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vtkTerrainDataPointPlacer.cxx
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vtkTerrainDataPointPlacer.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkTerrainDataPointPlacer.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 "vtkTerrainDataPointPlacer.h"
#include "vtkObjectFactory.h"
#include "vtkRenderer.h"
#include "vtkProp.h"
#include "vtkPropCollection.h"
#include "vtkPropPicker.h"
#include "vtkAssemblyPath.h"
#include "vtkAssemblyNode.h"
vtkStandardNewMacro(vtkTerrainDataPointPlacer);
//----------------------------------------------------------------------
vtkTerrainDataPointPlacer::vtkTerrainDataPointPlacer()
{
this->TerrainProps = vtkPropCollection::New();
this->PropPicker = vtkPropPicker::New();
this->PropPicker->PickFromListOn();
this->HeightOffset = 0.0;
}
//----------------------------------------------------------------------
vtkTerrainDataPointPlacer::~vtkTerrainDataPointPlacer()
{
this->TerrainProps->Delete();
this->PropPicker->Delete();
}
//----------------------------------------------------------------------
void vtkTerrainDataPointPlacer::AddProp(vtkProp *prop)
{
this->TerrainProps->AddItem(prop);
this->PropPicker->AddPickList(prop);
}
//----------------------------------------------------------------------
void vtkTerrainDataPointPlacer::RemoveAllProps()
{
this->TerrainProps->RemoveAllItems();
this->PropPicker->InitializePickList(); // clear the pick list.. remove
// old props from it...
}
//----------------------------------------------------------------------
int vtkTerrainDataPointPlacer::ComputeWorldPosition( vtkRenderer *ren,
double displayPos[2],
double *vtkNotUsed(refWorldPos),
double worldPos[3],
double worldOrient[9] )
{
return this->ComputeWorldPosition(ren, displayPos, worldPos, worldOrient);
}
//----------------------------------------------------------------------
int vtkTerrainDataPointPlacer::ComputeWorldPosition( vtkRenderer *ren,
double displayPos[2],
double worldPos[3],
double vtkNotUsed(worldOrient)[9] )
{
if ( this->PropPicker->Pick(displayPos[0],
displayPos[1], 0.0, ren) )
{
if (vtkAssemblyPath *path = this->PropPicker->GetPath())
{
// We are checking if the prop present in the path is present
// in the list supplied to us.. If it is, that prop will be picked.
// If not, no prop will be picked.
bool found = false;
vtkAssemblyNode *node = nullptr;
vtkCollectionSimpleIterator sit;
this->TerrainProps->InitTraversal(sit);
while (vtkProp *p = this->TerrainProps->GetNextProp(sit))
{
vtkCollectionSimpleIterator psit;
path->InitTraversal(psit);
for ( int i = 0; i < path->GetNumberOfItems() && !found ; ++i )
{
node = path->GetNextNode(psit);
found = ( node->GetViewProp() == p );
}
if (found)
{
this->PropPicker->GetPickPosition(worldPos);
worldPos[2] += this->HeightOffset;
return 1;
}
}
}
}
return 0;
}
//----------------------------------------------------------------------
int vtkTerrainDataPointPlacer::ValidateWorldPosition( double worldPos[3],
double *vtkNotUsed(worldOrient) )
{
return this->ValidateWorldPosition( worldPos );
}
//----------------------------------------------------------------------
int vtkTerrainDataPointPlacer::ValidateWorldPosition(
double vtkNotUsed(worldPos)[3] )
{
return 1;
}
//----------------------------------------------------------------------
int vtkTerrainDataPointPlacer::ValidateDisplayPosition( vtkRenderer *,
double vtkNotUsed(displayPos)[2] )
{
// We could check here to ensure that the display point picks one of the
// terrain props, but the contour representation always calls
// ComputeWorldPosition followed by
// ValidateDisplayPosition/ValidateWorldPosition when it needs to
// update a node...
//
// So that would be wasting CPU cycles to perform
// the same check twice.. Just return 1 here.
return 1;
}
//----------------------------------------------------------------------
void vtkTerrainDataPointPlacer::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "PropPicker: " << this->PropPicker << endl;
if (this->PropPicker)
{
this->PropPicker->PrintSelf(os, indent.GetNextIndent());
}
os << indent << "TerrainProps: " << this->TerrainProps << endl;
if (this->TerrainProps)
{
this->TerrainProps->PrintSelf(os, indent.GetNextIndent());
}
os << indent << "HeightOffset: " << this->HeightOffset << endl;
}