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vtkAssembly.cxx
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vtkAssembly.cxx
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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkAssembly.h"
#include "vtkActor.h"
#include "vtkAssemblyNode.h"
#include "vtkAssemblyPaths.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkProp3DCollection.h"
#include "vtkRenderWindow.h"
#include "vtkVolume.h"
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkAssembly);
// Construct object with no children.
vtkAssembly::vtkAssembly()
{
this->Parts = vtkProp3DCollection::New();
}
vtkAssembly::~vtkAssembly()
{
vtkCollectionSimpleIterator pit;
vtkProp* part;
for (this->Parts->InitTraversal(pit); (part = this->Parts->GetNextProp(pit));)
{
part->RemoveConsumer(this);
}
this->Parts->Delete();
this->Parts = nullptr;
}
// Add a part to the list of Parts.
void vtkAssembly::AddPart(vtkProp3D* prop)
{
if (this->Parts->IndexOfFirstOccurence(prop) < 0)
{
this->Parts->AddItem(prop);
prop->AddConsumer(this);
this->Modified();
}
}
// Remove a part from the list of parts,
void vtkAssembly::RemovePart(vtkProp3D* prop)
{
if (this->Parts->IndexOfFirstOccurence(prop) >= 0)
{
prop->RemoveConsumer(this);
this->Parts->RemoveItem(prop);
this->Modified();
}
}
// Shallow copy another assembly.
void vtkAssembly::ShallowCopy(vtkProp* prop)
{
vtkAssembly* p = vtkAssembly::SafeDownCast(prop);
if (p && p != this)
{
vtkCollectionSimpleIterator pit;
vtkProp3D* part;
for (this->Parts->InitTraversal(pit); (part = this->Parts->GetNextProp3D(pit));)
{
part->RemoveConsumer(this);
}
this->Parts->RemoveAllItems();
for (p->Parts->InitTraversal(pit); (part = p->Parts->GetNextProp3D(pit));)
{
this->AddPart(part);
}
}
// Now do superclass
this->vtkProp3D::ShallowCopy(prop);
}
// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderTranslucentPolygonalGeometry(vtkViewport* ren)
{
this->UpdatePaths();
int renderedSomething = 0;
// for allocating render time between components
// simple equal allocation
double fraction =
this->AllocatedRenderTime / static_cast<double>(this->Paths->GetNumberOfItems());
// render the Paths
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
if (prop3D->GetVisibility())
{
prop3D->SetPropertyKeys(this->GetPropertyKeys());
prop3D->SetAllocatedRenderTime(fraction, ren);
prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
renderedSomething += prop3D->RenderTranslucentPolygonalGeometry(ren);
prop3D->PokeMatrix(nullptr);
}
}
return (renderedSomething > 0) ? 1 : 0;
}
// Description:
// Does this prop have some translucent polygonal geometry?
vtkTypeBool vtkAssembly::HasTranslucentPolygonalGeometry()
{
this->UpdatePaths();
int result = 0;
// render the Paths
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); !result && (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
if (prop3D->GetVisibility())
{
prop3D->SetPropertyKeys(this->GetPropertyKeys());
result = prop3D->HasTranslucentPolygonalGeometry();
}
}
return result;
}
// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderVolumetricGeometry(vtkViewport* ren)
{
this->UpdatePaths();
// for allocating render time between components
// simple equal allocation
double fraction =
this->AllocatedRenderTime / static_cast<double>(this->Paths->GetNumberOfItems());
int renderedSomething = 0;
// render the Paths
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
if (prop3D->GetVisibility())
{
prop3D->SetPropertyKeys(this->GetPropertyKeys());
prop3D->SetAllocatedRenderTime(fraction, ren);
prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
renderedSomething += prop3D->RenderVolumetricGeometry(ren);
prop3D->PokeMatrix(nullptr);
}
}
return (renderedSomething > 0) ? 1 : 0;
}
// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderOpaqueGeometry(vtkViewport* ren)
{
this->UpdatePaths();
// for allocating render time between components
// simple equal allocation
double fraction =
this->AllocatedRenderTime / static_cast<double>(this->Paths->GetNumberOfItems());
int renderedSomething = 0;
// render the Paths
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
if (prop3D->GetVisibility())
{
prop3D->SetPropertyKeys(this->GetPropertyKeys());
prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
prop3D->SetAllocatedRenderTime(fraction, ren);
renderedSomething += prop3D->RenderOpaqueGeometry(ren);
prop3D->PokeMatrix(nullptr);
}
}
return (renderedSomething > 0) ? 1 : 0;
}
void vtkAssembly::ReleaseGraphicsResources(vtkWindow* renWin)
{
vtkProp3D* prop3D;
vtkCollectionSimpleIterator pit;
for (this->Parts->InitTraversal(pit); (prop3D = this->Parts->GetNextProp3D(pit));)
{
prop3D->ReleaseGraphicsResources(renWin);
}
}
void vtkAssembly::GetActors(vtkPropCollection* ac)
{
this->UpdatePaths();
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
vtkActor* actor = vtkActor::SafeDownCast(prop3D);
if (actor)
{
ac->AddItem(actor);
}
}
}
void vtkAssembly::GetVolumes(vtkPropCollection* ac)
{
this->UpdatePaths();
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
vtkVolume* volume = vtkVolume::SafeDownCast(prop3D);
if (volume)
{
ac->AddItem(volume);
}
}
}
void vtkAssembly::InitPathTraversal()
{
this->UpdatePaths();
this->Paths->InitTraversal();
}
// Return the next part in the hierarchy of assembly Parts. This method
// returns a properly transformed and updated actor.
vtkAssemblyPath* vtkAssembly::GetNextPath()
{
return this->Paths ? this->Paths->GetNextItem() : nullptr;
}
int vtkAssembly::GetNumberOfPaths()
{
this->UpdatePaths();
return this->Paths->GetNumberOfItems();
}
// Build the assembly paths if necessary. UpdatePaths()
// is only called when the assembly is at the root
// of the hierarchy; otherwise UpdatePaths() is called.
void vtkAssembly::UpdatePaths()
{
if (this->GetMTime() > this->PathTime ||
(this->Paths != nullptr && this->Paths->GetMTime() > this->PathTime))
{
if (this->Paths)
{
this->Paths->Delete();
this->Paths = nullptr;
}
// Create the list to hold all the paths
this->Paths = vtkAssemblyPaths::New();
vtkAssemblyPath* path = vtkAssemblyPath::New();
// add ourselves to the path to start things off
path->AddNode(this, this->GetMatrix());
// Add nodes as we proceed down the hierarchy
vtkProp3D* prop3D;
vtkCollectionSimpleIterator pit;
for (this->Parts->InitTraversal(pit); (prop3D = this->Parts->GetNextProp3D(pit));)
{
path->AddNode(prop3D, prop3D->GetMatrix());
// dive into the hierarchy
prop3D->BuildPaths(this->Paths, path);
// when returned, pop the last node off of the
// current path
path->DeleteLastNode();
}
path->Delete();
this->PathTime.Modified();
}
}
// Build assembly paths from this current assembly. A path consists of
// an ordered sequence of props, with transformations properly concatenated.
void vtkAssembly::BuildPaths(vtkAssemblyPaths* paths, vtkAssemblyPath* path)
{
vtkProp3D* prop3D;
vtkCollectionSimpleIterator pit;
for (this->Parts->InitTraversal(pit); (prop3D = this->Parts->GetNextProp3D(pit));)
{
path->AddNode(prop3D, prop3D->GetMatrix());
// dive into the hierarchy
prop3D->BuildPaths(paths, path);
// when returned, pop the last node off of the
// current path
path->DeleteLastNode();
}
}
// Get the bounds for the assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
double* vtkAssembly::GetBounds()
{
this->UpdatePaths();
// now calculate the new bounds
this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = VTK_DOUBLE_MAX;
this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = -VTK_DOUBLE_MAX;
int propVisible = 0;
vtkAssemblyPath* path;
vtkCollectionSimpleIterator sit;
for (this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit));)
{
vtkProp3D* prop3D = static_cast<vtkProp3D*>(path->GetLastNode()->GetViewProp());
if (prop3D->GetVisibility() && prop3D->GetUseBounds())
{
prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
const double* bounds = prop3D->GetBounds();
prop3D->PokeMatrix(nullptr);
// Skip any props that have uninitialized bounds
if (bounds == nullptr || !vtkMath::AreBoundsInitialized(bounds))
{
continue;
}
// Only set the prop as visible if at least one prop has a valid bounds
propVisible = 1;
double bbox[24];
// fill out vertices of a bounding box
bbox[0] = bounds[1];
bbox[1] = bounds[3];
bbox[2] = bounds[5];
bbox[3] = bounds[1];
bbox[4] = bounds[2];
bbox[5] = bounds[5];
bbox[6] = bounds[0];
bbox[7] = bounds[2];
bbox[8] = bounds[5];
bbox[9] = bounds[0];
bbox[10] = bounds[3];
bbox[11] = bounds[5];
bbox[12] = bounds[1];
bbox[13] = bounds[3];
bbox[14] = bounds[4];
bbox[15] = bounds[1];
bbox[16] = bounds[2];
bbox[17] = bounds[4];
bbox[18] = bounds[0];
bbox[19] = bounds[2];
bbox[20] = bounds[4];
bbox[21] = bounds[0];
bbox[22] = bounds[3];
bbox[23] = bounds[4];
for (int i = 0; i < 8; i++)
{
for (int n = 0; n < 3; n++)
{
if (bbox[i * 3 + n] < this->Bounds[n * 2])
{
this->Bounds[n * 2] = bbox[i * 3 + n];
}
if (bbox[i * 3 + n] > this->Bounds[n * 2 + 1])
{
this->Bounds[n * 2 + 1] = bbox[i * 3 + n];
}
} // for each coordinate axis
} // for each point of box
} // if visible && prop3d
} // for each path
if (!propVisible)
{
vtkMath::UninitializeBounds(this->Bounds);
}
return this->Bounds;
}
vtkMTimeType vtkAssembly::GetMTime()
{
vtkMTimeType mTime = this->vtkProp3D::GetMTime();
vtkProp3D* prop;
vtkCollectionSimpleIterator pit;
for (this->Parts->InitTraversal(pit); (prop = this->Parts->GetNextProp3D(pit));)
{
vtkMTimeType time = prop->GetMTime();
mTime = (time > mTime ? time : mTime);
}
return mTime;
}
void vtkAssembly::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "There are: " << this->Parts->GetNumberOfItems() << " parts in this assembly\n";
}
VTK_ABI_NAMESPACE_END