#include "vtkEsquiActorCollection.h" #include "vtkActor.h" #include "vtkObjectFactory.h" vtkCxxRevisionMacro(vtkEsquiActorCollection, "$Revision: 0.1 $"); vtkStandardNewMacro(vtkEsquiActorCollection); void vtkEsquiActorCollection::RotateWXYZ(float w, float x, float y, float z) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->RotateWXYZ(w,x,y,z); } } void vtkEsquiActorCollection::RotateX(float degrees) { vtkActor *Actor; double Posicion[3]; this->InitTraversal(); while(Actor = this->GetNextActor()) { Posicion[0] = Actor->GetPosition()[0]; Posicion[1] = Actor->GetPosition()[1]; Posicion[2] = Actor->GetPosition()[2]; Actor->SetPosition(this->EntryPoint[0],this->EntryPoint[1],this->EntryPoint[2]); Actor->RotateX(degrees); Actor->SetPosition(Posicion[0],Posicion[1],Posicion[2]); } } void vtkEsquiActorCollection::RotateY(float degrees) { vtkActor *Actor; double Posicion[3]; this->InitTraversal(); while(Actor = this->GetNextActor()) { Posicion[0] = Actor->GetPosition()[0]; Posicion[1] = Actor->GetPosition()[1]; Posicion[2] = Actor->GetPosition()[2]; Actor->SetPosition(this->EntryPoint[0],this->EntryPoint[1],this->EntryPoint[2]); Actor->RotateWXYZ(degrees,0,1,0); Actor->SetPosition(Posicion[0],Posicion[1],Posicion[2]); } } void vtkEsquiActorCollection::RotateZ(float degrees) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->RotateZ(degrees); } } void vtkEsquiActorCollection::SetPosition(float x,float y, float z) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->SetPosition(x, y, z); } } void vtkEsquiActorCollection::SetOrigin(float x, float y, float z) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->SetOrigin(x,y,z); } } void vtkEsquiActorCollection::SetScale(float Scale) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->SetScale(Scale,Scale,Scale); } } void vtkEsquiActorCollection::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); } void vtkEsquiActorCollection::SetUserTransform(vtkTransform *t) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->SetUserTransform((vtkLinearTransform *)t); } } void vtkEsquiActorCollection::AddPosition(float x, float y, float z) { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { Actor->AddPosition(x,y,z); } } float* vtkEsquiActorCollection::GetPosition() { vtkActor *Actor; this->InitTraversal(); while(Actor = this->GetNextActor()) { return (float*)Actor->GetPosition(); } } void vtkEsquiActorCollection::SetEntryPoint(float x, float y, float z) { this->EntryPoint[0] = x; this->EntryPoint[1] = y; this->EntryPoint[2] = z; }