Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
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 <math.h>
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";
}
}