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/*=========================================================================
Program: Visualization Toolkit
Module: vtkPointHandleRepresentation3D.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 "vtkPointHandleRepresentation3D.h"
#include "vtkCursor3D.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkCellPicker.h"
#include "vtkRenderer.h"
#include "vtkObjectFactory.h"
#include "vtkProperty.h"
#include "vtkAssemblyPath.h"
#include "vtkMath.h"
#include "vtkInteractorObserver.h"
#include "vtkLine.h"
#include "vtkCoordinate.h"
#include "vtkRenderWindow.h"
#include "vtkFocalPlanePointPlacer.h"
#include "vtkCamera.h"
vtkStandardNewMacro(vtkPointHandleRepresentation3D);
vtkCxxSetObjectMacro(vtkPointHandleRepresentation3D,Property,vtkProperty);
vtkCxxSetObjectMacro(vtkPointHandleRepresentation3D,SelectedProperty,vtkProperty);
//----------------------------------------------------------------------
vtkPointHandleRepresentation3D::vtkPointHandleRepresentation3D()
{
// Initialize state
this->InteractionState = vtkHandleRepresentation::Outside;
// Represent the line
this->Cursor3D = vtkCursor3D::New();
this->Cursor3D->AllOff();
this->Cursor3D->AxesOn();
this->Cursor3D->TranslationModeOn();
this->Mapper = vtkPolyDataMapper::New();
this->Mapper->SetInput(this->Cursor3D->GetOutput());
// Set up the initial properties
this->CreateDefaultProperties();
this->Actor = vtkActor::New();
this->Actor->SetMapper(this->Mapper);
this->Actor->SetProperty(this->Property);
//Manage the picking stuff
this->CursorPicker = vtkCellPicker::New();
this->CursorPicker->PickFromListOn();
this->CursorPicker->AddPickList(this->Actor);
this->CursorPicker->SetTolerance(0.01); //need some fluff
// Override superclass'
this->PlaceFactor = 1.0;
// The size of the hot spot
this->HotSpotSize = 0.05;
this->WaitingForMotion = 0;
this->ConstraintAxis = -1;
// Current handle size
this->HandleSize = 15.0; //in pixels
this->CurrentHandleSize = this->HandleSize;
// Translation control
this->TranslationMode = 1;
vtkFocalPlanePointPlacer *pointPlacer = vtkFocalPlanePointPlacer::New();
this->SetPointPlacer( pointPlacer );
pointPlacer->Delete();
}
//----------------------------------------------------------------------
vtkPointHandleRepresentation3D::~vtkPointHandleRepresentation3D()
{
this->Cursor3D->Delete();
this->CursorPicker->Delete();
this->Mapper->Delete();
this->Actor->Delete();
this->Property->Delete();
this->SelectedProperty->Delete();
}
//-------------------------------------------------------------------------
void vtkPointHandleRepresentation3D::PlaceWidget(double bds[6])
{
int i;
double bounds[6], center[3];
this->AdjustBounds(bds, bounds, center);
this->Cursor3D->SetModelBounds(bounds);
this->SetWorldPosition(center);
for (i=0; i<6; i++)
{
this->InitialBounds[i] = bounds[i];
}
this->InitialLength = sqrt((bounds[1]-bounds[0])*(bounds[1]-bounds[0]) +
(bounds[3]-bounds[2])*(bounds[3]-bounds[2]) +
(bounds[5]-bounds[4])*(bounds[5]-bounds[4]));
}
//-------------------------------------------------------------------------
double* vtkPointHandleRepresentation3D::GetBounds()
{
return this->Cursor3D->GetModelBounds();
}
//-------------------------------------------------------------------------
void vtkPointHandleRepresentation3D::SetWorldPosition(double p[3])
{
if (this->Renderer && this->PointPlacer)
{
if (this->PointPlacer->ValidateWorldPosition( p ))
{
this->Cursor3D->SetFocalPoint(p); //this may clamp the point
this->WorldPosition->SetValue(this->Cursor3D->GetFocalPoint());
this->WorldPositionTime.Modified();
}
}
else
{
this->Cursor3D->SetFocalPoint(p); //this may clamp the point
this->WorldPosition->SetValue(this->Cursor3D->GetFocalPoint());
this->WorldPositionTime.Modified();
}
}
//-------------------------------------------------------------------------
void vtkPointHandleRepresentation3D::SetDisplayPosition(double p[3])
{
if (this->Renderer && this->PointPlacer)
{
if (this->PointPlacer->ValidateDisplayPosition( this->Renderer, p))
{
double worldPos[3], worldOrient[9];
if (this->PointPlacer->ComputeWorldPosition(
this->Renderer, p, worldPos, worldOrient ))
{
this->DisplayPosition->SetValue(p);
this->WorldPosition->SetValue(worldPos);
this->DisplayPositionTime.Modified();
this->SetWorldPosition(this->WorldPosition->GetValue());
}
}
}
else
{
this->DisplayPosition->SetValue(p);
this->DisplayPositionTime.Modified();
}
}
//-------------------------------------------------------------------------
void vtkPointHandleRepresentation3D::SetHandleSize(double size)
{
this->Superclass::SetHandleSize(size);
this->CurrentHandleSize = this->HandleSize;
}
//-------------------------------------------------------------------------
int vtkPointHandleRepresentation3D
::ComputeInteractionState(int X, int Y, int vtkNotUsed(modify))
{
this->VisibilityOn(); //actor must be on to be picked
this->CursorPicker->Pick(X,Y,0.0,this->Renderer);
vtkAssemblyPath *path = this->CursorPicker->GetPath();
double focus[3];
this->Cursor3D->GetFocalPoint(focus);
double d[3];
this->GetDisplayPosition(d);
if ( path != NULL )
{
this->InteractionState = vtkHandleRepresentation::Nearby;
}
else
{
this->InteractionState = vtkHandleRepresentation::Outside;
if ( this->ActiveRepresentation )
{
this->VisibilityOff();
}
}
return this->InteractionState;
}
//-------------------------------------------------------------------------
int vtkPointHandleRepresentation3D::DetermineConstraintAxis(
int constraint, double *x, double *startPickPoint)
{
// Look for trivial cases
if ( ! this->Constrained )
{
return -1;
}
else if ( constraint >= 0 && constraint < 3 )
{
return constraint;
}
// Okay, figure out constraint. First see if the choice is
// outside the hot spot
if ( ! x )
{
double p[3], d2, tol;
this->CursorPicker->GetPickPosition(p);
d2 = vtkMath::Distance2BetweenPoints(p,this->LastPickPosition);
tol = this->HotSpotSize*this->InitialLength;
if ( d2 > (tol*tol))
{
this->WaitingForMotion = 0;
return this->CursorPicker->GetCellId();
}
else
{
this->WaitingForMotion = 1;
this->WaitCount = 0;
return -1;
}
}
else if ( x)
{
this->WaitingForMotion = 0;
double v[3];
v[0] = fabs(x[0] - startPickPoint[0]);
v[1] = fabs(x[1] - startPickPoint[1]);
v[2] = fabs(x[2] - startPickPoint[2]);
return ( v[0]>v[1] ? (v[0]>v[2]?0:2) : (v[1]>v[2]?1:2));
}
else
{
return -1;
}
}
//----------------------------------------------------------------------
// Record the current event position, and the rectilinear wipe position.
void vtkPointHandleRepresentation3D::StartWidgetInteraction(double startEventPos[2])
{
this->StartEventPosition[0] = startEventPos[0];
this->StartEventPosition[1] = startEventPos[1];
this->StartEventPosition[2] = 0.0;
this->LastEventPosition[0] = startEventPos[0];
this->LastEventPosition[1] = startEventPos[1];
vtkAssemblyPath *path;
this->CursorPicker->Pick(startEventPos[0],startEventPos[1],0.0,this->Renderer);
path = this->CursorPicker->GetPath();
if ( path != NULL )
{
this->InteractionState = vtkHandleRepresentation::Nearby;
this->ConstraintAxis = -1;
this->CursorPicker->GetPickPosition(this->LastPickPosition);
}
else
{
this->InteractionState = vtkHandleRepresentation::Outside;
this->ConstraintAxis = -1;
}
this->Cursor3D->SetTranslationMode(this->TranslationMode);
this->WaitCount = 0;
}
//----------------------------------------------------------------------
// Based on the displacement vector (computed in display coordinates) and
// the cursor state (which corresponds to which part of the widget has been
// selected), the widget points are modified.
// First construct a local coordinate system based on the display coordinates
// of the widget.
void vtkPointHandleRepresentation3D::WidgetInteraction(double eventPos[2])
{
// Do different things depending on state
// Calculations everybody does
double focalPoint[4], pickPoint[4], prevPickPoint[4], startPickPoint[4], z;
// Compute the two points defining the motion vector
vtkInteractorObserver::ComputeWorldToDisplay(
this->Renderer,
this->LastPickPosition[0],
this->LastPickPosition[1],
this->LastPickPosition[2], focalPoint);
z = focalPoint[2];
vtkInteractorObserver::ComputeDisplayToWorld(
this->Renderer,
this->LastEventPosition[0],
this->LastEventPosition[1], z, prevPickPoint);
vtkInteractorObserver::ComputeDisplayToWorld(
this->Renderer, eventPos[0], eventPos[1], z, pickPoint);
// Process the motion
if ( this->InteractionState == vtkHandleRepresentation::Selecting ||
this->InteractionState == vtkHandleRepresentation::Translating )
{
this->WaitCount++;
if ( this->WaitCount > 3 || !this->Constrained )
{
vtkInteractorObserver::ComputeDisplayToWorld(
this->Renderer,
this->StartEventPosition[0],
this->StartEventPosition[1], z, startPickPoint);
this->ConstraintAxis = this->DetermineConstraintAxis(
this->ConstraintAxis,pickPoint, startPickPoint);
if ( this->InteractionState == vtkHandleRepresentation::Selecting
&& !this->TranslationMode )
{
// If we are doing axis constrained motion, igonore the placer.
// Can't have both the placer and an axis constraint dictating
// handle placement.
if (this->ConstraintAxis >= 0 || this->Constrained || !this->PointPlacer)
{
this->MoveFocus( prevPickPoint, pickPoint );
}
else
{
double newCenterPointRequested[3]; // displayPosition
double newCenterPoint[3], worldOrient[9];
// Make a request for the new position.
this->MoveFocusRequest( prevPickPoint,
pickPoint,
newCenterPointRequested );
vtkFocalPlanePointPlacer * fPlacer
= vtkFocalPlanePointPlacer::SafeDownCast( this->PointPlacer );
if (fPlacer)
{
// Offset the placer plane to one that passes through the current
// world position and is parallel to the focal plane. Offset =
// the distance currentWorldPos is from the focal plane
//
double currentWorldPos[3], projDir[3], fp[3];
this->GetWorldPosition( currentWorldPos );
this->Renderer->GetActiveCamera()->GetFocalPoint(fp);
double vec[3] = { currentWorldPos[0] - fp[0],
currentWorldPos[1] - fp[1],
currentWorldPos[2] - fp[2]};
this->Renderer->GetActiveCamera()->GetDirectionOfProjection(projDir);
fPlacer->SetOffset( vtkMath::Dot( vec, projDir ) );
}
// See what the placer says.
if (this->PointPlacer->ComputeWorldPosition(
this->Renderer, newCenterPointRequested, newCenterPoint,
worldOrient ))
{
// Once the placer has validated us, update the handle position
this->SetWorldPosition( newCenterPoint );
}
}
}
else
{
// If we are doing axis constrained motion, igonore the placer.
// Can't have both the placer and the axis constraint dictating
// handle placement.
if (this->ConstraintAxis >= 0 || this->Constrained || !this->PointPlacer)
{
this->Translate(prevPickPoint, pickPoint);
}
else
{
double newCenterPointRequested[3]; // displayPosition
double newCenterPoint[3], worldOrient[9];
// Make a request for the new position.
this->MoveFocusRequest( prevPickPoint,
pickPoint,
newCenterPointRequested);
vtkFocalPlanePointPlacer * fPlacer
= vtkFocalPlanePointPlacer::SafeDownCast( this->PointPlacer );
if (fPlacer)
{
// Offset the placer plane to one that passes through the current
// world position and is parallel to the focal plane. Offset =
// the distance currentWorldPos is from the focal plane
//
double currentWorldPos[3], projDir[3], fp[3];
this->GetWorldPosition( currentWorldPos );
this->Renderer->GetActiveCamera()->GetFocalPoint(fp);
double vec[3] = { currentWorldPos[0] - fp[0],
currentWorldPos[1] - fp[1],
currentWorldPos[2] - fp[2]};
this->Renderer->GetActiveCamera()->GetDirectionOfProjection(projDir);
fPlacer->SetOffset( vtkMath::Dot( vec, projDir ) );
}
// See what the placer says.
if (this->PointPlacer->ComputeWorldPosition(
this->Renderer, newCenterPointRequested, newCenterPoint,
worldOrient ))
{
// Once the placer has validated us, update the handle
// position and its bounds.
double *p = this->GetWorldPosition();
//Get the motion vector
double v[3] = { newCenterPoint[0] - p[0],
newCenterPoint[1] - p[1],
newCenterPoint[2] - p[2] };
double *bounds = this->Cursor3D->GetModelBounds(), newBounds[6];
for (int i=0; i<3; i++)
{
newBounds[2*i] = bounds[2*i] + v[i];
newBounds[2*i+1] = bounds[2*i+1] + v[i];
}
this->Cursor3D->SetModelBounds(newBounds);
this->SetWorldPosition( newCenterPoint );
}
}
}
}
}
else if ( this->InteractionState == vtkHandleRepresentation::Scaling )
{
// Scaling does not change the position of the handle, we needn't
// ask the placer..
this->Scale(prevPickPoint, pickPoint, eventPos);
}
// Book keeping
this->LastEventPosition[0] = eventPos[0];
this->LastEventPosition[1] = eventPos[1];
this->Modified();
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D
::MoveFocusRequest(double *p1, double *p2, double center[3])
{
double focus[4];
this->Cursor3D->GetFocalPoint(focus);
// Move the center of the handle along the motion vector
focus[0] += (p2[0] - p1[0]);
focus[1] += (p2[1] - p1[1]);
focus[2] += (p2[2] - p1[2]);
focus[3] = 1.0;
// Get the display position that this center would fall on.
this->Renderer->SetWorldPoint( focus );
this->Renderer->WorldToDisplay();
this->Renderer->GetDisplayPoint( center );
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::MoveFocus(double *p1, double *p2)
{
//Get the motion vector
double v[3];
v[0] = p2[0] - p1[0];
v[1] = p2[1] - p1[1];
v[2] = p2[2] - p1[2];
double focus[3];
this->Cursor3D->GetFocalPoint(focus);
if ( this->ConstraintAxis >= 0 )
{
focus[this->ConstraintAxis] += v[this->ConstraintAxis];
}
else
{
focus[0] += v[0];
focus[1] += v[1];
focus[2] += v[2];
}
this->SetWorldPosition(focus);
}
//----------------------------------------------------------------------
// Translate everything
void vtkPointHandleRepresentation3D::Translate(double *p1, double *p2)
{
//Get the motion vector
double v[3];
v[0] = p2[0] - p1[0];
v[1] = p2[1] - p1[1];
v[2] = p2[2] - p1[2];
double *bounds = this->Cursor3D->GetModelBounds();
double *pos = this->Cursor3D->GetFocalPoint();
double newBounds[6], newFocus[3];
int i;
if ( this->ConstraintAxis >= 0 )
{//move along axis
for (i=0; i<3; i++)
{
if ( i != this->ConstraintAxis )
{
v[i] = 0.0;
}
}
}
for (i=0; i<3; i++)
{
newBounds[2*i] = bounds[2*i] + v[i];
newBounds[2*i+1] = bounds[2*i+1] + v[i];
newFocus[i] = pos[i] + v[i];
}
this->Cursor3D->SetModelBounds(newBounds);
this->SetWorldPosition(newFocus);
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::SizeBounds()
{
// Only change the size of the bounding box if translation mode is on.
if ( this->TranslationMode )
{
double center[3], newBounds[6];
this->Cursor3D->GetFocalPoint(center);
double radius = this->SizeHandlesInPixels(1.0,center);
radius *= this->CurrentHandleSize / this->HandleSize;
for (int i=0; i<3; i++)
{
newBounds[2*i] = center[i] - radius;
newBounds[2*i+1] = center[i] + radius;
}
this->Cursor3D->SetModelBounds(newBounds);
}
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::Scale(double *p1, double *p2, double eventPos[2])
{
//Get the motion vector
double v[3];
v[0] = p2[0] - p1[0];
v[1] = p2[1] - p1[1];
v[2] = p2[2] - p1[2];
double *bounds = this->Cursor3D->GetModelBounds();
// Compute the scale factor
double sf = vtkMath::Norm(v) /
sqrt( (bounds[1]-bounds[0])*(bounds[1]-bounds[0]) +
(bounds[3]-bounds[2])*(bounds[3]-bounds[2]) +
(bounds[5]-bounds[4])*(bounds[5]-bounds[4]));
if ( eventPos[1] > this->LastEventPosition[1] )
{
sf = 1.0 + sf;
}
else
{
sf = 1.0 - sf;
}
this->CurrentHandleSize *= sf;
this->CurrentHandleSize = (this->CurrentHandleSize < 0.001 ? 0.001 : this->CurrentHandleSize);
this->SizeBounds();
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::Highlight(int highlight)
{
if ( highlight )
{
this->Actor->SetProperty(this->SelectedProperty);
}
else
{
this->Actor->SetProperty(this->Property);
}
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::CreateDefaultProperties()
{
this->Property = vtkProperty::New();
this->Property->SetAmbient(1.0);
this->Property->SetAmbientColor(1.0,1.0,1.0);
this->Property->SetLineWidth(0.5);
this->SelectedProperty = vtkProperty::New();
this->SelectedProperty->SetAmbient(1.0);
this->SelectedProperty->SetAmbientColor(0.0,1.0,0.0);
this->SelectedProperty->SetLineWidth(2.0);
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::BuildRepresentation()
{
// The net effect is to resize the handle
if ( this->GetMTime() > this->BuildTime ||
(this->Renderer && this->Renderer->GetVTKWindow() &&
this->Renderer->GetVTKWindow()->GetMTime() > this->BuildTime) )
{
if ( ! this->Placed )
{
this->ValidPick = 1;
this->Placed = 1;
}
this->SizeBounds();
this->Cursor3D->Update();
this->BuildTime.Modified();
}
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::ShallowCopy(vtkProp *prop)
{
vtkPointHandleRepresentation3D *rep =
vtkPointHandleRepresentation3D::SafeDownCast(prop);
if ( rep )
{
this->SetOutline(rep->GetOutline());
this->SetXShadows(rep->GetXShadows());
this->SetYShadows(rep->GetYShadows());
this->SetZShadows(rep->GetZShadows());
this->SetTranslationMode(rep->GetTranslationMode());
this->SetProperty(rep->GetProperty());
this->SetSelectedProperty(rep->GetSelectedProperty());
this->SetHotSpotSize(rep->GetHotSpotSize());
}
this->Superclass::ShallowCopy(prop);
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::GetActors(vtkPropCollection *pc)
{
this->Actor->GetActors(pc);
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::ReleaseGraphicsResources(vtkWindow *win)
{
this->Actor->ReleaseGraphicsResources(win);
}
//----------------------------------------------------------------------
int vtkPointHandleRepresentation3D::RenderOpaqueGeometry(vtkViewport *viewport)
{
this->BuildRepresentation();
// Sanity check
double worldPos[3];
this->GetWorldPosition( worldPos );
if (worldPos[0] == VTK_DOUBLE_MAX)
{
return 0;
}
return this->Actor->RenderOpaqueGeometry(viewport);
}
//-----------------------------------------------------------------------------
int vtkPointHandleRepresentation3D::RenderTranslucentPolygonalGeometry(
vtkViewport *viewport)
{
this->BuildRepresentation();
// Sanity check
double worldPos[3];
this->GetWorldPosition( worldPos );
if (worldPos[0] == VTK_DOUBLE_MAX)
{
return 0;
}
return this->Actor->RenderTranslucentPolygonalGeometry(viewport);
}
//-----------------------------------------------------------------------------
int vtkPointHandleRepresentation3D::HasTranslucentPolygonalGeometry()
{
this->BuildRepresentation();
return this->Actor->HasTranslucentPolygonalGeometry();
}
//----------------------------------------------------------------------
void vtkPointHandleRepresentation3D::PrintSelf(ostream& os, vtkIndent indent)
{
//Superclass typedef defined in vtkTypeMacro() found in vtkSetGet.h
this->Superclass::PrintSelf(os,indent);
os << indent << "Hot Spot Size: " << this->HotSpotSize << "\n";
if ( this->Property )
{
os << indent << "Property: " << this->Property << "\n";
}
else
{
os << indent << "Property: (none)\n";
}
if ( this->SelectedProperty )
{
os << indent << "Selected Property: " << this->SelectedProperty << "\n";
}
else
{
os << indent << "Selected Property: (none)\n";
}
os << indent << "Outline: " << (this->GetOutline() ? "On\n" : "Off\n");
os << indent << "XShadows: " << (this->GetXShadows() ? "On\n" : "Off\n");
os << indent << "YShadows: " << (this->GetYShadows() ? "On\n" : "Off\n");
os << indent << "ZShadows: " << (this->GetZShadows() ? "On\n" : "Off\n");
os << indent << "Translation Mode: " << (this->TranslationMode ? "On\n" : "Off\n");
}
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