/*========================================================================= 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 "vtkPickingManager.h" #include "vtkRenderer.h" #include "vtkRenderWindowInteractor.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->SetInputConnection( this->Cursor3D->GetOutputPort()); // 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(); // Continuous moves this->SmoothMotion = 1; } //---------------------------------------------------------------------- vtkPointHandleRepresentation3D::~vtkPointHandleRepresentation3D() { this->Cursor3D->Delete(); this->CursorPicker->Delete(); this->Mapper->Delete(); this->Actor->Delete(); this->Property->Delete(); this->SelectedProperty->Delete(); } //---------------------------------------------------------------------- void vtkPointHandleRepresentation3D::RegisterPickers() { this->Renderer->GetRenderWindow()->GetInteractor()->GetPickingManager() ->AddPicker(this->CursorPicker, this); } //------------------------------------------------------------------------- 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 vtkAssemblyPath* path = this->GetAssemblyPath(X, Y, 0., this->CursorPicker); 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->GetAssemblyPath( startEventPos[0], startEventPos[1], 0., this->CursorPicker); 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 ) { vtkDebugMacro( << "Processing widget interaction for Select mode" ); // 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, eventPos, 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 ) ); } vtkDebugMacro( << "Request for computing world position at " << "display position of " << newCenterPointRequested[0] << "," << newCenterPointRequested[1] ); // 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 { vtkDebugMacro( << "Processing widget interaction for translate" ); // 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, eventPos, 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 ) ); } vtkDebugMacro( << "Request for computing world position at " << "display position of " << newCenterPointRequested[0] << "," << newCenterPointRequested[1] ); // 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 currPos[2], double center[3]) { if (this->SmoothMotion) { 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 ); } else { center[0] = currPos[0]; center[1] = currPos[1]; center[2] = 1.0; } } //---------------------------------------------------------------------- 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); } //---------------------------------------------------------------------- void vtkPointHandleRepresentation3D::SetTranslationMode(int mode) { if (this->TranslationMode != mode) { this->TranslationMode = mode; // Pass new setting to Cursor3D, otherwise PlaceWidget will not work // as it should when TranslationMode is off. this->Cursor3D->SetTranslationMode(mode); this->Modified(); } } //---------------------------------------------------------------------- // 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->Actor->SetProperty(rep->GetProperty()); this->SetSelectedProperty(rep->GetSelectedProperty()); this->SetHotSpotSize(rep->GetHotSpotSize()); } this->Superclass::ShallowCopy(prop); } //---------------------------------------------------------------------- void vtkPointHandleRepresentation3D::DeepCopy(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->Actor->SetProperty(rep->GetProperty()); this->SetSelectedProperty(rep->GetSelectedProperty()); this->SetHotSpotSize(rep->GetHotSpotSize()); } this->Superclass::DeepCopy(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"); os << indent << "SmoothMotion: " << this->SmoothMotion << endl; }