vtk9/Rendering/Volume/vtkUnstructuredGridBunykRay...

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C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkUnstructuredGridBunykRayCastFunction.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 "vtkUnstructuredGridBunykRayCastFunction.h"
#include "vtkArrayDispatch.h"
#include "vtkCamera.h"
#include "vtkCell.h"
#include "vtkCellArray.h"
#include "vtkCellIterator.h"
#include "vtkCellType.h"
#include "vtkColorTransferFunction.h"
#include "vtkDoubleArray.h"
#include "vtkFloatArray.h"
#include "vtkIdList.h"
#include "vtkMath.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkPiecewiseFunction.h"
#include "vtkPointData.h"
#include "vtkRenderer.h"
#include "vtkSmartPointer.h"
#include "vtkTransform.h"
#include "vtkUnstructuredGrid.h"
#include "vtkUnstructuredGridVolumeRayCastIterator.h"
#include "vtkUnstructuredGridVolumeRayCastMapper.h"
#include "vtkVolume.h"
#include "vtkVolumeProperty.h"
#include <cassert>
#include <cstdlib>
vtkStandardNewMacro(vtkUnstructuredGridBunykRayCastFunction);
#define VTK_BUNYKRCF_NUMLISTS 100000
namespace
{
struct TemplateCastRayWorker
{
vtkUnstructuredGridBunykRayCastFunction* Self;
int NumComponents;
int X;
int Y;
double FarClipZ;
vtkUnstructuredGridBunykRayCastFunction::Intersection*& IntersectionPtr;
vtkUnstructuredGridBunykRayCastFunction::Triangle*& CurrentTriangle;
vtkIdType& CurrentTetra;
vtkIdType* IntersectedCells;
double* IntersectionLengths;
int MaxNumIntersections;
// Result:
vtkIdType NumIntersections;
TemplateCastRayWorker(vtkUnstructuredGridBunykRayCastFunction* self, int numComponents, int x,
int y, double farClipZ, vtkUnstructuredGridBunykRayCastFunction::Intersection*& intersectionPtr,
vtkUnstructuredGridBunykRayCastFunction::Triangle*& currentTriangle, vtkIdType& currentTetra,
vtkIdType* intersectedCells, double* intersectedLengths, int maxNumIntersections)
: Self(self)
, NumComponents(numComponents)
, X(x)
, Y(y)
, FarClipZ(farClipZ)
, IntersectionPtr(intersectionPtr)
, CurrentTriangle(currentTriangle)
, CurrentTetra(currentTetra)
, IntersectedCells(intersectedCells)
, IntersectionLengths(intersectedLengths)
, MaxNumIntersections(maxNumIntersections)
, NumIntersections(0)
{
}
TemplateCastRayWorker& operator=(const TemplateCastRayWorker&) = delete;
// Execute the algorithm with all arrays set to nullptr.
void operator()()
{
(*this)(static_cast<vtkAOSDataArrayTemplate<float>*>(nullptr),
static_cast<vtkAOSDataArrayTemplate<float>*>(nullptr),
static_cast<vtkAOSDataArrayTemplate<float>*>(nullptr));
}
template <typename ScalarArrayT, typename NearArrayT, typename FarArrayT>
void operator()(
ScalarArrayT* scalarArray, NearArrayT* nearIntersectionArray, FarArrayT* farIntersectionArray)
{
typedef typename NearArrayT::ValueType ValueType;
int imageViewportSize[2];
this->Self->GetImageViewportSize(imageViewportSize);
int origin[2];
this->Self->GetImageOrigin(origin);
float fx = this->X - origin[0];
float fy = this->Y - origin[1];
double* points = this->Self->GetPoints();
vtkUnstructuredGridBunykRayCastFunction::Triangle** triangles = this->Self->GetTetraTriangles();
vtkMatrix4x4* viewToWorld = this->Self->GetViewToWorldMatrix();
vtkUnstructuredGridBunykRayCastFunction::Triangle* nextTriangle;
vtkIdType nextTetra;
this->NumIntersections = 0;
double nearZ = VTK_DOUBLE_MIN;
double nearPoint[4];
double viewCoords[4];
viewCoords[0] = ((float)this->X / (float)(imageViewportSize[0] - 1)) * 2.0 - 1.0;
viewCoords[1] = ((float)this->Y / (float)(imageViewportSize[1] - 1)) * 2.0 - 1.0;
// viewCoords[2] set when an intersection is found.
viewCoords[3] = 1.0;
if (this->CurrentTriangle)
{
// Find intersection in currentTriangle (the entry point).
nearZ = -(fx * this->CurrentTriangle->A + fy * this->CurrentTriangle->B +
this->CurrentTriangle->D) /
this->CurrentTriangle->C;
viewCoords[2] = nearZ;
viewToWorld->MultiplyPoint(viewCoords, nearPoint);
nearPoint[0] /= nearPoint[3];
nearPoint[1] /= nearPoint[3];
nearPoint[2] /= nearPoint[3];
}
while (this->NumIntersections < this->MaxNumIntersections)
{
// If we have exited the mesh (or are entering it for the first time,
// find the next intersection with an external face (which has already
// been found with rasterization).
if (!this->CurrentTriangle)
{
if (!this->IntersectionPtr)
{
break; // No more intersections.
}
this->CurrentTriangle = this->IntersectionPtr->TriPtr;
this->CurrentTetra = this->IntersectionPtr->TriPtr->ReferredByTetra[0];
this->IntersectionPtr = this->IntersectionPtr->Next;
// Find intersection in currentTriangle (the entry point).
nearZ = -(fx * this->CurrentTriangle->A + fy * this->CurrentTriangle->B +
this->CurrentTriangle->D) /
this->CurrentTriangle->C;
viewCoords[2] = nearZ;
viewToWorld->MultiplyPoint(viewCoords, nearPoint);
nearPoint[0] /= nearPoint[3];
nearPoint[1] /= nearPoint[3];
nearPoint[2] /= nearPoint[3];
}
// Find all triangles that the ray may exit.
vtkUnstructuredGridBunykRayCastFunction::Triangle* candidate[3];
int index = 0;
int i;
for (i = 0; i < 4; i++)
{
if (triangles[this->CurrentTetra * 4 + i] != this->CurrentTriangle)
{
if (index == 3)
{
vtkGenericWarningMacro("Ugh - found too many triangles!");
}
else
{
candidate[index++] = triangles[this->CurrentTetra * 4 + i];
}
}
}
double farZ = VTK_DOUBLE_MAX;
int minIdx = -1;
// Determine which face the ray exits the cell from.
for (i = 0; i < 3; i++)
{
// Far intersection is the nearest intersectation that is farther
// than nearZ.
double tmpZ = 1.0;
if (candidate[i]->C != 0.0)
{
tmpZ = -(fx * candidate[i]->A + fy * candidate[i]->B + candidate[i]->D) / candidate[i]->C;
}
if (tmpZ > nearZ && tmpZ < farZ)
{
farZ = tmpZ;
minIdx = i;
}
}
// Now, the code above should ensure that farZ > nearZ, but I have
// seen the case where we reach here with farZ == nearZ. This is very
// bad as we need ensure we always move forward so that we do not get
// into loops. I think there is something with GCC 3.2.3 that makes
// the optimizer be too ambitous and turn the > into >=.
if ((minIdx == -1) || (farZ <= nearZ))
{
// The ray never exited the cell? Perhaps numerical inaccuracies
// got us here. Just bail out as if we exited the mesh.
nextTriangle = nullptr;
nextTetra = -1;
}
else
{
if (farZ > this->FarClipZ)
{
// Exit happened after point of interest. Bail out now (in case
// we wish to restart).
return;
}
if (this->IntersectedCells)
{
this->IntersectedCells[this->NumIntersections] = this->CurrentTetra;
}
nextTriangle = candidate[minIdx];
// Compute intersection with exiting face.
double farPoint[4];
viewCoords[2] = farZ;
viewToWorld->MultiplyPoint(viewCoords, farPoint);
farPoint[0] /= farPoint[3];
farPoint[1] /= farPoint[3];
farPoint[2] /= farPoint[3];
double dist = sqrt((nearPoint[0] - farPoint[0]) * (nearPoint[0] - farPoint[0]) +
(nearPoint[1] - farPoint[1]) * (nearPoint[1] - farPoint[1]) +
(nearPoint[2] - farPoint[2]) * (nearPoint[2] - farPoint[2]));
if (this->IntersectionLengths)
{
this->IntersectionLengths[this->NumIntersections] = dist;
}
// compute the barycentric weights
float ax, ay;
double a1, b1, c1;
ax = points[3 * this->CurrentTriangle->PointIndex[0]];
ay = points[3 * this->CurrentTriangle->PointIndex[0] + 1];
b1 = ((fx - ax) * this->CurrentTriangle->P2Y - (fy - ay) * this->CurrentTriangle->P2X) /
this->CurrentTriangle->Denominator;
c1 = ((fy - ay) * this->CurrentTriangle->P1X - (fx - ax) * this->CurrentTriangle->P1Y) /
this->CurrentTriangle->Denominator;
a1 = 1.0 - b1 - c1;
double a2, b2, c2;
ax = points[3 * nextTriangle->PointIndex[0]];
ay = points[3 * nextTriangle->PointIndex[0] + 1];
b2 = ((fx - ax) * nextTriangle->P2Y - (fy - ay) * nextTriangle->P2X) /
nextTriangle->Denominator;
c2 = ((fy - ay) * nextTriangle->P1X - (fx - ax) * nextTriangle->P1Y) /
nextTriangle->Denominator;
a2 = 1.0 - b2 - c2;
if (nearIntersectionArray)
{
for (int c = 0; c < this->NumComponents; c++)
{
ValueType A, B, C;
A = scalarArray->GetTypedComponent(this->CurrentTriangle->PointIndex[0], c);
B = scalarArray->GetTypedComponent(this->CurrentTriangle->PointIndex[1], c);
C = scalarArray->GetTypedComponent(this->CurrentTriangle->PointIndex[2], c);
nearIntersectionArray->SetTypedComponent(
this->NumIntersections, c, static_cast<ValueType>(a1 * A + b1 * B + c1 * C));
}
}
if (farIntersectionArray)
{
for (int c = 0; c < this->NumComponents; c++)
{
ValueType A, B, C;
A = scalarArray->GetTypedComponent(nextTriangle->PointIndex[0], c);
B = scalarArray->GetTypedComponent(nextTriangle->PointIndex[1], c);
C = scalarArray->GetTypedComponent(nextTriangle->PointIndex[2], c);
farIntersectionArray->SetTypedComponent(
this->NumIntersections, c, static_cast<ValueType>(a2 * A + b2 * B + c2 * C));
}
}
this->NumIntersections++;
// The far triangle has one or two tetras in its referred list.
// If one, return -1 for next tetra and nullptr for next triangle
// since we are exiting. If two, return the one that isn't the
// current one.
if ((nextTriangle)->ReferredByTetra[1] == -1)
{
nextTetra = -1;
nextTriangle = nullptr;
}
else
{
if (nextTriangle->ReferredByTetra[0] == this->CurrentTetra)
{
nextTetra = nextTriangle->ReferredByTetra[1];
}
else
{
nextTetra = nextTriangle->ReferredByTetra[0];
}
}
nearZ = farZ;
nearPoint[0] = farPoint[0];
nearPoint[1] = farPoint[1];
nearPoint[2] = farPoint[2];
nearPoint[3] = farPoint[3];
}
this->CurrentTriangle = nextTriangle;
this->CurrentTetra = nextTetra;
}
}
};
} // end anon namespace
//------------------------------------------------------------------------------
// This is an internal hidden class.
class vtkUnstructuredGridBunykRayCastIterator : public vtkUnstructuredGridVolumeRayCastIterator
{
public:
vtkTypeMacro(vtkUnstructuredGridBunykRayCastIterator, vtkUnstructuredGridVolumeRayCastIterator);
static vtkUnstructuredGridBunykRayCastIterator* New();
void Initialize(int x, int y) override;
vtkIdType GetNextIntersections(vtkIdList* intersectedCells, vtkDoubleArray* intersectionLengths,
vtkDataArray* scalars, vtkDataArray* nearIntersections,
vtkDataArray* farIntersections) override;
vtkSetObjectMacro(RayCastFunction, vtkUnstructuredGridBunykRayCastFunction);
vtkGetObjectMacro(RayCastFunction, vtkUnstructuredGridBunykRayCastFunction);
protected:
vtkUnstructuredGridBunykRayCastIterator();
~vtkUnstructuredGridBunykRayCastIterator() override;
int RayPosition[2];
vtkUnstructuredGridBunykRayCastFunction* RayCastFunction;
vtkUnstructuredGridBunykRayCastFunction::Intersection* IntersectionPtr;
vtkUnstructuredGridBunykRayCastFunction::Triangle* CurrentTriangle;
vtkIdType CurrentTetra;
private:
vtkUnstructuredGridBunykRayCastIterator(const vtkUnstructuredGridBunykRayCastIterator&) = delete;
void operator=(const vtkUnstructuredGridBunykRayCastIterator&) = delete;
};
vtkStandardNewMacro(vtkUnstructuredGridBunykRayCastIterator);
vtkUnstructuredGridBunykRayCastIterator::vtkUnstructuredGridBunykRayCastIterator()
{
this->RayCastFunction = nullptr;
}
vtkUnstructuredGridBunykRayCastIterator::~vtkUnstructuredGridBunykRayCastIterator()
{
this->SetRayCastFunction(nullptr);
}
void vtkUnstructuredGridBunykRayCastIterator::Initialize(int x, int y)
{
this->RayPosition[0] = x;
this->RayPosition[1] = y;
this->IntersectionPtr =
this->RayCastFunction->GetIntersectionList(this->RayPosition[0], this->RayPosition[1]);
this->CurrentTriangle = nullptr;
this->CurrentTetra = -1;
// Intersect cells until we get to Bounds[0] (the near clip plane).
TemplateCastRayWorker worker(this->RayCastFunction, 0, this->RayPosition[0], this->RayPosition[1],
this->Bounds[0], this->IntersectionPtr, this->CurrentTriangle, this->CurrentTetra, nullptr,
nullptr, this->MaxNumberOfIntersections);
do
{
worker();
} while (worker.NumIntersections > 0);
}
vtkIdType vtkUnstructuredGridBunykRayCastIterator::GetNextIntersections(vtkIdList* intersectedCells,
vtkDoubleArray* intersectionLengths, vtkDataArray* scalars, vtkDataArray* nearIntersections,
vtkDataArray* farIntersections)
{
if (intersectedCells)
{
intersectedCells->SetNumberOfIds(this->MaxNumberOfIntersections);
}
if (intersectionLengths)
{
intersectionLengths->SetNumberOfComponents(1);
intersectionLengths->SetNumberOfTuples(this->MaxNumberOfIntersections);
}
vtkIdType numIntersections = 0;
if (!scalars)
{
TemplateCastRayWorker worker(this->RayCastFunction, 0, this->RayPosition[0],
this->RayPosition[1], this->Bounds[1], this->IntersectionPtr, this->CurrentTriangle,
this->CurrentTetra, intersectedCells ? intersectedCells->GetPointer(0) : nullptr,
intersectionLengths ? intersectionLengths->GetPointer(0) : nullptr,
this->MaxNumberOfIntersections);
worker();
numIntersections = worker.NumIntersections;
}
else
{
if ((scalars->GetDataType() != nearIntersections->GetDataType()) ||
(scalars->GetDataType() != farIntersections->GetDataType()))
{
vtkErrorMacro(<< "Data types for scalars do not match up.");
}
nearIntersections->SetNumberOfComponents(scalars->GetNumberOfComponents());
nearIntersections->SetNumberOfTuples(this->MaxNumberOfIntersections);
farIntersections->SetNumberOfComponents(scalars->GetNumberOfComponents());
farIntersections->SetNumberOfTuples(this->MaxNumberOfIntersections);
TemplateCastRayWorker worker(this->RayCastFunction, scalars->GetNumberOfComponents(),
this->RayPosition[0], this->RayPosition[1], this->Bounds[1], this->IntersectionPtr,
this->CurrentTriangle, this->CurrentTetra,
intersectedCells ? intersectedCells->GetPointer(0) : nullptr,
intersectionLengths ? intersectionLengths->GetPointer(0) : nullptr,
this->MaxNumberOfIntersections);
if (!vtkArrayDispatch::Dispatch3SameValueType::Execute(
scalars, nearIntersections, farIntersections, worker))
{
vtkWarningMacro("Dispatch failed for scalars and intersections.");
}
else
{
numIntersections = worker.NumIntersections;
}
nearIntersections->SetNumberOfTuples(numIntersections);
farIntersections->SetNumberOfTuples(numIntersections);
}
if (intersectedCells)
{
intersectedCells->SetNumberOfIds(numIntersections);
}
if (intersectionLengths)
{
intersectionLengths->SetNumberOfTuples(numIntersections);
}
return numIntersections;
}
//------------------------------------------------------------------------------
// Constructor - initially everything to null, and create a matrix for use later
vtkUnstructuredGridBunykRayCastFunction::vtkUnstructuredGridBunykRayCastFunction()
{
this->Renderer = nullptr;
this->Volume = nullptr;
this->Mapper = nullptr;
this->Valid = 0;
this->Points = nullptr;
this->Image = nullptr;
this->TriangleList = nullptr;
this->TetraTriangles = nullptr;
this->TetraTrianglesSize = 0;
this->NumberOfPoints = 0;
this->ImageSize[0] = 0;
this->ImageSize[1] = 0;
this->ViewToWorldMatrix = vtkMatrix4x4::New();
for (int i = 0; i < VTK_BUNYKRCF_MAX_ARRAYS; i++)
{
this->IntersectionBuffer[i] = nullptr;
this->IntersectionBufferCount[i] = 0;
}
this->SavedTriangleListInput = nullptr;
}
// Destructor - release all memory
vtkUnstructuredGridBunykRayCastFunction::~vtkUnstructuredGridBunykRayCastFunction()
{
delete[] this->Points;
this->ClearImage();
delete[] this->Image;
this->Image = nullptr;
delete[] this->TetraTriangles;
int i;
for (i = 0; i < 20; i++)
{
delete[] this->IntersectionBuffer[i];
}
while (this->TriangleList)
{
Triangle* tmp;
tmp = this->TriangleList->Next;
delete this->TriangleList;
this->TriangleList = tmp;
}
this->ViewToWorldMatrix->Delete();
}
// Clear the intersection image. This does NOT release memory -
// it just sets the link pointers to nullptr. The memory is
// contained in the IntersectionBuffer arrays.
void vtkUnstructuredGridBunykRayCastFunction::ClearImage()
{
int i;
if (this->Image)
{
for (i = 0; i < this->ImageSize[0] * this->ImageSize[1]; i++)
{
this->Image[i] = nullptr;
}
}
for (i = 0; i < VTK_BUNYKRCF_MAX_ARRAYS; i++)
{
this->IntersectionBufferCount[i] = 0;
}
}
// Since we are managing the memory ourself for these intersections,
// we need a new method. In this method we return an unused
// intersection element from our storage arrays. If we don't
// have one, we create a new storage array (unless we have run
// out of memory). The memory can never shrink, and will only be
// deleted when the class is destructed.
void* vtkUnstructuredGridBunykRayCastFunction::NewIntersection()
{
// Look for the first buffer that has enough space, or the
// first one that has not yet been allocated
int i;
for (i = 0; i < VTK_BUNYKRCF_MAX_ARRAYS; i++)
{
if (!this->IntersectionBuffer[i] || this->IntersectionBufferCount[i] < VTK_BUNYKRCF_ARRAY_SIZE)
{
break;
}
}
// We have run out of space - return nullptr
if (i == VTK_BUNYKRCF_MAX_ARRAYS)
{
vtkErrorMacro("Out of space for intersections!");
return nullptr;
}
// We need another array - allocate it and set its count to 0 indicating
// that we have not used any elements yet
if (!this->IntersectionBuffer[i])
{
this->IntersectionBuffer[i] = new Intersection[VTK_BUNYKRCF_ARRAY_SIZE];
this->IntersectionBufferCount[i] = 0;
}
// Return the first unused element
return (this->IntersectionBuffer[i] + (this->IntersectionBufferCount[i]++));
}
// The Initialize method is called from the ray caster at the start of
// rendering. In this method we check if the render is valid (there is
// a renderer, a volume, a mapper, input, etc). We build the basic
// structured if necessary. Then we compute the view dependent information
// such as plane equations and barycentric coordinates per triangle,
// tranfromed points in view space, and the intersection list per pixel.
void vtkUnstructuredGridBunykRayCastFunction::Initialize(vtkRenderer* ren, vtkVolume* vol)
{
// Check if this is a valid render - we have all the required info
// such as the volume, renderer, mapper, input, etc.
this->Valid = this->CheckValidity(ren, vol);
if (!this->Valid)
{
return;
}
// Cache some objects for later use during rendering
this->Mapper = vtkUnstructuredGridVolumeRayCastMapper::SafeDownCast(vol->GetMapper());
this->Renderer = ren;
this->Volume = vol;
vtkUnstructuredGridBase* input = this->Mapper->GetInput();
int numPoints = input->GetNumberOfPoints();
// If the number of points have changed, recreate the structure
if (numPoints != this->NumberOfPoints)
{
delete[] this->Points;
this->Points = new double[3 * numPoints];
this->NumberOfPoints = numPoints;
}
// Get the image size from the ray cast mapper. The ImageViewportSize is
// the size of the whole viewport (this does not necessary equal pixel
// size since we may be over / undersampling on the image plane). The size
// (which will be stored in ImageSize) and the ImageOrigin represent the
// subregion of the whole image that we will be considering.
int size[2];
this->Mapper->GetImageInUseSize(size);
this->Mapper->GetImageOrigin(this->ImageOrigin);
this->Mapper->GetImageViewportSize(this->ImageViewportSize);
// If our intersection image is not the right size, recreate it.
// Clear out any old intersections
this->ClearImage();
if (this->ImageSize[0] * this->ImageSize[1] != size[0] * size[1])
{
delete[] this->Image;
this->Image = new Intersection*[size[0] * size[1]];
this->ImageSize[0] = size[0];
this->ImageSize[1] = size[1];
this->ClearImage();
}
// Transform the points. As a by product, compute the ViewToWorldMatrix
// that will be used later
this->TransformPoints();
// If it has not yet been built, or the data has changed in
// some way, we will need to recreate the triangle list. This is
// view independent - although we will leave space in the structure
// for the view dependent info
this->UpdateTriangleList();
// For each triangle store the plane equation and barycentric
// coefficients to be used to speed up rendering
this->ComputeViewDependentInfo();
// Project each boundary triangle onto the image and store intersections
// sorted by depth
this->ComputePixelIntersections();
}
int vtkUnstructuredGridBunykRayCastFunction::CheckValidity(vtkRenderer* ren, vtkVolume* vol)
{
// We must have a renderer
if (!ren)
{
vtkErrorMacro("No Renderer");
return 0;
}
// We must have a volume
if (!vol)
{
vtkErrorMacro("No Volume");
return 0;
}
// We must have a mapper of the correct type
vtkUnstructuredGridVolumeRayCastMapper* mapper =
vtkUnstructuredGridVolumeRayCastMapper::SafeDownCast(vol->GetMapper());
if (!mapper)
{
vtkErrorMacro("No mapper or wrong type");
return 0;
}
// The mapper must have input
vtkUnstructuredGridBase* input = mapper->GetInput();
if (!input)
{
vtkErrorMacro("No input to mapper");
return 0;
}
// The input must have some points. This is a silent
// error - just render nothing if it occurs.
int numPoints = input->GetNumberOfPoints();
if (numPoints == 0)
{
this->Valid = 0;
return 0;
}
return 1;
}
// This is done once per render - transform the points into view coordinate.
// We also compute the ViewToWorldMatrix here (by inverting the matrix
// we use to project to view coordinates) so that later on in the
// rendering process we can convert points back to world coordinates.
void vtkUnstructuredGridBunykRayCastFunction::TransformPoints()
{
vtkRenderer* ren = this->Renderer;
vtkVolume* vol = this->Volume;
ren->ComputeAspect();
double* aspect = ren->GetAspect();
vtkTransform* perspectiveTransform = vtkTransform::New();
vtkMatrix4x4* perspectiveMatrix = vtkMatrix4x4::New();
// Get the view matrix in two steps - there is a one step method in camera
// but it turns off stereo so we do not want to use that one
vtkCamera* cam = ren->GetActiveCamera();
perspectiveTransform->Identity();
perspectiveTransform->Concatenate(
cam->GetProjectionTransformMatrix(aspect[0] / aspect[1], 0.0, 1.0));
perspectiveTransform->Concatenate(cam->GetViewTransformMatrix());
perspectiveTransform->Concatenate(vol->GetMatrix());
perspectiveMatrix->DeepCopy(perspectiveTransform->GetMatrix());
// Invert this project matrix and store for later use
this->ViewToWorldMatrix->DeepCopy(perspectiveTransform->GetMatrix());
this->ViewToWorldMatrix->Invert();
double* origPtr;
double* transformedPtr = this->Points;
double in[4], out[4];
in[3] = 1.0;
vtkUnstructuredGridBase* input = this->Mapper->GetInput();
int numPoints = input->GetNumberOfPoints();
// Loop through all the points and transform them
for (int i = 0; i < numPoints; i++)
{
origPtr = input->GetPoint(i);
in[0] = origPtr[0];
in[1] = origPtr[1];
in[2] = origPtr[2];
perspectiveMatrix->MultiplyPoint(in, out);
transformedPtr[0] =
(out[0] / out[3] + 1.0) / 2.0 * (double)this->ImageViewportSize[0] - this->ImageOrigin[0];
transformedPtr[1] =
(out[1] / out[3] + 1.0) / 2.0 * (double)this->ImageViewportSize[1] - this->ImageOrigin[1];
transformedPtr[2] = out[2] / out[3];
transformedPtr += 3;
}
perspectiveTransform->Delete();
perspectiveMatrix->Delete();
}
// This is done once per change in the data - build a list of
// enumerated triangles (up to four per tetra). Don't store
// duplicates, so we'll have to search for them.
void vtkUnstructuredGridBunykRayCastFunction::UpdateTriangleList()
{
int needsUpdate = 0;
// If we have never created the list, we need updating
if (!this->TriangleList)
{
needsUpdate = 1;
}
// If the data has changed in some way then we need to update
vtkUnstructuredGridBase* input = this->Mapper->GetInput();
if (this->SavedTriangleListInput != input ||
input->GetMTime() > this->SavedTriangleListMTime.GetMTime())
{
needsUpdate = 1;
}
// If we don't need updating, return
if (!needsUpdate)
{
return;
}
// Clear out the old triangle list
while (this->TriangleList)
{
Triangle* tmp;
tmp = this->TriangleList->Next;
delete this->TriangleList;
this->TriangleList = tmp;
}
this->TriangleList = nullptr;
// A temporary structure to reduce search time - VTK_BUNYKRCF_NUMLISTS small
// lists instead of one big one
Triangle* tmpList[VTK_BUNYKRCF_NUMLISTS];
vtkIdType i;
for (i = 0; i < VTK_BUNYKRCF_NUMLISTS; i++)
{
tmpList[i] = nullptr;
}
vtkIdType numCells = input->GetNumberOfCells();
// Provide a warnings for anomalous conditions.
int nonTetraWarningNeeded = 0;
int faceUsed3TimesWarning = 0;
// Create a set of links from each tetra to the four triangles
// This is redundant information, but saves time during rendering
if (this->TetraTriangles != nullptr && numCells != this->TetraTrianglesSize)
{
delete[] this->TetraTriangles;
this->TetraTriangles = nullptr;
}
if (this->TetraTriangles == nullptr)
{
this->TetraTriangles = new Triangle*[4 * numCells];
this->TetraTrianglesSize = numCells;
}
// Loop through all the cells
vtkSmartPointer<vtkCellIterator> cellIter =
vtkSmartPointer<vtkCellIterator>::Take(input->NewCellIterator());
for (cellIter->InitTraversal(); !cellIter->IsDoneWithTraversal(); cellIter->GoToNextCell())
{
// We only handle tetra
if (cellIter->GetCellType() != VTK_TETRA)
{
nonTetraWarningNeeded = 1;
continue;
}
// Get the four points
i = cellIter->GetCellId();
vtkIdList* ptIds = cellIter->GetPointIds();
vtkIdType pts[4];
pts[0] = ptIds->GetId(0);
pts[1] = ptIds->GetId(1);
pts[2] = ptIds->GetId(2);
pts[3] = ptIds->GetId(3);
// Build each of the four triangles
int ii, jj;
for (jj = 0; jj < 4; jj++)
{
vtkIdType tri[3];
int idx = 0;
for (ii = 0; ii < 4; ii++)
{
if (ii != jj)
{
tri[idx++] = pts[ii];
}
}
if (tri[0] > tri[1])
{
vtkIdType tmptri = tri[0];
tri[0] = tri[1];
tri[1] = tmptri;
}
if (tri[1] > tri[2])
{
vtkIdType tmptri = tri[1];
tri[1] = tri[2];
tri[2] = tmptri;
}
if (tri[0] > tri[1])
{
vtkIdType tmptri = tri[0];
tri[0] = tri[1];
tri[1] = tmptri;
}
// Do we have this triangle already?
Triangle* triPtr = tmpList[tri[0] % VTK_BUNYKRCF_NUMLISTS];
while (triPtr)
{
if (triPtr->PointIndex[0] == tri[0] && triPtr->PointIndex[1] == tri[1] &&
triPtr->PointIndex[2] == tri[2])
{
break;
}
triPtr = triPtr->Next;
}
if (triPtr)
{
if (triPtr->ReferredByTetra[1] != -1)
{
faceUsed3TimesWarning = 1;
}
triPtr->ReferredByTetra[1] = i;
this->TetraTriangles[i * 4 + jj] = triPtr;
}
else
{
Triangle* next = new Triangle;
next->PointIndex[0] = tri[0];
next->PointIndex[1] = tri[1];
next->PointIndex[2] = tri[2];
next->ReferredByTetra[0] = i;
next->ReferredByTetra[1] = -1;
next->Next = tmpList[tri[0] % VTK_BUNYKRCF_NUMLISTS];
tmpList[tri[0] % VTK_BUNYKRCF_NUMLISTS] = next;
this->TetraTriangles[i * 4 + jj] = next;
}
}
}
if (nonTetraWarningNeeded)
{
vtkWarningMacro("Input contains more than tetrahedra - only tetrahedra are supported");
}
if (faceUsed3TimesWarning)
{
vtkWarningMacro("Degenerate topology - cell face used more than twice");
}
// Put the list together
for (i = 0; i < VTK_BUNYKRCF_NUMLISTS; i++)
{
if (tmpList[i])
{
Triangle* last = tmpList[i];
while (last->Next)
{
last = last->Next;
}
last->Next = this->TriangleList;
this->TriangleList = tmpList[i];
}
}
this->SavedTriangleListInput = input;
this->SavedTriangleListMTime.Modified();
}
void vtkUnstructuredGridBunykRayCastFunction::ComputeViewDependentInfo()
{
Triangle* triPtr = this->TriangleList;
while (triPtr)
{
double P1[3], P2[3];
double A[3], B[3], C[3];
A[0] = this->Points[3 * triPtr->PointIndex[0]];
A[1] = this->Points[3 * triPtr->PointIndex[0] + 1];
A[2] = this->Points[3 * triPtr->PointIndex[0] + 2];
B[0] = this->Points[3 * triPtr->PointIndex[1]];
B[1] = this->Points[3 * triPtr->PointIndex[1] + 1];
B[2] = this->Points[3 * triPtr->PointIndex[1] + 2];
C[0] = this->Points[3 * triPtr->PointIndex[2]];
C[1] = this->Points[3 * triPtr->PointIndex[2] + 1];
C[2] = this->Points[3 * triPtr->PointIndex[2] + 2];
P1[0] = B[0] - A[0];
P1[1] = B[1] - A[1];
P1[2] = B[2] - A[2];
P2[0] = C[0] - A[0];
P2[1] = C[1] - A[1];
P2[2] = C[2] - A[2];
triPtr->Denominator = P1[0] * P2[1] - P2[0] * P1[1];
if (triPtr->Denominator < 0)
{
double T[3];
triPtr->Denominator = -triPtr->Denominator;
T[0] = P1[0];
T[1] = P1[1];
T[2] = P1[2];
P1[0] = P2[0];
P1[1] = P2[1];
P1[2] = P2[2];
P2[0] = T[0];
P2[1] = T[1];
P2[2] = T[2];
vtkIdType tmpIndex = triPtr->PointIndex[1];
triPtr->PointIndex[1] = triPtr->PointIndex[2];
triPtr->PointIndex[2] = tmpIndex;
}
triPtr->P1X = P1[0];
triPtr->P1Y = P1[1];
triPtr->P2X = P2[0];
triPtr->P2Y = P2[1];
double result[3];
vtkMath::Cross(P1, P2, result);
triPtr->A = result[0];
triPtr->B = result[1];
triPtr->C = result[2];
triPtr->D = -(A[0] * result[0] + A[1] * result[1] + A[2] * result[2]);
triPtr = triPtr->Next;
}
}
void vtkUnstructuredGridBunykRayCastFunction::ComputePixelIntersections()
{
Triangle* triPtr = this->TriangleList;
while (triPtr)
{
if (triPtr->ReferredByTetra[1] == -1)
{
if (this->IsTriangleFrontFacing(triPtr, triPtr->ReferredByTetra[0]))
{
int minX = static_cast<int>(this->Points[3 * triPtr->PointIndex[0]]);
int maxX = minX + 1;
int minY = static_cast<int>(this->Points[3 * triPtr->PointIndex[0] + 1]);
int maxY = minY + 1;
int tmp;
tmp = static_cast<int>(this->Points[3 * triPtr->PointIndex[1]]);
minX = (tmp < minX) ? (tmp) : (minX);
maxX = ((tmp + 1) > maxX) ? (tmp + 1) : (maxX);
tmp = static_cast<int>(this->Points[3 * triPtr->PointIndex[1] + 1]);
minY = (tmp < minY) ? (tmp) : (minY);
maxY = ((tmp + 1) > maxY) ? (tmp + 1) : (maxY);
tmp = static_cast<int>(this->Points[3 * triPtr->PointIndex[2]]);
minX = (tmp < minX) ? (tmp) : (minX);
maxX = ((tmp + 1) > maxX) ? (tmp + 1) : (maxX);
tmp = static_cast<int>(this->Points[3 * triPtr->PointIndex[2] + 1]);
minY = (tmp < minY) ? (tmp) : (minY);
maxY = ((tmp + 1) > maxY) ? (tmp + 1) : (maxY);
double minZ = this->Points[3 * triPtr->PointIndex[0] + 2];
double ftmp;
ftmp = this->Points[3 * triPtr->PointIndex[1] + 2];
minZ = (ftmp < minZ) ? (ftmp) : (minZ);
ftmp = this->Points[3 * triPtr->PointIndex[2] + 2];
minZ = (ftmp < minZ) ? (ftmp) : (minZ);
if (minX < this->ImageSize[0] - 1 && minY < this->ImageSize[1] - 1 && maxX >= 0 &&
maxY >= 0 && minZ > 0.0)
{
minX = (minX < 0) ? (0) : (minX);
maxX = (maxX > (this->ImageSize[0] - 1)) ? (this->ImageSize[0] - 1) : (maxX);
minY = (minY < 0) ? (0) : (minY);
maxY = (maxY > (this->ImageSize[1] - 1)) ? (this->ImageSize[1] - 1) : (maxY);
int x, y;
double ax, ay, az;
ax = this->Points[3 * triPtr->PointIndex[0]];
ay = this->Points[3 * triPtr->PointIndex[0] + 1];
az = this->Points[3 * triPtr->PointIndex[0] + 2];
for (y = minY; y <= maxY; y++)
{
double qy = (double)y - ay;
for (x = minX; x <= maxX; x++)
{
double qx = (double)x - ax;
if (this->InTriangle(qx, qy, triPtr))
{
Intersection* intersect = (Intersection*)this->NewIntersection();
if (intersect)
{
intersect->TriPtr = triPtr;
intersect->Z = az;
intersect->Next = nullptr;
if (!this->Image[y * this->ImageSize[0] + x] ||
intersect->Z < this->Image[y * this->ImageSize[0] + x]->Z)
{
intersect->Next = this->Image[y * this->ImageSize[0] + x];
this->Image[y * this->ImageSize[0] + x] = intersect;
}
else
{
Intersection* test = this->Image[y * this->ImageSize[0] + x];
while (test->Next && intersect->Z > test->Next->Z)
{
test = test->Next;
}
Intersection* tmpNext = test->Next;
test->Next = intersect;
intersect->Next = tmpNext;
}
}
}
}
}
}
}
}
triPtr = triPtr->Next;
}
}
// Taken from equation on bottom of left column of page 3 - but note that the
// equation in the paper has a mistake: (q1+q2) must be less than 1 (not denom as
// stated in the paper).
int vtkUnstructuredGridBunykRayCastFunction::InTriangle(double x, double y, Triangle* triPtr)
{
double q1, q2;
q1 = (x * triPtr->P2Y - y * triPtr->P2X) / triPtr->Denominator;
q2 = (y * triPtr->P1X - x * triPtr->P1Y) / triPtr->Denominator;
if (q1 >= 0 && q2 >= 0 && (q1 + q2) <= 1.0)
{
return 1;
}
else
{
return 0;
}
}
int vtkUnstructuredGridBunykRayCastFunction::IsTriangleFrontFacing(
Triangle* triPtr, vtkIdType tetraIndex)
{
vtkCell* cell = this->Mapper->GetInput()->GetCell(tetraIndex);
vtkIdType pts[4];
pts[0] = cell->GetPointId(0);
pts[1] = cell->GetPointId(1);
pts[2] = cell->GetPointId(2);
pts[3] = cell->GetPointId(3);
for (int i = 0; i < 4; i++)
{
if (pts[i] != triPtr->PointIndex[0] && pts[i] != triPtr->PointIndex[1] &&
pts[i] != triPtr->PointIndex[2])
{
double d = triPtr->A * this->Points[3 * pts[i]] + triPtr->B * this->Points[3 * pts[i] + 1] +
triPtr->C * this->Points[3 * pts[i] + 2] + triPtr->D;
return (d > 0);
}
}
assert(0);
return false;
}
vtkUnstructuredGridVolumeRayCastIterator* vtkUnstructuredGridBunykRayCastFunction::NewIterator()
{
if (!this->Valid)
return nullptr;
vtkUnstructuredGridBunykRayCastIterator* iterator =
vtkUnstructuredGridBunykRayCastIterator::New();
iterator->SetRayCastFunction(this);
return iterator;
}
void vtkUnstructuredGridBunykRayCastFunction::Finalize()
{
this->Renderer = nullptr;
this->Volume = nullptr;
this->Mapper = nullptr;
this->Valid = 0;
}
//------------------------------------------------------------------------------
void vtkUnstructuredGridBunykRayCastFunction::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
// Do not want to print this->ViewToWorldMatrix , this->ImageViewportSize
// this->ScalarOpacityUnitDistance , or this->ImageOrigin - these are
// internal ivar and not part of the public API for this class
}