/*========================================================================= Program: Visualization Toolkit Module: vtkProp3DAxisFollower.h 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. =========================================================================*/ /** * @class vtkProp3DAxisFollower * @brief a subclass of vtkProp3DFollower that ensures * that data is always parallel to the axis defined by a vtkAxisActor. * * vtkProp3DAxisFollower is a subclass of vtkProp3DFollower that always follows * its specified axis. More specifically it will not change its position or * scale, but it will continually update its orientation so that it is aligned * with the axis and facing at angle to the camera to provide maximum visibility. * This is typically used for text labels for 3d plots. * @sa * vtkFollower vtkAxisFollower vtkProp3DFollower */ #ifndef vtkProp3DAxisFollower_h #define vtkProp3DAxisFollower_h #include "vtkProp3DFollower.h" #include "vtkRenderingAnnotationModule.h" // For export macro #include "vtkWeakPointer.h" // For vtkWeakPointer class vtkAxisActor; class vtkViewport; class VTKRENDERINGANNOTATION_EXPORT vtkProp3DAxisFollower : public vtkProp3DFollower { public: /** * Creates a follower with no camera set. */ static vtkProp3DAxisFollower* New(); ///@{ /** * Standard VTK methods for type and printing. */ vtkTypeMacro(vtkProp3DAxisFollower, vtkProp3DFollower); void PrintSelf(ostream& os, vtkIndent indent) override; ///@} ///@{ /** * Set axis that needs to be followed. */ virtual void SetAxis(vtkAxisActor*); virtual vtkAxisActor* GetAxis(); ///@} ///@{ /** * Set/Get state of auto center mode where additional * translation will be added to make sure the underlying * geometry has its pivot point at the center of its bounds. */ vtkSetMacro(AutoCenter, vtkTypeBool); vtkGetMacro(AutoCenter, vtkTypeBool); vtkBooleanMacro(AutoCenter, vtkTypeBool); ///@} ///@{ /** * Enable / disable use of distance based LOD. If enabled the actor * will not be visible at a certain distance from the camera. * Default is false. */ vtkSetMacro(EnableDistanceLOD, int); vtkGetMacro(EnableDistanceLOD, int); ///@} ///@{ /** * Set distance LOD threshold (0.0 - 1.0).This determines at what fraction * of camera far clip range, actor is not visible. * Default is 0.80. */ vtkSetClampMacro(DistanceLODThreshold, double, 0.0, 1.0); vtkGetMacro(DistanceLODThreshold, double); ///@} ///@{ /** * Enable / disable use of view angle based LOD. If enabled the actor * will not be visible at a certain view angle. * Default is true. */ vtkSetMacro(EnableViewAngleLOD, int); vtkGetMacro(EnableViewAngleLOD, int); ///@} ///@{ /** * Set view angle LOD threshold (0.0 - 1.0).This determines at what view * angle to geometry will make the geometry not visible. * Default is 0.34. */ vtkSetClampMacro(ViewAngleLODThreshold, double, 0.0, 1.0); vtkGetMacro(ViewAngleLODThreshold, double); ///@} ///@{ /** * Set/Get the desired screen vertical offset from the axis. * Convenience method, using a zero horizontal offset */ double GetScreenOffset(); void SetScreenOffset(double offset); ///@} ///@{ /** * Set/Get the desired screen offset from the axis. */ vtkSetVector2Macro(ScreenOffsetVector, double); vtkGetVector2Macro(ScreenOffsetVector, double); ///@} /** * Generate the matrix based on ivars. This method overloads its superclasses * ComputeMatrix() method due to the special vtkProp3DAxisFollower matrix operations. */ void ComputeMatrix() override; /** * Shallow copy of a follower. Overloads the virtual vtkProp method. */ void ShallowCopy(vtkProp* prop) override; /** * Calculate scale factor to maintain same size of a object * on the screen. */ static double AutoScale( vtkViewport* viewport, vtkCamera* camera, double screenSize, double position[3]); ///@{ /** * This causes the actor to be rendered. It in turn will render the actor's * property, texture map and then mapper. If a property hasn't been * assigned, then the actor will create one automatically. */ int RenderOpaqueGeometry(vtkViewport* viewport) override; int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override; int RenderVolumetricGeometry(vtkViewport* viewport) override; ///@} virtual void SetViewport(vtkViewport* viewport); virtual vtkViewport* GetViewport(); protected: vtkProp3DAxisFollower(); ~vtkProp3DAxisFollower() override; void CalculateOrthogonalVectors( double Rx[3], double Ry[3], double Rz[3], vtkAxisActor* axis1, double* dop, vtkViewport* ren); void ComputeRotationAndTranlation(vtkViewport* ren, double translation[3], double Rx[3], double Ry[3], double Rz[3], vtkAxisActor* axis); // \NOTE: Not used as of now. void ComputerAutoCenterTranslation(const double& autoScaleFactor, double translation[3]); int TestDistanceVisibility(); void ExecuteViewAngleVisibility(double normal[3]); bool IsTextUpsideDown(double* a, double* b); vtkTypeBool AutoCenter; int EnableDistanceLOD; double DistanceLODThreshold; int EnableViewAngleLOD; double ViewAngleLODThreshold; double ScreenOffsetVector[2]; vtkWeakPointer Axis; vtkWeakPointer Viewport; private: vtkProp3DAxisFollower(const vtkProp3DAxisFollower&) = delete; void operator=(const vtkProp3DAxisFollower&) = delete; int TextUpsideDown; int VisibleAtCurrentViewAngle; }; #endif