# TextureCutQuadric

VTKExamples/Cxx/Texture/TextureCutQuadric

### Description

Clip geometry using a 2D texture map and two implicit functions. The technique is described in : Geometric Clipping Using Boolean Textures.

Note

This example is a modification of example shown in Figure 9-45 in the VTK Text Book.

### Code

TextureCutQuadric.cxx

    #include <vtkActor.h>
    #include <vtkBooleanTexture.h>
    #include <vtkCamera.h>
    #include <vtkDataSetMapper.h>
    #include <vtkDataSetMapper.h>
    #include <vtkImplicitTextureCoords.h>
    #include <vtkNamedColors.h>
    #include <vtkProperty.h>
    #include <vtkQuadric.h>
    #include <vtkRenderer.h>
    #include <vtkRenderWindow.h>
    #include <vtkRenderWindowInteractor.h>
    #include <vtkSmartPointer.h>
    #include <vtkSphereSource.h>
    #include <vtkTexture.h>

    double positions[][3] = {
        {-4,4,0}, {-2,4,0}, {0,4,0}, {2,4,0},
        {-4,2,0}, {-2,2,0}, {0,2,0}, {2,2,0},
        {-4,0,0}, {-2,0,0}, {0,0,0}, {2,0,0},
        {-4,-2,0}, {-2,-2,0}, {0,-2,0}, {2,-2,0}
    };

    static vtkSmartPointer<vtkBooleanTexture> MakeBooleanTexture (int, int, int);

    int main (int /* argc */, char * /* argv */ [])
    {
      vtkSmartPointer<vtkNamedColors> colors =
        vtkSmartPointer<vtkNamedColors>::New();

      vtkSmartPointer<vtkRenderWindow> renWin =
        vtkSmartPointer<vtkRenderWindow>::New();

      vtkSmartPointer<vtkRenderWindowInteractor> iren =
        vtkSmartPointer<vtkRenderWindowInteractor>::New();
      iren->SetRenderWindow(renWin);

      vtkSmartPointer<vtkRenderer> aren =
        vtkSmartPointer<vtkRenderer>::New();

      vtkSmartPointer<vtkTexture> aTexture =
        vtkSmartPointer<vtkTexture>::New();
      vtkSmartPointer<vtkBooleanTexture> aBoolean =
        vtkSmartPointer<vtkBooleanTexture>::New();
      vtkSmartPointer<vtkActor> anActor =
        vtkSmartPointer<vtkActor>::New();

      // define two elliptical cylinders
      vtkSmartPointer<vtkQuadric> quadric1 =
        vtkSmartPointer<vtkQuadric>::New();
      quadric1->SetCoefficients (1,2,0,0,0,0,0,0,0,-.07);

      vtkSmartPointer<vtkQuadric> quadric2 =
        vtkSmartPointer<vtkQuadric>::New();
      quadric2->SetCoefficients (2,1,0,0,0,0,0,0,0,-.07);

      // create a sphere for all to use
      vtkSmartPointer<vtkSphereSource> aSphere =
        vtkSmartPointer<vtkSphereSource>::New();
      aSphere->SetPhiResolution(21);
      aSphere->SetThetaResolution(21);

      // create texture coordinates for all
      vtkSmartPointer<vtkImplicitTextureCoords> tcoords =
        vtkSmartPointer<vtkImplicitTextureCoords>::New();
      tcoords->SetInputConnection(aSphere->GetOutputPort());
      tcoords->SetRFunction(quadric1);
      tcoords->SetSFunction(quadric2);

      vtkSmartPointer<vtkDataSetMapper> aMapper =
        vtkSmartPointer<vtkDataSetMapper>::New();
      aMapper->SetInputConnection (tcoords->GetOutputPort ());

      // create a mapper, sphere and texture map for each case
      for (int i = 0; i < 16; i++)
      {
        aBoolean = MakeBooleanTexture (i, 64, 0);

        vtkSmartPointer<vtkTexture> aTexture2 =
          vtkSmartPointer<vtkTexture>::New();
        aTexture2->SetInputConnection (aBoolean->GetOutputPort ());
        aTexture2->InterpolateOff();
        aTexture2->RepeatOff ();

        vtkSmartPointer<vtkActor> anActor2 =
          vtkSmartPointer<vtkActor>::New();

        anActor2->SetMapper (aMapper);
        anActor2->SetTexture (aTexture2);
        anActor2->SetPosition ( &positions[i][0]);
        anActor2->SetScale (2.0, 2.0, 2.0);
        aren->AddActor (anActor2);
      }

      aren->SetBackground(colors->GetColor3d("SlateGray").GetData());
      renWin->SetSize(500,500);
      renWin->AddRenderer(aren);

      // interact with data
      renWin->Render();

      iren->Start();

      return EXIT_SUCCESS;
    }

    static unsigned char solid[] = {255, 255};
    static unsigned char clear[] = {255, 0};
    static unsigned char edge[] =  {0, 255};

    vtkSmartPointer<vtkBooleanTexture> MakeBooleanTexture(int caseNumber,
                                                          int resolution,
                                                          int thickness)
    {
      vtkSmartPointer<vtkBooleanTexture> booleanTexture =
        vtkSmartPointer<vtkBooleanTexture>::New();

      booleanTexture->SetXSize (resolution);
      booleanTexture->SetYSize (resolution);
      booleanTexture->SetThickness (thickness);

      switch (caseNumber)
      {
      case 0:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (solid);
        booleanTexture->SetOnIn (solid);
        booleanTexture->SetOnOut (solid);
        booleanTexture->SetInOn (solid);
        booleanTexture->SetOutOn (solid);
        break;
      case 1:   /* cut inside 1 */
        booleanTexture->SetInIn (clear);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (solid);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (solid);
        break;
      case 2:   /* cut outside 1 */
        booleanTexture->SetInIn (solid);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (solid);
        booleanTexture->SetInOn (solid);
        booleanTexture->SetOutOn (edge);
        break;
      case 3:   /* cut all 1 */
        booleanTexture->SetInIn (clear);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (clear);
        booleanTexture->SetOnOut (solid);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (edge);
        break;
      case 4:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (solid);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (solid);
        break;
      case 5:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (clear);
        booleanTexture->SetOutOn (solid);
        break;
      case 6:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (edge);
        break;
      case 7:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutOut (solid);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (clear);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (clear);
        booleanTexture->SetOutOn (edge);
        break;
      case 8:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (solid);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (solid);
        booleanTexture->SetOutOn (edge);
        break;
      case 9:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (edge);
        break;
      case 10:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (solid);
        booleanTexture->SetOutOn (clear);
        break;
      case 11:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetInOut (solid);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (clear);
        booleanTexture->SetOnOut (edge);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (clear);
        break;
      case 12:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (solid);
        booleanTexture->SetOnOut (clear);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (edge);
        break;
      case 13:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutIn (solid);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (clear);
        booleanTexture->SetInOn (clear);
        booleanTexture->SetOutOn (edge);
        break;
      case 14:
        booleanTexture->SetInIn (solid);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (edge);
        booleanTexture->SetOnIn (edge);
        booleanTexture->SetOnOut (clear);
        booleanTexture->SetInOn (edge);
        booleanTexture->SetOutOn (clear);
        break;
      case 15:
        booleanTexture->SetInIn (clear);
        booleanTexture->SetInOut (clear);
        booleanTexture->SetOutIn (clear);
        booleanTexture->SetOutOut (clear);
        booleanTexture->SetOnOn (clear);
        booleanTexture->SetOnIn (clear);
        booleanTexture->SetOnOut (clear);
        booleanTexture->SetInOn (clear);
        booleanTexture->SetOutOn (clear);
        break;
      }

      return booleanTexture;
    }

### CMakeLists.txt

    cmake_minimum_required(VERSION 2.8)

    PROJECT(TextureCutQuadric)

    find_package(VTK REQUIRED)
    include(${VTK_USE_FILE})

    add_executable(TextureCutQuadric MACOSX_BUNDLE TextureCutQuadric.cxx )

    target_link_libraries(TextureCutQuadric ${VTK_LIBRARIES})

### Download and Build TextureCutQuadric

Click here to download TextureCutQuadric and its CMakeLists.txt file. Once the tarball TextureCutQuadric.tar has been downloaded and extracted,

    cd TextureCutQuadric/build

If VTK is installed:

    cmake ..

If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:

    cmake -DVTK_DIR:PATH=/home/me/vtk_build ..

Build the project:

    make

and run it:

    ./TextureCutQuadric

WINDOWS USERS

Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.