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315 lines
11 KiB
315 lines
11 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkProp3D.h,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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// .NAME vtkProp3D - represents an 3D object for placement in a rendered scene
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// .SECTION Description
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// vtkProp3D is an abstract class used to represent an entity in a rendering
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// scene (i.e., vtkProp3D is a vtkProp with an associated transformation
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// matrix). It handles functions related to the position, orientation and
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// scaling. It combines these instance variables into one 4x4 transformation
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// matrix as follows: [x y z 1] = [x y z 1] Translate(-origin) Scale(scale)
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// Rot(y) Rot(x) Rot (z) Trans(origin) Trans(position). Both vtkActor and
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// vtkVolume are specializations of class vtkProp. The constructor defaults
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// to: origin(0,0,0) position=(0,0,0) orientation=(0,0,0), no user defined
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// matrix or transform, and no texture map.
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// .SECTION See Also
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// vtkProp vtkActor vtkAssembly vtkVolume
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#ifndef __vtkProp3D_h
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#define __vtkProp3D_h
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#include "vtkProp.h"
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class vtkRenderer;
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class vtkTransform;
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class vtkLinearTransform;
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class VTK_RENDERING_EXPORT vtkProp3D : public vtkProp
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{
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public:
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vtkTypeRevisionMacro(vtkProp3D,vtkProp);
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void PrintSelf(ostream& os, vtkIndent indent);
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// Description:
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// Shallow copy of this vtkProp3D.
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void ShallowCopy(vtkProp *prop);
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// Description:
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// Set/Get/Add the position of the Prop3D in world coordinates.
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virtual void SetPosition(double _arg1, double _arg2, double _arg3)
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{
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vtkDebugMacro(<< this->GetClassName() << " (" << this <<
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"): setting Position to (" << _arg1 << "," << _arg2 << "," <<
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_arg3 << ")");
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if ((this->Position[0] != _arg1)||
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(this->Position[1] != _arg2)||
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(this->Position[2] != _arg3))
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{
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this->Position[0] = _arg1;
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this->Position[1] = _arg2;
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this->Position[2] = _arg3;
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this->Modified();
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this->IsIdentity = 0;
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}
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};
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virtual void SetPosition (double _arg[3])
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{
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this->SetPosition (_arg[0], _arg[1], _arg[2]);
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}
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vtkGetVectorMacro(Position,double,3);
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void AddPosition(double deltaPosition[3]);
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void AddPosition(double deltaX,double deltaY,double deltaZ);
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// Description:
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// Set/Get the origin of the Prop3D. This is the point about which all
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// rotations take place.
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virtual void SetOrigin(double _arg1, double _arg2, double _arg3)
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{
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vtkDebugMacro(<< this->GetClassName() << " (" << this <<
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"): setting Origin to (" << _arg1 << "," << _arg2 << "," <<
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_arg3 << ")");
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if ((this->Origin[0] != _arg1)||
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(this->Origin[1] != _arg2)||
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(this->Origin[2] != _arg3))
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{
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this->Origin[0] = _arg1;
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this->Origin[1] = _arg2;
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this->Origin[2] = _arg3;
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this->Modified();
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this->IsIdentity = 0;
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}
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};
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virtual void SetOrigin(double _arg[3])
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{
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this->SetOrigin (_arg[0], _arg[1], _arg[2]);
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}
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vtkGetVectorMacro(Origin,double,3);
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// Description:
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// Set/Get the scale of the actor. Scaling in performed independently on the
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// X, Y and Z axis. A scale of zero is illegal and will be replaced with one.
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virtual void SetScale(double _arg1, double _arg2, double _arg3)
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{
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vtkDebugMacro(<< this->GetClassName() << " (" << this <<
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"): setting Scale to (" << _arg1 << "," << _arg2 << "," <<
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_arg3 << ")");
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if ((this->Scale[0] != _arg1)||
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(this->Scale[1] != _arg2)||
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(this->Scale[2] != _arg3))
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{
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this->Scale[0] = _arg1;
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this->Scale[1] = _arg2;
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this->Scale[2] = _arg3;
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this->Modified();
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this->IsIdentity = 0;
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}
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};
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virtual void SetScale (double _arg[3])
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{
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this->SetScale (_arg[0], _arg[1], _arg[2]);
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}
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vtkGetVectorMacro(Scale,double,3);
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// Description:
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// Method to set the scale isotropically
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void SetScale(double s) {this->SetScale(s,s,s);};
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// Description:
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// In addition to the instance variables such as position and orientation,
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// you can add an additional transformation for your own use. This
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// transformation is concatenated with the actor's internal transformation,
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// which you implicitly create through the use of SetPosition(),
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// SetOrigin() and SetOrientation().
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// <p>If the internal transformation
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// is identity (i.e. if you don't set the Position, Origin, or
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// Orientation) then the actors final transformation will be the
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// UserTransform, concatenated with the UserMatrix if the UserMatrix
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// is present.
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void SetUserTransform(vtkLinearTransform *transform);
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vtkGetObjectMacro(UserTransform,vtkLinearTransform);
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// Description:
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// The UserMatrix can be used in place of UserTransform.
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void SetUserMatrix(vtkMatrix4x4 *matrix);
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vtkMatrix4x4 *GetUserMatrix();
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// Description:
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// Return a reference to the Prop3D's 4x4 composite matrix.
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// Get the matrix from the position, origin, scale and orientation This
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// matrix is cached, so multiple GetMatrix() calls will be efficient.
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virtual void GetMatrix(vtkMatrix4x4 *m);
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virtual void GetMatrix(double m[16]);
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// Description:
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// Return a reference to the Prop3D's composite transform.
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// Description:
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// Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
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void GetBounds(double bounds[6]);
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virtual double *GetBounds() = 0;
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// Description:
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// Get the center of the bounding box in world coordinates.
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double *GetCenter();
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// Description:
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// Get the Prop3D's x range in world coordinates.
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double *GetXRange();
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// Description:
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// Get the Prop3D's y range in world coordinates.
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double *GetYRange();
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// Description:
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// Get the Prop3D's z range in world coordinates.
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double *GetZRange();
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// Description:
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// Get the length of the diagonal of the bounding box.
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double GetLength();
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// Description:
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// Rotate the Prop3D in degrees about the X axis using the right hand
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// rule. The axis is the Prop3D's X axis, which can change as other
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// rotations are performed. To rotate about the world X axis use
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// RotateWXYZ (angle, 1, 0, 0). This rotation is applied before all
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// others in the current transformation matrix.
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void RotateX(double);
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// Description:
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// Rotate the Prop3D in degrees about the Y axis using the right hand
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// rule. The axis is the Prop3D's Y axis, which can change as other
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// rotations are performed. To rotate about the world Y axis use
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// RotateWXYZ (angle, 0, 1, 0). This rotation is applied before all
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// others in the current transformation matrix.
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void RotateY(double);
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// Description:
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// Rotate the Prop3D in degrees about the Z axis using the right hand
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// rule. The axis is the Prop3D's Z axis, which can change as other
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// rotations are performed. To rotate about the world Z axis use
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// RotateWXYZ (angle, 0, 0, 1). This rotation is applied before all
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// others in the current transformation matrix.
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void RotateZ(double);
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// Description:
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// Rotate the Prop3D in degrees about an arbitrary axis specified by
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// the last three arguments. The axis is specified in world
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// coordinates. To rotate an about its model axes, use RotateX,
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// RotateY, RotateZ.
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void RotateWXYZ(double,double,double,double);
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// Description:
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// Sets the orientation of the Prop3D. Orientation is specified as
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// X,Y and Z rotations in that order, but they are performed as
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// RotateZ, RotateX, and finally RotateY.
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void SetOrientation(double,double,double);
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// Description:
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// Sets the orientation of the Prop3D. Orientation is specified as
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// X,Y and Z rotations in that order, but they are performed as
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// RotateZ, RotateX, and finally RotateY.
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void SetOrientation(double a[3]);
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// Description:
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// Returns the orientation of the Prop3D as s vector of X,Y and Z rotation.
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// The ordering in which these rotations must be done to generate the
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// same matrix is RotateZ, RotateX, and finally RotateY. See also
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// SetOrientation.
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double *GetOrientation();
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void GetOrientation(double o[3]);
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// Description:
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// Returns the WXYZ orientation of the Prop3D.
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double *GetOrientationWXYZ();
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// Description:
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// Add to the current orientation. See SetOrientation and
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// GetOrientation for more details. This basically does a
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// GetOrientation, adds the passed in arguments, and then calls
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// SetOrientation.
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void AddOrientation(double,double,double);
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// Description:
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// Add to the current orientation. See SetOrientation and
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// GetOrientation for more details. This basically does a
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// GetOrientation, adds the passed in arguments, and then calls
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// SetOrientation.
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void AddOrientation(double a[3]);
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// Description:
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// This method modifies the vtkProp3D so that its transformation
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// state is set to the matrix specified. The method does this by
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// setting appropriate transformation-related ivars to initial
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// values (i.e., not transformed), and placing the user-supplied
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// matrix into the UserMatrix of this vtkProp3D. If the method is
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// called again with a NULL matrix, then the original state of the
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// vtkProp3D will be restored. This method is used to support
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// picking and assembly structures.
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void PokeMatrix(vtkMatrix4x4 *matrix);
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// Description:
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// Overload vtkProp's method for setting up assembly paths. See
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// the documentation for vtkProp.
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void InitPathTraversal();
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// Description:
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// Get the vtkProp3D's mtime
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unsigned long int GetMTime();
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// Description:
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// Get the modified time of the user matrix or user transform.
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unsigned long int GetUserTransformMatrixMTime();
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// Description:
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// Generate the matrix based on ivars
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virtual void ComputeMatrix();
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// Description:
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// Get a pointer to an internal vtkMatrix4x4. that represents
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vtkMatrix4x4 *GetMatrix()
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{
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this->ComputeMatrix();
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return this->Matrix;
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}
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// Description:
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// Is the matrix for this actor identity
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vtkGetMacro(IsIdentity,int);
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protected:
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vtkProp3D();
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~vtkProp3D();
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vtkLinearTransform *UserTransform;
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vtkMatrix4x4 *UserMatrix;
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vtkMatrix4x4 *Matrix;
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vtkTimeStamp MatrixMTime;
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double Origin[3];
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double Position[3];
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double Orientation[3];
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double Scale[3];
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double Center[3];
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vtkTransform *Transform;
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double Bounds[6];
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vtkProp3D *CachedProp3D; //support the PokeMatrix() method
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int IsIdentity;
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private:
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vtkProp3D(const vtkProp3D&); // Not implemented.
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void operator=(const vtkProp3D&); // Not implemented.
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};
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#endif
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