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[modules/gui.git] / src / VTKViewer / VTKViewer_Utilities.cxx
old mode 100755 (executable)
new mode 100644 (file)
index 5f061a6..4c38e81
@@ -1,17 +1,20 @@
-// Copyright (C) 2005  OPEN CASCADE, CEA/DEN, EDF R&D, PRINCIPIA R&D
-// 
+// Copyright (C) 2007-2024  CEA, EDF, OPEN CASCADE
+//
+// Copyright (C) 2003-2007  OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
+// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
+//
 // This library is free software; you can redistribute it and/or
 // modify it under the terms of the GNU Lesser General Public
-// License as published by the Free Software Foundation; either 
-// version 2.1 of the License.
-// 
-// This library is distributed in the hope that it will be useful 
-// but WITHOUT ANY WARRANTY; without even the implied warranty of 
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU 
+// License as published by the Free Software Foundation; either
+// version 2.1 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 // Lesser General Public License for more details.
 //
-// You should have received a copy of the GNU Lesser General Public  
-// License along with this library; if not, write to the Free Software 
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
 //
 // See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
@@ -19,6 +22,7 @@
 
 #include "VTKViewer_Utilities.h"
 #include "VTKViewer_Actor.h"
+#include "VTKViewer_Algorithm.h"
 
 #include <algorithm>
 
 #include <vtkRenderer.h>
 #include <vtkRenderWindow.h>
 
-using namespace std;
-
-/*!@see vtkRenderer::ResetCamera(vtkFloatingPointType bounds[6]) method*/
+/*!@see vtkRenderer::ResetCamera(double bounds[6]) method*/
 void 
 ResetCamera(vtkRenderer* theRenderer, 
-           int theUsingZeroFocalPoint)
+            int theUsingZeroFocalPoint)
 {  
   if(!theRenderer)
     return;
@@ -42,31 +44,31 @@ ResetCamera(vtkRenderer* theRenderer,
   if(!aCamera) 
     return;
 
-  vtkFloatingPointType aBounds[6];
+  double aBounds[6];
   int aCount = ComputeVisiblePropBounds(theRenderer,aBounds);
 
   if(theUsingZeroFocalPoint || aCount){
-    static vtkFloatingPointType MIN_DISTANCE = 1.0 / VTK_LARGE_FLOAT;
+    static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
 
-    vtkFloatingPointType aLength = aBounds[1]-aBounds[0];
-    aLength = max((aBounds[3]-aBounds[2]),aLength);
-    aLength = max((aBounds[5]-aBounds[4]),aLength);
+    double aLength = aBounds[1]-aBounds[0];
+    aLength = std::max((aBounds[3]-aBounds[2]),aLength);
+    aLength = std::max((aBounds[5]-aBounds[4]),aLength);
     
     if(aLength < MIN_DISTANCE)
       return;
 
-    vtkFloatingPointType aWidth = 
+    double aWidth = 
       sqrt((aBounds[1]-aBounds[0])*(aBounds[1]-aBounds[0]) +
-          (aBounds[3]-aBounds[2])*(aBounds[3]-aBounds[2]) +
-          (aBounds[5]-aBounds[4])*(aBounds[5]-aBounds[4]));
+           (aBounds[3]-aBounds[2])*(aBounds[3]-aBounds[2]) +
+           (aBounds[5]-aBounds[4])*(aBounds[5]-aBounds[4]));
     
     if(aWidth < MIN_DISTANCE)
       return;
 
-    vtkFloatingPointType aViewPlaneNormal[3];
+    double aViewPlaneNormal[3];
     aCamera->GetViewPlaneNormal(aViewPlaneNormal);
     
-    vtkFloatingPointType aCenter[3] = {0.0, 0.0, 0.0};
+    double aCenter[3] = {0.0, 0.0, 0.0};
     if(!theUsingZeroFocalPoint){
       aCenter[0] = (aBounds[0] + aBounds[1])/2.0;
       aCenter[1] = (aBounds[2] + aBounds[3])/2.0;
@@ -74,24 +76,24 @@ ResetCamera(vtkRenderer* theRenderer,
     }
     aCamera->SetFocalPoint(aCenter[0],aCenter[1],aCenter[2]);
     
-    vtkFloatingPointType aViewAngle = aCamera->GetViewAngle();
-    vtkFloatingPointType aDistance = 2.0*aWidth/tan(aViewAngle*vtkMath::Pi()/360.0);
+    double aViewAngle = aCamera->GetViewAngle();
+    double aDistance = 2.0*aWidth/tan(aViewAngle*vtkMath::Pi()/360.0);
     
     // check view-up vector against view plane normal
-    vtkFloatingPointType aViewUp[3];
+    double aViewUp[3];
     aCamera->GetViewUp(aViewUp);
     if(fabs(vtkMath::Dot(aViewUp,aViewPlaneNormal)) > 0.999)
       aCamera->SetViewUp(-aViewUp[2], aViewUp[0], aViewUp[1]);
     
     // update the camera
     aCamera->SetPosition(aCenter[0]+aDistance*aViewPlaneNormal[0],
-                        aCenter[1]+aDistance*aViewPlaneNormal[1],
-                        aCenter[2]+aDistance*aViewPlaneNormal[2]);
+                         aCenter[1]+aDistance*aViewPlaneNormal[1],
+                         aCenter[2]+aDistance*aViewPlaneNormal[2]);
 
     // find size of the window
     int* aWinSize = theRenderer->GetSize();
     if(aWinSize[0] < aWinSize[1]) 
-      aWidth *= vtkFloatingPointType(aWinSize[1])/vtkFloatingPointType(aWinSize[0]);
+      aWidth *= double(aWinSize[1])/double(aWinSize[0]);
     
     if(theUsingZeroFocalPoint) 
       aWidth *= sqrt(2.0);
@@ -105,40 +107,64 @@ ResetCamera(vtkRenderer* theRenderer,
 /*! Compute the bounds of the visible props*/
 int
 ComputeVisiblePropBounds(vtkRenderer* theRenderer, 
-                        vtkFloatingPointType theBounds[6])
+                         double theBounds[6])
+{
+  VTK::ActorCollectionCopy aCopy(theRenderer->GetActors());
+  vtkActorCollection* aCollection = aCopy.GetActors();
+  return ComputeBounds( aCollection, theBounds );
+}
+
+/*! Compute the bounds of actors*/
+int
+ComputeBounds(vtkActorCollection* theCollection, double theBounds[6])
 {
   int aCount = 0;
-  
-  theBounds[0] = theBounds[2] = theBounds[4] = VTK_LARGE_FLOAT;
-  theBounds[1] = theBounds[3] = theBounds[5] = -VTK_LARGE_FLOAT;
-  
+
+  theBounds[0] = theBounds[2] = theBounds[4] = VTK_FLOAT_MAX;
+  theBounds[1] = theBounds[3] = theBounds[5] = -VTK_FLOAT_MAX;
+
   // loop through all props
-  vtkActorCollection* aCollection = theRenderer->GetActors();
-  aCollection->InitTraversal();
-  while (vtkActor* aProp = aCollection->GetNextActor()) {
-    // if it's invisible, or has no geometry, we can skip the rest 
-    if(aProp->GetVisibility() && aProp->GetMapper()){
+  theCollection->InitTraversal();
+  while (vtkActor* aProp = theCollection->GetNextActor()) {
+    // if it's invisible, or has no geometry, we can skip the rest
+    if(aProp->GetVisibility() && aProp->GetMapper() && vtkMath::AreBoundsInitialized(aProp->GetBounds())){
       if(VTKViewer_Actor* anActor = VTKViewer_Actor::SafeDownCast(aProp))
         if(anActor->IsInfinitive())
-         continue;
-       
-      vtkFloatingPointType *aBounds = aProp->GetBounds();
-      static vtkFloatingPointType MAX_DISTANCE = 0.9*VTK_LARGE_FLOAT;
+          continue;
+      double *aBounds = aProp->GetBounds();
+      static double MIN_DISTANCE = 1./VTK_FLOAT_MAX;
+      static double MAX_DISTANCE = 0.9*VTK_FLOAT_MAX;
+
+      if(fabs(aBounds[1] - aBounds[0]) < MIN_DISTANCE) {
+        aBounds[0]-=0.001;
+        aBounds[1]+=0.001;
+      }
+
+      if(fabs(aBounds[3] - aBounds[2]) < MIN_DISTANCE) {
+        aBounds[2]-=0.001;
+        aBounds[3]+=0.001;
+      }
+
+      if(fabs(aBounds[5] - aBounds[4]) < MIN_DISTANCE) {
+        aBounds[4]-=0.001;
+        aBounds[5]+=0.001;
+      }
+      
       // make sure we haven't got bogus bounds
       if ( aBounds != NULL &&
-          aBounds[0] > -MAX_DISTANCE && aBounds[1] < MAX_DISTANCE &&
-          aBounds[2] > -MAX_DISTANCE && aBounds[3] < MAX_DISTANCE &&
-          aBounds[4] > -MAX_DISTANCE && aBounds[5] < MAX_DISTANCE )
+           aBounds[0] > -MAX_DISTANCE && aBounds[1] < MAX_DISTANCE &&
+           aBounds[2] > -MAX_DISTANCE && aBounds[3] < MAX_DISTANCE &&
+           aBounds[4] > -MAX_DISTANCE && aBounds[5] < MAX_DISTANCE)           
       {
-       aCount++;
+        aCount++;
 
-       theBounds[0] = min(aBounds[0],theBounds[0]);
-       theBounds[2] = min(aBounds[2],theBounds[2]);
-       theBounds[4] = min(aBounds[4],theBounds[4]);
+        theBounds[0] = std::min(aBounds[0],theBounds[0]);
+        theBounds[2] = std::min(aBounds[2],theBounds[2]);
+        theBounds[4] = std::min(aBounds[4],theBounds[4]);
 
-       theBounds[1] = max(aBounds[1],theBounds[1]);
-       theBounds[3] = max(aBounds[3],theBounds[3]);
-       theBounds[5] = max(aBounds[5],theBounds[5]);
+        theBounds[1] = std::max(aBounds[1],theBounds[1]);
+        theBounds[3] = std::max(aBounds[3],theBounds[3]);
+        theBounds[5] = std::max(aBounds[5],theBounds[5]);
 
       }//not bogus
     }
@@ -146,7 +172,7 @@ ComputeVisiblePropBounds(vtkRenderer* theRenderer,
   return aCount;
 }
 
-/*!@see vtkRenderer::ResetCameraClippingRange(vtkFloatingPointType bounds[6]) method*/
+/*!@see vtkRenderer::ResetCameraClippingRange(double bounds[6]) method*/
 void
 ResetCameraClippingRange(vtkRenderer* theRenderer)
 {
@@ -158,28 +184,29 @@ ResetCameraClippingRange(vtkRenderer* theRenderer)
   }
   
   // Find the plane equation for the camera view plane
-  vtkFloatingPointType vn[3];
+  double vn[3];
   anActiveCamera->GetViewPlaneNormal(vn);
-  vtkFloatingPointType  position[3];
+  double  position[3];
   anActiveCamera->GetPosition(position);
   
-  vtkFloatingPointType bounds[6];
-  theRenderer->ComputeVisiblePropBounds(bounds);
+  double bounds[6];
+  //theRenderer->ComputeVisiblePropBounds(bounds);
+  ComputeVisiblePropBounds(theRenderer, bounds);
   
-  vtkFloatingPointType center[3];
+  double center[3];
   center[0] = (bounds[0] + bounds[1])/2.0;
   center[1] = (bounds[2] + bounds[3])/2.0;
   center[2] = (bounds[4] + bounds[5])/2.0;
   
-  vtkFloatingPointType width = sqrt((bounds[1]-bounds[0])*(bounds[1]-bounds[0]) +
+  double width = 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]));
   
-  vtkFloatingPointType distance = sqrt((position[0]-center[0])*(position[0]-center[0]) +
+  double distance = sqrt((position[0]-center[0])*(position[0]-center[0]) +
        (position[1]-center[1])*(position[1]-center[1]) +
        (position[2]-center[2])*(position[2]-center[2]));
   
-  vtkFloatingPointType range[2] = {distance - width/2.0, distance + width/2.0};
+  double range[2] = {distance - width/2.0, distance + width/2.0};
   
   // Do not let the range behind the camera throw off the calculation.
   if (range[0] < 0.0) range[0] = 0.0;
@@ -190,27 +217,181 @@ ResetCameraClippingRange(vtkRenderer* theRenderer)
 /*!Compute trihedron size.*/
 bool
 ComputeTrihedronSize( vtkRenderer* theRenderer,
-                     vtkFloatingPointType& theNewSize,
-                     const vtkFloatingPointType theSize, 
-                     const vtkFloatingPointType theSizeInPercents )
+                      double& theNewSize,
+                      const double theSize, 
+                      const double theSizeInPercents )
 {
   // calculating diagonal of visible props of the renderer
-  vtkFloatingPointType bnd[ 6 ];
+  double bnd[ 6 ];
   if ( ComputeVisiblePropBounds( theRenderer, bnd ) == 0 )
   {
     bnd[ 1 ] = bnd[ 3 ] = bnd[ 5 ] = 100;
     bnd[ 0 ] = bnd[ 2 ] = bnd[ 4 ] = 0;
   }
-  vtkFloatingPointType aLength = 0;
+  double aLength = 0;
 
   aLength = bnd[ 1 ]-bnd[ 0 ];
-  aLength = max( ( bnd[ 3 ] - bnd[ 2 ] ),aLength );
-  aLength = max( ( bnd[ 5 ] - bnd[ 4 ] ),aLength );
+  aLength = std::max( ( bnd[ 3 ] - bnd[ 2 ] ),aLength );
+  aLength = std::max( ( bnd[ 5 ] - bnd[ 4 ] ),aLength );
 
-  static vtkFloatingPointType EPS_SIZE = 5.0E-3;
+  static double EPS_SIZE = 5.0E-3;
   theNewSize = aLength * theSizeInPercents / 100.0;
 
   // if the new trihedron size have sufficient difference, then apply the value
   return fabs( theNewSize - theSize) > theSize * EPS_SIZE ||
          fabs( theNewSize-theSize ) > theNewSize * EPS_SIZE;
 }
+
+bool IsBBEmpty(vtkRenderer* theRenderer)
+{
+  if(!theRenderer)
+    return false;
+
+  double aNewBndBox[6];
+  aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_FLOAT_MAX;
+  aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_FLOAT_MAX;
+  
+  // iterate through displayed objects and set size if necessary
+  VTK::ActorCollectionCopy aCopy(theRenderer->GetActors());
+  vtkActorCollection* anActors = aCopy.GetActors();
+  anActors->InitTraversal();
+  bool isAny = false;
+  while(vtkActor* anAct = anActors->GetNextActor())
+    //if(SALOME_Actor* anActor = dynamic_cast<SALOME_Actor*>(anAct))
+    if(VTKViewer_Actor* anActor = VTKViewer_Actor::SafeDownCast(anAct))
+      if(anActor->GetVisibility() && !anActor->IsInfinitive())
+      {
+        double *aBounds = anActor->GetBounds();
+        if(aBounds[0] > -VTK_FLOAT_MAX && aBounds[1] < VTK_FLOAT_MAX &&
+           aBounds[2] > -VTK_FLOAT_MAX && aBounds[3] < VTK_FLOAT_MAX &&
+           aBounds[4] > -VTK_FLOAT_MAX && aBounds[5] < VTK_FLOAT_MAX)
+          isAny = true;
+      }
+  
+  return !isAny;
+}
+
+/*!
+  Check that the given bounding box is valid, i.e each min bound < each max bound
+*/
+
+bool isBoundValid(double* theBounds) {
+  if(theBounds[0] > theBounds[1] ||
+     theBounds[2] > theBounds[3] ||
+     theBounds[4] > theBounds[5])
+    return false;
+  else 
+    return true;
+}
+
+bool ComputeBBCenter(vtkRenderer* theRenderer, double theCenter[3])
+{  
+  theCenter[0] = theCenter[1] = theCenter[2] = 0.0;
+  
+  if(!theRenderer)
+    return false;
+
+  double aNewBndBox[6];
+  aNewBndBox[ 0 ] = aNewBndBox[ 2 ] = aNewBndBox[ 4 ] = VTK_FLOAT_MAX;
+  aNewBndBox[ 1 ] = aNewBndBox[ 3 ] = aNewBndBox[ 5 ] = -VTK_FLOAT_MAX;
+
+  // iterate through displayed objects and set size if necessary
+  VTK::ActorCollectionCopy aCopy(theRenderer->GetActors());
+  vtkActorCollection* anActors = aCopy.GetActors();
+  anActors->InitTraversal();
+  bool isAny = false;
+  while(vtkActor* anAct = anActors->GetNextActor())
+  {
+    //if(SALOME_Actor* anActor = dynamic_cast<SALOME_Actor*>(anAct))
+    if(VTKViewer_Actor* anActor = VTKViewer_Actor::SafeDownCast(anAct))
+    {
+      if(anActor->GetVisibility() && !anActor->IsInfinitive())
+      {
+        double *aBounds = anActor->GetBounds();
+       
+       //Ignore invalid bounds
+       if(!isBoundValid(aBounds)) continue;
+
+        if(aBounds[0] > -VTK_FLOAT_MAX && aBounds[1] < VTK_FLOAT_MAX &&
+           aBounds[2] > -VTK_FLOAT_MAX && aBounds[3] < VTK_FLOAT_MAX &&
+           aBounds[4] > -VTK_FLOAT_MAX && aBounds[5] < VTK_FLOAT_MAX)
+        {
+          for(int i = 0; i < 5; i = i + 2){
+            if(aBounds[i] < aNewBndBox[i]) 
+              aNewBndBox[i] = aBounds[i];
+            if(aBounds[i+1] > aNewBndBox[i+1]) 
+              aNewBndBox[i+1] = aBounds[i+1];
+          }
+          isAny = true;
+        }
+      }
+    }
+  }
+  
+  if ( !isAny )
+  {
+    // null bounding box => the center is (0,0,0)
+    return true;
+  }
+
+  if(aNewBndBox[0] > -VTK_FLOAT_MAX && aNewBndBox[1] < VTK_FLOAT_MAX &&
+     aNewBndBox[2] > -VTK_FLOAT_MAX && aNewBndBox[3] < VTK_FLOAT_MAX &&
+     aNewBndBox[4] > -VTK_FLOAT_MAX && aNewBndBox[5] < VTK_FLOAT_MAX)
+  {
+    static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
+    
+    double aLength = aNewBndBox[1]-aNewBndBox[0];
+    aLength = std::max((aNewBndBox[3]-aNewBndBox[2]),aLength);
+    aLength = std::max((aNewBndBox[5]-aNewBndBox[4]),aLength);
+    
+    if(aLength < MIN_DISTANCE)
+      return false;
+
+    double aWidth = 
+      sqrt((aNewBndBox[1]-aNewBndBox[0])*(aNewBndBox[1]-aNewBndBox[0]) +
+           (aNewBndBox[3]-aNewBndBox[2])*(aNewBndBox[3]-aNewBndBox[2]) +
+           (aNewBndBox[5]-aNewBndBox[4])*(aNewBndBox[5]-aNewBndBox[4]));
+    
+    if(aWidth < MIN_DISTANCE)
+      return false;
+
+    theCenter[0] = (aNewBndBox[0] + aNewBndBox[1])/2.0;
+    theCenter[1] = (aNewBndBox[2] + aNewBndBox[3])/2.0;
+    theCenter[2] = (aNewBndBox[4] + aNewBndBox[5])/2.0;
+    return true;
+  }
+
+  return false;
+
+  /*
+  double aBounds[6];
+  int aCount = ComputeVisiblePropBounds(theRenderer,aBounds);
+  printf("aNewBndBox[0] = %f, aNewBndBox[1] = %f,\naNewBndBox[2] = %f, aNewBndBox[3] = %f,\naNewBndBox[4] = %f, aNewBndBox[5] = %f\n",
+           aBounds[0],aBounds[1],aBounds[2],aBounds[3],aBounds[4],aBounds[5]);
+  printf("aCount = %d\n",aCount);
+
+  if(aCount){
+    static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
+
+    double aLength = aBounds[1]-aBounds[0];
+    aLength = max((aBounds[3]-aBounds[2]),aLength);
+    aLength = max((aBounds[5]-aBounds[4]),aLength);
+    
+    if(aLength < MIN_DISTANCE)
+      return false;
+
+    double aWidth = 
+      sqrt((aBounds[1]-aBounds[0])*(aBounds[1]-aBounds[0]) +
+           (aBounds[3]-aBounds[2])*(aBounds[3]-aBounds[2]) +
+           (aBounds[5]-aBounds[4])*(aBounds[5]-aBounds[4]));
+    
+    if(aWidth < MIN_DISTANCE)
+      return false;
+
+    theCenter[0] = (aBounds[0] + aBounds[1])/2.0;
+    theCenter[1] = (aBounds[2] + aBounds[3])/2.0;
+    theCenter[2] = (aBounds[4] + aBounds[5])/2.0;
+    return true;
+  }
+  return false;*/
+}