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/**************************************************************************************/
/* */
/* Visualization Library */
/* http://visualizationlibrary.org */
/* */
/* Copyright (c) 2005-2020, Michele Bosi */
/* All rights reserved. */
/* */
/* Redistribution and use in source and binary forms, with or without modification, */
/* are permitted provided that the following conditions are met: */
/* */
/* - Redistributions of source code must retain the above copyright notice, this */
/* list of conditions and the following disclaimer. */
/* */
/* - Redistributions in binary form must reproduce the above copyright notice, this */
/* list of conditions and the following disclaimer in the documentation and/or */
/* other materials provided with the distribution. */
/* */
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
/* */
/**************************************************************************************/
#ifndef VolumePlot_INCLUDE_ONCE
#define VolumePlot_INCLUDE_ONCE
#include <vlVolume/link_config.hpp>
#include <vlGraphics/Actor.hpp>
#include <vlGraphics/Geometry.hpp>
#include <vlGraphics/Text.hpp>
#include <vlGraphics/Effect.hpp>
#include <vlCore/Transform.hpp>
#include <vlGraphics/ActorTreeAbstract.hpp>
#include <vlGraphics/SceneManagerActorTree.hpp>
#include <vlVolume/MarchingCubes.hpp>
namespace vl
{
class SceneManager;
//! Generates a 3D plot with labels and isosurface. The isosurface is generated using the MarchingCubes algorithm.
class VLVOLUME_EXPORT VolumePlot: public Object
{
VL_INSTRUMENT_CLASS(vl::VolumePlot, Object)
public:
//! A function to be used with VolumePlot
class Function
{
public:
virtual float operator()(float x, float y, float z) const = 0;
};
public:
//! Constructor.
VolumePlot();
//! Computes the function and generates the plot. This method should be called after all the other methods.
void compute(const Function& func, float threshold);
//! The Actor representing the isosurface
const Actor* isosurfaceActor() const { return mIsosurfaceActor.get(); }
//! The Actor representing the isosurface
Actor* isosurfaceActor() { return mIsosurfaceActor.get(); }
//! The Geometry representing the isosurface
const Geometry* isosurfaceGeometry() const { return mIsosurfaceGeometry.get(); }
//! The Geometry representing the isosurface
Geometry* isosurfaceGeometry() { return mIsosurfaceGeometry.get(); }
//! Used to get/set the rendering options (like color, material, transparency) etc. of the isosurface
const Effect* isosurfaceEffect() const { return mIsosurfaceEffect.get(); }
//! Used to get/set the rendering options (like color, material, transparency) etc. of the isosurface
Effect* isosurfaceEffect() { return mIsosurfaceEffect.get(); }
//! Used to get/set the rendering options (like color, material, transparency) etc. of the box
const Effect* boxEffect() const { return mBoxEffect.get(); }
//! Used to get/set the rendering options (like color, material, transparency) etc. of the box
Effect* boxEffect() { return mBoxEffect.get(); }
//! Default value: fvec3(-1,-1,-1)
const fvec3& minCorner() const { return mMinCorner; }
//! Default value: fvec3(-1,-1,-1)
void setMinCorner(const fvec3& min_corner) { mMinCorner = min_corner; }
//! Default value: fvec3(+1,+1,+1)
const fvec3& maxCorner() const { return mMaxCorner; }
//! Default value: fvec3(+1,+1,+1)
void setMaxCorner(const fvec3& max_corner) { mMaxCorner = max_corner; }
//! The transform associated to the whole plot
const Transform* plotTransform() const { return mPlotTransform.get(); }
//! The transform associated to the whole plot
Transform* plotTransform() { return mPlotTransform.get(); }
//! The transform associated to the whole plot
void setPlotTransform(Transform* tr) { mPlotTransform = tr; }
//! Default value: ivec3(64,64,64)
const ivec3& samplingResolution() const { return mSamplingResolution; }
//! Default value: ivec3(64,64,64)
void setSamplingResolution(const ivec3& size) { mSamplingResolution = size; }
//! Sets the format of the labels
const String& labelFormat() const { return mLabelFormat; }
//! Sets the format of the label to be generated, es. "(%.2n %.2n %.2n)" or "<%.3n, %.3n, %.3n>"
void setLabelFormat(const String& format) { mLabelFormat = format; }
//! The Font to be used for the box labels
const Font* labelFont() const { return mLabelFont.get(); }
//! The Font to be used for the box labels
Font* labelFont() { return mLabelFont.get(); }
//! The Font to be used for the box labels
void setLabelFont(Font* font) { mLabelFont = font; }
//! A Text used to initialize the plot labels
const Text* textTemplate() const { return mTextTemplate.get(); }
//! A Text used to initialize the plot labels
Text* textTemplate() { return mTextTemplate.get(); }
ActorTree* actorTreeMulti() { return mActorTreeMulti.get(); }
const ActorTree* actorTreeMulti() const { return mActorTreeMulti.get(); }
protected:
void setupLabels(const String& format, const fvec3& min_corner, const fvec3& max_corner, Font* font, Transform* root_tr);
void evaluateFunction(float* scalar, const fvec3& min_corner, const fvec3& max_corner, const Function& func);
protected:
std::vector< ref<Actor> > mActors;
ref<Transform> mPlotTransform;
ivec3 mSamplingResolution;
String mLabelFormat;
ref< Font > mLabelFont;
fvec3 mMinCorner;
fvec3 mMaxCorner;
ref<Geometry> mIsosurfaceGeometry;
ref<Actor> mIsosurfaceActor;
ref<Effect> mIsosurfaceEffect;
ref<Effect> mBoxEffect;
ref<Text> mTextTemplate;
ref<ActorTree> mActorTreeMulti;
};
}
#endif