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169 lines
6.2 KiB
169 lines
6.2 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkAssembly.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 vtkAssembly - create hierarchies of vtkProp3Ds (transformable props)
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// .SECTION Description
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// vtkAssembly is an object that groups vtkProp3Ds, its subclasses, and
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// other assemblies into a tree-like hierarchy. The vtkProp3Ds and
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// assemblies can then be transformed together by transforming just the root
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// assembly of the hierarchy.
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//
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// A vtkAssembly object can be used in place of an vtkProp3D since it is a
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// subclass of vtkProp3D. The difference is that vtkAssembly maintains a list
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// of vtkProp3D instances (its "parts") that form the assembly. Then, any
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// operation that transforms (i.e., scales, rotates, translates) the parent
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// assembly will transform all its parts. Note that this process is
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// recursive: you can create groups consisting of assemblies and/or
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// vtkProp3Ds to arbitrary depth.
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//
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// To add an assembly to the renderer's list of props, you only need to
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// add the root of the assembly. During rendering, the parts of the
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// assembly are rendered during a hierarchical traversal process.
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// .SECTION Caveats
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// Collections of assemblies are slower to render than an equivalent list
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// of actors. This is because to support arbitrary nesting of assemblies,
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// the state of the assemblies (i.e., transformation matrices) must
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// be propagated through the assembly hierarchy.
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//
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// Assemblies can consist of hierarchies of assemblies, where one actor or
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// assembly used in one hierarchy is also used in other hierarchies. However,
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// make that there are no cycles (e.g., parent->child->parent), this will
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// cause program failure.
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//
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// If you wish to create assemblies without any transformation (using the
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// assembly strictly as a grouping mechanism), then you may wish to
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// consider using vtkPropAssembly.
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// .SECTION See Also
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// vtkActor vtkTransform vtkMapper vtkPolyDataMapper vtkPropAssembly
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#ifndef __vtkAssembly_h
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#define __vtkAssembly_h
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#include "vtkProp3D.h"
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class vtkAssemblyPaths;
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class vtkProp3DCollection;
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class vtkMapper;
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class vtkProperty;
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class vtkActor;
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class VTK_RENDERING_EXPORT vtkAssembly : public vtkProp3D
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{
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public:
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static vtkAssembly *New();
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vtkTypeRevisionMacro(vtkAssembly,vtkProp3D);
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void PrintSelf(ostream& os, vtkIndent indent);
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// Description:
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// Add a part to the list of parts.
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void AddPart(vtkProp3D *);
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// Description:
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// Remove a part from the list of parts,
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void RemovePart(vtkProp3D *);
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// Description:
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// Return the parts (direct descendants) of this assembly.
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vtkProp3DCollection *GetParts();
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// Description:
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// For some exporters and other other operations we must be
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// able to collect all the actors or volumes. These methods
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// are used in that process.
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void GetActors(vtkPropCollection *);
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void GetVolumes(vtkPropCollection *);
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// Description:
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// Render this assembly and all its parts.
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// The rendering process is recursive.
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// Note that a mapper need not be defined. If not defined, then no geometry
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// will be drawn for this assembly. This allows you to create "logical"
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// assemblies; that is, assemblies that only serve to group and transform
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// its parts.
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int RenderOpaqueGeometry(vtkViewport *ren);
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int RenderTranslucentGeometry(vtkViewport *ren);
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// Description:
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// Release any graphics resources that are being consumed by this actor.
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// The parameter window could be used to determine which graphic
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// resources to release.
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void ReleaseGraphicsResources(vtkWindow *);
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// Description:
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// Methods to traverse the parts of an assembly. Each part (starting from
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// the root) will appear properly transformed and with the correct
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// properties (depending upon the ApplyProperty and ApplyTransform ivars).
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// Note that the part appears as an instance of vtkProp. These methods
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// should be contrasted to those that traverse the list of parts using
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// GetParts(). GetParts() returns a list of children of this assembly, not
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// necessarily with the correct transformation or properties. To use the
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// methods below - first invoke InitPathTraversal() followed by repeated
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// calls to GetNextPath(). GetNextPath() returns a NULL pointer when the
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// list is exhausted.
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void InitPathTraversal();
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vtkAssemblyPath *GetNextPath();
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int GetNumberOfPaths();
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// Description:
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// Get the bounds for the assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
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void GetBounds(double bounds[6]) {this->vtkProp3D::GetBounds( bounds );};
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double *GetBounds();
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// Description:
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// Override default GetMTime method to also consider all of the
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// assembly's parts.
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unsigned long int GetMTime();
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// Description:
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// Shallow copy of an assembly. Overloads the virtual vtkProp method.
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void ShallowCopy(vtkProp *prop);
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//BTX
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// Description:
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// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS
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// METHOD OUTSIDE OF THE RENDERING PROCESS Overload the superclass' vtkProp
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// BuildPaths() method. Paths consist of an ordered sequence of actors,
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// with transformations properly concatenated.
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void BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path);
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//ETX
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protected:
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vtkAssembly();
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~vtkAssembly();
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// Keep a list of direct descendants of the assembly hierarchy
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vtkProp3DCollection *Parts;
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// Support the BuildPaths() method. Caches last paths built for
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// performance.
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vtkTimeStamp PathTime;
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virtual void UpdatePaths(); //apply transformations and properties recursively
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private:
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vtkAssembly(const vtkAssembly&); // Not implemented.
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void operator=(const vtkAssembly&); // Not implemented.
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};
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// Description:
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// Get the list of parts for this assembly.
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inline vtkProp3DCollection *vtkAssembly::GetParts() {return this->Parts;}
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#endif
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