/*========================================================================= Program: Visualization Toolkit Module: vtkPieChartActor.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 "vtkPieChartActor.h" #include "vtkAxisActor2D.h" #include "vtkCellArray.h" #include "vtkCellData.h" #include "vtkFieldData.h" #include "vtkGlyphSource2D.h" #include "vtkLegendBoxActor.h" #include "vtkMath.h" #include "vtkObjectFactory.h" #include "vtkPolyData.h" #include "vtkPolyDataMapper2D.h" #include "vtkProperty2D.h" #include "vtkTextMapper.h" #include "vtkTextProperty.h" #include "vtkTrivialProducer.h" #include "vtkUnsignedCharArray.h" #include "vtkViewport.h" #include "vtkWindow.h" #include #include vtkStandardNewMacro(vtkPieChartActor); vtkCxxSetObjectMacro(vtkPieChartActor, LabelTextProperty, vtkTextProperty); vtkCxxSetObjectMacro(vtkPieChartActor, TitleTextProperty, vtkTextProperty); // PIMPL'd list of labels class vtkPieceLabelArray : public std::vector { }; class vtkPieChartActorConnection : public vtkAlgorithm { public: static vtkPieChartActorConnection* New(); vtkTypeMacro(vtkPieChartActorConnection, vtkAlgorithm); vtkPieChartActorConnection() { this->SetNumberOfInputPorts(1); } }; vtkStandardNewMacro(vtkPieChartActorConnection); //------------------------------------------------------------------------------ // Instantiate object vtkPieChartActor::vtkPieChartActor() { // Actor2D positions this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport(); this->PositionCoordinate->SetValue(0.1, 0.1); this->Position2Coordinate->SetCoordinateSystemToNormalizedViewport(); this->Position2Coordinate->SetValue(0.9, 0.8); this->Position2Coordinate->SetReferenceCoordinate(nullptr); this->ConnectionHolder = vtkPieChartActorConnection::New(); this->ArrayNumber = 0; this->ComponentNumber = 0; this->TitleVisibility = 1; this->Title = nullptr; this->Labels = new vtkPieceLabelArray; this->PieceMappers = nullptr; this->PieceActors = nullptr; this->LabelTextProperty = vtkTextProperty::New(); this->LabelTextProperty->SetFontSize(12); this->LabelTextProperty->SetBold(1); this->LabelTextProperty->SetItalic(1); this->LabelTextProperty->SetShadow(0); this->LabelTextProperty->SetFontFamilyToArial(); this->TitleTextProperty = vtkTextProperty::New(); this->TitleTextProperty->ShallowCopy(this->LabelTextProperty); this->TitleTextProperty->SetFontSize(24); this->TitleTextProperty->SetBold(1); this->TitleTextProperty->SetItalic(0); this->TitleTextProperty->SetShadow(1); this->TitleTextProperty->SetFontFamilyToArial(); this->LabelVisibility = 1; this->LegendVisibility = 1; this->LegendActor = vtkLegendBoxActor::New(); this->LegendActor->GetPositionCoordinate()->SetCoordinateSystemToViewport(); this->LegendActor->GetPosition2Coordinate()->SetCoordinateSystemToViewport(); this->LegendActor->GetPosition2Coordinate()->SetReferenceCoordinate(nullptr); this->LegendActor->BorderOff(); this->LegendActor->SetNumberOfEntries(100); // initial allocation this->LegendActor->SetPadding(2); this->LegendActor->ScalarVisibilityOff(); this->GlyphSource = vtkGlyphSource2D::New(); this->GlyphSource->SetGlyphTypeToNone(); this->GlyphSource->DashOn(); this->GlyphSource->FilledOff(); this->GlyphSource->Update(); this->PlotData = vtkPolyData::New(); this->PlotMapper = vtkPolyDataMapper2D::New(); this->PlotMapper->SetInputData(this->PlotData); this->PlotActor = vtkActor2D::New(); this->PlotActor->SetMapper(this->PlotMapper); this->TitleMapper = vtkTextMapper::New(); this->TitleActor = vtkActor2D::New(); this->TitleActor->SetMapper(this->TitleMapper); this->TitleActor->GetPositionCoordinate()->SetCoordinateSystemToViewport(); this->N = 0; this->Total = 0.0; this->Fractions = nullptr; this->WebData = vtkPolyData::New(); this->WebMapper = vtkPolyDataMapper2D::New(); this->WebMapper->SetInputData(this->WebData); this->WebActor = vtkActor2D::New(); this->WebActor->SetMapper(this->WebMapper); this->LastPosition[0] = this->LastPosition[1] = this->LastPosition2[0] = this->LastPosition2[1] = 0; this->P1[0] = this->P1[1] = this->P2[0] = this->P2[1] = 0.0; } //------------------------------------------------------------------------------ vtkPieChartActor::~vtkPieChartActor() { this->ConnectionHolder->Delete(); this->ConnectionHolder = nullptr; delete[] this->Title; this->Title = nullptr; delete this->Labels; this->SetLabelTextProperty(nullptr); this->SetTitleTextProperty(nullptr); this->LegendActor->Delete(); this->GlyphSource->Delete(); this->Initialize(); this->TitleMapper->Delete(); this->TitleMapper = nullptr; this->TitleActor->Delete(); this->TitleActor = nullptr; this->WebData->Delete(); this->WebMapper->Delete(); this->WebActor->Delete(); this->PlotData->Delete(); this->PlotMapper->Delete(); this->PlotActor->Delete(); } //------------------------------------------------------------------------------ void vtkPieChartActor::SetInputConnection(vtkAlgorithmOutput* ao) { this->ConnectionHolder->SetInputConnection(ao); } //------------------------------------------------------------------------------ void vtkPieChartActor::SetInputData(vtkDataObject* dobj) { vtkTrivialProducer* tp = vtkTrivialProducer::New(); tp->SetOutput(dobj); this->SetInputConnection(tp->GetOutputPort()); tp->Delete(); } //------------------------------------------------------------------------------ vtkDataObject* vtkPieChartActor::GetInput() { return this->ConnectionHolder->GetInputDataObject(0, 0); } //------------------------------------------------------------------------------ // Free-up axes and related stuff void vtkPieChartActor::Initialize() { if (this->PieceActors) { for (int i = 0; i < this->N; i++) { this->PieceMappers[i]->Delete(); this->PieceActors[i]->Delete(); } delete[] this->PieceMappers; this->PieceMappers = nullptr; delete[] this->PieceActors; this->PieceActors = nullptr; } this->N = 0; this->Total = 0.0; delete[] this->Fractions; } //------------------------------------------------------------------------------ // Plot scalar data for each input dataset. int vtkPieChartActor::RenderOverlay(vtkViewport* viewport) { int renderedSomething = 0; if (!this->BuildPlot(viewport)) { return 0; } // Done rebuilding, render as appropriate. if (this->GetInput() == nullptr || this->N <= 0) { vtkErrorMacro(<< "Nothing to plot!"); return 0; } if (this->TitleVisibility) { renderedSomething += this->TitleActor->RenderOverlay(viewport); } this->WebActor->SetProperty(this->GetProperty()); renderedSomething += this->PlotActor->RenderOverlay(viewport); renderedSomething += this->WebActor->RenderOverlay(viewport); if (this->LabelVisibility) { for (int i = 0; i < this->N; i++) { renderedSomething += this->PieceActors[i]->RenderOverlay(viewport); } } if (this->LegendVisibility) { renderedSomething += this->LegendActor->RenderOverlay(viewport); } return renderedSomething; } //------------------------------------------------------------------------------ // Plot scalar data for each input dataset. int vtkPieChartActor::RenderOpaqueGeometry(vtkViewport* viewport) { int renderedSomething = 0; if (!this->BuildPlot(viewport)) { return 0; } // Done rebuilding, render as appropriate. if (this->GetInput() == nullptr || this->N <= 0) { vtkErrorMacro(<< "Nothing to plot!"); return 0; } if (this->TitleVisibility) { renderedSomething += this->TitleActor->RenderOpaqueGeometry(viewport); } this->WebActor->SetProperty(this->GetProperty()); renderedSomething += this->PlotActor->RenderOpaqueGeometry(viewport); renderedSomething += this->WebActor->RenderOpaqueGeometry(viewport); if (this->LabelVisibility) { for (int i = 0; i < this->N; i++) { renderedSomething += this->PieceActors[i]->RenderOpaqueGeometry(viewport); } } if (this->LegendVisibility) { renderedSomething += this->LegendActor->RenderOpaqueGeometry(viewport); } return renderedSomething; } //------------------------------------------------------------------------------ // Description: // Does this prop have some translucent polygonal geometry? vtkTypeBool vtkPieChartActor::HasTranslucentPolygonalGeometry() { return 0; } //------------------------------------------------------------------------------ int vtkPieChartActor::BuildPlot(vtkViewport* viewport) { // Initialize vtkDebugMacro(<< "Building pie chart plot"); // Make sure input is up to date, and that the data is the correct shape to // plot. if (!this->GetInput()) { vtkErrorMacro(<< "Nothing to plot!"); return 0; } if (!this->TitleTextProperty) { vtkErrorMacro(<< "Need title text property to render plot"); return 0; } if (!this->LabelTextProperty) { vtkErrorMacro(<< "Need label text property to render plot"); return 0; } // Viewport change may not require rebuild int positionsHaveChanged = 0; if (viewport->GetMTime() > this->BuildTime || (viewport->GetVTKWindow() && viewport->GetVTKWindow()->GetMTime() > this->BuildTime)) { int* lastPosition = this->PositionCoordinate->GetComputedViewportValue(viewport); int* lastPosition2 = this->Position2Coordinate->GetComputedViewportValue(viewport); if (lastPosition[0] != this->LastPosition[0] || lastPosition[1] != this->LastPosition[1] || lastPosition2[0] != this->LastPosition2[0] || lastPosition2[1] != this->LastPosition2[1]) { this->LastPosition[0] = lastPosition[0]; this->LastPosition[1] = lastPosition[1]; this->LastPosition2[0] = lastPosition2[0]; this->LastPosition2[1] = lastPosition2[1]; positionsHaveChanged = 1; } } // Check modified time to see whether we have to rebuild. this->ConnectionHolder->GetInputAlgorithm()->Update(); if (positionsHaveChanged || this->GetMTime() > this->BuildTime || this->GetInput()->GetMTime() > this->BuildTime || this->LabelTextProperty->GetMTime() > this->BuildTime || this->TitleTextProperty->GetMTime() > this->BuildTime) { vtkDebugMacro(<< "Rebuilding plot"); // Build axes const int* size = viewport->GetSize(); if (!this->PlaceAxes(viewport, size)) { return 0; } this->BuildTime.Modified(); } // If need to rebuild the plot return 1; } //------------------------------------------------------------------------------ int vtkPieChartActor::PlaceAxes(vtkViewport* viewport, const int* vtkNotUsed(size)) { vtkIdType i, j; vtkDataObject* input = this->GetInput(); vtkFieldData* field = input->GetFieldData(); double v = 0.0; this->Initialize(); if (!field) { return 0; } // Retrieve the appropriate data array vtkDataArray* da = field->GetArray(this->ArrayNumber); if (!da) { return 0; } // Determine the number of independent variables this->N = da->GetNumberOfTuples(); if (this->N <= 0 || this->N >= VTK_ID_MAX) { this->N = 0; vtkErrorMacro(<< "No field data to plot"); return 0; } // We need to loop over the field to determine the total this->Total = 0.0; this->Fractions = new double[this->N]; for (i = 0; i < this->N; i++) { v = fabs(da->GetComponent(i, this->ComponentNumber)); this->Fractions[i] = v; this->Total += v; } if (this->Total > 0.0) { double total = 0.0; for (i = 0; i < this->N; i++) { total += this->Fractions[i]; this->Fractions[i] = total / this->Total; } } // Get the location of the corners of the box double* p1 = this->PositionCoordinate->GetComputedDoubleViewportValue(viewport); double* p2 = this->Position2Coordinate->GetComputedDoubleViewportValue(viewport); this->P1[0] = (p1[0] < p2[0] ? p1[0] : p2[0]); this->P1[1] = (p1[1] < p2[1] ? p1[1] : p2[1]); this->P2[0] = (p1[0] > p2[0] ? p1[0] : p2[0]); this->P2[1] = (p1[1] > p2[1] ? p1[1] : p2[1]); p1 = this->P1; p2 = this->P2; // Create the borders of the pie pieces. // Determine the center of the pie. Leave room for the title and the legend. double titleSpace = 0.0, legendSpace = 0.0; if (this->TitleVisibility) { titleSpace = 0.1; } if (this->LegendVisibility) { legendSpace = 0.15; } double d1 = p2[0] - legendSpace * (p2[0] - p1[0]) - p1[0]; double d2 = p2[1] - titleSpace * (p2[1] - p1[1]) - p1[1]; this->Center[0] = p1[0] + d1 / 2.0; this->Center[1] = p1[1] + d2 / 2.0; this->Center[2] = 0.0; this->Radius = (d1 < d2 ? d1 : d2); this->Radius /= 2.0; // Now generate the web points this->WebData->Initialize(); // remove old polydata, if any vtkPoints* webPts = vtkPoints::New(); webPts->Allocate(this->N + 1); vtkCellArray* webLines = vtkCellArray::New(); webLines->AllocateEstimate(this->N, 2); this->WebData->SetPoints(webPts); this->WebData->SetLines(webLines); vtkIdType ptId, pIds[2]; double theta, x[3]; x[2] = 0.0; // Specify the positions for the axes pIds[0] = webPts->InsertNextPoint(this->Center); for (i = 0; i < this->N; i++) { theta = this->Fractions[i] * 2.0 * vtkMath::Pi(); x[0] = this->Center[0] + this->Radius * cos(theta); x[1] = this->Center[1] + this->Radius * sin(theta); pIds[1] = webPts->InsertNextPoint(x); webLines->InsertNextCell(2, pIds); } // Draw a bounding ring webLines->InsertNextCell(65); theta = 2.0 * vtkMath::Pi() / 64; for (j = 0; j < 65; j++) { x[0] = this->Center[0] + this->Radius * cos(j * theta); x[1] = this->Center[1] + this->Radius * sin(j * theta); ptId = webPts->InsertNextPoint(x); webLines->InsertCellPoint(ptId); } // Produce labels around the rim of the plot double thetaM; char label[1024]; const char* str; int minFontSize = 1000, fontSize, tsize[2]; if (this->LabelVisibility) { this->PieceActors = new vtkActor2D*[this->N]; this->PieceMappers = new vtkTextMapper*[this->N]; for (i = 0; i < this->N; i++) { thetaM = (i == 0 ? 0.0 : this->Fractions[i - 1] * 2.0 * vtkMath::Pi()); theta = this->Fractions[i] * 2.0 * vtkMath::Pi(); x[0] = this->Center[0] + (this->Radius + 5) * cos((theta + thetaM) / 2.0); x[1] = this->Center[1] + (this->Radius + 5) * sin((theta + thetaM) / 2.0); this->PieceMappers[i] = vtkTextMapper::New(); if ((str = this->GetPieceLabel(i)) != nullptr) { this->PieceMappers[i]->SetInput(str); } else { snprintf(label, sizeof(label), "%d", static_cast(i)); this->PieceMappers[i]->SetInput(label); } this->PieceMappers[i]->GetTextProperty()->ShallowCopy(this->LabelTextProperty); tsize[0] = static_cast(0.15 * d1); tsize[1] = static_cast(0.15 * d2); fontSize = this->PieceMappers[i]->SetConstrainedFontSize(viewport, tsize[0], tsize[1]); minFontSize = (fontSize < minFontSize ? fontSize : minFontSize); this->PieceActors[i] = vtkActor2D::New(); this->PieceActors[i]->SetMapper(this->PieceMappers[i]); this->PieceActors[i]->GetPositionCoordinate()->SetCoordinateSystemToViewport(); this->PieceActors[i]->SetPosition(x); // depending on the qudrant, the text is aligned differently if (x[0] >= this->Center[0] && x[1] >= this->Center[1]) { this->PieceMappers[i]->GetTextProperty()->SetJustificationToLeft(); this->PieceMappers[i]->GetTextProperty()->SetVerticalJustificationToBottom(); } else if (x[0] < this->Center[0] && x[1] >= this->Center[1]) { this->PieceMappers[i]->GetTextProperty()->SetJustificationToRight(); this->PieceMappers[i]->GetTextProperty()->SetVerticalJustificationToBottom(); } else if (x[0] < this->Center[0] && x[1] < this->Center[1]) { this->PieceMappers[i]->GetTextProperty()->SetJustificationToRight(); this->PieceMappers[i]->GetTextProperty()->SetVerticalJustificationToTop(); } else if (x[0] >= this->Center[0] && x[1] < this->Center[1]) { this->PieceMappers[i]->GetTextProperty()->SetJustificationToLeft(); this->PieceMappers[i]->GetTextProperty()->SetVerticalJustificationToTop(); } } // for all pieces of pie // Now reset font sizes to the same value for (i = 0; i < this->N; i++) { this->PieceMappers[i]->GetTextProperty()->SetFontSize(minFontSize); } } // Now generate the pie polygons this->PlotData->Initialize(); // remove old polydata, if any vtkPoints* pts = vtkPoints::New(); pts->Allocate(this->N * 2); vtkCellArray* polys = vtkCellArray::New(); vtkUnsignedCharArray* colors = vtkUnsignedCharArray::New(); colors->SetNumberOfComponents(3); this->PlotData->SetPoints(pts); this->PlotData->SetPolys(polys); this->PlotData->GetCellData()->SetScalars(colors); colors->Delete(); double *color, delTheta; vtkIdType numDivs; polys->AllocateEstimate(this->N, 12); pIds[0] = pts->InsertNextPoint(this->Center); for (i = 0; i < this->N; i++) { thetaM = (i == 0 ? 0.0 : this->Fractions[i - 1] * 2.0 * vtkMath::Pi()); theta = this->Fractions[i] * 2.0 * vtkMath::Pi(); numDivs = static_cast(32 * (theta - thetaM) / vtkMath::Pi()); numDivs = (numDivs < 2 ? 2 : numDivs); delTheta = (theta - thetaM) / numDivs; polys->InsertNextCell(numDivs + 2); polys->InsertCellPoint(pIds[0]); color = this->LegendActor->GetEntryColor(i); colors->InsertNextTuple3(255 * color[0], 255 * color[1], 255 * color[2]); this->LegendActor->SetEntrySymbol(i, this->GlyphSource->GetOutput()); if ((str = this->GetPieceLabel(i)) != nullptr) { this->LegendActor->SetEntryString(i, str); } else { snprintf(label, sizeof(label), "%d", static_cast(i)); this->LegendActor->SetEntryString(i, label); } for (j = 0; j <= numDivs; j++) { theta = thetaM + j * delTheta; x[0] = this->Center[0] + this->Radius * cos(theta); x[1] = this->Center[1] + this->Radius * sin(theta); ptId = pts->InsertNextPoint(x); polys->InsertCellPoint(ptId); } } // Display the legend if (this->LegendVisibility) { this->LegendActor->GetProperty()->DeepCopy(this->GetProperty()); this->LegendActor->GetPositionCoordinate()->SetValue( p1[0] + 0.85 * (p2[0] - p1[0]), p1[1] + 0.20 * (p2[1] - p1[1])); this->LegendActor->GetPosition2Coordinate()->SetValue(p2[0], p1[1] + 0.80 * (p2[1] - p1[1])); } // Build title this->TitleMapper->SetInput(this->Title); if (this->TitleTextProperty->GetMTime() > this->BuildTime) { // Shallow copy here since the justification is changed but we still // want to allow actors to share the same text property, and in that case // specifically allow the title and label text prop to be the same. this->TitleMapper->GetTextProperty()->ShallowCopy(this->TitleTextProperty); this->TitleMapper->GetTextProperty()->SetJustificationToCentered(); } // We could do some caching here, but hey, that's just the title tsize[0] = static_cast(0.25 * d1); tsize[1] = static_cast(0.15 * d2); this->TitleMapper->SetConstrainedFontSize(viewport, tsize[0], tsize[1]); this->TitleActor->GetPositionCoordinate()->SetValue( this->Center[0], this->Center[1] + this->Radius + tsize[1]); // Clean up webPts->Delete(); webLines->Delete(); pts->Delete(); polys->Delete(); return 1; } //------------------------------------------------------------------------------ // Release any graphics resources that are being consumed by this actor. // The parameter window could be used to determine which graphic // resources to release. void vtkPieChartActor::ReleaseGraphicsResources(vtkWindow* win) { this->TitleActor->ReleaseGraphicsResources(win); this->LegendActor->ReleaseGraphicsResources(win); this->WebActor->ReleaseGraphicsResources(win); this->PlotActor->ReleaseGraphicsResources(win); for (int i = 0; this->PieceActors && i < this->N; i++) { this->PieceActors[i]->ReleaseGraphicsResources(win); } } //------------------------------------------------------------------------------ void vtkPieChartActor::SetPieceLabel(const int i, const char* label) { if (i < 0) { return; } if (static_cast(i) >= this->Labels->size()) { this->Labels->resize(i + 1); } (*this->Labels)[i] = std::string(label); this->Modified(); } //------------------------------------------------------------------------------ const char* vtkPieChartActor::GetPieceLabel(int i) { if (i < 0 || static_cast(i) >= this->Labels->size()) { return nullptr; } return this->Labels->at(i).c_str(); } //------------------------------------------------------------------------------ void vtkPieChartActor::SetPieceColor(int i, double r, double g, double b) { this->LegendActor->SetEntryColor(i, r, g, b); } //------------------------------------------------------------------------------ double* vtkPieChartActor::GetPieceColor(int i) { return this->LegendActor->GetEntryColor(i); } //------------------------------------------------------------------------------ void vtkPieChartActor::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "Input: " << this->GetInput() << "\n"; os << indent << "Title Visibility: " << (this->TitleVisibility ? "On\n" : "Off\n"); os << indent << "Title: " << (this->Title ? this->Title : "(none)") << "\n"; if (this->TitleTextProperty) { os << indent << "Title Text Property:\n"; this->TitleTextProperty->PrintSelf(os, indent.GetNextIndent()); } else { os << indent << "Title Text Property: (none)\n"; } os << indent << "Label Visibility: " << (this->LabelVisibility ? "On\n" : "Off\n"); if (this->LabelTextProperty) { os << indent << "Label Text Property:\n"; this->LabelTextProperty->PrintSelf(os, indent.GetNextIndent()); } else { os << indent << "Label Text Property: (none)\n"; } os << indent << "Legend Visibility: " << (this->LegendVisibility ? "On\n" : "Off\n"); os << indent << "Legend Actor: " << this->LegendActor << "\n"; this->LegendActor->PrintSelf(os, indent.GetNextIndent()); }