/usr/include/vtk-6.2/vtkProp.h is in libvtk6-dev 6.2.0+dfsg1-10build1.
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Program: Visualization Toolkit
Module: vtkProp.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 vtkProp - abstract superclass for all actors, volumes and annotations
// .SECTION Description
// vtkProp is an abstract superclass for any objects that can exist in a
// rendered scene (either 2D or 3D). Instances of vtkProp may respond to
// various render methods (e.g., RenderOpaqueGeometry()). vtkProp also
// defines the API for picking, LOD manipulation, and common instance
// variables that control visibility, picking, and dragging.
// .SECTION See Also
// vtkActor2D vtkActor vtkVolume vtkProp3D
#ifndef vtkProp_h
#define vtkProp_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
class vtkAssemblyPath;
class vtkAssemblyPaths;
class vtkMatrix4x4;
class vtkPropCollection;
class vtkViewport;
class vtkWindow;
class vtkInformation;
class vtkInformationIntegerKey;
class vtkInformationDoubleVectorKey;
class VTKRENDERINGCORE_EXPORT vtkProp : public vtkObject
{
public:
vtkTypeMacro(vtkProp, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// For some exporters and other other operations we must be
// able to collect all the actors or volumes. These methods
// are used in that process.
virtual void GetActors(vtkPropCollection *) {}
virtual void GetActors2D(vtkPropCollection *) {}
virtual void GetVolumes(vtkPropCollection *) {}
// Description:
// Set/Get visibility of this vtkProp. Initial value is true.
vtkSetMacro(Visibility, int);
vtkGetMacro(Visibility, int);
vtkBooleanMacro(Visibility, int);
// Description:
// Set/Get the pickable instance variable. This determines if the vtkProp
// can be picked (typically using the mouse). Also see dragable.
// Initial value is true.
vtkSetMacro(Pickable, int);
vtkGetMacro(Pickable, int);
vtkBooleanMacro(Pickable, int);
// Description:
// Method fires PickEvent if the prop is picked.
virtual void Pick();
// Description:
// Set/Get the value of the dragable instance variable. This determines if
// an Prop, once picked, can be dragged (translated) through space.
// This is typically done through an interactive mouse interface.
// This does not affect methods such as SetPosition, which will continue
// to work. It is just intended to prevent some vtkProp'ss from being
// dragged from within a user interface.
// Initial value is true.
vtkSetMacro(Dragable, int);
vtkGetMacro(Dragable, int);
vtkBooleanMacro(Dragable, int);
// Description:
// Return the mtime of anything that would cause the rendered image to
// appear differently. Usually this involves checking the mtime of the
// prop plus anything else it depends on such as properties, textures
// etc.
virtual unsigned long GetRedrawMTime()
{ return this->GetMTime(); }
// Description:
// In case the Visibility flag is true, tell if the bounds of this prop
// should be taken into account or ignored during the computation of other
// bounding boxes, like in vtkRenderer::ResetCamera().
// Initial value is true.
vtkSetMacro(UseBounds, bool);
vtkGetMacro(UseBounds, bool);
vtkBooleanMacro(UseBounds, bool);
// Description:
// Get the bounds for this Prop as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
// in world coordinates. NULL means that the bounds are not defined.
virtual double *GetBounds()
{ return NULL; }
// Description:
// Shallow copy of this vtkProp.
virtual void ShallowCopy(vtkProp *prop);
// Description:
// vtkProp and its subclasses can be picked by subclasses of
// vtkAbstractPicker (e.g., vtkPropPicker). The following methods interface
// with the picking classes and return "pick paths". A pick path is a
// hierarchical, ordered list of props that form an assembly. Most often,
// when a vtkProp is picked, its path consists of a single node (i.e., the
// prop). However, classes like vtkAssembly and vtkPropAssembly can return
// more than one path, each path being several layers deep. (See
// vtkAssemblyPath for more information.) To use these methods - first
// invoke InitPathTraversal() followed by repeated calls to GetNextPath().
// GetNextPath() returns a NULL pointer when the list is exhausted.
virtual void InitPathTraversal();
virtual vtkAssemblyPath *GetNextPath();
virtual int GetNumberOfPaths()
{ return 1; }
// Description:
// These methods are used by subclasses to place a matrix (if any) in the
// prop prior to rendering. Generally used only for picking. See vtkProp3D
// for more information.
virtual void PokeMatrix(vtkMatrix4x4 *vtkNotUsed(matrix)) {}
virtual vtkMatrix4x4 *GetMatrix()
{ return NULL; }
// Description:
// Set/Get property keys. Property keys can be digest by some rendering
// passes.
// For instance, the user may mark a prop as a shadow caster for a
// shadow mapping render pass. Keys are documented in render pass classes.
// Initial value is NULL.
vtkGetObjectMacro(PropertyKeys,vtkInformation);
virtual void SetPropertyKeys(vtkInformation *keys);
// Description:
// Tells if the prop has all the required keys.
// \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0
virtual bool HasKeys(vtkInformation *requiredKeys);
// Description:
// Props may provide a mapping from picked value to actual value
// This is useful for hardware based pickers where
// there is a mapping between the color in the buffer
// and the actual pick value
virtual vtkIdType GetConvertedPickValue(vtkIdType idIn,
int vtkNotUsed(fieldassociation)) { return idIn; }
// Description:
// Optional Key Indicating the texture unit for general texture mapping
// Old OpenGL was a state machine where you would push or pop
// items. The new OpenGL design is more mapper centric. Some
// classes push a texture and then assume a mapper will use it.
// The new design wants explicit comunication of when a texture
// is being used. This key can be used to pass that information
// down to a mapper.
static vtkInformationIntegerKey *GeneralTextureUnit();
// Description:
// Optional Key Indicating the texture transform for general texture mapping
// Old OpenGL was a state machine where you would push or pop
// items. The new OpenGL design is more mapper centric. Some
// classes push a texture and then assume a mapper will use it.
// The new design wants explicit comunication of when a texture
// is being used. This key can be used to pass that information
// down to a mapper.
static vtkInformationDoubleVectorKey *GeneralTextureTransform();
//BTX
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS
// All concrete subclasses must be able to render themselves.
// There are four key render methods in vtk and they correspond
// to four different points in the rendering cycle. Any given
// prop may implement one or more of these methods.
// The first method is intended for rendering all opaque geometry. The
// second method is intended for rendering all translucent polygonal
// geometry. The third one is intended for rendering all translucent
// volumetric geometry. Most of the volume rendering mappers draw their
// results during this third method.
// The last method is to render any 2D annotation or overlays.
// Each of these methods return an integer value indicating
// whether or not this render method was applied to this data.
virtual int RenderOpaqueGeometry(vtkViewport *)
{ return 0; }
virtual int RenderTranslucentPolygonalGeometry(vtkViewport *)
{ return 0; }
virtual int RenderVolumetricGeometry(vtkViewport *)
{ return 0; }
virtual int RenderOverlay(vtkViewport *)
{ return 0; }
// Description:
// Render the opaque geometry only if the prop has all the requiredKeys.
// This is recursive for composite props like vtkAssembly.
// An implementation is provided in vtkProp but each composite prop
// must override it.
// It returns if the rendering was performed.
// \pre v_exists: v!=0
// \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0
virtual bool RenderFilteredOpaqueGeometry(vtkViewport *v,
vtkInformation *requiredKeys);
// Description:
// Render the translucent polygonal geometry only if the prop has all the
// requiredKeys.
// This is recursive for composite props like vtkAssembly.
// An implementation is provided in vtkProp but each composite prop
// must override it.
// It returns if the rendering was performed.
// \pre v_exists: v!=0
// \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0
virtual bool RenderFilteredTranslucentPolygonalGeometry(
vtkViewport *v,
vtkInformation *requiredKeys);
// Description:
// Render the volumetric geometry only if the prop has all the
// requiredKeys.
// This is recursive for composite props like vtkAssembly.
// An implementation is provided in vtkProp but each composite prop
// must override it.
// It returns if the rendering was performed.
// \pre v_exists: v!=0
// \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0
virtual bool RenderFilteredVolumetricGeometry(vtkViewport *v,
vtkInformation *requiredKeys);
// Description:
// Render in the overlay of the viewport only if the prop has all the
// requiredKeys.
// This is recursive for composite props like vtkAssembly.
// An implementation is provided in vtkProp but each composite prop
// must override it.
// It returns if the rendering was performed.
// \pre v_exists: v!=0
// \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0
virtual bool RenderFilteredOverlay(vtkViewport *v,
vtkInformation *requiredKeys);
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS
// Does this prop have some translucent polygonal geometry?
// This method is called during the rendering process to know if there is
// some translucent polygonal geometry. A simple prop that has some
// translucent polygonal geometry will return true. A composite prop (like
// vtkAssembly) that has at least one sub-prop that has some translucent
// polygonal geometry will return true.
// Default implementation return false.
virtual int HasTranslucentPolygonalGeometry()
{ return 0; }
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
virtual void ReleaseGraphicsResources(vtkWindow *) {}
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS
// The EstimatedRenderTime may be used to select between different props,
// for example in LODProp it is used to select the level-of-detail.
// The value is returned in seconds. For simple geometry the accuracy may
// not be great due to buffering. For ray casting, which is already
// multi-resolution, the current resolution of the image is factored into
// the time. We need the viewport for viewing parameters that affect timing.
// The no-arguments version simply returns the value of the variable with
// no estimation.
virtual double GetEstimatedRenderTime( vtkViewport * )
{ return this->EstimatedRenderTime; }
virtual double GetEstimatedRenderTime()
{ return this->EstimatedRenderTime; }
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS
// This method is used by, for example, the vtkLODProp3D in order to
// initialize the estimated render time at start-up to some user defined
// value.
virtual void SetEstimatedRenderTime(double t)
{ this->EstimatedRenderTime = t; this->SavedEstimatedRenderTime = t; }
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS
// When the EstimatedRenderTime is first set to 0.0 (in the
// SetAllocatedRenderTime method) the old value is saved. This
// method is used to restore that old value should the render be
// aborted.
virtual void RestoreEstimatedRenderTime()
{ this->EstimatedRenderTime = this->SavedEstimatedRenderTime; }
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// This method is intended to allow the renderer to add to the
// EstimatedRenderTime in props that require information that
// the renderer has in order to do this. For example, props
// that are rendered with a ray casting method do not know
// themselves how long it took for them to render. We don't want to
// cause a this->Modified() when we set this value since it is not
// really a modification to the object. (For example, we don't want
// to rebuild matrices at every render because the estimated render time
// is changing)
virtual void AddEstimatedRenderTime(double t, vtkViewport *vtkNotUsed(vp))
{ this->EstimatedRenderTime += t; }
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// The renderer may use the allocated rendering time to determine
// how to render this actor. Therefore it might need the information
// provided in the viewport.
// A side effect of this method is to reset the EstimatedRenderTime to
// 0.0. This way, each of the ways that this prop may be rendered can
// be timed and added together into this value.
virtual void SetAllocatedRenderTime(double t, vtkViewport *vtkNotUsed(v))
{
this->AllocatedRenderTime = t;
this->SavedEstimatedRenderTime = this->EstimatedRenderTime;
this->EstimatedRenderTime = 0.0;
}
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
vtkGetMacro(AllocatedRenderTime, double);
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// Get/Set the multiplier for the render time. This is used
// for culling and is a number between 0 and 1. It is used
// to create the allocated render time value.
void SetRenderTimeMultiplier( double t )
{ this->RenderTimeMultiplier = t; }
vtkGetMacro(RenderTimeMultiplier, double);
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// Used to construct assembly paths and perform part traversal.
virtual void BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path);
// Description:
// WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
// DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
// Used by vtkHardwareSelector to determine if the prop supports hardware
// selection.
virtual bool GetSupportsSelection()
{ return false; }
// Description:
// Get the number of consumers
vtkGetMacro(NumberOfConsumers,int);
// Description:
// Add or remove or get or check a consumer,
void AddConsumer(vtkObject *c);
void RemoveConsumer(vtkObject *c);
vtkObject *GetConsumer(int i);
int IsConsumer(vtkObject *c);
//ETX
protected:
vtkProp();
~vtkProp();
int Visibility;
int Pickable;
int Dragable;
bool UseBounds;
double AllocatedRenderTime;
double EstimatedRenderTime;
double SavedEstimatedRenderTime;
double RenderTimeMultiplier;
// how many consumers does this object have
int NumberOfConsumers;
vtkObject **Consumers;
// support multi-part props and access to paths of prop
// stuff that follows is used to build the assembly hierarchy
vtkAssemblyPaths *Paths;
vtkInformation *PropertyKeys;
private:
vtkProp(const vtkProp&); // Not implemented.
void operator=(const vtkProp&); // Not implemented.
};
#endif
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