/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkActor.h
  Language:  C++
  Date:      $Date$
  Version:   $Revision$


Copyright (c) 1993-2000 Ken Martin, Will Schroeder, Bill Lorensen 
All rights reserved.

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=========================================================================*/
// .NAME vtkActor - represents an object (geometry & properties) in a rendered scene 
// .SECTION Description
// 
// vtkActor is used to represent an entity in a rendering scene.  It inherits
// functions related to the actors position, and orientation from
// vtkProp. The actor also has scaling and maintains a reference to the
// defining geometry (i.e., the mapper), rendering properties, and possibly a
// texture map. vtkActor combines these instance variables into one 4x4
// transformation matrix as follows: [x y z 1] = [x y z 1] Translate(-origin)
// Scale(scale) Rot(y) Rot(x) Rot (z) Trans(origin) Trans(position)

// .SECTION See Also
// vtkProperty vtkTexture vtkMapper vtkAssembly vtkFollower vtkLODActor

#ifndef __vtkActor_h
#define __vtkActor_h

#include "vtkProp3D.h"
#include "vtkProperty.h"
#include "vtkTexture.h"
#include "vtkMapper.h"
#include "vtkAssemblyPaths.h"

class vtkRenderer;
class vtkPropCollection;
class vtkActorCollection;

class VTK_EXPORT vtkActor : public vtkProp3D
{
 public:
  vtkTypeMacro(vtkActor,vtkProp3D);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Creates an actor with the following defaults: origin(0,0,0)
  // position=(0,0,0) scale=(1,1,1) visibility=1 pickable=1 dragable=1
  // orientation=(0,0,0). No user defined matrix and no texture map.
  static vtkActor *New();

  // Description: 
  // For some exporters and other other operations we must be
  // able to collect all the actors or volumes. These methods
  // are used in that process.
  virtual void GetActors(vtkPropCollection *);

  // Description:
  // Support the standard render methods.
  virtual int RenderOpaqueGeometry(vtkViewport *viewport);
  virtual int RenderTranslucentGeometry(vtkViewport *viewport);

  // Description:
  // This causes the actor to be rendered. It in turn will render the actor's
  // property, texture map and then mapper. If a property hasn't been
  // assigned, then the actor will create one automatically. Note that a side
  // effect of this method is that the pipeline will be updated.
  virtual void Render(vtkRenderer *, vtkMapper *) {};

  // Description:
  // Shallow copy of an actor.
  void ShallowCopy(vtkActor *actor);

  // Description:
  // Release any graphics resources that are being consumed by this actor.
  // The parameter window could be used to determine which graphic
  // resources to release.
  void ReleaseGraphicsResources(vtkWindow *);

  // Description: 
  // Set/Get the property object that controls this actors surface
  // properties.  This should be an instance of a vtkProperty object.  Every
  // actor must have a property associated with it.  If one isn't specified,
  // then one will be generated automatically. Multiple actors can share one
  // property object.
  void SetProperty(vtkProperty *lut);
  vtkProperty *GetProperty();

  // Description: 
  // Set/Get the property object that controls this actors backface surface
  // properties.  This should be an instance of a vtkProperty object. If one
  // isn't specified, then the front face properties will be used.  Multiple
  // actors can share one property object.
  void SetBackfaceProperty(vtkProperty *lut);
  vtkProperty *GetBackfaceProperty();

  // Description: 
  // Set/Get the texture object to control rendering texture maps.  This will
  // be a vtkTexture object. An actor does not need to have an associated
  // texture map and multiple actors can share one texture.
  vtkSetObjectMacro(Texture,vtkTexture);
  vtkGetObjectMacro(Texture,vtkTexture);

  // Description:
  // This is the method that is used to connect an actor to the end of a
  // visualization pipeline, i.e. the mapper. This should be a subclass
  // of vtkMapper. Typically vtkPolyDataMapper and vtkDataSetMapper will
  // be used.
  vtkSetObjectMacro(Mapper,vtkMapper);

  // Description:
  // Returns the Mapper that this actor is getting its data from.
  vtkGetObjectMacro(Mapper,vtkMapper);

  // Description:
  // Get the bounds for this Actor as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). (The
  // method GetBounds(float bounds[6]) is available from the superclass.)
  void GetBounds(float bounds[6]) {this->vtkProp3D::GetBounds( bounds );};
  float *GetBounds();

  // Description:
  // Subclasses of vtkActor can be composed of one or more parts. A part is an
  // actor or subclass of actor (e.g., vtkAssembly). The methods 
  // InitPartTraversal() and GetNextPart() allow you to get at the parts
  // that compose the actor. To use these methods - first invoke 
  // InitPartTraversal() followed by repeated calls to GetNextPart(). 
  // GetNextPart() returns a NULL pointer when the list is exhausted. (These
  // methods differ from the vtkAssembly::GetParts() method, which returns 
  // a list of the parts that are first level children of the assembly.)
  virtual void InitPartTraversal() {this->TraversalLocation = 0;};
  virtual vtkActor *GetNextPart();
  virtual int GetNumberOfParts() {return 1;};

  // Description:
  // Used to construct assembly paths and perform part traversal.
  virtual void BuildPaths(vtkAssemblyPaths *paths, vtkActorCollection *path);

  // Description:
  // Apply the current properties to all parts that compose this actor.
  // This method is overloaded in vtkAssembly to apply the assemblies'
  // properties to all its parts in a recursive manner. Typically the
  // use of this method is to set the desired properties in the assembly,
  // and then push the properties down to the assemblies parts with
  // ApplyProperties().
  virtual void ApplyProperties() {return;};

  // Description:
  // Update visualization pipeline and any other parts of actor that are
  // necessary.
  virtual void Update();

  // Description:
  // Get the actors mtime plus consider its properties, texture and
  // usermatrix if set.
  unsigned long int GetMTime();
  
  // Description:
  // For legacy compatibility. Do not use.
  void SetProperty(vtkProperty& lut) {this->SetProperty(&lut);};
  void SetBackfaceProperty(vtkProperty& lut) 
    {this->SetBackfaceProperty(&lut);};

  // Description:
  // Return the mtime of anything that would cause the rendered image to 
  // appear differently. Usually this involves checking the mtime of the 
  // prop plus anything else it depends on such as properties, textures
  // etc.
  virtual unsigned long GetRedrawMTime();

protected:
  vtkActor();
  ~vtkActor();
  vtkActor(const vtkActor&) {};
  void operator=(const vtkActor&) {};

  vtkProperty *Property; 
  vtkProperty *BackfaceProperty; 
  vtkTexture *Texture; 
  vtkMapper *Mapper;

  // this stuff supports multiple-part actors (e.g. assemblies)
  int TraversalLocation;
  
  // is this actor opaque
  int GetIsOpaque();
  
  // Bounds are cached in an actor - the MapperBounds are also cache to
  // help know when the Bounds need to be recomputed.
  float        MapperBounds[6];
  vtkTimeStamp BoundsMTime;

private:
  // hide the superclass' ShallowCopy() from the user and the compiler.
  void ShallowCopy(vtkProp *prop) { this->vtkProp::ShallowCopy( prop ); };
  void ShallowCopy(vtkProp3D *prop) { this->vtkProp3D::ShallowCopy( prop ); };

};

#endif

