CloudViewer: refactoring + added CloudViewerCellPicker class to ignore picking backfaces (when backface culling is on)

This commit is contained in:
matlabbe
2018-08-21 16:11:05 -04:00
parent 0c790005b2
commit 63af05ef88
7 changed files with 777 additions and 305 deletions

View File

@@ -0,0 +1,387 @@
/*
* CloudViewerCellPicker.cpp
*
* Created on: Aug 21, 2018
* Author: mathieu
*/
#include "rtabmap/gui/CloudViewerCellPicker.h"
#include <vtkImageData.h>
#include <vtkRenderer.h>
#include <vtkAbstractPicker.h>
#include <vtkPicker.h>
#include <vtkAbstractCellLocator.h>
#include <vtkIdList.h>
#include <vtkCellPicker.h>
#include <vtkLODProp3D.h>
#include <vtkMapper.h>
#include <vtkGenericCell.h>
#include <vtkMath.h>
#include <vtkTexture.h>
#include <vtkObjectFactory.h>
#include <vtkSmartPointer.h>
#include <vtkPoints.h>
#include <vtkProperty.h>
namespace rtabmap {
// Standard VTK macro for *New ()
vtkStandardNewMacro (CloudViewerCellPicker);
CloudViewerCellPicker::CloudViewerCellPicker()
{
cell_ = vtkGenericCell::New();
pointIds_ = vtkIdList::New();
}
CloudViewerCellPicker::~CloudViewerCellPicker()
{
cell_->Delete();
pointIds_->Delete();
}
double CloudViewerCellPicker::IntersectActorWithLine(const double p1[3],
const double p2[3],
double t1, double t2,
double tol,
vtkProp3D *prop,
vtkMapper *mapper)
{
// This code was taken from the original CellPicker with almost no
// modification except for the locator and texture additions.
// Intersect each cell with ray. Keep track of one closest to
// the eye (within the tolerance tol) and within the clipping range).
// Note that we fudge the "closest to" (tMin+this->Tolerance) a little and
// keep track of the cell with the best pick based on parametric
// coordinate (pick the minimum, maximum parametric distance). This
// breaks ties in a reasonable way when cells are the same distance
// from the eye (like cells laying on a 2D plane).
vtkDataSet *data = mapper->GetInput();
double tMin = VTK_DOUBLE_MAX;
double minPCoords[3];
double pDistMin = VTK_DOUBLE_MAX;
vtkIdType minCellId = -1;
int minSubId = -1;
double minXYZ[3];
minXYZ[0] = minXYZ[1] = minXYZ[2] = 0.0;
double ray[3] = {p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]};
vtkMath::Normalize(ray);
vtkActor * actor = vtkActor::SafeDownCast(prop);
// Polydata has no 3D cells
int isPolyData = data->IsA("vtkPolyData");
vtkCollectionSimpleIterator iter;
vtkAbstractCellLocator *locator = 0;
this->Locators->InitTraversal(iter);
while ( (locator = static_cast<vtkAbstractCellLocator *>(
this->Locators->GetNextItemAsObject(iter))) )
{
if (locator->GetDataSet() == data)
{
break;
}
}
// Make a new p1 and p2 using the clipped t1 and t2
double q1[3], q2[3];
q1[0] = p1[0]; q1[1] = p1[1]; q1[2] = p1[2];
q2[0] = p2[0]; q2[1] = p2[1]; q2[2] = p2[2];
if (t1 != 0.0 || t2 != 1.0)
{
for (int j = 0; j < 3; j++)
{
q1[j] = p1[j]*(1.0 - t1) + p2[j]*t1;
q2[j] = p1[j]*(1.0 - t2) + p2[j]*t2;
}
}
// Use the locator if one exists for this data
if (locator)
{
vtkSmartPointer<vtkPoints> intersectPoints = vtkSmartPointer<vtkPoints>::New();
vtkSmartPointer<vtkIdList> intersectCells = vtkSmartPointer<vtkIdList>::New();
locator->IntersectWithLine(q1, q2, intersectPoints, intersectCells);
for(int i = 0; i < intersectPoints->GetNumberOfPoints(); i++ )
{
double intersection[3];
intersectPoints->GetPoint(i, intersection);
}
if (!locator->IntersectWithLine(q1, q2, tol, tMin, minXYZ,
minPCoords, minSubId, minCellId,
this->cell_))
{
return VTK_DOUBLE_MAX;
}
// Stretch tMin out to the original range
if (t1 != 0.0 || t2 != 1.0)
{
tMin = t1*(1.0 - tMin) + t2*tMin;
}
// If cell is a strip, then replace cell with a sub-cell
this->SubCellFromCell(this->cell_, minSubId);
}
else
{
vtkIdList *pointIds = this->pointIds_;
vtkIdType numCells = data->GetNumberOfCells();
for (vtkIdType cellId = 0; cellId < numCells; cellId++)
{
double t;
double x[3];
double pcoords[3];
pcoords[0] = pcoords[1] = pcoords[2] = 0;
int newSubId = -1;
int numSubIds = 1;
// If it is a strip, we need to iterate over the subIds
int cellType = data->GetCellType(cellId);
int useSubCells = this->HasSubCells(cellType);
if (useSubCells)
{
// Get the pointIds for the strip and the length of the strip
data->GetCellPoints(cellId, pointIds);
numSubIds = this->GetNumberOfSubCells(pointIds, cellType);
}
// This will only loop once unless we need to deal with a strip
for (int subId = 0; subId < numSubIds; subId++)
{
if (useSubCells)
{
// Get a sub-cell from a the strip
this->GetSubCell(data, pointIds, subId, cellType, this->cell_);
}
else
{
data->GetCell(cellId, this->cell_);
}
int cellPicked = 0;
if (isPolyData)
{
// Polydata can always be picked with original endpoints
cellPicked = this->cell_->IntersectWithLine(
const_cast<double *>(p1), const_cast<double *>(p2),
tol, t, x, pcoords, newSubId);
}
else
{
// Any 3D cells need to be intersected with a line segment that
// has been clipped with the clipping planes, in case one end is
// actually inside the cell.
cellPicked = this->cell_->IntersectWithLine(
q1, q2, tol, t, x, pcoords, newSubId);
// Stretch t out to the original range
if (t1 != 0.0 || t2 != 1.0)
{
t = t1*(1.0 - t) + t2*t;
}
}
if (cellPicked && t <= (tMin + this->Tolerance) && t >= t1 && t <= t2)
{
double pDist = this->cell_->GetParametricDistance(pcoords);
if (pDist < pDistMin || (pDist == pDistMin && t < tMin))
{
////////////////////////////////////////////////////////////////////////////////////
// BEGIN: Modifications from VTK 6.2
////////////////////////////////////////////////////////////////////////////////////
bool visible = true;
if(actor->GetProperty()->GetBackfaceCulling() ||
actor->GetProperty()->GetFrontfaceCulling())
{
// Get the cell weights
vtkIdType numPoints = this->cell_->GetNumberOfPoints();
double *weights = new double[numPoints];
for (vtkIdType i = 0; i < numPoints; i++)
{
weights[i] = 0;
}
// Get the interpolation weights (point is thrown away)
double point[3] = {0.0,0.0,0.0};
this->cell_->EvaluateLocation(minSubId, minPCoords, point, weights);
double normal[3] = {0.0,0.0,0.0};
if (this->ComputeSurfaceNormal(data, this->cell_, weights, normal))
{
if(actor->GetProperty()->GetBackfaceCulling())
{
visible = ray[0]*normal[0] + ray[1]*normal[1] + ray[2]*normal[2] <= 0;
}
else
{
visible = ray[0]*normal[0] + ray[1]*normal[1] + ray[2]*normal[2] >= 0;
}
}
delete [] weights;
}
if(visible)
{
tMin = t;
pDistMin = pDist;
// save all of these
minCellId = cellId;
minSubId = newSubId;
if (useSubCells)
{
minSubId = subId;
}
for (int k = 0; k < 3; k++)
{
minXYZ[k] = x[k];
minPCoords[k] = pcoords[k];
}
}
////////////////////////////////////////////////////////////////////////////////////
// END: Modifications from VTK 6.2
////////////////////////////////////////////////////////////////////////////////////
} // for all subIds
} // if minimum, maximum
} // if a close cell
} // for all cells
}
// Do this if a cell was intersected
if (minCellId >= 0 && tMin < this->GlobalTMin)
{
this->ResetPickInfo();
// Get the cell, convert to triangle if it is a strip
vtkGenericCell *cell = this->cell_;
// If we used a locator, we already have the picked cell
if (!locator)
{
int cellType = data->GetCellType(minCellId);
if (this->HasSubCells(cellType))
{
data->GetCellPoints(minCellId, this->pointIds_);
this->GetSubCell(data, this->pointIds_, minSubId, cellType, cell);
}
else
{
data->GetCell(minCellId, cell);
}
}
// Get the cell weights
vtkIdType numPoints = cell->GetNumberOfPoints();
double *weights = new double[numPoints];
for (vtkIdType i = 0; i < numPoints; i++)
{
weights[i] = 0;
}
// Get the interpolation weights (point is thrown away)
double point[3];
cell->EvaluateLocation(minSubId, minPCoords, point, weights);
this->Mapper = mapper;
// Get the texture from the actor or the LOD
vtkActor *actor = 0;
vtkLODProp3D *lodActor = 0;
if ( (actor = vtkActor::SafeDownCast(prop)) )
{
this->Texture = actor->GetTexture();
}
else if ( (lodActor = vtkLODProp3D::SafeDownCast(prop)) )
{
int lodId = lodActor->GetPickLODID();
lodActor->GetLODTexture(lodId, &this->Texture);
}
if (this->PickTextureData && this->Texture)
{
// Return the texture's image data to the user
vtkImageData *image = this->Texture->GetInput();
this->DataSet = image;
// Get and check the image dimensions
int extent[6];
image->GetExtent(extent);
int dimensionsAreValid = 1;
int dimensions[3];
for (int i = 0; i < 3; i++)
{
dimensions[i] = extent[2*i + 1] - extent[2*i] + 1;
dimensionsAreValid = (dimensionsAreValid && dimensions[i] > 0);
}
// Use the texture coord to set the information
double tcoord[3];
if (dimensionsAreValid &&
this->ComputeSurfaceTCoord(data, cell, weights, tcoord))
{
// Take the border into account when computing coordinates
double x[3];
x[0] = extent[0] + tcoord[0]*dimensions[0] - 0.5;
x[1] = extent[2] + tcoord[1]*dimensions[1] - 0.5;
x[2] = extent[4] + tcoord[2]*dimensions[2] - 0.5;
this->SetImageDataPickInfo(x, extent);
}
}
else
{
// Return the polydata to the user
this->DataSet = data;
this->CellId = minCellId;
this->SubId = minSubId;
this->PCoords[0] = minPCoords[0];
this->PCoords[1] = minPCoords[1];
this->PCoords[2] = minPCoords[2];
// Find the point with the maximum weight
double maxWeight = 0;
vtkIdType iMaxWeight = -1;
for (vtkIdType i = 0; i < numPoints; i++)
{
if (weights[i] > maxWeight)
{
iMaxWeight = i;
}
}
// If maximum weight is found, use it to get the PointId
if (iMaxWeight != -1)
{
this->PointId = cell->PointIds->GetId(iMaxWeight);
}
}
// Set the mapper position
this->MapperPosition[0] = minXYZ[0];
this->MapperPosition[1] = minXYZ[1];
this->MapperPosition[2] = minXYZ[2];
// Compute the normal
if (!this->ComputeSurfaceNormal(data, cell, weights, this->MapperNormal))
{
// By default, the normal points back along view ray
this->MapperNormal[0] = p1[0] - p2[0];
this->MapperNormal[1] = p1[1] - p2[1];
this->MapperNormal[2] = p1[2] - p2[2];
vtkMath::Normalize(this->MapperNormal);
}
delete [] weights;
}
return tMin;
}
} /* namespace rtabmap */