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vtkFocalPlaneContourRepresentation.cxx
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vtkFocalPlaneContourRepresentation.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkFocalPlaneContourRepresentation.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 "vtkFocalPlaneContourRepresentation.h"
#include "vtkHandleRepresentation.h"
#include "vtkCoordinate.h"
#include "vtkRenderer.h"
#include "vtkObjectFactory.h"
#include "vtkBox.h"
#include "vtkInteractorObserver.h"
#include "vtkMath.h"
#include "vtkFocalPlanePointPlacer.h"
#include "vtkContourLineInterpolator.h"
#include "vtkLine.h"
#include "vtkCamera.h"
#include "vtkPolyData.h"
#include "vtkCellArray.h"
#include <vector>
#include <set>
#include <algorithm>
#include <iterator>
//----------------------------------------------------------------------
vtkFocalPlaneContourRepresentation::vtkFocalPlaneContourRepresentation()
{
this->PointPlacer = vtkFocalPlanePointPlacer::New();
}
//----------------------------------------------------------------------
vtkFocalPlaneContourRepresentation::~vtkFocalPlaneContourRepresentation() = default;
//----------------------------------------------------------------------
// Compute the world position from the display position for this given
// point using the renderer.
int vtkFocalPlaneContourRepresentation::GetIntermediatePointWorldPosition(int n,
int idx,
double point[3])
{
if ( n < 0 ||
static_cast<unsigned int>(n) >= this->Internal->Nodes.size() )
{
return 0;
}
if ( idx < 0 ||
static_cast<unsigned int>(idx) >= this->Internal->Nodes[n]->Points.size() )
{
return 0;
}
double p[4], fp[4], z, dispPos[2];
this->Renderer->GetActiveCamera()->GetFocalPoint(fp);
vtkInteractorObserver::ComputeWorldToDisplay(this->Renderer,
fp[0], fp[1], fp[2], fp);
z = fp[2];
dispPos[0] = this->Internal->Nodes[n]->Points[idx]->NormalizedDisplayPosition[0];
dispPos[1] = this->Internal->Nodes[n]->Points[idx]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( dispPos[0], dispPos[1] );
vtkInteractorObserver::ComputeDisplayToWorld(this->Renderer,
dispPos[0], dispPos[1], z, p);
point[0] = p[0];
point[1] = p[1];
point[2] = p[2];
return 1;
}
//----------------------------------------------------------------------
// Compute the world position from the display position for this given
// point using the renderer.
int vtkFocalPlaneContourRepresentation::GetIntermediatePointDisplayPosition(int n,
int idx,
double point[3])
{
if ( n < 0 ||
static_cast<unsigned int>(n) >= this->Internal->Nodes.size() )
{
return 0;
}
if ( idx < 0 ||
static_cast<unsigned int>(idx) >= this->Internal->Nodes[n]->Points.size() )
{
return 0;
}
point[0] = this->Internal->Nodes[n]->Points[idx]->NormalizedDisplayPosition[0];
point[1] = this->Internal->Nodes[n]->Points[idx]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( point[0], point[1] );
return 1;
}
//----------------------------------------------------------------------
int vtkFocalPlaneContourRepresentation::GetNthNodeDisplayPosition(
int n, double displayPos[2] )
{
if ( n < 0 ||
static_cast<unsigned int>(n) >= this->Internal->Nodes.size() )
{
return 0;
}
displayPos[0] = this->Internal->Nodes[n]->NormalizedDisplayPosition[0];
displayPos[1] = this->Internal->Nodes[n]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( displayPos[0], displayPos[1] );
return 1;
}
//----------------------------------------------------------------------
int vtkFocalPlaneContourRepresentation::GetNthNodeWorldPosition(
int n, double worldPos[3] )
{
if ( n < 0 ||
static_cast<unsigned int>(n) >= this->Internal->Nodes.size() )
{
return 0;
}
double p[4], fp[4], z, dispPos[2];
this->Renderer->GetActiveCamera()->GetFocalPoint(fp);
vtkInteractorObserver::ComputeWorldToDisplay(this->Renderer,
fp[0], fp[1], fp[2], fp);
z = fp[2];
dispPos[0] = this->Internal->Nodes[n]->NormalizedDisplayPosition[0];
dispPos[1] = this->Internal->Nodes[n]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( dispPos[0], dispPos[1] );
vtkInteractorObserver::ComputeDisplayToWorld(this->Renderer,
dispPos[0], dispPos[1], z, p);
worldPos[0] = p[0];
worldPos[1] = p[1];
worldPos[2] = p[2];
return 1;
}
//----------------------------------------------------------------------
void vtkFocalPlaneContourRepresentation
::UpdateContourWorldPositionsBasedOnDisplayPositions()
{
double p[4], fp[4], z, dispPos[2];
this->Renderer->GetActiveCamera()->GetFocalPoint(fp);
vtkInteractorObserver::ComputeWorldToDisplay(this->Renderer,
fp[0], fp[1], fp[2], fp);
z = fp[2];
for(unsigned int i=0;i<this->Internal->Nodes.size();i++)
{
dispPos[0] = this->Internal->Nodes[i]->NormalizedDisplayPosition[0];
dispPos[1] = this->Internal->Nodes[i]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( dispPos[0], dispPos[1] );
vtkInteractorObserver::ComputeDisplayToWorld(this->Renderer,
dispPos[0], dispPos[1], z, p);
this->Internal->Nodes[i]->WorldPosition[0] = p[0];
this->Internal->Nodes[i]->WorldPosition[1] = p[1];
this->Internal->Nodes[i]->WorldPosition[2] = p[2];
for (unsigned int j=0;j<this->Internal->Nodes[i]->Points.size();j++)
{
dispPos[0] = this->Internal->Nodes[i]->Points[j]->NormalizedDisplayPosition[0];
dispPos[1] = this->Internal->Nodes[i]->Points[j]->NormalizedDisplayPosition[1];
this->Renderer->NormalizedDisplayToDisplay( dispPos[0], dispPos[1] );
vtkInteractorObserver::ComputeDisplayToWorld(this->Renderer,
dispPos[0], dispPos[1], z, p);
this->Internal->Nodes[i]->Points[j]->WorldPosition[0] = p[0];
this->Internal->Nodes[i]->Points[j]->WorldPosition[1] = p[1];
this->Internal->Nodes[i]->Points[j]->WorldPosition[2] = p[2];
}
}
}
//---------------------------------------------------------------------
int vtkFocalPlaneContourRepresentation::UpdateContour()
{
this->PointPlacer->UpdateInternalState();
if ( this->ContourBuildTime > this->Renderer->GetMTime() &&
this->ContourBuildTime > this->PointPlacer->GetMTime() )
{
// Contour does not need to be rebuilt
return 0;
}
// The representation maintains its true positions based on display positions.
// Sync the world positions in terms of the current display positions.
// The superclass will do the line interpolation etc from the world positions
//
// TODO:
// I don't want to rebuild the contour every time the renderer changes
// state. For instance there is no reason for me to re-do this when a W/L
// action is performed on the window. How do I know if relevant events have
// transpired like zoom or scale changes ?
// In the current state, the 'if' statement above is invariably true.
//
this->UpdateContourWorldPositionsBasedOnDisplayPositions();
unsigned int i;
for(i=0; (i+1)<this->Internal->Nodes.size(); i++)
{
this->UpdateLine(i, i+1);
}
if ( this->ClosedLoop )
{
this->UpdateLine( static_cast<int>(this->Internal->Nodes.size())-1, 0);
}
this->BuildLines();
this->ContourBuildTime.Modified();
return 1;
}
//----------------------------------------------------------------------
void vtkFocalPlaneContourRepresentation::UpdateLines( int index )
{
this->Superclass::UpdateLines(index);
}
//----------------------------------------------------------------------
void vtkFocalPlaneContourRepresentation::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}