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vtkTextureMapToPlane.cxx
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vtkTextureMapToPlane.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureMapToPlane.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 "vtkTextureMapToPlane.h"
#include "vtkCellData.h"
#include "vtkDataSet.h"
#include "vtkFloatArray.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
vtkStandardNewMacro(vtkTextureMapToPlane);
// Construct with s,t range=(0,1) and automatic plane generation turned on.
vtkTextureMapToPlane::vtkTextureMapToPlane()
{
// all zero - indicates that using normal is preferred and automatic is off
this->Origin[0] = this->Origin[1] = this->Origin[2] = 0.0;
this->Point1[0] = this->Point1[1] = this->Point1[2] = 0.0;
this->Point2[0] = this->Point2[1] = this->Point2[2] = 0.0;
this->Normal[0] = 0.0;
this->Normal[1] = 0.0;
this->Normal[2] = 1.0;
this->SRange[0] = 0.0;
this->SRange[1] = 1.0;
this->TRange[0] = 0.0;
this->TRange[1] = 1.0;
this->AutomaticPlaneGeneration = 1;
}
int vtkTextureMapToPlane::RequestData(vtkInformation* vtkNotUsed(request),
vtkInformationVector** inputVector, vtkInformationVector* outputVector)
{
// get the info objects
vtkInformation* inInfo = inputVector[0]->GetInformationObject(0);
vtkInformation* outInfo = outputVector->GetInformationObject(0);
// get the input and output
vtkDataSet* input = vtkDataSet::SafeDownCast(inInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkDataSet* output = vtkDataSet::SafeDownCast(outInfo->Get(vtkDataObject::DATA_OBJECT()));
double tcoords[2];
vtkIdType numPts;
vtkFloatArray* newTCoords;
vtkIdType i;
int j;
double proj, minProj, axis[3], sAxis[3], tAxis[3];
int dir = 0;
double s, t, sSf, tSf, p[3];
int abort = 0;
vtkIdType progressInterval;
vtkDebugMacro(<< "Generating texture coordinates!");
// First, copy the input to the output as a starting point
output->CopyStructure(input);
if ((numPts = input->GetNumberOfPoints()) < 3 && this->AutomaticPlaneGeneration)
{
vtkErrorMacro(<< "Not enough points for automatic plane mapping\n");
return 1;
}
// Allocate texture data
//
newTCoords = vtkFloatArray::New();
newTCoords->SetName("Texture Coordinates");
newTCoords->SetNumberOfComponents(2);
newTCoords->SetNumberOfTuples(numPts);
progressInterval = numPts / 20 + 1;
// Compute least squares plane if on automatic mode; otherwise use
// normal specified or plane specified
//
if (this->AutomaticPlaneGeneration &&
(this->Origin[0] == 0.0 && this->Origin[1] == 0.0 && this->Origin[2] == 0.0 &&
this->Point1[0] == 0.0 && this->Point1[1] == 0.0 && this->Point1[2] == 0.0))
{
this->ComputeNormal(output);
vtkMath::Normalize(this->Normal);
// Now project each point onto plane generating s,t texture coordinates
//
// Create local s-t coordinate system. Need to find the two axes on
// the plane and encompassing all the points. Hence use the bounding
// box as a reference.
//
for (minProj = 1.0, i = 0; i < 3; i++)
{
axis[0] = axis[1] = axis[2] = 0.0;
axis[i] = 1.0;
if ((proj = fabs(vtkMath::Dot(this->Normal, axis))) < minProj)
{
minProj = proj;
dir = i;
}
}
axis[0] = axis[1] = axis[2] = 0.0;
axis[dir] = 1.0;
vtkMath::Cross(this->Normal, axis, tAxis);
vtkMath::Normalize(tAxis);
vtkMath::Cross(tAxis, this->Normal, sAxis);
// Construct projection matrices
//
// Arrange s-t axes so that parametric location of points will fall
// between s_range and t_range. Simplest to do by projecting maximum
// corner of bounding box unto plane and backing out scale factors.
//
const double* bounds = output->GetBounds();
for (i = 0; i < 3; i++)
{
axis[i] = bounds[2 * i + 1] - bounds[2 * i];
}
s = vtkMath::Dot(sAxis, axis);
t = vtkMath::Dot(tAxis, axis);
sSf = (this->SRange[1] - this->SRange[0]) / s;
tSf = (this->TRange[1] - this->TRange[0]) / t;
// Now can loop over all points, computing parametric coordinates.
//
for (i = 0; i < numPts && !abort; i++)
{
if (!(i % progressInterval))
{
this->UpdateProgress((double)i / numPts);
abort = this->GetAbortExecute();
}
output->GetPoint(i, p);
for (j = 0; j < 3; j++)
{
axis[j] = p[j] - bounds[2 * j];
}
tcoords[0] = this->SRange[0] + vtkMath::Dot(sAxis, axis) * sSf;
tcoords[1] = this->TRange[0] + vtkMath::Dot(tAxis, axis) * tSf;
newTCoords->SetTuple(i, tcoords);
}
} // compute plane and/or parametric range
else // use the axes specified
{
double num, sDenom, tDenom;
for (i = 0; i < 3; i++) // compute axes
{
sAxis[i] = this->Point1[i] - this->Origin[i];
tAxis[i] = this->Point2[i] - this->Origin[i];
}
sDenom = vtkMath::Dot(sAxis, sAxis);
tDenom = vtkMath::Dot(tAxis, tAxis);
if (sDenom == 0.0 || tDenom == 0.0)
{
vtkErrorMacro("Bad plane definition");
sDenom = tDenom = 1.0;
}
// compute s-t coordinates
for (i = 0; i < numPts && !abort; i++)
{
if (!(i % progressInterval))
{
this->UpdateProgress((double)i / numPts);
abort = this->GetAbortExecute();
}
output->GetPoint(i, p);
for (j = 0; j < 3; j++)
{
axis[j] = p[j] - this->Origin[j];
}
// s-coordinate
num = sAxis[0] * axis[0] + sAxis[1] * axis[1] + sAxis[2] * axis[2];
tcoords[0] = num / sDenom;
// t-coordinate
num = tAxis[0] * axis[0] + tAxis[1] * axis[1] + tAxis[2] * axis[2];
tcoords[1] = num / tDenom;
newTCoords->SetTuple(i, tcoords);
}
}
// Update ourselves
//
output->GetPointData()->CopyTCoordsOff();
output->GetPointData()->PassData(input->GetPointData());
output->GetCellData()->PassData(input->GetCellData());
output->GetPointData()->SetTCoords(newTCoords);
newTCoords->Delete();
return 1;
}
#define VTK_TOLERANCE 1.0e-03
void vtkTextureMapToPlane::ComputeNormal(vtkDataSet* output)
{
vtkIdType numPts = output->GetNumberOfPoints();
double m[9], v[3], x[3];
vtkIdType ptId;
int dir = 0, i;
double length, w, *c1, *c2, *c3, det;
// First thing to do is to get an initial normal and point to define
// the plane. Then, use this information to construct better
// matrices. If problem occurs, then the point and plane becomes the
// fallback value.
//
// Get minimum width of bounding box.
const double* bounds = output->GetBounds();
length = output->GetLength();
for (w = length, i = 0; i < 3; i++)
{
this->Normal[i] = 0.0;
if ((bounds[2 * i + 1] - bounds[2 * i]) < w)
{
dir = i;
w = bounds[2 * i + 1] - bounds[2 * i];
}
}
// If the bounds is perpendicular to one of the axes, then can
// quickly compute normal.
//
this->Normal[dir] = 1.0;
if (w <= (length * VTK_TOLERANCE))
{
return;
}
// Need to compute least squares approximation. Depending on major
// normal direction (dir), construct matrices appropriately.
//
// Compute 3x3 least squares matrix
v[0] = v[1] = v[2] = 0.0;
for (i = 0; i < 9; i++)
{
m[i] = 0.0;
}
for (ptId = 0; ptId < numPts; ptId++)
{
output->GetPoint(ptId, x);
v[0] += x[0] * x[2];
v[1] += x[1] * x[2];
v[2] += x[2];
m[0] += x[0] * x[0];
m[1] += x[0] * x[1];
m[2] += x[0];
m[3] += x[0] * x[1];
m[4] += x[1] * x[1];
m[5] += x[1];
m[6] += x[0];
m[7] += x[1];
}
m[8] = numPts;
// Solve linear system using Kramers rule
//
c1 = m;
c2 = m + 3;
c3 = m + 6;
if ((det = vtkMath::Determinant3x3(c1, c2, c3)) <= VTK_TOLERANCE)
{
return;
}
this->Normal[0] = vtkMath::Determinant3x3(v, c2, c3) / det;
this->Normal[1] = vtkMath::Determinant3x3(c1, v, c3) / det;
this->Normal[2] = -1.0; // because of the formulation
}
void vtkTextureMapToPlane::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Origin: (" << this->Origin[0] << ", " << this->Origin[1] << ", "
<< this->Origin[2] << " )\n";
os << indent << "Axis Point 1: (" << this->Point1[0] << ", " << this->Point1[1] << ", "
<< this->Point1[2] << " )\n";
os << indent << "Axis Point 2: (" << this->Point2[0] << ", " << this->Point2[1] << ", "
<< this->Point2[2] << " )\n";
os << indent << "S Range: (" << this->SRange[0] << ", " << this->SRange[1] << ")\n";
os << indent << "T Range: (" << this->TRange[0] << ", " << this->TRange[1] << ")\n";
os << indent
<< "Automatic Normal Generation: " << (this->AutomaticPlaneGeneration ? "On\n" : "Off\n");
os << indent << "Normal: (" << this->Normal[0] << ", " << this->Normal[1] << ", "
<< this->Normal[2] << ")\n";
}