Cloned library of VTK-5.0.0 with extra build files for internal package management.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

523 lines
12 KiB

/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkActor.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 "vtkActor.h"
#include "vtkAssemblyPaths.h"
#include "vtkGraphicsFactory.h"
#include "vtkImageData.h"
#include "vtkLinearTransform.h"
#include "vtkMapper.h"
#include "vtkMath.h"
#include "vtkPointData.h"
#include "vtkPropCollection.h"
#include "vtkProperty.h"
#include "vtkRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkTexture.h"
#include "vtkTransform.h"
#include <math.h>
vtkCxxRevisionMacro(vtkActor, "$Revision: 1.126 $");
vtkCxxSetObjectMacro(vtkActor,Texture,vtkTexture);
//----------------------------------------------------------------------------
// Needed when we don't use the vtkStandardNewMacro.
vtkInstantiatorNewMacro(vtkActor);
// Creates an actor with the following defaults: origin(0,0,0)
// position=(0,0,0) scale=(1,1,1) visibility=1 pickable=1 dragable=1
// orientation=(0,0,0). No user defined matrix and no texture map.
vtkActor::vtkActor()
{
this->Mapper = NULL;
this->Property = NULL;
this->BackfaceProperty = NULL;
this->Texture = NULL;
// The mapper bounds are cache to know when the bounds must be recomputed
// from the mapper bounds.
vtkMath::UninitializeBounds(this->MapperBounds);
}
vtkActor::~vtkActor()
{
if ( this->Property != NULL)
{
this->Property->UnRegister(this);
this->Property = NULL;
}
if ( this->BackfaceProperty != NULL)
{
this->BackfaceProperty->UnRegister(this);
this->BackfaceProperty = NULL;
}
if (this->Mapper)
{
this->Mapper->UnRegister(this);
this->Mapper = NULL;
}
this->SetTexture(NULL);
}
// Shallow copy of an actor.
void vtkActor::ShallowCopy(vtkProp *prop)
{
vtkActor *a = vtkActor::SafeDownCast(prop);
if ( a != NULL )
{
this->SetMapper(a->GetMapper());
this->SetProperty(a->GetProperty());
this->SetBackfaceProperty(a->GetBackfaceProperty());
this->SetTexture(a->GetTexture());
}
// Now do superclass
this->vtkProp3D::ShallowCopy(prop);
}
// return the correct type of Actor
vtkActor *vtkActor::New()
{
// First try to create the object from the vtkGraphicsFactory
vtkObject* ret = vtkGraphicsFactory::CreateInstance("vtkActor");
return (vtkActor*)ret;
}
void vtkActor::GetActors(vtkPropCollection *ac)
{
ac->AddItem(this);
}
// should be called from the render methods only
int vtkActor::GetIsOpaque()
{
if (this->Property->GetOpacity() >= 1.0)
{
if (this->Texture && this->Texture->GetInput())
{
this->Texture->GetInput()->UpdateInformation();
this->Texture->GetInput()->SetUpdateExtent(this->Texture->GetInput()->GetWholeExtent());
this->Texture->GetInput()->PropagateUpdateExtent();
this->Texture->GetInput()->TriggerAsynchronousUpdate();
this->Texture->GetInput()->UpdateData();
if (this->Texture->GetInput()->GetPointData()->GetScalars() == NULL)
{ // Handle gracefully. What should it return?
return 1;
}
if (this->Texture->GetInput()->GetPointData()->GetScalars()->GetNumberOfComponents()%2)
{
return 1;
}
}
else
{
return 1;
}
}
return 0;
}
// This causes the actor to be rendered. It in turn will render the actor's
// property, texture map and then mapper. If a property hasn't been
// assigned, then the actor will create one automatically. Note that a
// side effect of this method is that the visualization network is updated.
int vtkActor::RenderOpaqueGeometry(vtkViewport *vp)
{
int renderedSomething = 0;
vtkRenderer* ren = static_cast<vtkRenderer*>(vp);
if ( ! this->Mapper )
{
return 0;
}
// make sure we have a property
if (!this->Property)
{
// force creation of a property
this->GetProperty();
}
// is this actor opaque ?
if (this->GetIsOpaque())
{
this->Property->Render(this, ren);
// render the backface property
if (this->BackfaceProperty)
{
this->BackfaceProperty->BackfaceRender(this, ren);
}
// render the texture
if (this->Texture)
{
this->Texture->Render(ren);
}
this->Render(ren,this->Mapper);
this->EstimatedRenderTime += this->Mapper->GetTimeToDraw();
renderedSomething = 1;
}
return renderedSomething;
}
int vtkActor::RenderTranslucentGeometry(vtkViewport *vp)
{
int renderedSomething = 0;
vtkRenderer* ren = static_cast<vtkRenderer*>(vp);
if ( ! this->Mapper )
{
return 0;
}
// make sure we have a property
if (!this->Property)
{
// force creation of a property
this->GetProperty();
}
// is this actor opaque ?
if (!this->GetIsOpaque())
{
this->Property->Render(this, ren);
// render the backface property
if (this->BackfaceProperty)
{
this->BackfaceProperty->BackfaceRender(this, ren);
}
// render the texture
if (this->Texture)
{
this->Texture->Render(ren);
}
this->Render(ren,this->Mapper);
this->EstimatedRenderTime += this->Mapper->GetTimeToDraw();
renderedSomething = 1;
}
return renderedSomething;
}
void vtkActor::ReleaseGraphicsResources(vtkWindow *win)
{
vtkRenderWindow *renWin = (vtkRenderWindow *)win;
// pass this information onto the mapper
if (this->Mapper)
{
this->Mapper->ReleaseGraphicsResources(renWin);
}
// pass this information onto the texture
if (this->Texture)
{
this->Texture->ReleaseGraphicsResources(renWin);
}
}
void vtkActor::SetProperty(vtkProperty *lut)
{
if ( this->Property == lut)
{
return;
}
if ( this->Property != NULL)
{
this->Property->UnRegister(this);
this->Property = NULL;
}
if ( lut != NULL)
{
lut->Register(this);
}
this->Property = lut;
this->Modified();
}
vtkProperty* vtkActor::MakeProperty()
{
return vtkProperty::New();
}
vtkProperty *vtkActor::GetProperty()
{
if ( this->Property == NULL )
{
vtkProperty *p = this->MakeProperty();
this->SetProperty(p);
p->Delete();
}
return this->Property;
}
void vtkActor::SetBackfaceProperty(vtkProperty *lut)
{
if ( this->BackfaceProperty == lut)
{
return;
}
if ( this->BackfaceProperty != NULL)
{
this->BackfaceProperty->UnRegister(this);
this->BackfaceProperty = NULL;
}
if ( lut != NULL)
{
lut->Register(this);
}
this->BackfaceProperty = lut;
this->Modified();
}
vtkProperty *vtkActor::GetBackfaceProperty()
{
return this->BackfaceProperty;
}
// Get the bounds for this Actor as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
double *vtkActor::GetBounds()
{
int i,n;
double *bounds, bbox[24], *fptr;
vtkDebugMacro( << "Getting Bounds" );
// get the bounds of the Mapper if we have one
if (!this->Mapper)
{
return this->Bounds;
}
bounds = this->Mapper->GetBounds();
// Check for the special case when the mapper's bounds are unknown
if (!bounds)
{
return bounds;
}
// Check for the special case when the actor is empty.
if (!vtkMath::AreBoundsInitialized(bounds))
{
memcpy( this->MapperBounds, bounds, 6*sizeof(double) );
vtkMath::UninitializeBounds(this->Bounds);
this->BoundsMTime.Modified();
return this->Bounds;
}
// Check if we have cached values for these bounds - we cache the
// values returned by this->Mapper->GetBounds() and we store the time
// of caching. If the values returned this time are different, or
// the modified time of this class is newer than the cached time,
// then we need to rebuild.
if ( ( memcmp( this->MapperBounds, bounds, 6*sizeof(double) ) != 0 ) ||
( this->GetMTime() > this->BoundsMTime ) )
{
vtkDebugMacro( << "Recomputing bounds..." );
memcpy( this->MapperBounds, bounds, 6*sizeof(double) );
// fill out vertices of a bounding box
bbox[ 0] = bounds[1]; bbox[ 1] = bounds[3]; bbox[ 2] = bounds[5];
bbox[ 3] = bounds[1]; bbox[ 4] = bounds[2]; bbox[ 5] = bounds[5];
bbox[ 6] = bounds[0]; bbox[ 7] = bounds[2]; bbox[ 8] = bounds[5];
bbox[ 9] = bounds[0]; bbox[10] = bounds[3]; bbox[11] = bounds[5];
bbox[12] = bounds[1]; bbox[13] = bounds[3]; bbox[14] = bounds[4];
bbox[15] = bounds[1]; bbox[16] = bounds[2]; bbox[17] = bounds[4];
bbox[18] = bounds[0]; bbox[19] = bounds[2]; bbox[20] = bounds[4];
bbox[21] = bounds[0]; bbox[22] = bounds[3]; bbox[23] = bounds[4];
// save the old transform
this->Transform->Push();
this->Transform->SetMatrix(this->GetMatrix());
// and transform into actors coordinates
fptr = bbox;
for (n = 0; n < 8; n++)
{
this->Transform->TransformPoint(fptr,fptr);
fptr += 3;
}
this->Transform->Pop();
// now calc the new bounds
this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = VTK_DOUBLE_MAX;
this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = -VTK_DOUBLE_MAX;
for (i = 0; i < 8; i++)
{
for (n = 0; n < 3; n++)
{
if (bbox[i*3+n] < this->Bounds[n*2])
{
this->Bounds[n*2] = bbox[i*3+n];
}
if (bbox[i*3+n] > this->Bounds[n*2+1])
{
this->Bounds[n*2+1] = bbox[i*3+n];
}
}
}
this->BoundsMTime.Modified();
}
return this->Bounds;
}
unsigned long int vtkActor::GetMTime()
{
unsigned long mTime=this->Superclass::GetMTime();
unsigned long time;
if ( this->Property != NULL )
{
time = this->Property->GetMTime();
mTime = ( time > mTime ? time : mTime );
}
if ( this->BackfaceProperty != NULL )
{
time = this->BackfaceProperty->GetMTime();
mTime = ( time > mTime ? time : mTime );
}
if ( this->Texture != NULL )
{
time = this->Texture->GetMTime();
mTime = ( time > mTime ? time : mTime );
}
return mTime;
}
unsigned long int vtkActor::GetRedrawMTime()
{
unsigned long mTime=this->GetMTime();
unsigned long time;
if ( this->Mapper != NULL )
{
time = this->Mapper->GetMTime();
mTime = ( time > mTime ? time : mTime );
if (this->GetMapper()->GetInput() != NULL)
{
this->GetMapper()->GetInput()->Update();
time = this->Mapper->GetInput()->GetMTime();
mTime = ( time > mTime ? time : mTime );
}
}
return mTime;
}
void vtkActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
if ( this->Mapper )
{
os << indent << "Mapper:\n";
this->Mapper->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Mapper: (none)\n";
}
if ( this->Property )
{
os << indent << "Property:\n";
this->Property->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Property: (none)\n";
}
if ( this->Texture )
{
os << indent << "Texture: " << this->Texture << "\n";
}
else
{
os << indent << "Texture: (none)\n";
}
}
// Compatibility methods...to be deprecated in the future.
#include "vtkAssemblyNode.h"
void vtkActor::InitPartTraversal()
{
this->InitPathTraversal();
}
vtkActor *vtkActor::GetNextPart()
{
vtkAssemblyPath *path = this->GetNextPath();
if ( !path )
{
return NULL;
}
else
{
vtkAssemblyNode *node = path->GetLastNode();
if ( node && node->GetViewProp()->IsA("vtkActor") )
{
return (vtkActor *)node->GetViewProp();
}
}
return NULL;
}
int vtkActor::GetNumberOfParts()
{
return this->GetNumberOfPaths();
}
void vtkActor::SetMapper(vtkMapper *args)
{
vtkDebugMacro(<< this->GetClassName() << " (" << this
<< "): setting Mapper to " << args );
if (this->Mapper != args)
{
if (this->Mapper != NULL)
{
this->Mapper->UnRegister(this);
}
this->Mapper = args;
if (this->Mapper != NULL)
{
this->Mapper->Register(this);
}
this->Modified();
}
}