/usr/include/vtk-6.3/vtkProjectedTerrainPath.h is in libvtk6-dev 6.3.0+dfsg1-5.
This file is owned by root:root, with mode 0o644.
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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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkProjectedTerrainPath.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.
=========================================================================*/
// .NAME vtkProjectedTerrainPath - project a polyline onto a terrain
// .SECTION Description
// vtkProjectedTerrainPath projects an input polyline onto a terrain. (The
// terrain is defined by a 2D height image and is the second input to the
// filter.) The polyline projection is controlled via several modes as
// follows. 1) Simple mode projects the polyline points onto the terrain,
// taking into account the height offset instance variable. 2) Non-occluded
// mode insures that no parts of the polyline are occluded by the terrain
// (e.g. a line passes through a mountain). This may require recursive
// subdivision of the polyline. 3) Hug mode insures that the polyine points
// remain within a constant distance from the surface. This may also require
// recursive subdivision of the polyline. Note that both non-occluded mode
// and hug mode also take into account the height offset, so it is possible
// to create paths that hug terrain a certain distance above it. To use this
// filter, define two inputs: 1) a polyline, and 2) an image whose scalar
// values represent a height field. Then specify the mode, and the height
// offset to use.
//
// An description of the algorithm is as follows. The filter begins by
// projecting the polyline points to the image (offset by the specified
// height offset). If the mode is non-occluded or hug, then the maximum
// error along each line segment is computed and placed into a priority
// queue. Each line segment is then split at the point of maximum error, and
// the two new line segments are evaluated for maximum error. This process
// continues until the line is not occluded by the terrain (non-occluded
// mode) or satisfies the error on variation from the surface (hug
// mode). (Note this process is repeated for each polyline in the
// input. Also, the maximum error is computed in two parts: a maximum
// positive error and maximum negative error. If the polyline is above the
// terrain--i.e., the height offset is positive--in non-occluded or hug mode
// all negative errors are eliminated. If the polyline is below the
// terrain--i.e., the height offset is negative--in non-occluded or hug mode
// all positive errors are eliminated.)
//
// .SECTION Caveats
// This algorithm requires the entire input image to be in memory, hence it
// may not work for extremely large images.
//
// The input height image is assumed to be positioned in the x-y plane so the
// scalar value is the z-coordinate, height value.
//
// A priority queue is used so that the 1) the total number of line segments
// can be controlled, and 2) the algorithm can terminate when the errors in
// the queue are less than the specified error tolerance.
//
// .SECTION See Also
// vtkGreedyTerrainDecimation
#ifndef vtkProjectedTerrainPath_h
#define vtkProjectedTerrainPath_h
#include "vtkFiltersHybridModule.h" // For export macro
#include "vtkPolyDataAlgorithm.h"
class vtkPriorityQueue;
class vtkImageData;
class vtkEdgeList;
class vtkPoints;
class VTKFILTERSHYBRID_EXPORT vtkProjectedTerrainPath : public vtkPolyDataAlgorithm
{
public:
// Description:
// Standard methids for printing and determining type information.
vtkTypeMacro(vtkProjectedTerrainPath,vtkPolyDataAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Instantiate the class.
static vtkProjectedTerrainPath* New();
// Description:
// Specify the second input (the terrain) onto which the polyline(s) should be projected.
// Note: This assigns a data object as the input terrain.
// To establish a pipeline connection, use
// SetSourceConnection() method.
void SetSourceData(vtkImageData *source);
vtkImageData *GetSource();
// Description:
// Specify the second input (the terrain) onto which the polyline(s) should be projected.
// Note: vtkImageData* is required
void SetSourceConnection(vtkAlgorithmOutput* algOutput);
//BTX
enum {SIMPLE_PROJECTION=0,NONOCCLUDED_PROJECTION,HUG_PROJECTION};
//ETX
// Description:
// Determine how to control the projection process. Simple projection
// just projects the original polyline points. Non-occluded projection
// insures that the polyline does not intersect the terrain surface.
// Hug projection is similar to non-occulded projection except that
// produces a path that is nearly parallel to the terrain (within the
// user specified height tolerance).
vtkSetClampMacro(ProjectionMode,int,SIMPLE_PROJECTION,HUG_PROJECTION);
vtkGetMacro(ProjectionMode,int);
void SetProjectionModeToSimple()
{this->SetProjectionMode(SIMPLE_PROJECTION);}
void SetProjectionModeToNonOccluded()
{this->SetProjectionMode(NONOCCLUDED_PROJECTION);}
void SetProjectionModeToHug()
{this->SetProjectionMode(HUG_PROJECTION);}
// Description:
// This is the height above (or below) the terrain that the projected
// path should be. Positive values indicate distances above the terrain;
// negative values indicate distances below the terrain.
vtkSetMacro(HeightOffset,double);
vtkGetMacro(HeightOffset,double);
// Description:
// This is the allowable variation in the altitude of the path
// with respect to the variation in the terrain. It only comes
// into play if the hug projection mode is enabled.
vtkSetClampMacro(HeightTolerance,double,0.0,VTK_FLOAT_MAX);
vtkGetMacro(HeightTolerance,double);
// Description:
// This instance variable can be used to limit the total number of line
// segments created during subdivision. Note that the number of input line
// segments will be the minimum number that cab be output.
vtkSetClampMacro(MaximumNumberOfLines,vtkIdType,1,VTK_ID_MAX);
vtkGetMacro(MaximumNumberOfLines,vtkIdType);
protected:
vtkProjectedTerrainPath();
~vtkProjectedTerrainPath();
virtual int RequestData(vtkInformation *, vtkInformationVector **,
vtkInformationVector *);
virtual int FillInputPortInformation(int port, vtkInformation *info);
// Supporting methods
void GetImageIndex(double x[3], double loc[2], int ij[2]);
double GetHeight(double loc[2], int ij[2]);
void ComputeError(vtkIdType edgeId);
void RemoveOcclusions();
void HugTerrain();
void SplitEdge(vtkIdType eId, double t);
//ivars that the API addresses
int ProjectionMode;
double HeightOffset;
double HeightTolerance;
vtkIdType MaximumNumberOfLines;
//Bookeeping arrays
int Dimensions[3];
int Extent[6];
double Origin[3];
double Spacing[3];
vtkDataArray *Heights;
vtkPoints *Points;
vtkIdType NumLines;
//Errors above/below terrain. In both instances, negative values are
//inserted because the priority queue puts smallest values on top.
vtkPriorityQueue *PositiveLineError; //errors above terrain
vtkPriorityQueue *NegativeLineError; //errors below terrain
//This is a PIMPL'd vector representing edges
vtkEdgeList *EdgeList;
private:
vtkProjectedTerrainPath(const vtkProjectedTerrainPath&); // Not implemented.
void operator=(const vtkProjectedTerrainPath&); // Not implemented.
};
#endif
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