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vtkGeoTerrain.h
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vtkGeoTerrain.h
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkGeoTerrain.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.
=========================================================================*/
/*-------------------------------------------------------------------------
Copyright 2008 Sandia Corporation.
Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
the U.S. Government retains certain rights in this software.
-------------------------------------------------------------------------*/
// .NAME vtkGeoTerrain - A 3D terrain model for the globe.
//
// .SECTION Description
// vtkGeoTerrain contains a multi-resolution tree of geometry representing
// the globe. It uses a vtkGeoSource subclass to generate the terrain, such
// as vtkGeoGlobeSource. This source must be set before using the terrain in
// a vtkGeoView. The terrain also contains an AddActors() method which
// will update the set of actors representing the globe given the current
// camera position.
#ifndef __vtkGeoTerrain_h
#define __vtkGeoTerrain_h
#include "vtkObject.h"
class vtkAssembly;
class vtkCollection;
class vtkExtractSelectedFrustum;
class vtkGeoCamera;
class vtkGeoTreeNodeCache;
class vtkGeoSource;
class vtkGeoTerrainNode;
class vtkRenderer;
class VTK_GEOVIS_EXPORT vtkGeoTerrain : public vtkObject
{
public:
static vtkGeoTerrain *New();
vtkTypeMacro(vtkGeoTerrain,vtkObject);
virtual void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// The source used to obtain geometry patches.
virtual vtkGeoSource* GetSource()
{ return this->GeoSource; }
virtual void SetSource(vtkGeoSource* source);
// Description:
// Save the set of patches up to a given maximum depth.
void SaveDatabase(const char* path, int depth);
// Description:
// Update the actors in an assembly used to render the globe.
// ren is the current renderer, and imageReps holds the collection of
// vtkGeoAlignedImageRepresentations that will be blended together to
// form the image on the globe.
void AddActors(
vtkRenderer* ren,
vtkAssembly* assembly,
vtkCollection* imageReps);
// Description:
// The world-coordinate origin offset used to eliminate precision errors
// when zoomed in to a particular region of the globe.
vtkSetVector3Macro(Origin, double);
vtkGetVector3Macro(Origin, double);
// Description:
// The maximum level of the terrain tree.
vtkSetClampMacro(MaxLevel, int, 0, VTK_INT_MAX);
vtkGetMacro(MaxLevel, int);
protected:
vtkGeoTerrain();
~vtkGeoTerrain();
virtual void SetGeoSource(vtkGeoSource* source);
vtkGeoSource* GeoSource;
vtkGeoTerrainNode* Root;
vtkGeoTreeNodeCache* Cache;
// Description:
// Initialize the terrain with a new source.
void Initialize();
// Description:
// AddActors() calls this to setup parameters for evaluating nodes.
virtual void InitializeNodeAnalysis(vtkRenderer* ren);
// Description:
// AddActors() calls this to determine if a node is in the current
// viewport.
virtual bool NodeInViewport(vtkGeoTerrainNode* node);
// Description:
// AddActors() calls to to evaluate whether a node should be
// refined (1), coarsened (-1), or remain at the same level (0).
virtual int EvaluateNode(vtkGeoTerrainNode* node);
// Description:
// Print the tree of terrain nodes.
void PrintTree(ostream & os, vtkIndent indent, vtkGeoTerrainNode* node);
double Origin[3];
vtkExtractSelectedFrustum* Extractor;
virtual void SetGeoCamera(vtkGeoCamera* camera);
vtkGeoCamera* GeoCamera;
int MaxLevel;
private:
vtkGeoTerrain(const vtkGeoTerrain&); // Not implemented
void operator=(const vtkGeoTerrain&); // Not implemented
};
#endif