1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkBillboardTextActor3D.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 "vtkBillboardTextActor3D.h"
#include "vtkActor.h"
#include "vtkCamera.h"
#include "vtkFloatArray.h"
#include "vtkImageData.h"
#include "vtkMath.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkPoints.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper.h"
#include "vtkRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkTextProperty.h"
#include "vtkTextRenderer.h"
#include "vtkTexture.h"
#include <algorithm>
#include <cassert>
#include <cmath>
// Define to print debugging info:
//#define DEBUG_BTA3D
VTK_ABI_NAMESPACE_BEGIN
namespace
{
#ifdef DEBUG_BTA3D
std::ostream& PrintCoords(
const std::string& label, const double w[4], const double d[4], std::ostream& out)
{
out << label << "\n-WorldCoord: " << w[0] << " " << w[1] << " " << w[2] << " " << w[3]
<< "\n-DispCoord: " << d[0] << " " << d[1] << " " << d[2] << " " << d[3] << "\n";
return out;
}
#endif // DEBUG_BTA3D
// Used to convert WorldCoords <--> DisplayCoords.
// Required because vtkCoordinate doesn't support depth values for DC.
// Here, we use homogeneous 3D coordinates. This is so a DC's x/y values may be
// modified and passed back to DisplayToWorld to produce an World-space point
// at the same view depth as another.
class FastDepthAwareCoordinateConverter
{
public:
explicit FastDepthAwareCoordinateConverter(vtkRenderer* ren);
void WorldToDisplay(const double wc[4], double dc[4]) const;
void DisplayToWorld(const double dc[4], double wc[4]) const;
private:
double MVP[16]; // Model * View * Proj matrix
double InvMVP[16]; // Inverse Model * View * Proj matrix
double Viewport[4];
double NormalizedViewport[4];
double ViewportSize[2];
double DisplayOffset[2];
};
FastDepthAwareCoordinateConverter::FastDepthAwareCoordinateConverter(vtkRenderer* ren)
{
vtkCamera* cam = ren->GetActiveCamera();
assert(cam); // We check in the text actor for this.
// figure out the same aspect ratio used by the render engine
// (see vtkOpenGLCamera::Render())
int lowerLeft[2];
int usize, vsize;
double aspect1[2];
double aspect2[2];
ren->GetTiledSizeAndOrigin(&usize, &vsize, lowerLeft, lowerLeft + 1);
ren->ComputeAspect();
ren->GetAspect(aspect1);
ren->vtkViewport::ComputeAspect();
ren->vtkViewport::GetAspect(aspect2);
double aspectModification = (aspect1[0] * aspect2[1]) / (aspect1[1] * aspect2[0]);
double aspect = aspectModification * usize / vsize;
// Build AMVP/InvAMVP
vtkMatrix4x4::DeepCopy(this->MVP, cam->GetCompositeProjectionTransformMatrix(aspect, -1, 1));
vtkMatrix4x4::Invert(this->MVP, this->InvMVP);
// Various other bits needed for conversion
const int* size = ren->GetSize();
this->ViewportSize[0] = size[0];
this->ViewportSize[1] = size[1];
ren->GetViewport(this->Viewport);
double tileViewPort[4];
ren->GetRenderWindow()->GetTileViewport(tileViewPort);
this->NormalizedViewport[0] = std::max(this->Viewport[0], tileViewPort[0]);
this->NormalizedViewport[1] = std::max(this->Viewport[1], tileViewPort[1]);
this->NormalizedViewport[2] = std::min(this->Viewport[2], tileViewPort[2]);
this->NormalizedViewport[3] = std::min(this->Viewport[3], tileViewPort[3]);
size = ren->GetRenderWindow()->GetSize();
this->DisplayOffset[0] = this->Viewport[0] * size[0] + 0.5;
this->DisplayOffset[1] = this->Viewport[1] * size[1] + 0.5;
}
void FastDepthAwareCoordinateConverter::WorldToDisplay(const double wc[4], double dc[4]) const
{
// This is adapted from vtkCoordinate's world to display conversion. It is
// extended to handle a depth value for the display coordinate.
// vtkRenderer::WorldToView
const double* x = this->MVP; // Alias so we can write math easier
dc[0] = wc[0] * x[0] + wc[1] * x[1] + wc[2] * x[2] + wc[3] * x[3];
dc[1] = wc[0] * x[4] + wc[1] * x[5] + wc[2] * x[6] + wc[3] * x[7];
dc[2] = wc[0] * x[8] + wc[1] * x[9] + wc[2] * x[10] + wc[3] * x[11];
dc[3] = wc[0] * x[12] + wc[1] * x[13] + wc[2] * x[14] + wc[3] * x[15];
double invW = 1. / dc[3];
dc[0] *= invW;
dc[1] *= invW;
dc[2] *= invW;
// vtkViewport::ViewToNormalizedViewport
dc[0] = this->NormalizedViewport[0] +
((dc[0] + 1.) / 2.) * (this->NormalizedViewport[2] - this->NormalizedViewport[0]);
dc[1] = this->NormalizedViewport[1] +
((dc[1] + 1.) / 2.) * (this->NormalizedViewport[3] - this->NormalizedViewport[1]);
dc[0] = (dc[0] - this->Viewport[0]) / (this->Viewport[2] - this->Viewport[0]);
dc[1] = (dc[1] - this->Viewport[1]) / (this->Viewport[3] - this->Viewport[1]);
// vtkViewport::NormalizedViewportToViewport
dc[0] *= this->ViewportSize[0] - 1.;
dc[1] *= this->ViewportSize[1] - 1.;
// vtkViewport::ViewportToNormalizedDisplay
// vtkViewport::NormalizedDisplayToDisplay
dc[0] += this->DisplayOffset[0];
dc[1] += this->DisplayOffset[1];
}
void FastDepthAwareCoordinateConverter::DisplayToWorld(const double dc[4], double wc[4]) const
{
// Just the inverse of WorldToDisplay....
// Make a copy of the input so we can modify it in place before the matrix mul
double t[4] = { dc[0], dc[1], dc[2], dc[3] };
t[0] -= this->DisplayOffset[0];
t[1] -= this->DisplayOffset[1];
t[0] /= this->ViewportSize[0] - 1.;
t[1] /= this->ViewportSize[1] - 1.;
t[0] = t[0] * (this->Viewport[2] - this->Viewport[0]) + this->Viewport[0];
t[1] = t[1] * (this->Viewport[3] - this->Viewport[1]) + this->Viewport[1];
t[0] = 2. * (t[0] - this->NormalizedViewport[0]) /
(this->NormalizedViewport[2] - this->NormalizedViewport[0]) -
1.;
t[1] = 2. * (t[1] - this->NormalizedViewport[1]) /
(this->NormalizedViewport[3] - this->NormalizedViewport[1]) -
1.;
t[0] *= t[3];
t[1] *= t[3];
t[2] *= t[3];
const double* x = this->InvMVP; // Alias so we can write math easier
wc[0] = t[0] * x[0] + t[1] * x[1] + t[2] * x[2] + t[3] * x[3];
wc[1] = t[0] * x[4] + t[1] * x[5] + t[2] * x[6] + t[3] * x[7];
wc[2] = t[0] * x[8] + t[1] * x[9] + t[2] * x[10] + t[3] * x[11];
wc[3] = t[0] * x[12] + t[1] * x[13] + t[2] * x[14] + t[3] * x[15];
}
} // end anon namespace
//------------------------------------------------------------------------------
vtkObjectFactoryNewMacro(vtkBillboardTextActor3D);
vtkCxxSetObjectMacro(vtkBillboardTextActor3D, TextProperty, vtkTextProperty);
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::PrintSelf(std::ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Input: " << (this->Input ? this->Input : "(nullptr)") << "\n"
<< indent << "TextProperty: " << this->TextProperty << "\n"
<< indent << "RenderedDPI: " << this->RenderedDPI << "\n"
<< indent << "InputMTime: " << this->InputMTime << "\n"
<< indent << "TextRenderer: " << this->TextRenderer << "\n"
<< indent << "AnchorDC: " << this->AnchorDC[0] << " " << this->AnchorDC[1] << " "
<< this->AnchorDC[2] << "\n"
<< indent << "DisplayOffset: " << this->DisplayOffset[0] << " " << this->DisplayOffset[1]
<< "\n";
os << indent << "Image:\n";
this->Image->PrintSelf(os, indent.GetNextIndent());
os << indent << "Texture:\n";
this->Texture->PrintSelf(os, indent.GetNextIndent());
os << indent << "Quad:\n";
this->Quad->PrintSelf(os, indent.GetNextIndent());
os << indent << "QuadMapper:\n";
this->QuadMapper->PrintSelf(os, indent.GetNextIndent());
os << indent << "QuadActor:\n";
this->QuadActor->PrintSelf(os, indent.GetNextIndent());
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::SetInput(const char* in)
{
// Adapted vtkSetStringMacro to also mark InputMTime as modified:
if ((this->Input == nullptr && in == nullptr) ||
(this->Input && in && strcmp(this->Input, in) == 0))
{
return;
}
delete[] this->Input;
if (in)
{
size_t n = strlen(in) + 1;
this->Input = new char[n];
std::copy(in, in + n, this->Input);
}
else
{
this->Input = nullptr;
}
this->Modified();
this->InputMTime.Modified();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::SetForceOpaque(bool opaque)
{
this->QuadActor->SetForceOpaque(opaque);
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::GetForceOpaque()
{
return this->QuadActor->GetForceOpaque();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::ForceOpaqueOn()
{
this->QuadActor->ForceOpaqueOn();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::ForceOpaqueOff()
{
this->QuadActor->ForceOpaqueOff();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::SetForceTranslucent(bool trans)
{
this->QuadActor->SetForceTranslucent(trans);
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::GetForceTranslucent()
{
return this->QuadActor->GetForceTranslucent();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::ForceTranslucentOn()
{
this->QuadActor->ForceTranslucentOn();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::ForceTranslucentOff()
{
this->QuadActor->ForceTranslucentOff();
}
//------------------------------------------------------------------------------
vtkTypeBool vtkBillboardTextActor3D::HasTranslucentPolygonalGeometry()
{
return this->QuadActor->HasTranslucentPolygonalGeometry();
}
//------------------------------------------------------------------------------
int vtkBillboardTextActor3D::RenderOpaqueGeometry(vtkViewport* vp)
{
if (!this->InputIsValid())
{
return 0;
}
vtkRenderer* ren = vtkRenderer::SafeDownCast(vp);
if (!ren || ren->GetActiveCamera() == nullptr)
{
vtkErrorMacro("Viewport is not a renderer, or missing a camera.");
this->Invalidate();
return 0;
}
// Cache for updating bounds between renders (#17233):
this->RenderedRenderer = ren;
// Alert OpenGL1 GL2PS export that this prop needs special handling:
if (ren->GetRenderWindow() && ren->GetRenderWindow()->GetCapturingGL2PSSpecialProps())
{
ren->CaptureGL2PSSpecialProp(this);
}
this->UpdateInternals(ren);
this->PreRender();
return this->QuadActor->RenderOpaqueGeometry(vp);
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::UpdateGeometry(vtkViewport* vp)
{
vtkRenderer* ren = vtkRenderer::SafeDownCast(vp);
if (!ren || ren->GetActiveCamera() == nullptr)
{
return;
}
// Cache for updating bounds between renders (#17233):
this->RenderedRenderer = ren;
this->UpdateInternals(ren);
}
//------------------------------------------------------------------------------
int vtkBillboardTextActor3D::RenderTranslucentPolygonalGeometry(vtkViewport* vp)
{
if (!this->InputIsValid() || !this->IsValid())
{
return 0;
}
#ifdef DEBUG_BTA3D
std::cerr << "Rendering billboard text: " << this->Input << std::endl;
#endif // DEBUG_BTA3D
this->PreRender();
return this->QuadActor->RenderTranslucentPolygonalGeometry(vp);
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::ReleaseGraphicsResources(vtkWindow* win)
{
this->RenderedRenderer = nullptr;
this->Texture->ReleaseGraphicsResources(win);
this->QuadMapper->ReleaseGraphicsResources(win);
this->QuadActor->ReleaseGraphicsResources(win);
}
//------------------------------------------------------------------------------
double* vtkBillboardTextActor3D::GetBounds()
{
if (this->RenderedRenderer)
{
this->UpdateInternals(this->RenderedRenderer);
}
if (this->IsValid())
{
this->QuadActor->GetBounds(this->Bounds);
}
else
{ // If the actor isn't prepped, return the actor position as the bounds.
// We don't know the true extents until we see a camera.
this->Bounds[0] = this->Bounds[1] = this->Position[0];
this->Bounds[2] = this->Bounds[3] = this->Position[1];
this->Bounds[4] = this->Bounds[5] = this->Position[2];
}
return this->Bounds;
}
//------------------------------------------------------------------------------
vtkBillboardTextActor3D::vtkBillboardTextActor3D()
: Input(nullptr)
, TextProperty(vtkTextProperty::New())
, RenderedDPI(-1)
{
std::fill(this->AnchorDC, this->AnchorDC + 3, 0.);
std::fill(this->DisplayOffset, this->DisplayOffset + 2, 0);
// Connect internal rendering pipeline:
this->Texture->InterpolateOff();
this->Texture->SetInputData(this->Image);
this->QuadMapper->SetInputData(this->Quad);
this->QuadActor->SetMapper(this->QuadMapper);
this->QuadActor->SetTexture(this->Texture);
vtkNew<vtkPoints> points;
points->SetDataTypeToFloat();
vtkFloatArray* quadPoints = vtkFloatArray::FastDownCast(points->GetData());
assert(quadPoints);
quadPoints->SetNumberOfComponents(3);
quadPoints->SetNumberOfTuples(4);
this->Quad->SetPoints(points);
vtkNew<vtkFloatArray> tc;
tc->SetNumberOfComponents(2);
tc->SetNumberOfTuples(4);
this->Quad->GetPointData()->SetTCoords(tc);
vtkNew<vtkCellArray> cellArray;
this->Quad->SetPolys(cellArray);
vtkIdType quadIds[4] = { 0, 1, 2, 3 };
this->Quad->InsertNextCell(VTK_QUAD, 4, quadIds);
}
//------------------------------------------------------------------------------
vtkBillboardTextActor3D::~vtkBillboardTextActor3D()
{
this->SetInput(nullptr);
this->SetTextProperty(nullptr);
this->RenderedRenderer = nullptr;
}
void vtkBillboardTextActor3D::GetActors(vtkPropCollection* props)
{
if (this->GetVisibility())
{
vtkViewport* vp = nullptr;
if (this->NumberOfConsumers)
{
vp = vtkViewport::SafeDownCast(this->Consumers[0]);
if (vp)
{
this->UpdateGeometry(vp);
}
}
// only add the sub actor if we are visible
props->AddItem(this->QuadActor.Get());
}
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::InputIsValid()
{
return (this->Input != nullptr && this->Input[0] != '\0' && this->TextProperty != nullptr &&
this->TextRenderer != nullptr);
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::UpdateInternals(vtkRenderer* ren)
{
if (this->TextureIsStale(ren))
{
this->GenerateTexture(ren);
}
if (this->IsValid() && this->QuadIsStale(ren))
{
this->GenerateQuad(ren);
}
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::TextureIsStale(vtkRenderer* ren)
{
return (this->RenderedDPI != ren->GetRenderWindow()->GetDPI() ||
this->Image->GetMTime() < this->InputMTime ||
this->Image->GetMTime() < this->TextProperty->GetMTime());
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::GenerateTexture(vtkRenderer* ren)
{
#ifdef DEBUG_BTA3D
std::cerr << "Generating texture for string: " << this->Input << std::endl;
#endif // DEBUG_BTA3D
int dpi = ren->GetRenderWindow()->GetDPI();
if (!this->TextRenderer->RenderString(this->TextProperty, this->Input, this->Image, nullptr, dpi))
{
vtkErrorMacro("Error rendering text string: " << this->Input);
this->Invalidate();
return;
}
this->RenderedDPI = dpi;
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::QuadIsStale(vtkRenderer* ren)
{
return (this->Quad->GetMTime() < this->GetMTime() ||
this->Quad->GetMTime() < this->Image->GetMTime() || this->Quad->GetMTime() < ren->GetMTime() ||
this->Quad->GetMTime() < ren->GetRenderWindow()->GetMTime() ||
this->Quad->GetMTime() < ren->GetActiveCamera()->GetMTime());
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::GenerateQuad(vtkRenderer* ren)
{
#ifdef DEBUG_BTA3D
std::cerr << "Generating quad for string: " << this->Input << std::endl;
#endif // DEBUG_BTA3D
vtkTextRenderer::Metrics metrics;
if (!this->TextRenderer->GetMetrics(this->TextProperty, this->Input, metrics, this->RenderedDPI))
{
vtkErrorMacro("Error retrieving text metrics for string: " << this->Input);
this->Invalidate();
return;
}
// First figure out the texture coordinates for our quad (the easy part):
// Size of the full texture
int textureSize[3];
this->Image->GetDimensions(textureSize);
// Actual size of the text in the texture (in case we allocated NPOT)
int textSize[2] = { metrics.BoundingBox[1] - metrics.BoundingBox[0] + 1,
metrics.BoundingBox[3] - metrics.BoundingBox[2] + 1 };
// Maximum texture coordinate:
float tcMax[2] = { textSize[0] / static_cast<float>(textureSize[0]),
textSize[1] / static_cast<float>(textureSize[1]) };
vtkFloatArray* tc = vtkFloatArray::FastDownCast(this->Quad->GetPointData()->GetTCoords());
assert(tc);
tc->SetNumberOfComponents(2);
tc->SetNumberOfTuples(4);
tc->SetTypedComponent(0, 0, 0.f);
tc->SetTypedComponent(0, 1, 0.f);
tc->SetTypedComponent(1, 0, 0.f);
tc->SetTypedComponent(1, 1, tcMax[1]);
tc->SetTypedComponent(2, 0, tcMax[0]);
tc->SetTypedComponent(2, 1, tcMax[1]);
tc->SetTypedComponent(3, 0, tcMax[0]);
tc->SetTypedComponent(3, 1, 0.f);
tc->Modified();
// Now figure out the world coordinates for our quad (the hard part...):
vtkFloatArray* quadPoints = vtkFloatArray::FastDownCast(this->Quad->GetPoints()->GetData());
assert(quadPoints);
// This takes care of projecting/unprojecting the points:
FastDepthAwareCoordinateConverter conv(ren);
// Convert our anchor position to DC:
double anchorWC[4];
double anchorDC[4];
this->GetPosition(anchorWC);
anchorWC[3] = 1.;
conv.WorldToDisplay(anchorWC, anchorDC);
// Round down to an exact pixel:
anchorDC[0] = std::floor(anchorDC[0]);
anchorDC[1] = std::floor(anchorDC[1]);
// Apply the requested offset:
anchorDC[0] += static_cast<double>(this->DisplayOffset[0]);
anchorDC[1] += static_cast<double>(this->DisplayOffset[1]);
// Cached for OpenGL2 GL2PS exports:
this->AnchorDC[0] = anchorDC[0];
this->AnchorDC[1] = anchorDC[1];
this->AnchorDC[2] = anchorDC[2];
#ifdef DEBUG_BTA3D
PrintCoords("Anchor Point", anchorWC, anchorDC, std::cerr);
double sanityWC[4]; // convert back to make sure they match (note rounding)
conv.DisplayToWorld(anchorDC, sanityWC);
PrintCoords("Anchor Sanity Check", sanityWC, anchorDC, std::cerr);
#endif // DEBUG_BTA3D
// Find the DCs that correspond to the texture coordinates we used and
// convert them to WCs:
double tmpWC[4];
double tmpDC[4];
std::copy(anchorDC, anchorDC + 4, tmpDC);
// First point
tmpDC[0] += metrics.BoundingBox[0];
tmpDC[1] += metrics.BoundingBox[2];
conv.DisplayToWorld(tmpDC, tmpWC);
#ifdef DEBUG_BTA3D
PrintCoords("First Point", tmpWC, tmpDC, std::cerr);
#endif // DEBUG_BTA3D
quadPoints->SetTypedComponent(0, 0, static_cast<float>(tmpWC[0]));
quadPoints->SetTypedComponent(0, 1, static_cast<float>(tmpWC[1]));
quadPoints->SetTypedComponent(0, 2, static_cast<float>(tmpWC[2]));
// Second point
tmpDC[1] += textSize[1];
conv.DisplayToWorld(tmpDC, tmpWC);
#ifdef DEBUG_BTA3D
PrintCoords("Second Point", tmpWC, tmpDC, std::cerr);
#endif // DEBUG_BTA3D
quadPoints->SetTypedComponent(1, 0, static_cast<float>(tmpWC[0]));
quadPoints->SetTypedComponent(1, 1, static_cast<float>(tmpWC[1]));
quadPoints->SetTypedComponent(1, 2, static_cast<float>(tmpWC[2]));
// Third point
tmpDC[0] += textSize[0];
conv.DisplayToWorld(tmpDC, tmpWC);
#ifdef DEBUG_BTA3D
PrintCoords("Third Point", tmpWC, tmpDC, std::cerr);
#endif // DEBUG_BTA3D
quadPoints->SetTypedComponent(2, 0, static_cast<float>(tmpWC[0]));
quadPoints->SetTypedComponent(2, 1, static_cast<float>(tmpWC[1]));
quadPoints->SetTypedComponent(2, 2, static_cast<float>(tmpWC[2]));
// Fourth point
tmpDC[1] -= textSize[1];
conv.DisplayToWorld(tmpDC, tmpWC);
#ifdef DEBUG_BTA3D
PrintCoords("Fourth Point", tmpWC, tmpDC, std::cerr) << std::endl;
#endif // DEBUG_BTA3D
quadPoints->SetTypedComponent(3, 0, static_cast<float>(tmpWC[0]));
quadPoints->SetTypedComponent(3, 1, static_cast<float>(tmpWC[1]));
quadPoints->SetTypedComponent(3, 2, static_cast<float>(tmpWC[2]));
quadPoints->Modified();
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::Invalidate()
{
this->Image->Initialize();
}
//------------------------------------------------------------------------------
bool vtkBillboardTextActor3D::IsValid()
{
return this->Image->GetNumberOfPoints() > 0;
}
//------------------------------------------------------------------------------
void vtkBillboardTextActor3D::PreRender()
{
// The internal actor needs to share property keys. This allows depth peeling
// etc to work.
this->QuadActor->SetPropertyKeys(this->GetPropertyKeys());
}
VTK_ABI_NAMESPACE_END
|