-// Copyright (C) 2005 OPEN CASCADE, CEA/DEN, EDF R&D, PRINCIPIA R&D
-//
+// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, 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/
+// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
+
+#include "VTKViewer_Utilities.h"
#include "VTKViewer_Actor.h"
+#include "VTKViewer_Algorithm.h"
+
+#include <algorithm>
// VTK Includes
#include <vtkMath.h>
#include <vtkCamera.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
-#include "VTKViewer_Utilities.h"
-
-/*!@see vtkRenderer::ResetCamera(float bounds[6]) method*/
-void ResetCamera(vtkRenderer* theRenderer, int theUsingZeroFocalPoint)
+/*!@see vtkRenderer::ResetCamera(double bounds[6]) method*/
+void
+ResetCamera(vtkRenderer* theRenderer,
+ int theUsingZeroFocalPoint)
{
if(!theRenderer)
return;
if(!aCamera)
return;
- float aBounds[6];
+ double aBounds[6];
int aCount = ComputeVisiblePropBounds(theRenderer,aBounds);
if(theUsingZeroFocalPoint || aCount){
- static float MIN_DISTANCE = 1.0 / VTK_LARGE_FLOAT;
+ static double MIN_DISTANCE = 1.0 / VTK_FLOAT_MAX;
- float 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;
- float 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;
double aViewPlaneNormal[3];
aCamera->GetViewPlaneNormal(aViewPlaneNormal);
- float 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;
aCamera->SetFocalPoint(aCenter[0],aCenter[1],aCenter[2]);
double aViewAngle = aCamera->GetViewAngle();
- float aDistance = 2.0*aWidth/tan(aViewAngle*vtkMath::Pi()/360.0);
+ double aDistance = 2.0*aWidth/tan(aViewAngle*vtkMath::Pi()/360.0);
// check view-up vector against view plane normal
double aViewUp[3];
// 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 *= float(aWinSize[1])/float(aWinSize[0]);
+ aWidth *= double(aWinSize[1])/double(aWinSize[0]);
if(theUsingZeroFocalPoint)
aWidth *= sqrt(2.0);
}
/*! Compute the bounds of the visible props*/
-int ComputeVisiblePropBounds(vtkRenderer* theRenderer, float theBounds[6])
+int
+ComputeVisiblePropBounds(vtkRenderer* theRenderer,
+ double theBounds[6])
{
- float *bounds;
- int aCount=0;
-
- theBounds[0] = theBounds[2] = theBounds[4] = VTK_LARGE_FLOAT;
- theBounds[1] = theBounds[3] = theBounds[5] = -VTK_LARGE_FLOAT;
-
+ 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_FLOAT_MAX;
+ theBounds[1] = theBounds[3] = theBounds[5] = -VTK_FLOAT_MAX;
+
// loop through all props
- vtkActorCollection* aCollection = theRenderer->GetActors();
- aCollection->InitTraversal();
- while (vtkActor* prop = aCollection->GetNextActor()) {
- // if it's invisible, or has no geometry, we can skip the rest
- if ( prop->GetVisibility() )
- {
- if(VTKViewer_Actor* anActor = VTKViewer_Actor::SafeDownCast(prop))
- if(anActor->IsInfinitive()) continue;
- bounds = prop->GetBounds();
- // make sure we haven't got bogus bounds
- if ( bounds != NULL &&
- bounds[0] > -VTK_LARGE_FLOAT && bounds[1] < VTK_LARGE_FLOAT &&
- bounds[2] > -VTK_LARGE_FLOAT && bounds[3] < VTK_LARGE_FLOAT &&
- bounds[4] > -VTK_LARGE_FLOAT && bounds[5] < VTK_LARGE_FLOAT )
- {
- aCount++;
-
- if (bounds[0] < theBounds[0])
- {
- theBounds[0] = bounds[0];
- }
- if (bounds[1] > theBounds[1])
- {
- theBounds[1] = bounds[1];
- }
- if (bounds[2] < theBounds[2])
- {
- theBounds[2] = bounds[2];
- }
- if (bounds[3] > theBounds[3])
- {
- theBounds[3] = bounds[3];
- }
- if (bounds[4] < theBounds[4])
- {
- theBounds[4] = bounds[4];
- }
- if (bounds[5] > theBounds[5])
- {
- theBounds[5] = bounds[5];
- }
- }//not bogus
+ 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;
+ 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)
+ {
+ aCount++;
+
+ 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] = std::max(aBounds[1],theBounds[1]);
+ theBounds[3] = std::max(aBounds[3],theBounds[3]);
+ theBounds[5] = std::max(aBounds[5],theBounds[5]);
+
+ }//not bogus
}
}
return aCount;
}
-/*!@see vtkRenderer::ResetCameraClippingRange(float bounds[6]) method*/
-void ResetCameraClippingRange(vtkRenderer* theRenderer)
+/*!@see vtkRenderer::ResetCameraClippingRange(double bounds[6]) method*/
+void
+ResetCameraClippingRange(vtkRenderer* theRenderer)
{
if(!theRenderer || !theRenderer->VisibleActorCount()) return;
double position[3];
anActiveCamera->GetPosition(position);
- float bounds[6];
- theRenderer->ComputeVisiblePropBounds(bounds);
+ double bounds[6];
+ //theRenderer->ComputeVisiblePropBounds(bounds);
+ ComputeVisiblePropBounds(theRenderer, bounds);
double center[3];
center[0] = (bounds[0] + bounds[1])/2.0;
(position[1]-center[1])*(position[1]-center[1]) +
(position[2]-center[2])*(position[2]-center[2]));
- float 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;
}
/*!Compute trihedron size.*/
-bool ComputeTrihedronSize( vtkRenderer* theRenderer,double& theNewSize,
- const double theSize, const float theSizeInPercents )
+bool
+ComputeTrihedronSize( vtkRenderer* theRenderer,
+ double& theNewSize,
+ const double theSize,
+ const double theSizeInPercents )
{
// calculating diagonal of visible props of the renderer
- float bnd[ 6 ];
+ double bnd[ 6 ];
if ( ComputeVisiblePropBounds( theRenderer, bnd ) == 0 )
{
bnd[ 1 ] = bnd[ 3 ] = bnd[ 5 ] = 100;
bnd[ 0 ] = bnd[ 2 ] = bnd[ 4 ] = 0;
}
- float 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 float 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;*/
+}