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/*=========================================================================
Program: Visualization Toolkit
Module: vtkCoordinate.h
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.
=========================================================================*/
// .NAME vtkCoordinate - perform coordinate transformation, and represent position, in a variety of vtk coordinate systems
// .SECTION Description
// vtkCoordinate represents position in a variety of coordinate systems, and
// converts position to other coordinate systems. It also supports relative
// positioning, so you can create a cascade of vtkCoordinate objects (no loops
// please!) that refer to each other. The typical usage of this object is
// to set the coordinate system in which to represent a position (e.g.,
// SetCoordinateSystemToNormalizedDisplay()), set the value of the coordinate
// (e.g., SetValue()), and then invoke the appropriate method to convert to
// another coordinate system (e.g., GetComputedWorldValue()).
//
// The coordinate systems in vtk are as follows:
//<PRE>
// DISPLAY - x-y pixel values in window
// NORMALIZED DISPLAY - x-y (0,1) normalized values
// VIEWPORT - x-y pixel values in viewport
// NORMALIZED VIEWPORT - x-y (0,1) normalized value in viewport
// VIEW - x-y-z (-1,1) values in camera coordinates. (z is depth)
// WORLD - x-y-z global coordinate values
// USERDEFINED - x-y-z in User defined space
//</PRE>
//
// If you cascade vtkCoordinate objects, you refer to another vtkCoordinate
// object which in turn can refer to others, and so on. This allows you to
// create composite groups of things like vtkActor2D that are positioned
// relative to one another. Note that in cascaded sequences, each
// vtkCoordinate object may be specified in different coordinate systems!
// .SECTION See Also
// vtkActor2D vtkScalarBarActor
#ifndef __vtkCoordinate_h
#define __vtkCoordinate_h
#include "vtkObject.h"
class vtkViewport;
#define VTK_DISPLAY 0
#define VTK_NORMALIZED_DISPLAY 1
#define VTK_VIEWPORT 2
#define VTK_NORMALIZED_VIEWPORT 3
#define VTK_VIEW 4
#define VTK_WORLD 5
#define VTK_USERDEFINED 6
class VTK_FILTERING_EXPORT vtkCoordinate : public vtkObject
{
public:
vtkTypeMacro(vtkCoordinate,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Creates an instance of this class with the following defaults:
// value of (0,0,0) in world coordinates.
static vtkCoordinate* New();
// Description:
// Set/get the coordinate system which this coordinate
// is defined in. The options are Display, Normalized Display,
// Viewport, Normalized Viewport, View, and World.
vtkSetMacro(CoordinateSystem, int);
vtkGetMacro(CoordinateSystem, int);
void SetCoordinateSystemToDisplay() {this->SetCoordinateSystem(VTK_DISPLAY);}
void SetCoordinateSystemToNormalizedDisplay()
{this->SetCoordinateSystem(VTK_NORMALIZED_DISPLAY);}
void SetCoordinateSystemToViewport()
{this->SetCoordinateSystem(VTK_VIEWPORT);}
void SetCoordinateSystemToNormalizedViewport()
{this->SetCoordinateSystem(VTK_NORMALIZED_VIEWPORT);}
void SetCoordinateSystemToView() {this->SetCoordinateSystem(VTK_VIEW);}
void SetCoordinateSystemToWorld() {this->SetCoordinateSystem(VTK_WORLD);}
const char *GetCoordinateSystemAsString ();
// Description:
// Set/get the value of this coordinate. This can be thought of as
// the position of this coordinate in its coordinate system.
vtkSetVector3Macro(Value,double);
vtkGetVector3Macro(Value,double);
void SetValue(double a, double b) { this->SetValue(a,b,0.0);}
// Description:
// If this coordinate is relative to another coordinate,
// then specify that coordinate as the ReferenceCoordinate.
// If this is NULL the coordinate is assumed to be absolute.
virtual void SetReferenceCoordinate(vtkCoordinate*);
vtkGetObjectMacro(ReferenceCoordinate,vtkCoordinate);
// Description:
// If you want this coordinate to be relative to a specific
// vtkViewport (vtkRenderer) then you can specify
// that here.
// NOTE: this is a raw pointer, not a weak pointer not a reference counted
// object to avoid reference cycle loop between rendering classes and filter
// classes.
void SetViewport(vtkViewport *viewport);
vtkGetObjectMacro(Viewport,vtkViewport);
// Description:
// Return the computed value in a specified coordinate system.
double *GetComputedWorldValue(vtkViewport *);
int *GetComputedViewportValue(vtkViewport *);
int *GetComputedDisplayValue(vtkViewport *);
int *GetComputedLocalDisplayValue(vtkViewport *);
double *GetComputedDoubleViewportValue(vtkViewport *);
double *GetComputedDoubleDisplayValue(vtkViewport *);
// Description:
// GetComputedValue() will return either World, Viewport or
// Display based on what has been set as the coordinate system.
// This is good for objects like vtkLineSource, where the
// user might want to use them as World or Viewport coordinates
double *GetComputedValue(vtkViewport *);
// Description:
// GetComputedUserDefinedValue() is to be used only when
// the coordinate system is VTK_USERDEFINED. The user
// must subclass vtkCoordinate and override this function,
// when set as the TransformCoordinate in 2D-Mappers, the user
// can customize display of 2D polygons
virtual double *GetComputedUserDefinedValue(vtkViewport *)
{ return this->Value; }
protected:
vtkCoordinate();
~vtkCoordinate();
double Value[3];
int CoordinateSystem;
vtkCoordinate *ReferenceCoordinate;
vtkViewport *Viewport;
double ComputedWorldValue[3];
int ComputedDisplayValue[2];
int ComputedViewportValue[2];
int Computing;
double ComputedDoubleDisplayValue[2];
double ComputedDoubleViewportValue[2];
double ComputedUserDefinedValue[3];
private:
vtkCoordinate(const vtkCoordinate&); // Not implemented.
void operator=(const vtkCoordinate&); // Not implemented.
};
#endif
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