are performed. To rotate about the world Y axis use RotateWXYZ (angle, 0, // 1, 0). This rotation is applied before all others in the current // transformation matrix. void vtkProp3D::RotateY (double angle) { this->IsIdentity = 0; this->Transform->PreMultiply (); this->Transform->RotateY(angle); this->Modified(); } // Rotate the Prop3D in degrees about the Z axis using the right hand // rule. The axis is the Prop3D's Z axis, which can change as other rotations // are performed. To rotate about the world Z axis use RotateWXYZ (angle, 0, // 0, 1). This rotation is applied before all others in the current // transformation matrix. void vtkProp3D::RotateZ (double angle) { this->IsIdentity = 0; this->Transform->PreMultiply (); this->Transform->RotateZ(angle); this->Modified(); } // Rotate the Prop3D in degrees about an arbitrary axis specified by the // last three arguments. The axis is specified in world coordinates. To // rotate an about its model axes, use RotateX, RotateY, RotateZ. void vtkProp3D::RotateWXYZ (double degree, double x, double y, double z) { this->IsIdentity = 0; this->Transform->PostMultiply(); this->Transform->RotateWXYZ(degree,x,y,z); this->Transform->PreMultiply(); this->Modified(); } void vtkProp3D::SetUserTransform(vtkLinearTransform *transform) { this->IsIdentity = 0; if (transform == this->UserTransform) { return; } if (this->UserTransform) { this->UserTransform->Delete(); this->UserTransform = NULL; } if (this->UserMatrix) { this->UserMatrix->Delete(); this->UserMatrix = NULL; } if (transform) { this->UserTransform = transform; this->UserTransform->Register(this); this->UserMatrix = transform->GetMatrix(); this->UserMatrix->Register(this); } this->Modified(); } void vtkProp3D::SetUserMatrix(vtkMatrix4x4 *matrix) { this->IsIdentity = 0; if (matrix == this->UserMatrix) { return; } if (this->UserTransform) { this->UserTransform->Delete(); this->UserTransform = NULL; } if (this->UserMatrix) { this->UserMatrix->Delete(); this->UserMatrix = NULL; } if (matrix) { this->UserMatrix = matrix; this->UserMatrix->Register(this); vtkMatrixToLinearTransform *transform = vtkMatrixToLinearTransform::New(); // Consistent Register and UnRegisters. transform->Register(this); transform->Delete(); transform->SetInput(matrix); this->UserTransform = transform; } this->Modified(); } void vtkProp3D::GetMatrix(vtkMatrix4x4 *result) { this->GetMatrix(&result->Element[0][0]); result->Modified(); } void vtkProp3D::GetMatrix(double result[16]) { this->ComputeMatrix(); vtkMatrix4x4::DeepCopy(result,this->Matrix); } void vtkProp3D::ComputeMatrix() { if (this->IsIdentity) { return; } // check whether or not need to rebuild the matrix if ( this->GetMTime() > this->MatrixMTime ) { this->GetOrientation(); this->Transform->Push(); this->Transform->Identity(); this->Transform->PostMultiply(); // shift back to actor's origin this->Transform->Translate(-this->Origin[0], -this->Origin[1], -this->Origin[2]); // scale this->Transform->Scale(this->Scale[0], this->Scale[1], this->Scale[2]); // rotate this->Transform->RotateY(this->Orientation[1]); this->Transform->RotateX(this->Orientation[0]); this->Transform->RotateZ(this->Orientation[2]); // move back from origin and translate this->Transform->Translate(this->Origin[0] + this->Position[0], this->Origin[1] + this->Position[1], this->Origin[2] + this->Position[2]); // apply user defined transform last if there is one if (this->UserTransform) { this->Transform->Concatenate(this->UserTransform->GetMatrix()); } this->Transform->PreMultiply(); this->Transform->GetMatrix(this->Matrix); this->MatrixMTime.Modified(); this->Transform->Pop(); } } // Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). void vtkProp3D::GetBounds(double bounds[6]) { this->GetBounds(); for (int i=0; i<6; i++) { bounds[i] = this->Bounds[i]; } } // Get the center of the bounding box in world coordinates. double *vtkProp3D::GetCenter() { this->GetBounds(); this->Center[0] = (this->Bounds[1] + this->Bounds[0])/2.0; this->Center[1] = (this->Bounds[3] + this->Bounds[2])/2.0; this->Center[2] = (this->Bounds[5] + this->Bounds[4])/2.0; return this->Center; } // Get the length of the diagonal of the bounding box. double vtkProp3D::GetLength() { double diff, l=0.0; int i; this->GetBounds(); for (i=0; i<3; i++) { diff = this->Bounds[2*i+1] - this->Bounds[2*i]; l += diff * diff; } return (double)sqrt(l); } // Get the Prop3D's x range in world coordinates. double *vtkProp3D::GetXRange() { this->GetBounds(); return this->Bounds; } // Get the Prop3D's y range in world coordinates. double *vtkProp3D::GetYRange() { this->GetBounds(); return &(this->Bounds[2]); } // Get the Prop3D's z range in world coordinates. double *vtkProp3D::GetZRange() { this->GetBounds(); return &(this->Bounds[4]); } // Shallow copy of vtkProp3D. void vtkProp3D::ShallowCopy(vtkProp *prop) { int i; vtkProp3D *p = vtkProp3D::SafeDownCast(prop); if ( p != NULL ) { for (i=0; i < 3; i++) { this->Origin[i] = p->Origin[i]; this->Position[i] = p->Position[i]; this->Orientation[i] = p->Orientation[i]; this->Center[i] = p->Center[i]; this->Scale[i] = p->Scale[i]; } this->Transform->DeepCopy(p->Transform); for (i=0; i < 6; i++) { this->Bounds[i] = p->Bounds[i]; } this->SetUserTransform(p->UserTransform); } // Now do superclass this->vtkProp::ShallowCopy(prop); } // Backdoor allows temporary replacement of matrix in vtkProp3D void vtkProp3D::PokeMatrix(vtkMatrix4x4 *matrix) { // If non-NULL matrix is provided, then we set ourselves up to // have a state consistent with the provided matrix. (The idea // is to make sure the GetMatrix() call works properly.) if ( matrix != NULL ) //set a new transformation { if ( this->CachedProp3D == NULL ) { this->CachedProp3D = vtkActor::New(); } //The cached Prop3D stores our current values //Note: the orientation ivar is not used since the //orientation is determined from the transform. if ( this->UserTransform && this->UserTransform->GetMatrix() == this->UserMatrix ) { this->CachedProp3D->SetUserTransform(this->UserTransform); } else { this->CachedProp3D->SetUserMatrix(this->UserMatrix); } this->CachedProp3D->SetOrigin(this->Origin); this->CachedProp3D->SetPosition(this->Position); this->CachedProp3D->SetOrientation(this->Orientation); this->CachedProp3D->SetScale(this->Scale); this->CachedProp3D->Transform->SetMatrix(this->Transform->GetMatrix()); //Set the current transformation variables to "non-transformed" this->Origin[0] = 0.0; this->Origin[1] = 0.0; this->Origin[2] = 0.0; this->Position[0] = 0.0; this->Position[1] = 0.0; this->Position[2] = 0.0; this->Scale[0] = 1.0; this->Scale[1] = 1.0; this->Scale[2] = 1.0; this->Transform->Identity(); //the poked matrix is set as the UserMatrix. Since everything else is //"non-transformed", this is the final transformation. this->SetUserMatrix(matrix); } else //we restore our original state { this->CachedProp3D->GetOrigin(this->Origin); this->CachedProp3D->GetPosition(this->Position); this->CachedProp3D->GetScale(this->Scale); if ( this->CachedProp3D->UserTransform && this->CachedProp3D->UserTransform->GetMatrix() == this->CachedProp3D->UserMatrix ) { this->SetUserTransform(this->CachedProp3D->UserTransform); } else { this->SetUserMatrix(this->CachedProp3D->UserMatrix); } this->CachedProp3D->SetUserTransform(NULL); this->Transform->SetMatrix(this->CachedProp3D->GetMatrix()); this->Modified(); } } void vtkProp3D::InitPathTraversal() { if ( this->Paths ) { this->Paths->Delete(); } this->Paths = vtkAssemblyPaths::New(); vtkAssemblyPath *path = vtkAssemblyPath::New(); path->AddNode(this,this->GetMatrix()); this->BuildPaths(this->Paths,path); path->Delete(); this->Paths->InitTraversal(); } vtkMatrix4x4* vtkProp3D::GetUserMatrix() { if (this->UserTransform) { this->UserTransform->Update(); } return this->UserMatrix; } void vtkProp3D::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); os << indent << "IsIdentity: " << (this->IsIdentity ? "true" : "false") << "\n"; os << indent << "Position: (" << this->Position[0] << ", " << this->Position[1] << ", " << this->Position[2] << ")\n"; os << indent << "Orientation: (" << this->Orientation[0] << ", " << this->Orientation[1] << ", " << this->Orientation[2] << ")\n"; os << indent << "Origin: (" << this->Origin[0] << ", " << this->Origin[1] << ", " << this->Origin[2] << ")\n"; os << indent << "Scale: (" << this->Scale[0] << ", " << this->Scale[1] << ", " << this->Scale[2] << ")\n"; double *bounds = this->GetBounds(); if ( bounds != NULL ) { os << indent << "Bounds: \n"; os << indent << " Xmin,Xmax: (" << this->Bounds[0] << ", " << this->Bounds[1] << ")\n"; os << indent << " Ymin,Ymax: (" << this->Bounds[2] << ", " << this->Bounds[3] << ")\n"; os << indent << " Zmin,Zmax: (" << this->Bounds[4] << ", " << this->Bounds[5] << ")\n"; } else { os << indent << "Bounds: (not defined)\n"; } os << indent << "UserTransform: "; if (this->UserTransform) { os << this->UserTransform << "\n"; } else { os << "(none)\n"; } os << indent << "UserMatrix: "; if (this->UserMatrix) { os << this->UserMatrix << "\n"; } else { os << "(none)\n"; } }