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@kitware/vtk.js

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Visualization Toolkit for the Web

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import { mat3, mat4 } from 'gl-matrix'; import { n as newInstance$1, o as obj, e as setGet, g as get } from '../../macros2.js'; import vtkViewNode from '../SceneGraph/ViewNode.js'; import { registerOverride } from './ViewNodeFactory.js'; // ---------------------------------------------------------------------------- // vtkOpenGLActor methods // ---------------------------------------------------------------------------- function vtkOpenGLActor(publicAPI, model) { // Set our className model.classHierarchy.push('vtkOpenGLActor'); // Builds myself. publicAPI.buildPass = prepass => { if (prepass) { model._openGLRenderWindow = publicAPI.getLastAncestorOfType('vtkOpenGLRenderWindow'); model._openGLRenderer = publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer'); model.context = model._openGLRenderWindow.getContext(); publicAPI.prepareNodes(); publicAPI.addMissingNodes(model.renderable.getTextures()); publicAPI.addMissingNode(model.renderable.getMapper()); publicAPI.removeUnusedNodes(); // we store textures and mapper model.ogltextures = null; model.activeTextures = null; for (let index = 0; index < model.children.length; index++) { const child = model.children[index]; if (child.isA('vtkOpenGLTexture')) { if (!model.ogltextures) { model.ogltextures = []; } model.ogltextures.push(child); } else { model.oglmapper = child; } } } }; // render both opaque and translucent actors publicAPI.traverseZBufferPass = renderPass => { if (!model.renderable || !model.renderable.getNestedVisibility() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable()) { return; } publicAPI.apply(renderPass, true); model.oglmapper.traverse(renderPass); publicAPI.apply(renderPass, false); }; // only render opaque actors publicAPI.traverseOpaqueZBufferPass = renderPass => publicAPI.traverseOpaquePass(renderPass); // we draw textures, then mapper, then post pass textures publicAPI.traverseOpaquePass = renderPass => { if (!model.renderable || !model.renderable.getNestedVisibility() || !model.renderable.getIsOpaque() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable()) { return; } publicAPI.apply(renderPass, true); model.oglmapper.traverse(renderPass); publicAPI.apply(renderPass, false); }; // we draw textures, then mapper, then post pass textures publicAPI.traverseTranslucentPass = renderPass => { if (!model.renderable || !model.renderable.getNestedVisibility() || model.renderable.getIsOpaque() || model._openGLRenderer.getSelector() && !model.renderable.getNestedPickable()) { return; } publicAPI.apply(renderPass, true); model.oglmapper.traverse(renderPass); publicAPI.apply(renderPass, false); }; publicAPI.activateTextures = () => { // always traverse textures first, then mapper if (!model.ogltextures) { return; } model.activeTextures = []; for (let index = 0; index < model.ogltextures.length; index++) { const child = model.ogltextures[index]; child.render(); if (child.getHandle()) { model.activeTextures.push(child); } } }; publicAPI.queryPass = (prepass, renderPass) => { if (prepass) { if (!model.renderable || !model.renderable.getVisibility()) { return; } if (model.renderable.getIsOpaque()) { renderPass.incrementOpaqueActorCount(); } else { renderPass.incrementTranslucentActorCount(); } } }; publicAPI.zBufferPass = (prepass, renderPass) => publicAPI.opaquePass(prepass, renderPass); publicAPI.opaqueZBufferPass = (prepass, renderPass) => publicAPI.opaquePass(prepass, renderPass); publicAPI.opaquePass = (prepass, renderPass) => { if (prepass) { model.context.depthMask(true); publicAPI.activateTextures(); } else if (model.activeTextures) { for (let index = 0; index < model.activeTextures.length; index++) { model.activeTextures[index].deactivate(); } } }; // Renders myself publicAPI.translucentPass = (prepass, renderPass) => { if (prepass) { model.context.depthMask(model._openGLRenderer.getSelector() && model.renderable.getNestedPickable()); publicAPI.activateTextures(); } else if (model.activeTextures) { for (let index = 0; index < model.activeTextures.length; index++) { model.activeTextures[index].deactivate(); } } }; publicAPI.getKeyMatrices = () => { // has the actor changed? if (model.renderable.getMTime() > model.keyMatrixTime.getMTime()) { model.renderable.computeMatrix(); mat4.copy(model.keyMatrices.mcwc, model.renderable.getMatrix()); mat4.transpose(model.keyMatrices.mcwc, model.keyMatrices.mcwc); if (model.renderable.getIsIdentity()) { mat3.identity(model.keyMatrices.normalMatrix); } else { mat3.fromMat4(model.keyMatrices.normalMatrix, model.keyMatrices.mcwc); mat3.invert(model.keyMatrices.normalMatrix, model.keyMatrices.normalMatrix); mat3.transpose(model.keyMatrices.normalMatrix, model.keyMatrices.normalMatrix); } model.keyMatrixTime.modified(); } return model.keyMatrices; }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = { context: null, keyMatrixTime: null, keyMatrices: null, activeTextures: null }; // ---------------------------------------------------------------------------- function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Inheritance vtkViewNode.extend(publicAPI, model, initialValues); model.keyMatrixTime = {}; obj(model.keyMatrixTime, { mtime: 0 }); model.keyMatrices = { normalMatrix: mat3.identity(new Float64Array(9)), mcwc: mat4.identity(new Float64Array(16)) }; // Build VTK API setGet(publicAPI, model, ['context']); get(publicAPI, model, ['activeTextures']); // Object methods vtkOpenGLActor(publicAPI, model); } // ---------------------------------------------------------------------------- const newInstance = newInstance$1(extend); // ---------------------------------------------------------------------------- var vtkActor = { newInstance, extend }; // Register ourself to OpenGL backend if imported registerOverride('vtkActor', newInstance); export { vtkActor as default, extend, newInstance };