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/*=========================================================================
Program: Visualization Toolkit
Module: vtkBarChartActor.cxx
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 "vtkBarChartActor.h"
#include "vtkAxisActor2D.h"
#include "vtkCellArray.h"
#include "vtkFieldData.h"
#include "vtkCellData.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkTextMapper.h"
#include "vtkTextProperty.h"
#include "vtkViewport.h"
#include "vtkWindow.h"
#include "vtkLegendBoxActor.h"
#include "vtkGlyphSource2D.h"
#include "vtkProperty2D.h"
#include <vtkstd/string>
#include <vtkstd/vector>
vtkStandardNewMacro(vtkBarChartActor);
vtkCxxSetObjectMacro(vtkBarChartActor,Input,vtkDataObject);
vtkCxxSetObjectMacro(vtkBarChartActor,LabelTextProperty,vtkTextProperty);
vtkCxxSetObjectMacro(vtkBarChartActor,TitleTextProperty,vtkTextProperty);
// PIMPL'd list of labels
class vtkBarLabelArray : public vtkstd::vector<vtkstd::string> {};
//----------------------------------------------------------------------------
// Instantiate object
vtkBarChartActor::vtkBarChartActor()
{
// Actor2D positions
this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport();
this->PositionCoordinate->SetValue(0.1,0.1);
this->Position2Coordinate->SetCoordinateSystemToNormalizedViewport();
this->Position2Coordinate->SetValue(0.9, 0.8);
this->Position2Coordinate->SetReferenceCoordinate(NULL);
this->Input = NULL;
this->ArrayNumber = 0;
this->ComponentNumber = 0;
this->TitleVisibility = 1;
this->Title = NULL;
this->Labels = new vtkBarLabelArray;
this->BarMappers = NULL;
this->BarActors = NULL;
this->LabelTextProperty = vtkTextProperty::New();
this->LabelTextProperty->SetFontSize(12);
this->LabelTextProperty->SetBold(1);
this->LabelTextProperty->SetItalic(1);
this->LabelTextProperty->SetShadow(0);
this->LabelTextProperty->SetFontFamilyToArial();
this->TitleTextProperty = vtkTextProperty::New();
this->TitleTextProperty->ShallowCopy(this->LabelTextProperty);
this->TitleTextProperty->SetFontSize(24);
this->TitleTextProperty->SetBold(1);
this->TitleTextProperty->SetItalic(0);
this->TitleTextProperty->SetShadow(1);
this->TitleTextProperty->SetFontFamilyToArial();
this->LabelVisibility = 1;
this->LegendVisibility = 1;
this->LegendActor = vtkLegendBoxActor::New();
this->LegendActor->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->LegendActor->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->LegendActor->GetPosition2Coordinate()->SetReferenceCoordinate(NULL);
this->LegendActor->BorderOff();
this->LegendActor->SetNumberOfEntries(100); //initial allocation
this->LegendActor->SetPadding(2);
this->LegendActor->ScalarVisibilityOff();
this->GlyphSource = vtkGlyphSource2D::New();
this->GlyphSource->SetGlyphTypeToNone();
this->GlyphSource->DashOn();
this->GlyphSource->FilledOff();
this->YAxis = vtkAxisActor2D::New();
this->YAxis->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->YAxis->GetPosition2Coordinate()->SetCoordinateSystemToViewport();
this->YAxis->SetProperty(this->GetProperty());
this->YAxis->SizeFontRelativeToAxisOn();
this->YTitle = new char[1];
sprintf(this->YTitle,"%s","");
this->PlotData = vtkPolyData::New();
this->PlotMapper = vtkPolyDataMapper2D::New();
this->PlotMapper->SetInput(this->PlotData);
this->PlotActor = vtkActor2D::New();
this->PlotActor->SetMapper(this->PlotMapper);
this->TitleMapper = vtkTextMapper::New();
this->TitleActor = vtkActor2D::New();
this->TitleActor->SetMapper(this->TitleMapper);
this->TitleActor->GetPositionCoordinate()->SetCoordinateSystemToViewport();
this->N = 0;
this->Heights = NULL;
this->MinHeight = VTK_LARGE_FLOAT;
this->MaxHeight = -VTK_LARGE_FLOAT;
this->LowerLeft[0] = this->LowerLeft[1] = 0.0;
this->UpperRight[0] = this->UpperRight[1] = 0.0;
this->LastPosition[0] =
this->LastPosition[1] =
this->LastPosition2[0] =
this->LastPosition2[1] = 0;
this->P1[0] = this->P1[1] = this->P2[0] = this->P2[1] = 0.0;
}
//----------------------------------------------------------------------------
vtkBarChartActor::~vtkBarChartActor()
{
if ( this->Input )
{
this->Input->Delete();
this->Input = NULL;
}
if (this->Title)
{
delete [] this->Title;
this->Title = NULL;
}
delete this->Labels;
this->SetLabelTextProperty(NULL);
this->SetTitleTextProperty(NULL);
this->LegendActor->Delete();
this->GlyphSource->Delete();
this->Initialize();
this->TitleMapper->Delete();
this->TitleMapper = NULL;
this->TitleActor->Delete();
this->TitleActor = NULL;
this->YAxis->Delete();
if ( this->YTitle )
{
delete [] this->YTitle;
}
this->PlotData->Delete();
this->PlotMapper->Delete();
this->PlotActor->Delete();
}
//----------------------------------------------------------------------------
// Free-up axes and related stuff
void vtkBarChartActor::Initialize()
{
if ( this->BarActors )
{
for (int i=0; i<this->N; i++)
{
this->BarMappers[i]->Delete();
this->BarActors[i]->Delete();
}
delete [] this->BarMappers;
this->BarMappers = NULL;
delete [] this->BarActors;
this->BarActors = NULL;
}
this->N = 0;
if ( this->Heights )
{
delete [] this->Heights;
this->Heights = NULL;
}
}
//----------------------------------------------------------------------------
// Plot scalar data for each input dataset.
int vtkBarChartActor::RenderOverlay(vtkViewport *viewport)
{
int renderedSomething=0;
if ( !this->BuildPlot(viewport) )
{
return 0;
}
// Done rebuilding, render as appropriate.
if ( this->Input == NULL || this->N <= 0 )
{
vtkErrorMacro(<< "Nothing to plot!");
return 0;
}
if ( this->TitleVisibility )
{
renderedSomething += this->TitleActor->RenderOverlay(viewport);
}
renderedSomething += this->YAxis->RenderOverlay(viewport);
renderedSomething += this->PlotActor->RenderOverlay(viewport);
if ( this->LabelVisibility )
{
for (int i=0; i<this->N; i++)
{
renderedSomething += this->BarActors[i]->RenderOverlay(viewport);
}
}
if ( this->LegendVisibility )
{
renderedSomething += this->LegendActor->RenderOverlay(viewport);
}
return renderedSomething;
}
//----------------------------------------------------------------------------
// Plot scalar data for each input dataset.
int vtkBarChartActor::RenderOpaqueGeometry(vtkViewport *viewport)
{
int renderedSomething=0;
if ( !this->BuildPlot(viewport) )
{
return 0;
}
// Done rebuilding, render as appropriate.
if ( this->Input == NULL || this->N <= 0 )
{
vtkErrorMacro(<< "Nothing to plot!");
return 0;
}
if ( this->TitleVisibility )
{
renderedSomething += this->TitleActor->RenderOpaqueGeometry(viewport);
}
renderedSomething += this->YAxis->RenderOpaqueGeometry(viewport);
renderedSomething += this->PlotActor->RenderOpaqueGeometry(viewport);
if ( this->LabelVisibility )
{
for (int i=0; i<this->N; i++)
{
renderedSomething += this->BarActors[i]->RenderOpaqueGeometry(viewport);
}
}
if ( this->LegendVisibility )
{
renderedSomething += this->LegendActor->RenderOpaqueGeometry(viewport);
}
return renderedSomething;
}
//-----------------------------------------------------------------------------
// Description:
// Does this prop have some translucent polygonal geometry?
int vtkBarChartActor::HasTranslucentPolygonalGeometry()
{
return 0;
}
//-----------------------------------------------------------------------------
int vtkBarChartActor::BuildPlot(vtkViewport *viewport)
{
// Initialize
vtkDebugMacro(<<"Building pie chart plot");
// Make sure input is up to date, and that the data is the correct shape to
// plot.
if (!this->Input)
{
vtkErrorMacro(<< "Nothing to plot!");
return 0;
}
if (!this->TitleTextProperty)
{
vtkErrorMacro(<<"Need title text property to render plot");
return 0;
}
if (!this->LabelTextProperty)
{
vtkErrorMacro(<<"Need label text property to render plot");
return 0;
}
// Viewport change may not require rebuild
int positionsHaveChanged = 0;
if (viewport->GetMTime() > this->BuildTime ||
(viewport->GetVTKWindow() &&
viewport->GetVTKWindow()->GetMTime() > this->BuildTime))
{
int *lastPosition =
this->PositionCoordinate->GetComputedViewportValue(viewport);
int *lastPosition2 =
this->Position2Coordinate->GetComputedViewportValue(viewport);
if (lastPosition[0] != this->LastPosition[0] ||
lastPosition[1] != this->LastPosition[1] ||
lastPosition2[0] != this->LastPosition2[0] ||
lastPosition2[1] != this->LastPosition2[1] )
{
this->LastPosition[0] = lastPosition[0];
this->LastPosition[1] = lastPosition[1];
this->LastPosition2[0] = lastPosition2[0];
this->LastPosition2[1] = lastPosition2[1];
positionsHaveChanged = 1;
}
}
// Check modified time to see whether we have to rebuild.
this->Input->Update();
if (positionsHaveChanged ||
this->GetMTime() > this->BuildTime ||
this->Input->GetMTime() > this->BuildTime ||
this->LabelTextProperty->GetMTime() > this->BuildTime ||
this->TitleTextProperty->GetMTime() > this->BuildTime)
{
vtkDebugMacro(<<"Rebuilding plot");
// Build axes
int *size = viewport->GetSize();
if (!this->PlaceAxes(viewport, size))
{
return 0;
}
this->BuildTime.Modified();
} // If need to rebuild the plot
return 1;
}
//----------------------------------------------------------------------------
int vtkBarChartActor::PlaceAxes(vtkViewport *viewport, int *vtkNotUsed(size))
{
vtkIdType i;
vtkDataObject *input = this->GetInput();
vtkFieldData *field = input->GetFieldData();
double v = 0.0;
this->Initialize();
if ( ! field )
{
return 0;
}
// Retrieve the appropriate data array
vtkDataArray *da = field->GetArray(this->ArrayNumber);
if ( ! da )
{
return 0;
}
// Determine the number of independent variables
this->N = da->GetNumberOfTuples();
if ( this->N <= 0 || this->N >= VTK_LARGE_ID )
{
this->N = 0;
vtkErrorMacro(<<"No field data to plot");
return 0;
}
// We need to loop over the field to determine the total
this->Heights = new double[this->N];
this->MaxHeight = -VTK_LARGE_FLOAT;
this->MinHeight = VTK_LARGE_FLOAT;
for (i=0; i<this->N; i++)
{
v = fabs(da->GetComponent(i,this->ComponentNumber));
this->Heights[i] = v;
this->MinHeight = (v < this->MinHeight ? v : this->MinHeight);
this->MaxHeight = (v > this->MaxHeight ? v : this->MaxHeight);
}
if ( this->MaxHeight > 0.0 )
{
// compress the heights into the (0.10->1.0) range for aesthetic reasons
// (i.e., you always want to see the minimum bar).
for (i=0; i<this->N; i++)
{
this->Heights[i] = 0.10 + 0.90*(this->Heights[i] - this->MinHeight) /
(this->MaxHeight - this->MinHeight);
}
this->MinHeight -= 0.10*(this->MaxHeight-this->MinHeight);
}
// Get the location of the corners of the box; make sure they are sane
double *p1 = this->PositionCoordinate->GetComputedDoubleViewportValue(viewport);
double *p2 = this->Position2Coordinate->GetComputedDoubleViewportValue(viewport);
this->P1[0] = (p1[0] < p2[0] ? p1[0] : p2[0]);
this->P1[1] = (p1[1] < p2[1] ? p1[1] : p2[1]);
this->P2[0] = (p1[0] > p2[0] ? p1[0] : p2[0]);
this->P2[1] = (p1[1] > p2[1] ? p1[1] : p2[1]);
p1 = this->P1;
p2 = this->P2;
// Create the bar plot.
// Determine the boundaries of the plot.
double titleSpace=0.0, legendSpace=0.0;
if ( this->TitleVisibility )
{
titleSpace = 0.1;
}
if ( this->LegendVisibility )
{
legendSpace = 0.15;
}
double d1 = p2[0] - legendSpace*(p2[0]-p1[0]) - p1[0];
double d2 = p2[1] - titleSpace*(p2[1]-p1[1]) - p1[1];
this->LowerLeft[0] = p1[0] + 25;
this->LowerLeft[1] = p1[1] + 15;
this->UpperRight[0] = p1[0] + d1 - 15;
this->UpperRight[1] = p1[1] + d2 - 15;
// Make sue layout is sane
if ( this->LowerLeft[0] > this->UpperRight[0] )
{
this->LowerLeft[0] = p1[0];
this->UpperRight[0] = p2[0];
}
if ( this->LowerLeft[1] > this->UpperRight[1] )
{
this->LowerLeft[1] = p1[1];
this->UpperRight[1] = p2[1];
}
// First configure the y-axis
this->YAxis->SetProperty(this->Property);
this->YAxis->GetLabelTextProperty()->ShallowCopy(this->LabelTextProperty);
this->YAxis->SetTitle(this->YTitle);
this->YAxis->SetNumberOfLabels(5);
this->YAxis->SetRange(this->MaxHeight,this->MinHeight);
this->YAxis->GetPosition2Coordinate()->SetValue(this->LowerLeft[0],this->LowerLeft[1]);
this->YAxis->GetPositionCoordinate()->SetValue(this->LowerLeft[0],this->UpperRight[1]);
// Now generate the bar polygons
this->PlotData->Initialize(); //remove old polydata, if any
vtkPoints *pts = vtkPoints::New();
pts->Allocate(this->N*4);
vtkCellArray *xaxis = vtkCellArray::New();
xaxis->Allocate(xaxis->EstimateSize(1,2));
vtkCellArray *polys = vtkCellArray::New();
polys->Allocate(polys->EstimateSize(this->N,4));
vtkUnsignedCharArray *colors = vtkUnsignedCharArray::New();
colors->SetNumberOfComponents(3);
this->PlotData->SetPoints(pts);
this->PlotData->SetLines(xaxis);
this->PlotData->SetPolys(polys);
this->PlotData->GetCellData()->SetScalars(colors);
colors->Delete();
double *color, c[4];
vtkIdType pIds[4];
// Create the x-axis
pIds[0] = pts->InsertNextPoint(this->LowerLeft[0],this->LowerLeft[1],0.0);
pIds[1] = pts->InsertNextPoint(this->UpperRight[0],this->LowerLeft[1],0.0);
xaxis->InsertNextCell(2,pIds);
this->GetProperty()->GetColor(c);
colors->InsertNextTuple3(255*c[0],255*c[1],255*c[2]);
// Create the bars. Make sure there is some spacing.
char label[1024];
const char *str;
double x[3]; x[2]=0.0;
double space = 0.25*(this->UpperRight[0]-this->LowerLeft[0]) / this->N;
double barWidth = 0.75*(this->UpperRight[0]-this->LowerLeft[0]) / this->N;
for (i=0; i<this->N; i++)
{
x[0] = this->LowerLeft[0] + (i+1)*space + i*barWidth;
x[1] = this->LowerLeft[1] + 1;
pIds[0] = pts->InsertNextPoint(x);
x[0] += barWidth;
pIds[1] = pts->InsertNextPoint(x);
x[1] += this->Heights[i]*(this->UpperRight[1]-this->LowerLeft[1]) - 1;
pIds[2] = pts->InsertNextPoint(x);
x[0] -= barWidth;
pIds[3] = pts->InsertNextPoint(x);
polys->InsertNextCell(4,pIds);
color = this->LegendActor->GetEntryColor(i);
colors->InsertNextTuple3(255*color[0],255*color[1],255*color[2]);
this->LegendActor->SetEntrySymbol(i,this->GlyphSource->GetOutput());
if ( (str=this->GetBarLabel(i)) != NULL )
{
this->LegendActor->SetEntryString(i,str);
}
else
{
sprintf(label,"%d",static_cast<int>(i));
this->LegendActor->SetEntryString(i,label);
}
}
// Produce labels along the bars
int minFontSize=1000, fontSize, tsize[2];
if ( this->LabelVisibility )
{
this->BarActors = new vtkActor2D* [this->N];
this->BarMappers = new vtkTextMapper* [this->N];
for (i=0; i<this->N; i++)
{
this->BarMappers[i] = vtkTextMapper::New();
if ( (str=this->GetBarLabel(i)) != NULL )
{
this->BarMappers[i]->SetInput(str);
}
else
{
sprintf(label,"%d",static_cast<int>(i));
this->BarMappers[i]->SetInput(label);
}
this->BarMappers[i]->GetTextProperty()->ShallowCopy(this->LabelTextProperty);
this->BarMappers[i]->GetTextProperty()->SetJustificationToCentered();
this->BarMappers[i]->GetTextProperty()->SetVerticalJustificationToTop();
tsize[0] = static_cast<int>(barWidth);
tsize[1] = static_cast<int>(barWidth);
fontSize = this->BarMappers[i]->SetConstrainedFontSize(
viewport, tsize[0], tsize[1]);
minFontSize = (fontSize < minFontSize ? fontSize : minFontSize);
this->BarActors[i] = vtkActor2D::New();
this->BarActors[i]->SetMapper(this->BarMappers[i]);
this->BarActors[i]->GetPositionCoordinate()->
SetCoordinateSystemToViewport();
x[0] = this->LowerLeft[0] + (i+1)*space + i*barWidth + barWidth/2.0;
x[1] = this->LowerLeft[1]-3;
this->BarActors[i]->SetPosition(x);
}
//Now reset font sizes to the same value
for (i=0; i<this->N; i++)
{
this->BarMappers[i]->GetTextProperty()->SetFontSize(minFontSize);
}
}
//Display the legend
if ( this->LegendVisibility )
{
this->LegendActor->GetProperty()->DeepCopy(this->GetProperty());
this->LegendActor->GetPositionCoordinate()->SetValue(
p1[0] + 0.85*(p2[0]-p1[0]),p1[1] + 0.20*(p2[1]-p1[1]));
this->LegendActor->GetPosition2Coordinate()->SetValue(
p2[0], p1[1] + 0.80*(p2[1]-p1[1]));
}
// Build title
this->TitleMapper->SetInput(this->Title);
if (this->TitleTextProperty->GetMTime() > this->BuildTime)
{
// Shallow copy here since the justification is changed but we still
// want to allow actors to share the same text property, and in that case
// specifically allow the title and label text prop to be the same.
this->TitleMapper->GetTextProperty()->ShallowCopy(
this->TitleTextProperty);
this->TitleMapper->GetTextProperty()->SetJustificationToCentered();
}
// We could do some caching here, but hey, that's just the title
tsize[0] = static_cast<int>(0.25*d1);
tsize[1] = static_cast<int>(0.15*d2);
this->TitleMapper->SetConstrainedFontSize(viewport, tsize[0], tsize[1]);
this->TitleActor->GetPositionCoordinate()->
SetValue((this->LowerLeft[0]+this->UpperRight[0])/2.0,
this->UpperRight[1]+tsize[1]);
this->TitleActor->SetProperty(this->GetProperty());
// Clean up
pts->Delete();
xaxis->Delete();
polys->Delete();
return 1;
}
//----------------------------------------------------------------------------
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
void vtkBarChartActor::ReleaseGraphicsResources(vtkWindow *win)
{
this->TitleActor->ReleaseGraphicsResources(win);
this->LegendActor->ReleaseGraphicsResources(win);
this->YAxis->ReleaseGraphicsResources(win);
this->PlotActor->ReleaseGraphicsResources(win);
for (int i=0; this->BarActors && i<this->N; i++)
{
this->BarActors[i]->ReleaseGraphicsResources(win);
}
}
//----------------------------------------------------------------------------
void vtkBarChartActor::SetBarLabel(const int i, const char *label)
{
if ( i < 0 )
{
return;
}
if ( static_cast<unsigned int>(i) >= this->Labels->size() )
{
this->Labels->resize(i+1);
}
(*this->Labels)[i] = vtkstd::string(label);
this->Modified();
}
//----------------------------------------------------------------------------
const char* vtkBarChartActor::GetBarLabel(int i)
{
if ( i < 0 || static_cast<unsigned int>(i) >= this->Labels->size())
{
return NULL;
}
return this->Labels->at(i).c_str();
}
//----------------------------------------------------------------------------
void vtkBarChartActor::SetBarColor(int i, double r, double g, double b)
{
this->LegendActor->SetEntryColor(i, r, g, b);
}
//----------------------------------------------------------------------------
double *vtkBarChartActor::GetBarColor(int i)
{
return this->LegendActor->GetEntryColor(i);
}
//----------------------------------------------------------------------------
void vtkBarChartActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Input: " << this->Input << "\n";
os << indent << "Title: " << (this->Title ? this->Title : "(none)") << "\n";
os << indent << "Title Visibility: "
<< (this->TitleVisibility ? "On\n" : "Off\n");
if (this->TitleTextProperty)
{
os << indent << "Title Text Property:\n";
this->TitleTextProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Title Text Property: (none)\n";
}
os << indent << "Label Visibility: "
<< (this->LabelVisibility ? "On\n" : "Off\n");
if (this->LabelTextProperty)
{
os << indent << "Label Text Property:\n";
this->LabelTextProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Label Text Property: (none)\n";
}
os << indent << "Legend Visibility: "
<< (this->LegendVisibility ? "On\n" : "Off\n");
os << indent << "Legend Actor: "
<< this->LegendActor << "\n";
this->LegendActor->PrintSelf(os, indent.GetNextIndent());
os << indent << "YTitle: " << (this->YTitle ? this->YTitle : "(none)") << "\n";
}