/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkTransformInterpolator.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 "vtkTransformInterpolator.h" #include "vtkObjectFactory.h" #include "vtkTransform.h" #include "vtkMatrix4x4.h" #include "vtkProp3D.h" #include "vtkTupleInterpolator.h" #include "vtkQuaternionInterpolator.h" #include vtkCxxRevisionMacro(vtkTransformInterpolator, "$Revision: 1.3 $"); vtkStandardNewMacro(vtkTransformInterpolator); // PIMPL STL encapsulation for list of transforms, and list of // quaternions. This just keeps track of all the data the user specifies, // which is later dumped into the interpolators. struct vtkQTransform { double Time; double P[3]; double S[3]; double Q[4]; vtkQTransform() { this->Time = 0.0; this->P[0] = this->P[1] = this->P[2] = 0.0; this->S[0] = this->S[1] = this->S[2] = 0.0; this->Q[0] = this->Q[1] = this->Q[2] = this->Q[3] = 0.0; } vtkQTransform(double t, vtkTransform *xform) { this->Time = t; if ( xform ) { xform->GetPosition(this->P); xform->GetScale(this->S); xform->GetOrientationWXYZ(this->Q); //Rotation (in degrees) around unit vector } else { this->P[0] = this->P[1] = this->P[2] = 0.0; this->S[0] = this->S[1] = this->S[2] = 0.0; this->Q[0] = this->Q[1] = this->Q[2] = this->Q[3] = 0.0; } } }; // The list is arranged in increasing order in T class vtkTransformList : public vtkstd::list {}; typedef vtkTransformList::iterator TransformListIterator; //---------------------------------------------------------------------------- vtkTransformInterpolator::vtkTransformInterpolator() { // Set up the interpolation this->InterpolationType = INTERPOLATION_TYPE_SPLINE; // Spline interpolation this->PositionInterpolator = vtkTupleInterpolator::New(); this->ScaleInterpolator = vtkTupleInterpolator::New(); this->RotationInterpolator = vtkQuaternionInterpolator::New(); // Quaternion interpolation this->TransformList = new vtkTransformList; this->Initialized = 0; } //---------------------------------------------------------------------------- vtkTransformInterpolator::~vtkTransformInterpolator() { delete this->TransformList; if ( this->PositionInterpolator ) { this->PositionInterpolator->Delete(); } if ( this->ScaleInterpolator ) { this->ScaleInterpolator->Delete(); } if ( this->RotationInterpolator ) { this->RotationInterpolator->Delete(); } } //---------------------------------------------------------------------------- unsigned long vtkTransformInterpolator::GetMTime() { unsigned long mTime=this->Superclass::GetMTime(); unsigned long posMTime, scaleMTime, rotMTime; if ( this->PositionInterpolator ) { posMTime = this->PositionInterpolator->GetMTime(); mTime = (posMTime > mTime ? posMTime : mTime); } if ( this->ScaleInterpolator ) { scaleMTime = this->ScaleInterpolator->GetMTime(); mTime = (scaleMTime > mTime ? scaleMTime : mTime); } if ( this->RotationInterpolator ) { rotMTime = this->RotationInterpolator->GetMTime(); mTime = (rotMTime > mTime ? rotMTime : mTime); } return mTime; } //---------------------------------------------------------------------------- int vtkTransformInterpolator::GetNumberOfTransforms() { return this->TransformList->size(); } //---------------------------------------------------------------------------- double vtkTransformInterpolator::GetMinimumT() { if ( this->TransformList->empty() ) { return -VTK_LARGE_FLOAT; } else { return this->TransformList->front().Time; } } //---------------------------------------------------------------------------- double vtkTransformInterpolator::GetMaximumT() { if ( this->TransformList->empty() ) { return VTK_LARGE_FLOAT; } else { return this->TransformList->back().Time; } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::Initialize() { this->TransformList->clear(); } //---------------------------------------------------------------------------- void vtkTransformInterpolator::AddTransform(double t, vtkTransform *xform) { int size = this->TransformList->size(); // Check special cases: t at beginning or end of list if ( size <= 0 || t < this->TransformList->front().Time ) { this->TransformList->push_front(vtkQTransform(t,xform)); return; } else if ( t > this->TransformList->back().Time ) { this->TransformList->push_back(vtkQTransform(t,xform)); return; } else if ( size == 1 && t == this->TransformList->back().Time ) { this->TransformList->front() = vtkQTransform(t,xform); return; } // Okay, insert in sorted order TransformListIterator iter = this->TransformList->begin(); TransformListIterator nextIter = ++(this->TransformList->begin()); for (int i=0; i < (size-1); i++, ++iter, ++nextIter) { if ( t == iter->Time ) { (*iter) = vtkQTransform(t,xform); } else if ( t > iter->Time && t < nextIter->Time ) { this->TransformList->insert(nextIter, vtkQTransform(t,xform)); } } this->Modified(); } //---------------------------------------------------------------------------- void vtkTransformInterpolator::AddTransform(double t, vtkMatrix4x4 *matrix) { vtkTransform *xform = vtkTransform::New(); xform->SetMatrix(matrix); this->AddTransform(t,xform); xform->Delete(); } //---------------------------------------------------------------------------- void vtkTransformInterpolator::AddTransform(double t, vtkProp3D *prop3D) { this->AddTransform(t,prop3D->GetMatrix()); } //---------------------------------------------------------------------------- void vtkTransformInterpolator::RemoveTransform(double t) { if ( t < this->TransformList->front().Time || t > this->TransformList->back().Time ) { return; } TransformListIterator iter = this->TransformList->begin(); for ( ; iter->Time != t && iter != this->TransformList->end(); ++iter ) { } if ( iter != this->TransformList->end() ) { this->TransformList->erase(iter); } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::SetPositionInterpolator(vtkTupleInterpolator *pi) { if ( this->PositionInterpolator != pi ) { if ( this->PositionInterpolator != NULL ) { this->PositionInterpolator->Delete(); } this->PositionInterpolator = pi; if ( this->PositionInterpolator != NULL ) { this->PositionInterpolator->Register(this); } this->Modified(); } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::SetScaleInterpolator(vtkTupleInterpolator *si) { if ( this->ScaleInterpolator != si ) { if ( this->ScaleInterpolator != NULL ) { this->ScaleInterpolator->Delete(); } this->ScaleInterpolator = si; if ( this->ScaleInterpolator != NULL ) { this->ScaleInterpolator->Register(this); } this->Modified(); } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::SetRotationInterpolator(vtkQuaternionInterpolator *ri) { if ( this->RotationInterpolator != ri ) { if ( this->RotationInterpolator != NULL ) { this->RotationInterpolator->Delete(); } this->RotationInterpolator = ri; if ( this->RotationInterpolator != NULL ) { this->RotationInterpolator->Register(this); } this->Modified(); } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::InitializeInterpolation() { if ( this->TransformList->empty() ) { return; } // Set up the interpolators if we need to if ( !this->Initialized || this->GetMTime() > this->InitializeTime ) { if ( !this->PositionInterpolator ) { this->PositionInterpolator = vtkTupleInterpolator::New(); } if ( !this->ScaleInterpolator ) { this->ScaleInterpolator = vtkTupleInterpolator::New(); } if ( !this->RotationInterpolator ) { this->RotationInterpolator = vtkQuaternionInterpolator::New(); } this->PositionInterpolator->Initialize(); this->ScaleInterpolator->Initialize(); this->RotationInterpolator->Initialize(); this->PositionInterpolator->SetNumberOfComponents(3); this->ScaleInterpolator->SetNumberOfComponents(3); if ( this->InterpolationType == INTERPOLATION_TYPE_LINEAR ) { this->PositionInterpolator->SetInterpolationTypeToLinear(); this->ScaleInterpolator->SetInterpolationTypeToLinear(); this->RotationInterpolator->SetInterpolationTypeToLinear(); } else if ( this->InterpolationType == INTERPOLATION_TYPE_SPLINE ) { this->PositionInterpolator->SetInterpolationTypeToSpline(); this->ScaleInterpolator->SetInterpolationTypeToSpline(); this->RotationInterpolator->SetInterpolationTypeToSpline(); } else { ; //manual override, user manipulates interpolators directly } // Okay, now we can load the interpolators with data TransformListIterator iter = this->TransformList->begin(); for ( ; iter != this->TransformList->end(); ++iter) { this->PositionInterpolator->AddTuple(iter->Time,iter->P); this->ScaleInterpolator->AddTuple(iter->Time,iter->S); this->RotationInterpolator->AddQuaternion(iter->Time,iter->Q); } this->Initialized = 1; this->InitializeTime.Modified(); } } //---------------------------------------------------------------------------- void vtkTransformInterpolator::InterpolateTransform(double t, vtkTransform *xform) { if ( this->TransformList->empty() ) { return; } // Make sure the xform and this class are initialized properly xform->Identity(); this->InitializeInterpolation(); // Evaluate the interpolators if ( t < this->TransformList->front().Time ) { t = this->TransformList->front().Time; } else if ( t > this->TransformList->back().Time ) { t = this->TransformList->back().Time; } double P[3],S[3],Q[4]; this->PositionInterpolator->InterpolateTuple(t,P); this->ScaleInterpolator->InterpolateTuple(t,S); this->RotationInterpolator->InterpolateQuaternion(t,Q); xform->Translate(P); xform->RotateWXYZ(Q[0],Q+1); xform->Scale(S); } //---------------------------------------------------------------------------- void vtkTransformInterpolator::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "There are " << this->GetNumberOfTransforms() << " transforms to be interpolated\n"; os << indent << "Interpolation Type: "; if ( this->InterpolationType == INTERPOLATION_TYPE_LINEAR ) { os << "Linear\n"; } else if ( this->InterpolationType == INTERPOLATION_TYPE_SPLINE ) { os << "Spline\n"; } else //if ( this->InterpolationType == INTERPOLATION_TYPE_MANUAL ) { os << "Manual\n"; } os << indent << "Position Interpolator: "; if ( this->PositionInterpolator ) { os << this->PositionInterpolator << "\n"; } else { os << "(null)\n"; } os << indent << "Scale Interpolator: "; if ( this->ScaleInterpolator ) { os << this->ScaleInterpolator << "\n"; } else { os << "(null)\n"; } os << indent << "Rotation Interpolator: "; if ( this->RotationInterpolator ) { os << this->RotationInterpolator << "\n"; } else { os << "(null)\n"; } }