Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkProjectedTerrainPath.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 "vtkProjectedTerrainPath.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkObjectFactory.h"
#include "vtkPriorityQueue.h"
#include "vtkImageData.h"
#include "vtkPolyData.h"
#include "vtkPointData.h"
#include "vtkPoints.h"
#include "vtkCellArray.h"
#include "vtkDoubleArray.h"
#include "vtkExecutive.h"
#include "vtkMath.h"
#include "vtkPixel.h"
#include <vtkstd/vector>
// Define the edge list class--------------------------------------------------
struct vtkEdge
{
vtkEdge(vtkIdType v1, vtkIdType v2) : V1(v1), V2(v2), tPos(-1.0), tNeg(-1.0) {}
vtkIdType V1;
vtkIdType V2;
double tPos; //parametric coordinates where positive maximum error occurs
double tNeg; //parametric coordinates where negative maximum error occurs
};
class vtkEdgeList : public vtkstd::vector<vtkEdge> {};
typedef vtkEdgeList EdgeListType;
typedef vtkEdgeList::iterator EdgeListIterator;
// Begin vtkProjectedTerrainPath class implementation--------------------------
//
vtkCxxRevisionMacro(vtkProjectedTerrainPath, "$Revision: 1.11 $");
vtkStandardNewMacro(vtkProjectedTerrainPath);
//-----------------------------------------------------------------------------
vtkProjectedTerrainPath::vtkProjectedTerrainPath()
{
this->SetNumberOfInputPorts(2);
this->ProjectionMode = SIMPLE_PROJECTION;
this->HeightOffset = 10.0;
this->HeightTolerance = 10.0;
this->MaximumNumberOfLines = VTK_LARGE_ID;
this->PositiveLineError = NULL;
this->NegativeLineError = NULL;
}
//-----------------------------------------------------------------------------
vtkProjectedTerrainPath::~vtkProjectedTerrainPath()
{
}
//-----------------------------------------------------------------------------
void vtkProjectedTerrainPath::SetSource(vtkImageData *source)
{
this->SetInput(1, source);
}
//-----------------------------------------------------------------------------
vtkImageData *vtkProjectedTerrainPath::GetSource()
{
if (this->GetNumberOfInputConnections(1) < 1)
{
return NULL;
}
return vtkImageData::SafeDownCast(this->GetExecutive()->GetInputData(1, 0));
}
//-----------------------------------------------------------------------------
int vtkProjectedTerrainPath::FillInputPortInformation(int port,
vtkInformation *info)
{
if (port == 0)
{
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkPolyData");
return 1;
}
else if (port == 1)
{
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkImageData");
return 1;
}
return 0;
}
//-----------------------------------------------------------------------------
// Warning: this method may return negative indices. This is expected behavior
//
inline void vtkProjectedTerrainPath::GetImageIndex(double x[3],
double loc[2], int ij[2])
{
loc[0] = (x[0] - this->Origin[0]) / this->Spacing[0];
ij[0] = (int) (floor(loc[0]));
loc[1] = (x[1] - this->Origin[1]) / this->Spacing[1];
ij[1] = (int) (floor(loc[1]));
}
//-----------------------------------------------------------------------------
int vtkProjectedTerrainPath::RequestData(vtkInformation *,
vtkInformationVector **inputVector,
vtkInformationVector *outputVector)
{
// get the input and output
vtkInformation *linesInfo = inputVector[0]->GetInformationObject(0);
vtkInformation *imageInfo = inputVector[1]->GetInformationObject(0);
vtkInformation *outInfo = outputVector->GetInformationObject(0);
vtkPolyData *lines = vtkPolyData::SafeDownCast(
linesInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkImageData *image = vtkImageData::SafeDownCast(
imageInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkPolyData *output = vtkPolyData::SafeDownCast(
outInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkPoints *inPoints = lines->GetPoints();
vtkIdType numPts = inPoints->GetNumberOfPoints();
vtkCellArray *inLines = lines->GetLines();
vtkIdType numLines;
if ( ! inLines || (numLines=inLines->GetNumberOfCells()) <= 0 )
{
vtkErrorMacro("This filter requires lines as input");
return 1;
}
if ( ! image )
{
vtkErrorMacro("This filter requires an image as input");
return 1;
}
image->GetDimensions(this->Dimensions);
image->GetOrigin(this->Origin);
image->GetSpacing(this->Spacing);
image->GetExtent(this->Extent);
this->Heights = image->GetPointData()->GetScalars();
this->Points = vtkPoints::New();
this->Points->SetDataTypeToDouble();
this->Points->Allocate(numPts);
output->SetPoints(this->Points);
this->Points->Delete(); //ok reference counting
vtkPointData *inPD = lines->GetPointData();
vtkPointData *outPD = output->GetPointData();
outPD->CopyAllocate(inPD);
// The algorithm runs in three parts. First, the existing points are
// projected onto the image (with the height offset). Next, if requested
// the edges are checked for occlusion. Finally, if requested, the edges
// are adjusted to hug the terrain.
int ij[2];
vtkIdType i;
double x[3], z, loc[2];
for (i=0; i<numPts; i++)
{
inPoints->GetPoint(i,x);
this->GetImageIndex(x,loc,ij);
z = this->GetHeight(loc,ij);
this->Points->InsertPoint(i, x[0], x[1], z);
outPD->CopyData(inPD,i,i);
}
// If mode is simple, then just spit out the original polylines
if ( this->ProjectionMode == SIMPLE_PROJECTION )
{
output->SetLines(inLines);
return 1;
}
// If here, we've got to get fancy and start the subdivision process.
// This means creating some fancy data structures: a dynamic list
// for the edges. The structure is implicit: the first two entries
// in the list (i,i+1) form an edge; the next two (i+1,i+2) form the
// next edge, and so on. The list contains point ids referring to
// the this->Points array.
vtkIdType j, npts=0, *pts=NULL;
this->EdgeList = new EdgeListType;
this->PositiveLineError = vtkPriorityQueue::New();
this->NegativeLineError = vtkPriorityQueue::New();
this->NumLines = 0;
for ( inLines->InitTraversal(); inLines->GetNextCell(npts,pts); )
{
for (j=0; j<(npts-1); j++)
{
this->EdgeList->push_back(vtkEdge(pts[j],pts[j+1]));
this->ComputeError(this->EdgeList->size()-1); //puts edges in queues
this->NumLines++;
}
}
if ( this->ProjectionMode == NONOCCLUDED_PROJECTION )
{
this->RemoveOcclusions();
}
else //if ( this->ProjectionMode == HUG_PROJECTION )
{
this->HugTerrain();
}
//Okay now dump out the edges from the edge list into the output polydata
vtkCellArray *outLines = vtkCellArray::New();
outLines->Allocate(outLines->EstimateSize(this->EdgeList->size(),2));
for (EdgeListIterator iter=this->EdgeList->begin();
iter != this->EdgeList->end();
++iter)
{
outLines->InsertNextCell(2);
outLines->InsertCellPoint(iter->V1);
outLines->InsertCellPoint(iter->V2);
}
output->SetLines(outLines);
outLines->Delete();
vtkDebugMacro("Produced " << outLines->GetNumberOfCells() << " lines from "
<< numLines << " input polylines");
// Clean up
delete this->EdgeList;
this->PositiveLineError->Delete();
this->NegativeLineError->Delete();
return 1;
}
//-----------------------------------------------------------------------------
// Remove all intersections of the line segments with the terrain
void vtkProjectedTerrainPath::RemoveOcclusions()
{
double error;
vtkIdType eId;
if ( this->HeightOffset > 0.0 ) //want path above terrain, eliminate negative errors
{
while ( (eId=this->NegativeLineError->Pop(0,error)) >= 0 &&
this->NumLines < this->MaximumNumberOfLines )
{
this->SplitEdge(eId,(*this->EdgeList)[eId].tNeg);
}
}
else //want path below terrain, eliminate positive errors
{
while ( (eId=this->PositiveLineError->Pop(0,error)) >= 0 &&
this->NumLines < this->MaximumNumberOfLines )
{
this->SplitEdge(eId,(*this->EdgeList)[eId].tPos);
}
}
}
//-----------------------------------------------------------------------------
// Adjust the lines so that they hug the terrain within the tolerance specified
void vtkProjectedTerrainPath::HugTerrain()
{
// Loop until error meets threshold.
// Remember that the errors in the priority queues are negative.
// Also, splitting an edge can cause the polyline to reintersect the terrain.
// This is the reason for the outer while{} loop.
double error;
vtkIdType eId, stillPopping=1;
while ( stillPopping )
{
stillPopping = 0;
while ( (eId=this->PositiveLineError->Pop(0,error)) >= 0 &&
this->NumLines < this->MaximumNumberOfLines )
{
// Have to remove edge (if it exists) from other queue since
// it will be reprocessed
this->NegativeLineError->DeleteId(eId);
if ( (-error) > this->HeightTolerance )
{
this->SplitEdge(eId,(*this->EdgeList)[eId].tPos);
stillPopping = 1;
}
else
{
break;
}
}
while ( (eId=this->NegativeLineError->Pop(0,error)) >= 0 &&
this->NumLines < this->MaximumNumberOfLines )
{
// Have to remove edge (if it exists) from other queue since
// it will be reprocessed
this->PositiveLineError->DeleteId(eId);
if ( (-error) > this->HeightTolerance )
{
this->SplitEdge(eId,(*this->EdgeList)[eId].tNeg);
stillPopping = 1;
}
else
{
break;
}
}
} //while still popping
}
//-----------------------------------------------------------------------------
// Splits the indicated edge and reinserts the edges back into the EdgeList as
// well as the appropriate priority queues.
void vtkProjectedTerrainPath::SplitEdge(vtkIdType eId, double t)
{
this->NumLines++;
// Get the points defining the edge
vtkEdge &e =(*this->EdgeList)[eId];
double p1[3], p2[3];
this->Points->GetPoint(e.V1,p1);
this->Points->GetPoint(e.V2,p2);
// Now generate the split point and add it to the list of points
double x[3], loc[2];
int ij[2];
x[0] = p1[0] + t*(p2[0]-p1[0]);
x[1] = p1[1] + t*(p2[1]-p1[1]);
this->GetImageIndex(x,loc,ij);
x[2] = this->GetHeight(loc,ij);
vtkIdType pId = this->Points->InsertNextPoint(x);
// We will create a new edge and update the old one.
vtkIdType v2 = e.V2;
e.V2 = pId;
this->EdgeList->push_back(vtkEdge(pId,v2));
vtkIdType eNew = this->EdgeList->size() - 1;
// Recompute the errors along the edges
this->ComputeError(eId);
this->ComputeError(eNew);
}
// if the line lies outside of the image.
double vtkProjectedTerrainPath::GetHeight(double loc[2], int ij[2])
{
// Compute the ij location (assuming 2D image plane)
//
int i;
double pcoords[2];
for (i=0; i<2; i++)
{
if ( ij[i] >= this->Extent[i*2] && ij[i] < this->Extent[i*2 + 1] )
{
pcoords[i] = loc[i] - (double)ij[i];
}
else if ( ij[i] < this->Extent[i*2] || ij[i] > this->Extent[i*2+1] )
{
return this->HeightOffset;
}
else //if ( ij[i] == this->Extent[i*2+1] )
{
if (this->Dimensions[i] == 1)
{
pcoords[i] = 0.0;
}
else
{
ij[i] -= 1;
pcoords[i] = 1.0;
}
}
}
// Interpolate the height
double weights[4], s0, s1, s2, s3;
vtkPixel::InterpolationFunctions(pcoords,weights);
s0 = this->Heights->GetTuple1(ij[0]+ ij[1]*this->Dimensions[0]);
s1 = this->Heights->GetTuple1(ij[0]+1+ ij[1]*this->Dimensions[0]);
s2 = this->Heights->GetTuple1(ij[0]+ (ij[1]+1)*this->Dimensions[0]);
s3 = this->Heights->GetTuple1(ij[0]+1+(ij[1]+1)*this->Dimensions[0]);
return (this->Origin[2] + this->HeightOffset + s0*weights[0] + s1*weights[1] +
s2*weights[2] + s3*weights[3]);
}
//-----------------------------------------------------------------------------
//This method has the side effect of inserting the edge into the queues
void vtkProjectedTerrainPath::ComputeError(vtkIdType edgeId)
{
vtkEdge &e =(*this->EdgeList)[edgeId];
double p1[3], p2[3];
this->Points->GetPoint(e.V1,p1);
this->Points->GetPoint(e.V2,p2);
// Now evaluate the edge as it passes over the pixel cell edges. The
// interpolation functions are such that the maximum values have to
// take place on the boundary of the cell. We process the cell edges in
// two passes: first the x-edges, then the y-edges.
double negError = VTK_LARGE_FLOAT;
double posError = -VTK_LARGE_FLOAT;
double x[3], loc[2], t, zMap, loc1[2], loc2[2], *x1, *x2, error;
int ij[2], ij1[2], ij2[2], numInt, i, flip;
// Process the x intersections
if ( p2[0] >= p1[0] ) //sort along x-axis
{
x1 = p1;
x2 = p2;
flip = 0;
}
else
{
x1 = p2;
x2 = p1;
flip = 1;
}
this->GetImageIndex(x1,loc1,ij1);
this->GetImageIndex(x2,loc2,ij2);
if ( (numInt=ij2[0]-ij1[0]) > 0 ) //if there are any x-intersections
{
for (i=1; i<=numInt; i++)
{
if ( (ij1[0]+i) >= this->Extent[0] )
{
x[0] = this->Origin[0] + (ij1[0]+i)*this->Spacing[0];
t = (x[0] - x1[0]) / (x2[0] - x1[0]);
x[1] = x1[1] + t*(x2[1]-x1[1]);
x[2] = x1[2] + t*(x2[2]-x1[2]);
this->GetImageIndex(x,loc,ij);
zMap = this->GetHeight(loc,ij);
error = x[2] - zMap;
if ( error >= 0.0 )
{
if (error > posError)
{
posError = error;
e.tPos = (flip ? (1-t) : t);
}
}
else
{
if (error < negError)
{
negError = error;
e.tNeg = (flip ? (1-t) : t);
}
}
} //if lying on image
} //for all x-intersection points
} //if x-intersections
// Process the y intersections
if ( p2[1] >= p1[1] ) //sort along y-axis
{
x1 = p1;
x2 = p2;
flip = 0;
}
else
{
x1 = p2;
x2 = p1;
flip = 1;
}
this->GetImageIndex(x1,loc1,ij1);
this->GetImageIndex(x2,loc2,ij2);
if ( (numInt=ij2[1]-ij1[1]) > 0 ) //if there are any x-intersections
{
for (i=1; i<=numInt; i++)
{
if ( (ij1[1]+i) >= this->Extent[2] )
{
x[1] = this->Origin[1] + (ij1[1]+i)*this->Spacing[1];
t = (x[1] - x1[1]) / (x2[1] - x1[1]);
x[0] = x1[0] + t*(x2[0]-x1[0]);
x[2] = x1[2] + t*(x2[2]-x1[2]);
this->GetImageIndex(x,loc,ij);
zMap = this->GetHeight(loc,ij);
error = x[2] - zMap;
if ( error >= 0.0 )
{
if (error > posError)
{
posError = error;
e.tPos = (flip ? (1-t) : t);
}
}
else
{
if (error < negError)
{
negError = error;
e.tNeg = (flip ? (1-t) : t);
}
}
} //if lying on image
} //for all x-intersection points
} //if x-intersections
// Okay, insert the maximum errors for this edge in the queues
if ( posError > 0.0 )
{
this->PositiveLineError->Insert(-posError,edgeId);
}
if ( negError < 0.0 )
{
this->NegativeLineError->Insert(negError,edgeId);
}
}
//-----------------------------------------------------------------------------
void vtkProjectedTerrainPath::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Projection Mode: ";
if ( this->ProjectionMode == SIMPLE_PROJECTION )
{
os << "Simple Projection\n";
}
else if ( this->ProjectionMode == NONOCCLUDED_PROJECTION )
{
os << "Non-occluded Projection\n";
}
else //if ( this->ProjectionMode == HUG_PROJECTION )
{
os << "Hug Projection\n";
}
os << indent << "Height Offset: " << this->HeightOffset << "\n";
os << indent << "Height Tolerance: " << this->HeightTolerance << "\n";
os << indent << "Maximum Number Of Lines: "
<< this->MaximumNumberOfLines << "\n";
}