#include "precomp.hpp" #include "viz3d_impl.hpp" #ifndef __APPLE__ vtkRenderWindowInteractor* vtkRenderWindowInteractorFixNew () { return vtkRenderWindowInteractor::New(); } #endif ///////////////////////////////////////////////////////////////////////////////////////////// cv::viz::Viz3d::VizImpl::VizImpl (const std::string &name) : style_ (vtkSmartPointer::New ()) , cloud_actor_map_ (new CloudActorMap) , shape_actor_map_ (new ShapeActorMap) , widget_actor_map_ (new WidgetActorMap) , s_lastDone_(0.0) { renderer_ = vtkSmartPointer::New (); // Create a RendererWindow window_ = vtkSmartPointer::New (); // Set the window size as 1/2 of the screen size cv::Vec2i window_size = cv::Vec2i(window_->GetScreenSize()) / 2; window_->SetSize (window_size.val); window_->AddRenderer (renderer_); // Create the interactor style style_->Initialize (); style_->setRenderer (renderer_); style_->setCloudActorMap (cloud_actor_map_); style_->UseTimersOn (); ///////////////////////////////////////////////// interactor_ = vtkSmartPointer ::Take (vtkRenderWindowInteractorFixNew ()); //win_->PointSmoothingOn (); //win_->LineSmoothingOn (); //win_->PolygonSmoothingOn (); window_->AlphaBitPlanesOff (); window_->PointSmoothingOff (); window_->LineSmoothingOff (); window_->PolygonSmoothingOff (); window_->SwapBuffersOn (); window_->SetStereoTypeToAnaglyph (); interactor_->SetRenderWindow (window_); interactor_->SetInteractorStyle (style_); //interactor_->SetStillUpdateRate (30.0); interactor_->SetDesiredUpdateRate (30.0); // Initialize and create timer, also create window interactor_->Initialize (); timer_id_ = interactor_->CreateRepeatingTimer (5000L); // Set a simple PointPicker vtkSmartPointer pp = vtkSmartPointer::New (); pp->SetTolerance (pp->GetTolerance () * 2); interactor_->SetPicker (pp); exit_main_loop_timer_callback_ = vtkSmartPointer::New (); exit_main_loop_timer_callback_->viz_ = this; exit_main_loop_timer_callback_->right_timer_id = -1; interactor_->AddObserver (vtkCommand::TimerEvent, exit_main_loop_timer_callback_); exit_callback_ = vtkSmartPointer::New (); exit_callback_->viz_ = this; interactor_->AddObserver (vtkCommand::ExitEvent, exit_callback_); resetStoppedFlag (); ////////////////////////////// String window_name; VizAccessor::generateWindowName(name, window_name); window_->SetWindowName (window_name.c_str ()); } ///////////////////////////////////////////////////////////////////////////////////////////// cv::viz::Viz3d::VizImpl::~VizImpl () { if (interactor_) interactor_->DestroyTimer(timer_id_); if (renderer_) renderer_->Clear(); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::saveScreenshot (const std::string &file) { style_->saveScreenshot (file); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::registerMouseCallback(MouseCallback callback, void* cookie) { style_->registerMouseCallback(callback, cookie); } void cv::viz::Viz3d::VizImpl::registerKeyboardCallback(KeyboardCallback callback, void* cookie) { style_->registerKeyboardCallback(callback, cookie); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::spin () { resetStoppedFlag (); window_->Render (); interactor_->Start (); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::spinOnce (int time, bool force_redraw) { resetStoppedFlag (); if (time <= 0) time = 1; if (force_redraw) interactor_->Render (); double s_now_ = cv::getTickCount() / cv::getTickFrequency(); if (s_lastDone_ > s_now_) s_lastDone_ = s_now_; if ((s_now_ - s_lastDone_) > (1.0 / interactor_->GetDesiredUpdateRate ())) { exit_main_loop_timer_callback_->right_timer_id = interactor_->CreateRepeatingTimer (time); interactor_->Start (); interactor_->DestroyTimer (exit_main_loop_timer_callback_->right_timer_id); s_lastDone_ = s_now_; } } ////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::removeAllWidgets() { widget_actor_map_->clear(); renderer_->RemoveAllViewProps(); } ////////////////////////////////////////////////////////////////////////////////////////// bool cv::viz::Viz3d::VizImpl::removeActorFromRenderer (const vtkSmartPointer &actor) { vtkLODActor* actor_to_remove = vtkLODActor::SafeDownCast (actor); // Iterate over all actors in this renderer vtkPropCollection* actors = renderer_->GetViewProps (); actors->InitTraversal (); vtkProp* current_actor = NULL; while ((current_actor = actors->GetNextProp ()) != NULL) { if (current_actor != actor_to_remove) continue; renderer_->RemoveActor (actor); // renderer->Render (); // Found the correct viewport and removed the actor return (true); } return false; } ////////////////////////////////////////////////////////////////////////////////////////// bool cv::viz::Viz3d::VizImpl::removeActorFromRenderer (const vtkSmartPointer &actor) { vtkActor* actor_to_remove = vtkActor::SafeDownCast (actor); // Add it to all renderers //rens_->InitTraversal (); // Iterate over all actors in this renderer vtkPropCollection* actors = renderer_->GetViewProps (); actors->InitTraversal (); vtkProp* current_actor = NULL; while ((current_actor = actors->GetNextProp ()) != NULL) { if (current_actor != actor_to_remove) continue; renderer_->RemoveActor (actor); // renderer->Render (); // Found the correct viewport and removed the actor return (true); } return false; } ///////////////////////////////////////////////////////////////////////////////////////////// bool cv::viz::Viz3d::VizImpl::removeActorFromRenderer (const vtkSmartPointer &actor) { vtkProp* actor_to_remove = vtkProp::SafeDownCast(actor); vtkPropCollection* actors = renderer_->GetViewProps (); actors->InitTraversal (); vtkProp* current_actor = NULL; while ((current_actor = actors->GetNextProp ()) != NULL) { if (current_actor != actor_to_remove) continue; renderer_->RemoveActor (actor); return true; } return false; } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::createActorFromVTKDataSet (const vtkSmartPointer &data, vtkSmartPointer &actor, bool use_scalars) { if (!actor) actor = vtkSmartPointer::New (); vtkSmartPointer mapper = vtkSmartPointer::New (); mapper->SetInput (data); if (use_scalars) { vtkSmartPointer scalars = data->GetPointData ()->GetScalars (); if (scalars) { cv::Vec3d minmax(scalars->GetRange()); mapper->SetScalarRange(minmax.val); mapper->SetScalarModeToUsePointData (); // interpolation OFF, if data is a vtkPolyData that contains only vertices, ON for anything else. vtkPolyData* polyData = vtkPolyData::SafeDownCast (data); bool interpolation = (polyData && polyData->GetNumberOfCells () != polyData->GetNumberOfVerts ()); mapper->SetInterpolateScalarsBeforeMapping (interpolation); mapper->ScalarVisibilityOn (); } } mapper->ImmediateModeRenderingOff (); actor->SetNumberOfCloudPoints (int (std::max (1, data->GetNumberOfPoints () / 10))); actor->GetProperty ()->SetInterpolationToFlat (); /// FIXME disabling backface culling due to known VTK bug: vtkTextActors are not /// shown when there is a vtkActor with backface culling on present in the scene /// Please see VTK bug tracker for more details: http://www.vtk.org/Bug/view.php?id=12588 // actor->GetProperty ()->BackfaceCullingOn (); actor->SetMapper (mapper); } ////////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setBackgroundColor (const Color& color) { Color c = vtkcolor(color); renderer_->SetBackground (c.val); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setCamera(const Camera &camera) { vtkCamera& active_camera = *renderer_->GetActiveCamera(); // Set the intrinsic parameters of the camera window_->SetSize (camera.getWindowSize().width, camera.getWindowSize().height); double aspect_ratio = static_cast(camera.getWindowSize().width)/static_cast(camera.getWindowSize().height); Matx44f proj_mat; camera.computeProjectionMatrix(proj_mat); // Use the intrinsic parameters of the camera to simulate more realistically Matx44f old_proj_mat = convertToMatx(active_camera.GetProjectionTransformMatrix(aspect_ratio, -1.0, 1.0)); vtkTransform *transform = vtkTransform::New(); // This is a hack around not being able to set Projection Matrix transform->SetMatrix(convertToVtkMatrix(proj_mat * old_proj_mat.inv())); active_camera.SetUserTransform(transform); transform->Delete(); } ///////////////////////////////////////////////////////////////////////////////////////////// cv::viz::Camera cv::viz::Viz3d::VizImpl::getCamera() const { vtkCamera& active_camera = *renderer_->GetActiveCamera(); Size window_size(renderer_->GetRenderWindow()->GetSize()[0], renderer_->GetRenderWindow()->GetSize()[1]); double aspect_ratio = static_cast(window_size.width) / static_cast(window_size.height); Matx44f proj_matrix = convertToMatx(active_camera.GetProjectionTransformMatrix(aspect_ratio, -1.0f, 1.0f)); Camera camera(proj_matrix, window_size); return camera; } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setViewerPose(const Affine3f &pose) { vtkCamera& camera = *renderer_->GetActiveCamera (); // Position = extrinsic translation cv::Vec3f pos_vec = pose.translation(); // Rotate the view vector cv::Matx33f rotation = pose.rotation(); cv::Vec3f y_axis (0.f, 1.f, 0.f); cv::Vec3f up_vec (rotation * y_axis); // Compute the new focal point cv::Vec3f z_axis (0.f, 0.f, 1.f); cv::Vec3f focal_vec = pos_vec + rotation * z_axis; camera.SetPosition(pos_vec[0], pos_vec[1], pos_vec[2]); camera.SetFocalPoint(focal_vec[0], focal_vec[1], focal_vec[2]); camera.SetViewUp(up_vec[0], up_vec[1], up_vec[2]); } ///////////////////////////////////////////////////////////////////////////////////////////// cv::Affine3f cv::viz::Viz3d::VizImpl::getViewerPose () { vtkCamera& camera = *renderer_->GetActiveCamera (); Vec3d pos(camera.GetPosition()); Vec3d view_up(camera.GetViewUp()); Vec3d focal(camera.GetFocalPoint()); Vec3d y_axis = normalized(view_up); Vec3d z_axis = normalized(focal - pos); Vec3d x_axis = normalized(y_axis.cross(z_axis)); cv::Matx33d R; R(0, 0) = x_axis[0]; R(0, 1) = y_axis[0]; R(0, 2) = z_axis[0]; R(1, 0) = x_axis[1]; R(1, 1) = y_axis[1]; R(1, 2) = z_axis[1]; R(2, 0) = x_axis[2]; R(2, 1) = y_axis[2]; R(2, 2) = z_axis[2]; return cv::Affine3f(R, pos); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::convertToWindowCoordinates(const Point3d &pt, Point3d &window_coord) { Vec3d window_pt; vtkInteractorObserver::ComputeWorldToDisplay(renderer_, pt.x, pt.y, pt.z, window_pt.val); window_coord = window_pt; } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::converTo3DRay(const Point3d &window_coord, Point3d &origin, Vec3d &direction) { Vec4d world_pt; vtkInteractorObserver::ComputeDisplayToWorld(renderer_, window_coord.x, window_coord.y, window_coord.z, world_pt.val); vtkCamera &active_camera = *renderer_->GetActiveCamera(); Vec3d cam_pos; active_camera.GetPosition(cam_pos.val); origin = cam_pos; direction = normalize(Vec3d(world_pt.val) - cam_pos); } ///////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::resetCameraViewpoint (const std::string &id) { // TODO Cloud actor is not used vtkSmartPointer camera_pose; static CloudActorMap::iterator it = cloud_actor_map_->find (id); if (it != cloud_actor_map_->end ()) camera_pose = it->second.viewpoint_transformation_; else return; // Prevent a segfault if (!camera_pose) return; // set all renderer to this viewpoint //rens_->InitTraversal (); vtkSmartPointer cam = renderer_->GetActiveCamera (); cam->SetPosition (camera_pose->GetElement (0, 3), camera_pose->GetElement (1, 3), camera_pose->GetElement (2, 3)); cam->SetFocalPoint (camera_pose->GetElement (0, 3) - camera_pose->GetElement (0, 2), camera_pose->GetElement (1, 3) - camera_pose->GetElement (1, 2), camera_pose->GetElement (2, 3) - camera_pose->GetElement (2, 2)); cam->SetViewUp (camera_pose->GetElement (0, 1), camera_pose->GetElement (1, 1), camera_pose->GetElement (2, 1)); renderer_->SetActiveCamera (cam); renderer_->ResetCameraClippingRange (); renderer_->Render (); } /////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setRepresentationToSurface() { vtkActorCollection * actors = renderer_->GetActors(); actors->InitTraversal(); vtkActor * actor; while ((actor = actors->GetNextActor()) != NULL) actor->GetProperty()->SetRepresentationToSurface(); } /////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setRepresentationToPoints() { vtkActorCollection * actors = renderer_->GetActors(); actors->InitTraversal(); vtkActor * actor; while ((actor = actors->GetNextActor()) != NULL) actor->GetProperty()->SetRepresentationToPoints(); } /////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setRepresentationToWireframe() { vtkActorCollection * actors = renderer_->GetActors(); actors->InitTraversal(); vtkActor *actor; while ((actor = actors->GetNextActor()) != NULL) actor->GetProperty()->SetRepresentationToWireframe(); } ////////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::updateCells (vtkSmartPointer &cells, vtkSmartPointer &initcells, vtkIdType nr_points) { // If no init cells and cells has not been initialized... if (!cells) cells = vtkSmartPointer::New (); // If we have less values then we need to recreate the array if (cells->GetNumberOfTuples () < nr_points) { cells = vtkSmartPointer::New (); // If init cells is given, and there's enough data in it, use it if (initcells && initcells->GetNumberOfTuples () >= nr_points) { cells->DeepCopy (initcells); cells->SetNumberOfComponents (2); cells->SetNumberOfTuples (nr_points); } else { // If the number of tuples is still too small, we need to recreate the array cells->SetNumberOfComponents (2); cells->SetNumberOfTuples (nr_points); vtkIdType *cell = cells->GetPointer (0); // Fill it with 1s std::fill_n (cell, nr_points * 2, 1); cell++; for (vtkIdType i = 0; i < nr_points; ++i, cell += 2) *cell = i; // Save the results in initcells initcells = vtkSmartPointer::New (); initcells->DeepCopy (cells); } } else { // The assumption here is that the current set of cells has more data than needed cells->SetNumberOfComponents (2); cells->SetNumberOfTuples (nr_points); } } ////////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::allocVtkPolyData (vtkSmartPointer &polydata) {polydata = vtkSmartPointer::New (); } void cv::viz::Viz3d::VizImpl::allocVtkPolyData (vtkSmartPointer &polydata) { polydata = vtkSmartPointer::New (); } void cv::viz::Viz3d::VizImpl::allocVtkUnstructuredGrid (vtkSmartPointer &polydata) { polydata = vtkSmartPointer::New (); } ////////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::convertToVtkMatrix (const Eigen::Vector4f &origin, const Eigen::Quaternion &orientation, vtkSmartPointer &vtk_matrix) { // set rotation Eigen::Matrix3f rot = orientation.toRotationMatrix (); for (int i = 0; i < 3; i++) for (int k = 0; k < 3; k++) vtk_matrix->SetElement (i, k, rot (i, k)); // set translation vtk_matrix->SetElement (0, 3, origin (0)); vtk_matrix->SetElement (1, 3, origin (1)); vtk_matrix->SetElement (2, 3, origin (2)); vtk_matrix->SetElement (3, 3, 1.0f); } ////////////////////////////////////////////////////////////////////////////////////////////// void cv::viz::Viz3d::VizImpl::setFullScreen (bool mode) { if (window_) window_->SetFullScreen (mode); } void cv::viz::Viz3d::VizImpl::setWindowName (const std::string &name) { if (window_) window_->SetWindowName (name.c_str ()); } cv::String cv::viz::Viz3d::VizImpl::getWindowName() const { return (window_ ? window_->GetWindowName() : ""); } void cv::viz::Viz3d::VizImpl::setWindowPosition (int x, int y) { window_->SetPosition (x, y); } void cv::viz::Viz3d::VizImpl::setWindowSize (int xw, int yw) { window_->SetSize (xw, yw); } cv::Size cv::viz::Viz3d::VizImpl::getWindowSize() const { return Size(window_->GetSize()[0], window_->GetSize()[1]); } void cv::viz::Viz3d::VizImpl::showWidget(const String &id, const Widget &widget, const Affine3f &pose) { WidgetActorMap::iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); if (exists) { // Remove it if it exists and add it again removeActorFromRenderer(wam_itr->second.actor); } // Get the actor and set the user matrix vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(widget)); if (actor) { // If the actor is 3D, apply pose vtkSmartPointer matrix = convertToVtkMatrix(pose.matrix); actor->SetUserMatrix (matrix); actor->Modified(); } // If the actor is a vtkFollower, then it should always face the camera vtkFollower *follower = vtkFollower::SafeDownCast(actor); if (follower) { follower->SetCamera(renderer_->GetActiveCamera()); } renderer_->AddActor(WidgetAccessor::getProp(widget)); (*widget_actor_map_)[id].actor = WidgetAccessor::getProp(widget); } void cv::viz::Viz3d::VizImpl::removeWidget(const String &id) { WidgetActorMap::iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); CV_Assert(exists); CV_Assert(removeActorFromRenderer (wam_itr->second.actor)); widget_actor_map_->erase(wam_itr); } cv::viz::Widget cv::viz::Viz3d::VizImpl::getWidget(const String &id) const { WidgetActorMap::const_iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); CV_Assert(exists); Widget widget; WidgetAccessor::setProp(widget, wam_itr->second.actor); return widget; } void cv::viz::Viz3d::VizImpl::setWidgetPose(const String &id, const Affine3f &pose) { WidgetActorMap::iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); CV_Assert(exists); vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second.actor); CV_Assert(actor); vtkSmartPointer matrix = convertToVtkMatrix(pose.matrix); actor->SetUserMatrix (matrix); actor->Modified (); } void cv::viz::Viz3d::VizImpl::updateWidgetPose(const String &id, const Affine3f &pose) { WidgetActorMap::iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); CV_Assert(exists); vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second.actor); CV_Assert(actor); vtkSmartPointer matrix = actor->GetUserMatrix(); if (!matrix) { setWidgetPose(id, pose); return ; } Matx44f matrix_cv = convertToMatx(matrix); Affine3f updated_pose = pose * Affine3f(matrix_cv); matrix = convertToVtkMatrix(updated_pose.matrix); actor->SetUserMatrix (matrix); actor->Modified (); } cv::Affine3f cv::viz::Viz3d::VizImpl::getWidgetPose(const String &id) const { WidgetActorMap::const_iterator wam_itr = widget_actor_map_->find(id); bool exists = wam_itr != widget_actor_map_->end(); CV_Assert(exists); vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second.actor); CV_Assert(actor); vtkSmartPointer matrix = actor->GetUserMatrix(); Matx44f matrix_cv = convertToMatx(matrix); return Affine3f(matrix_cv); }