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+/****************************************************************************
+**
+** Copyright (C) 2014 Digia Plc
+** All rights reserved.
+** For any questions to Digia, please use contact form at http://qt.digia.com
+**
+** This file is part of the QtDataVisualization module.
+**
+** Licensees holding valid Qt Enterprise licenses may use this file in
+** accordance with the Qt Enterprise License Agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia.
+**
+** If you have questions regarding the use of this file, please use
+** contact form at http://qt.digia.com
+**
+****************************************************************************/
+
+#include "qcustom3dvolume_p.h"
+#include "utils_p.h"
+
+QT_BEGIN_NAMESPACE_DATAVISUALIZATION
+
+/*!
+ * \class QCustom3DVolume
+ * \inmodule QtDataVisualization
+ * \brief The QCustom3DVolume class is for creating volume rendered objects to be added to a graph.
+ * \since QtDataVisualization 1.2
+ *
+ * This class is for creating volume rendered objects to be added to a graph. A volume rendered
+ * object is a box with a 3D texture. Three slice planes are supported for the volume, one along
+ * each main axis of the volume.
+ *
+ * Rendering volume objects is very performance intensive, especially when the volume is largely
+ * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly
+ * with the amount of pixels that the volume occupies on the screen, so showing the volume in a
+ * smaller view or limiting the zoom level of the graph are easy ways to improve performance.
+ * Similarly, the volume texture dimensions have a large impact on performance.
+ * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider
+ * turning the high definition shader off by setting useHighDefShader property to \c{false}.
+ *
+ * \note Volumetric objects are only supported with orthographic projection.
+ *
+ * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments.
+ *
+ * \sa QAbstract3DGraph::addCustomItem(), QAbstract3DGraph::orthoProjection, useHighDefShader
+ */
+
+/*!
+ * \qmltype Custom3DVolume
+ * \inqmlmodule QtDataVisualization
+ * \since QtDataVisualization 1.2
+ * \ingroup datavisualization_qml
+ * \instantiates QCustom3DVolume
+ * \inherits Custom3DItem
+ * \brief The Custom3DVolume type is for creating volume rendered objects to be added to a graph.
+ *
+ * This class is for creating volume rendered objects to be added to a graph. A volume rendered
+ * object is a box with a 3D texture. Three slice planes are supported for the volume, one along
+ * each main axis of the volume.
+ *
+ * Rendering volume objects is very performance intensive, especially when the volume is largely
+ * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly
+ * with the amount of pixels that the volume occupies on the screen, so showing the volume in a
+ * smaller view or limiting the zoom level of the graph are easy ways to improve performance.
+ * Similarly, the volume texture dimensions have a large impact on performance.
+ * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider
+ * turning the high definition shader off by setting useHighDefShader property to \c{false}.
+ *
+ * \note: Filling in the volume data would not typically be efficient or practical from pure QML,
+ * so properties directly related to that are not fully supported from QML.
+ * Make a hybrid QML/C++ application if you want to use volume objects with a QML UI.
+ *
+ * \note Volumetric objects are only supported with orthographic projection.
+ *
+ * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments.
+ *
+ * \sa AbstractGraph3D::orthoProjection, useHighDefShader
+ */
+
+/*! \qmlproperty int Custom3DVolume::textureWidth
+ *
+ * The width of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note: Changing this property from QML is not supported, as the texture data cannot be resized
+ * to match.
+ */
+
+/*! \qmlproperty int Custom3DVolume::textureHeight
+ *
+ * The height of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note: Changing this property from QML is not supported, as the texture data cannot be resized
+ * to match.
+ */
+
+/*! \qmlproperty int Custom3DVolume::textureDepth
+ *
+ * The depth of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note: Changing this property from QML is not supported, as the texture data cannot be resized
+ * to match.
+ */
+
+/*! \qmlproperty int Custom3DVolume::sliceIndexX
+ *
+ * The X dimension index into the texture data indicating which vertical slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
+ */
+
+/*! \qmlproperty int Custom3DVolume::sliceIndexY
+ *
+ * The Y dimension index into the texture data indicating which horizontal slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
+ */
+
+/*! \qmlproperty int Custom3DVolume::sliceIndexZ
+ *
+ * The Z dimension index into the texture data indicating which vertical slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
+ */
+
+/*!
+ * \qmlproperty real Custom3DVolume::alphaMultiplier
+ *
+ * The alpha value of every texel of the volume texture is multiplied with this value at
+ * the render time. This can be used to introduce uniform transparency to the volume.
+ * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are
+ * affected, and fully opaque texels are not affected.
+ * The value must not be negative.
+ * Defaults to \c{1.0}.
+ *
+ * \sa preserveOpacity
+ */
+
+/*!
+ * \qmlproperty bool Custom3DVolume::preserveOpacity
+ *
+ * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have
+ * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all
+ * texels.
+ * Defaults to \c{true}.
+ *
+ * \sa alphaMultiplier
+ */
+
+/*!
+ * \qmlproperty bool Custom3DVolume::useHighDefShader
+ *
+ * If this property value is \c{true}, a high definition shader is used to render the volume.
+ * If it is \c{false}, a low definition shader is used.
+ *
+ * The high definition shader guarantees that every visible texel of the volume texture is sampled
+ * when the volume is rendered.
+ * The low definition shader renders only a rough approximation of the volume contents,
+ * but at much higher frame rate. The low definition shader doesn't guarantee every texel of the
+ * volume texture is sampled, so there may be flickering if the volume contains distinct thin
+ * features.
+ *
+ * \note This value doesn't affect the level of detail when rendering the slices of the volume.
+ *
+ * Defaults to \c{true}.
+ */
+
+/*!
+ * \qmlproperty bool Custom3DVolume::drawSlices
+ *
+ * If this property value is \c{true}, the slices indicated by slice index properties
+ * will be drawn instead of the full volume.
+ * If it is \c{false}, the full volume will always be drawn.
+ * Defaults to \c{false}.
+ *
+ * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are
+ * rotated as well.
+ *
+ * \sa sliceIndexX, sliceIndexY, sliceIndexZ
+ */
+
+/*!
+ * \qmlproperty bool Custom3DVolume::drawSliceFrames
+ *
+ * If this property value is \c{true}, the frames of slices indicated by slice index properties
+ * will be drawn around the volume.
+ * If it is \c{false}, no slice frames will be drawn.
+ * Drawing slice frames is independent of drawing slices, so you can show the full volume and
+ * still draw the slice frames around it.
+ * Defaults to \c{false}.
+ *
+ * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices
+ */
+
+/*!
+ * \qmlproperty color Custom3DVolume::sliceFrameColor
+ *
+ * Indicates the color of the slice frame. Transparent slice frame color is not supported.
+ *
+ * Defaults to black.
+ *
+ * \sa drawSliceFrames
+ */
+
+/*!
+ * \qmlproperty vector3d Custom3DVolume::sliceFrameWidths
+ *
+ * Indicates the widths of the slice frame. The width can be different on different dimensions,
+ * so you can for example omit drawing the frames on certain sides of the volume by setting the
+ * value for that dimension to zero. The values are fractions of the volume thickness in the same
+ * dimension. The values cannot be negative.
+ *
+ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+
+/*!
+ * \qmlproperty vector3d Custom3DVolume::sliceFrameGaps
+ *
+ * Indicates the amount of air gap left between the volume itself and the frame in each dimension.
+ * The gap can be different on different dimensions. The values are fractions of the volume
+ * thickness in the same dimension. The values cannot be negative.
+ *
+ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+
+/*!
+ * \qmlproperty vector3d Custom3DVolume::sliceFrameThicknesses
+ *
+ * Indicates the thickness of the slice frames for each dimension. The values are fractions of
+ * the volume thickness in the same dimension. The values cannot be negative.
+ *
+ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+
+/*!
+ * Constructs QCustom3DVolume with given \a parent.
+ */
+QCustom3DVolume::QCustom3DVolume(QObject *parent) :
+ QCustom3DItem(new QCustom3DVolumePrivate(this), parent)
+{
+}
+
+/*!
+ * Constructs QCustom3DVolume with given \a position, \a scaling, \a rotation,
+ * \a textureWidth, \a textureHeight, \a textureDepth, \a textureData, \a textureFormat,
+ * \a colorTable, and optional \a parent.
+ *
+ * \sa textureData, setTextureFormat(), colorTable
+ */
+QCustom3DVolume::QCustom3DVolume(const QVector3D &position, const QVector3D &scaling,
+ const QQuaternion &rotation, int textureWidth,
+ int textureHeight, int textureDepth,
+ QVector<uchar> *textureData, QImage::Format textureFormat,
+ const QVector<QRgb> &colorTable, QObject *parent) :
+ QCustom3DItem(new QCustom3DVolumePrivate(this, position, scaling, rotation, textureWidth,
+ textureHeight, textureDepth,
+ textureData, textureFormat, colorTable), parent)
+{
+}
+
+
+/*!
+ * Destroys QCustom3DVolume.
+ */
+QCustom3DVolume::~QCustom3DVolume()
+{
+}
+
+/*! \property QCustom3DVolume::textureWidth
+ *
+ * The width of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note The textureData may need to be resized or recreated if this value is changed.
+ * Defaults to \c{0}.
+ *
+ * \sa textureData, textureHeight, textureDepth, setTextureFormat(), textureDataWidth()
+ */
+void QCustom3DVolume::setTextureWidth(int value)
+{
+ if (value >= 0) {
+ if (dptr()->m_textureWidth != value) {
+ dptr()->m_textureWidth = value;
+ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
+ emit textureWidthChanged(value);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Cannot set negative value.";
+ }
+}
+
+int QCustom3DVolume::textureWidth() const
+{
+ return dptrc()->m_textureWidth;
+}
+
+/*! \property QCustom3DVolume::textureHeight
+ *
+ * The height of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note The textureData may need to be resized or recreated if this value is changed.
+ * Defaults to \c{0}.
+ *
+ * \sa textureData, textureWidth, textureDepth, setTextureFormat()
+ */
+void QCustom3DVolume::setTextureHeight(int value)
+{
+ if (value >= 0) {
+ if (dptr()->m_textureHeight != value) {
+ dptr()->m_textureHeight = value;
+ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
+ emit textureHeightChanged(value);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Cannot set negative value.";
+ }
+
+}
+
+int QCustom3DVolume::textureHeight() const
+{
+ return dptrc()->m_textureHeight;
+}
+
+/*! \property QCustom3DVolume::textureDepth
+ *
+ * The depth of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
+ *
+ * \note The textureData may need to be resized or recreated if this value is changed.
+ * Defaults to \c{0}.
+ *
+ * \sa textureData, textureWidth, textureHeight, setTextureFormat()
+ */
+void QCustom3DVolume::setTextureDepth(int value)
+{
+ if (value >= 0) {
+ if (dptr()->m_textureDepth != value) {
+ dptr()->m_textureDepth = value;
+ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
+ emit textureDepthChanged(value);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Cannot set negative value.";
+ }
+}
+
+int QCustom3DVolume::textureDepth() const
+{
+ return dptrc()->m_textureDepth;
+}
+
+/*!
+ * A convenience function for setting all three texture dimensions
+ * (\a width, \a height, and \a depth) at once.
+ *
+ * \sa textureData
+ */
+void QCustom3DVolume::setTextureDimensions(int width, int height, int depth)
+{
+ setTextureWidth(width);
+ setTextureHeight(height);
+ setTextureDepth(depth);
+}
+
+/*!
+ * \return the actual texture data width. When the texture format is QImage::Format_Indexed8,
+ * this is textureWidth aligned to 32bit boundary. Otherwise this is four times textureWidth.
+ */
+int QCustom3DVolume::textureDataWidth() const
+{
+ int dataWidth = dptrc()->m_textureWidth;
+
+ if (dptrc()->m_textureFormat == QImage::Format_Indexed8)
+ dataWidth += dataWidth % 4;
+ else
+ dataWidth *= 4;
+
+ return dataWidth;
+}
+
+/*! \property QCustom3DVolume::sliceIndexX
+ *
+ * The X dimension index into the texture data indicating which vertical slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa textureData, drawSlices, drawSliceFrames
+ */
+void QCustom3DVolume::setSliceIndexX(int value)
+{
+ if (dptr()->m_sliceIndexX != value) {
+ dptr()->m_sliceIndexX = value;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceIndexXChanged(value);
+ emit dptr()->needUpdate();
+ }
+}
+
+int QCustom3DVolume::sliceIndexX() const
+{
+ return dptrc()->m_sliceIndexX;
+}
+
+/*! \property QCustom3DVolume::sliceIndexY
+ *
+ * The Y dimension index into the texture data indicating which horizontal slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa textureData, drawSlices, drawSliceFrames
+ */
+void QCustom3DVolume::setSliceIndexY(int value)
+{
+ if (dptr()->m_sliceIndexY != value) {
+ dptr()->m_sliceIndexY = value;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceIndexYChanged(value);
+ emit dptr()->needUpdate();
+ }
+}
+
+int QCustom3DVolume::sliceIndexY() const
+{
+ return dptrc()->m_sliceIndexY;
+}
+
+/*! \property QCustom3DVolume::sliceIndexZ
+ *
+ * The Z dimension index into the texture data indicating which vertical slice to show.
+ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
+ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
+ * normally.
+ * Defaults to \c{-1}.
+ *
+ * \sa textureData, drawSlices, drawSliceFrames
+ */
+void QCustom3DVolume::setSliceIndexZ(int value)
+{
+ if (dptr()->m_sliceIndexZ != value) {
+ dptr()->m_sliceIndexZ = value;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceIndexZChanged(value);
+ emit dptr()->needUpdate();
+ }
+}
+
+int QCustom3DVolume::sliceIndexZ() const
+{
+ return dptrc()->m_sliceIndexZ;
+}
+
+/*!
+ * A convenience function for setting all three slice indices (\a x, \a y, and \a z) at once.
+ *
+ * \sa textureData
+ */
+void QCustom3DVolume::setSliceIndices(int x, int y, int z)
+{
+ setSliceIndexX(x);
+ setSliceIndexY(y);
+ setSliceIndexZ(z);
+}
+
+/*! \property QCustom3DVolume::colorTable
+ *
+ * The array containing the colors for indexed texture formats. If the texture format is not
+ * indexed, this array is not used and can be empty.
+ *
+ * Defaults to \c{0}.
+ *
+ * \sa textureData, setTextureFormat(), QImage::colorTable()
+ */
+void QCustom3DVolume::setColorTable(const QVector<QRgb> &colors)
+{
+ if (dptr()->m_colorTable != colors) {
+ dptr()->m_colorTable = colors;
+ dptr()->m_dirtyBitsVolume.colorTableDirty = true;
+ emit colorTableChanged();
+ emit dptr()->needUpdate();
+ }
+}
+
+QVector<QRgb> QCustom3DVolume::colorTable() const
+{
+ return dptrc()->m_colorTable;
+}
+
+/*! \property QCustom3DVolume::textureData
+ *
+ * The array containing the texture data in the format specified by textureFormat.
+ * The size of this array must be at least
+ * (\c{textureDataWidth * textureHeight * textureDepth * texture format color depth in bytes}).
+ *
+ * A 3D texture is defined by a stack of 2D subtextures. Each subtexture must be of identical size
+ * (\c{textureDataWidth * textureHeight}), and the depth of the stack is defined by textureDepth
+ * property. Each 2D texture data is identical to a QImage data with the same format, so
+ * QImage::bits() can be used to supply the data for each subtexture.
+ *
+ * Ownership of the new array transfers to QCustom3DVolume instance.
+ * If another array is set, the previous array is deleted.
+ * If the same array is set again, it is assumed that the array contents have been changed and the
+ * graph rendering is triggered.
+ *
+ * \note Each X-line of the data needs to be 32bit aligned. If the textureFormat is
+ * QImage::Format_Indexed8 and textureWidth is not divisible by four, padding bytes need
+ * to be added to each X-line of the \a data. You can get the padded byte count with
+ * textureDataWidth() function. The padding bytes should indicate an fully transparent color
+ * to avoid rendering artifacts.
+ *
+ * Defaults to \c{0}.
+ *
+ * \sa colorTable, setTextureFormat(), setSubTextureData(), textureDataWidth()
+ */
+void QCustom3DVolume::setTextureData(QVector<uchar> *data)
+{
+ if (dptr()->m_textureData != data)
+ delete dptr()->m_textureData;
+
+ // Even if the pointer is same as previously, consider this property changed, as the values
+ // can be changed unbeknownst to us via the array pointer.
+ dptr()->m_textureData = data;
+ dptr()->m_dirtyBitsVolume.textureDataDirty = true;
+ emit textureDataChanged(data);
+ emit dptr()->needUpdate();
+}
+
+/*!
+ * This function creates a new texture data array from an array of \a images and sets it as
+ * textureData for this volume object. The texture dimensions are also set according to image
+ * and array dimensions. All of the images in the array must be the same size. If the images are not
+ * all in QImage::Format_Indexed8 format, all texture data will be converted into
+ * QImage::Format_ARGB32 format. If the images are in QImage::Format_Indexed8 format, the colorTable
+ * for the entire volume will be taken from the first image.
+ *
+ * \return pointer to the newly created array.
+ *
+ * \sa textureData, textureWidth, textureHeight, textureDepth, setTextureFormat()
+ */
+QVector<uchar> *QCustom3DVolume::createTextureData(const QVector<QImage *> &images)
+{
+ int imageCount = images.size();
+ if (imageCount) {
+ QImage *currentImage = images.at(0);
+ int imageWidth = currentImage->width();
+ int imageHeight = currentImage->height();
+ QImage::Format imageFormat = currentImage->format();
+ bool convert = false;
+ if (imageFormat != QImage::Format_Indexed8 && imageFormat != QImage::Format_ARGB32) {
+ convert = true;
+ imageFormat = QImage::Format_ARGB32;
+ } else {
+ for (int i = 0; i < imageCount; i++) {
+ currentImage = images.at(i);
+ if (imageWidth != currentImage->width() || imageHeight != currentImage->height()) {
+ qWarning() << __FUNCTION__ << "Not all images were of the same size.";
+ setTextureData(0);
+ setTextureWidth(0);
+ setTextureHeight(0);
+ setTextureDepth(0);
+ return 0;
+
+ }
+ if (currentImage->format() != imageFormat) {
+ convert = true;
+ imageFormat = QImage::Format_ARGB32;
+ break;
+ }
+ }
+ }
+ int colorBytes = (imageFormat == QImage::Format_Indexed8) ? 1 : 4;
+ int imageByteWidth = (imageFormat == QImage::Format_Indexed8)
+ ? currentImage->bytesPerLine() : imageWidth;
+ int frameSize = imageByteWidth * imageHeight * colorBytes;
+ QVector<uchar> *newTextureData = new QVector<uchar>;
+ newTextureData->resize(frameSize * imageCount);
+ uchar *texturePtr = newTextureData->data();
+ QImage convertedImage;
+
+ for (int i = 0; i < imageCount; i++) {
+ currentImage = images.at(i);
+ if (convert) {
+ convertedImage = currentImage->convertToFormat(imageFormat);
+ currentImage = &convertedImage;
+ }
+ memcpy(texturePtr, static_cast<void *>(currentImage->bits()), frameSize);
+ texturePtr += frameSize;
+ }
+
+ if (imageFormat == QImage::Format_Indexed8)
+ setColorTable(images.at(0)->colorTable());
+ setTextureData(newTextureData);
+ setTextureFormat(imageFormat);
+ setTextureWidth(imageWidth);
+ setTextureHeight(imageHeight);
+ setTextureDepth(imageCount);
+ } else {
+ setTextureData(0);
+ setTextureWidth(0);
+ setTextureHeight(0);
+ setTextureDepth(0);
+ }
+ return dptr()->m_textureData;
+}
+
+QVector<uchar> *QCustom3DVolume::textureData() const
+{
+ return dptrc()->m_textureData;
+}
+
+/*!
+ * This function allows setting a single 2D subtexture of the 3D texture along the specified
+ * \a axis of the volume.
+ * The \a index parameter specifies the subtexture to set.
+ * The texture \a data must be in the format specified by textureFormat property and have size of
+ * the cross-section of the volume texture along the specified axis multiplied by
+ * the texture format color depth in bytes.
+ * The \a data is expected to be ordered similarly to the data in images produced by renderSlice()
+ * method along the same axis.
+ *
+ * \note Each X-line of the data needs to be 32bit aligned when targeting Y-axis or Z-axis.
+ * If the textureFormat is QImage::Format_Indexed8 and textureWidth is not divisible by four,
+ * padding bytes need to be added to each X-line of the \a data in cases it is not already
+ * properly aligned. The padding bytes should indicate an fully transparent color to avoid
+ * rendering artifacts.
+ *
+ * \sa textureData, renderSlice()
+ */
+void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const uchar *data)
+{
+ if (data) {
+ int lineSize = textureDataWidth();
+ int frameSize = lineSize * dptr()->m_textureHeight;
+ int dataSize = dptr()->m_textureData->size();
+ int pixelWidth = (dptr()->m_textureFormat == QImage::Format_Indexed8) ? 1 : 4;
+ int targetIndex;
+ uchar *dataPtr = dptr()->m_textureData->data();
+ bool invalid = (index < 0);
+ if (axis == Qt::XAxis) {
+ targetIndex = index * pixelWidth;
+ if (index >= dptr()->m_textureWidth
+ || (frameSize * (dptr()->m_textureDepth - 1) + targetIndex) > dataSize) {
+ invalid = true;
+ }
+ } else if (axis == Qt::YAxis) {
+ targetIndex = (index * lineSize) + (frameSize * (dptr()->m_textureDepth - 1));
+ if (index >= dptr()->m_textureHeight || (targetIndex + lineSize > dataSize))
+ invalid = true;
+ } else {
+ targetIndex = index * frameSize;
+ if (index >= dptr()->m_textureDepth || ((targetIndex + frameSize) > dataSize))
+ invalid = true;
+ }
+
+ if (invalid) {
+ qWarning() << __FUNCTION__ << "Attempted to set invalid subtexture.";
+ } else {
+ const uchar *sourcePtr = data;
+ uchar *targetPtr = dataPtr + targetIndex;
+ if (axis == Qt::XAxis) {
+ int targetWidth = dptr()->m_textureDepth;
+ int targetHeight = dptr()->m_textureHeight;
+ for (int i = 0; i < targetHeight; i++) {
+ targetPtr = dataPtr + targetIndex + (lineSize * i);
+ for (int j = 0; j < targetWidth; j++) {
+ for (int k = 0; k < pixelWidth; k++)
+ *targetPtr++ = *sourcePtr++;
+ targetPtr += (frameSize - pixelWidth);
+ }
+ }
+ } else if (axis == Qt::YAxis) {
+ int targetHeight = dptr()->m_textureDepth;
+ for (int i = 0; i < targetHeight; i++){
+ for (int j = 0; j < lineSize; j++)
+ *targetPtr++ = *sourcePtr++;
+ targetPtr -= (frameSize + lineSize);
+ }
+ } else {
+ void *subTexPtr = dataPtr + targetIndex;
+ memcpy(subTexPtr, static_cast<const void *>(data), frameSize);
+ }
+ dptr()->m_dirtyBitsVolume.textureDataDirty = true;
+ emit textureDataChanged(dptr()->m_textureData);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Tried to set null data.";
+ }
+}
+
+/*!
+ * This function allows setting a single 2D subtexture of the 3D texture along the specified
+ * \a axis of the volume.
+ * The \a index parameter specifies the subtexture to set.
+ * The source \a image must be in the format specified by the textureFormat property if the
+ * textureFormat is indexed. If the textureFormat is QImage::Format_ARGB32, the image is converted
+ * to that format. The image must have the size of the cross-section of the volume texture along
+ * the specified axis. The orientation of the image should correspond to the orientation of
+ * the slice image produced by renderSlice() method along the same axis.
+ *
+ * \note Each X-line of the data needs to be 32bit aligned when targeting Y-axis or Z-axis.
+ * If the textureFormat is QImage::Format_Indexed8 and textureWidth is not divisible by four,
+ * padding bytes need to be added to each X-line of the \a image in cases it is not already
+ * properly aligned. The padding bytes should indicate an fully transparent color to avoid
+ * rendering artifacts. It is not guaranteed QImage will do this automatically.
+ *
+ * \sa textureData, renderSlice()
+ */
+void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const QImage &image)
+{
+ int sourceWidth = image.width();
+ int sourceHeight = image.height();
+ int targetWidth;
+ int targetHeight;
+ if (axis == Qt::XAxis) {
+ targetWidth = dptr()->m_textureDepth;
+ targetHeight = dptr()->m_textureHeight;
+ } else if (axis == Qt::YAxis) {
+ targetWidth = dptr()->m_textureWidth;
+ targetHeight = dptr()->m_textureDepth;
+ } else {
+ targetWidth = dptr()->m_textureWidth;
+ targetHeight = dptr()->m_textureHeight;
+ }
+
+ if (sourceWidth == targetWidth
+ && sourceHeight == targetHeight
+ && (image.format() == dptr()->m_textureFormat
+ || dptr()->m_textureFormat == QImage::Format_ARGB32)) {
+ QImage convertedImage;
+ if (dptr()->m_textureFormat == QImage::Format_ARGB32
+ && image.format() != QImage::Format_ARGB32) {
+ convertedImage = image.convertToFormat(QImage::Format_ARGB32);
+ } else {
+ convertedImage = image;
+ }
+ setSubTextureData(axis, index, convertedImage.bits());
+ } else {
+ qWarning() << __FUNCTION__ << "Invalid image size or format.";
+ }
+}
+
+// Note: textureFormat is not a Q_PROPERTY to work around an issue in meta object system that
+// doesn't allow QImage::format to be a property type. Qt 5.2.1 at least has this problem.
+
+/*!
+ * Sets the format of the textureData to \a format. Only two formats are supported currently:
+ * QImage::Format_Indexed8 and QImage::Format_ARGB32. If an indexed format is specified, colorTable
+ * must also be set.
+ * Defaults to QImage::Format_ARGB32.
+ *
+ * \sa colorTable, textureData
+ */
+void QCustom3DVolume::setTextureFormat(QImage::Format format)
+{
+ if (format == QImage::Format_ARGB32 || format == QImage::Format_Indexed8) {
+ if (dptr()->m_textureFormat != format) {
+ dptr()->m_textureFormat = format;
+ dptr()->m_dirtyBitsVolume.textureFormatDirty = true;
+ emit textureFormatChanged(format);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Attempted to set invalid texture format.";
+ }
+}
+
+/*!
+ * \return the format of the textureData.
+ *
+ * \sa setTextureFormat()
+ */
+QImage::Format QCustom3DVolume::textureFormat() const
+{
+ return dptrc()->m_textureFormat;
+}
+
+/*!
+ * \fn void QCustom3DVolume::textureFormatChanged(QImage::Format format)
+ *
+ * This signal is emitted when the textureData \a format changes.
+ *
+ * \sa setTextureFormat()
+ */
+
+/*!
+ * \property QCustom3DVolume::alphaMultiplier
+ *
+ * The alpha value of every texel of the volume texture is multiplied with this value at
+ * the render time. This can be used to introduce uniform transparency to the volume.
+ * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are
+ * affected, and fully opaque texels are not affected.
+ * The value must not be negative.
+ * Defaults to \c{1.0f}.
+ *
+ * \sa preserveOpacity, textureData
+ */
+void QCustom3DVolume::setAlphaMultiplier(float mult)
+{
+ if (mult >= 0.0f) {
+ if (dptr()->m_alphaMultiplier != mult) {
+ dptr()->m_alphaMultiplier = mult;
+ dptr()->m_dirtyBitsVolume.alphaDirty = true;
+ emit alphaMultiplierChanged(mult);
+ emit dptr()->needUpdate();
+ }
+ } else {
+ qWarning() << __FUNCTION__ << "Attempted to set negative multiplier.";
+ }
+}
+
+float QCustom3DVolume::alphaMultiplier() const
+{
+ return dptrc()->m_alphaMultiplier;
+}
+
+/*!
+ * \property QCustom3DVolume::preserveOpacity
+ *
+ * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have
+ * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all
+ * texels.
+ * Defaults to \c{true}.
+ *
+ * \sa alphaMultiplier
+ */
+void QCustom3DVolume::setPreserveOpacity(bool enable)
+{
+ if (dptr()->m_preserveOpacity != enable) {
+ dptr()->m_preserveOpacity = enable;
+ dptr()->m_dirtyBitsVolume.alphaDirty = true;
+ emit preserveOpacityChanged(enable);
+ emit dptr()->needUpdate();
+ }
+}
+
+bool QCustom3DVolume::preserveOpacity() const
+{
+ return dptrc()->m_preserveOpacity;
+}
+
+/*!
+ * \property QCustom3DVolume::useHighDefShader
+ *
+ * If this property value is \c{true}, a high definition shader is used to render the volume.
+ * If it is \c{false}, a low definition shader is used.
+ *
+ * The high definition shader guarantees that every visible texel of the volume texture is sampled
+ * when the volume is rendered.
+ * The low definition shader renders only a rough approximation of the volume contents,
+ * but at much higher frame rate. The low definition shader doesn't guarantee every texel of the
+ * volume texture is sampled, so there may be flickering if the volume contains distinct thin
+ * features.
+ *
+ * \note This value doesn't affect the level of detail when rendering the slices of the volume.
+ *
+ * Defaults to \c{true}.
+ *
+ * \sa renderSlice()
+ */
+void QCustom3DVolume::setUseHighDefShader(bool enable)
+{
+ if (dptr()->m_useHighDefShader != enable) {
+ dptr()->m_useHighDefShader = enable;
+ dptr()->m_dirtyBitsVolume.shaderDirty = true;
+ emit useHighDefShaderChanged(enable);
+ emit dptr()->needUpdate();
+ }
+}
+
+bool QCustom3DVolume::useHighDefShader() const
+{
+ return dptrc()->m_useHighDefShader;
+}
+
+/*!
+ * \property QCustom3DVolume::drawSlices
+ *
+ * If this property value is \c{true}, the slices indicated by slice index properties
+ * will be drawn instead of the full volume.
+ * If it is \c{false}, the full volume will always be drawn.
+ * Defaults to \c{false}.
+ *
+ * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are
+ * rotated as well.
+ *
+ * \sa sliceIndexX, sliceIndexY, sliceIndexZ
+ */
+void QCustom3DVolume::setDrawSlices(bool enable)
+{
+ if (dptr()->m_drawSlices != enable) {
+ dptr()->m_drawSlices = enable;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit drawSlicesChanged(enable);
+ emit dptr()->needUpdate();
+ }
+}
+
+bool QCustom3DVolume::drawSlices() const
+{
+ return dptrc()->m_drawSlices;
+}
+
+/*!
+ * \property QCustom3DVolume::drawSliceFrames
+ *
+ * If this property value is \c{true}, the frames of slices indicated by slice index properties
+ * will be drawn around the volume.
+ * If it is \c{false}, no slice frames will be drawn.
+ * Drawing slice frames is independent of drawing slices, so you can show the full volume and
+ * still draw the slice frames around it. This is useful when using renderSlice() to display the
+ * slices outside the graph itself.
+ * Defaults to \c{false}.
+ *
+ * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices, renderSlice()
+ */
+void QCustom3DVolume::setDrawSliceFrames(bool enable)
+{
+ if (dptr()->m_drawSliceFrames != enable) {
+ dptr()->m_drawSliceFrames = enable;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit drawSliceFramesChanged(enable);
+ emit dptr()->needUpdate();
+ }
+}
+
+bool QCustom3DVolume::drawSliceFrames() const
+{
+ return dptrc()->m_drawSliceFrames;
+}
+
+/*!
+ * \property QCustom3DVolume::sliceFrameColor
+ *
+ * Indicates the color of the slice frame. Transparent slice frame color is not supported.
+ *
+ * Defaults to black.
+ *
+ * \sa drawSliceFrames
+ */
+void QCustom3DVolume::setSliceFrameColor(const QColor &color)
+{
+ if (dptr()->m_sliceFrameColor != color) {
+ dptr()->m_sliceFrameColor = color;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceFrameColorChanged(color);
+ emit dptr()->needUpdate();
+ }
+}
+
+QColor QCustom3DVolume::sliceFrameColor() const
+{
+ return dptrc()->m_sliceFrameColor;
+}
+
+/*!
+ * \property QCustom3DVolume::sliceFrameWidths
+ *
+ * Indicates the widths of the slice frame. The width can be different on different dimensions,
+ * so you can for example omit drawing the frames on certain sides of the volume by setting the
+ * value for that dimension to zero. The values are fractions of the volume thickness in the same
+ * dimension. The values cannot be negative.
+ *
+ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+void QCustom3DVolume::setSliceFrameWidths(const QVector3D &values)
+{
+ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
+ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
+ } else if (dptr()->m_sliceFrameWidths != values) {
+ dptr()->m_sliceFrameWidths = values;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceFrameWidthsChanged(values);
+ emit dptr()->needUpdate();
+ }
+}
+
+QVector3D QCustom3DVolume::sliceFrameWidths() const
+{
+ return dptrc()->m_sliceFrameWidths;
+}
+
+/*!
+ * \property QCustom3DVolume::sliceFrameGaps
+ *
+ * Indicates the amount of air gap left between the volume itself and the frame in each dimension.
+ * The gap can be different on different dimensions. The values are fractions of the volume
+ * thickness in the same dimension. The values cannot be negative.
+ *
+ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+void QCustom3DVolume::setSliceFrameGaps(const QVector3D &values)
+{
+ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
+ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
+ } else if (dptr()->m_sliceFrameGaps != values) {
+ dptr()->m_sliceFrameGaps = values;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceFrameGapsChanged(values);
+ emit dptr()->needUpdate();
+ }
+}
+
+QVector3D QCustom3DVolume::sliceFrameGaps() const
+{
+ return dptrc()->m_sliceFrameGaps;
+}
+
+/*!
+ * \property QCustom3DVolume::sliceFrameThicknesses
+ *
+ * Indicates the thickness of the slice frames for each dimension. The values are fractions of
+ * the volume thickness in the same dimension. The values cannot be negative.
+ *
+ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
+ *
+ * \sa drawSliceFrames
+ */
+void QCustom3DVolume::setSliceFrameThicknesses(const QVector3D &values)
+{
+ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
+ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
+ } else if (dptr()->m_sliceFrameThicknesses != values) {
+ dptr()->m_sliceFrameThicknesses = values;
+ dptr()->m_dirtyBitsVolume.slicesDirty = true;
+ emit sliceFrameThicknessesChanged(values);
+ emit dptr()->needUpdate();
+ }
+}
+
+QVector3D QCustom3DVolume::sliceFrameThicknesses() const
+{
+ return dptrc()->m_sliceFrameThicknesses;
+}
+
+/*!
+ * Renders the slice specified by \a index along \a axis into an image.
+ * The texture format of this object is used.
+ *
+ * \return the rendered image of the slice, or a null image if invalid index is specified.
+ *
+ * \sa setTextureFormat()
+ */
+QImage QCustom3DVolume::renderSlice(Qt::Axis axis, int index)
+{
+ return dptr()->renderSlice(axis, index);
+}
+
+/*!
+ * \internal
+ */
+QCustom3DVolumePrivate *QCustom3DVolume::dptr()
+{
+ return static_cast<QCustom3DVolumePrivate *>(d_ptr.data());
+}
+
+/*!
+ * \internal
+ */
+const QCustom3DVolumePrivate *QCustom3DVolume::dptrc() const
+{
+ return static_cast<const QCustom3DVolumePrivate *>(d_ptr.data());
+}
+
+QCustom3DVolumePrivate::QCustom3DVolumePrivate(QCustom3DVolume *q) :
+ QCustom3DItemPrivate(q),
+ m_textureWidth(0),
+ m_textureHeight(0),
+ m_textureDepth(0),
+ m_sliceIndexX(-1),
+ m_sliceIndexY(-1),
+ m_sliceIndexZ(-1),
+ m_textureFormat(QImage::Format_ARGB32),
+ m_textureData(0),
+ m_alphaMultiplier(1.0f),
+ m_preserveOpacity(true),
+ m_useHighDefShader(true),
+ m_drawSlices(false),
+ m_drawSliceFrames(false),
+ m_sliceFrameColor(Qt::black),
+ m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)),
+ m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)),
+ m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f))
+{
+ m_isVolumeItem = true;
+ m_meshFile = QStringLiteral(":/defaultMeshes/barFull");
+}
+
+QCustom3DVolumePrivate::QCustom3DVolumePrivate(QCustom3DVolume *q, const QVector3D &position,
+ const QVector3D &scaling,
+ const QQuaternion &rotation,
+ int textureWidth, int textureHeight,
+ int textureDepth, QVector<uchar> *textureData,
+ QImage::Format textureFormat,
+ const QVector<QRgb> &colorTable) :
+ QCustom3DItemPrivate(q, QStringLiteral(":/defaultMeshes/barFull"), position, scaling, rotation),
+ m_textureWidth(textureWidth),
+ m_textureHeight(textureHeight),
+ m_textureDepth(textureDepth),
+ m_sliceIndexX(-1),
+ m_sliceIndexY(-1),
+ m_sliceIndexZ(-1),
+ m_textureFormat(textureFormat),
+ m_colorTable(colorTable),
+ m_textureData(textureData),
+ m_alphaMultiplier(1.0f),
+ m_preserveOpacity(true),
+ m_useHighDefShader(true),
+ m_drawSlices(false),
+ m_drawSliceFrames(false),
+ m_sliceFrameColor(Qt::black),
+ m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)),
+ m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)),
+ m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f))
+{
+ m_isVolumeItem = true;
+ m_shadowCasting = false;
+
+ if (m_textureWidth < 0)
+ m_textureWidth = 0;
+ if (m_textureHeight < 0)
+ m_textureHeight = 0;
+ if (m_textureDepth < 0)
+ m_textureDepth = 0;
+
+ if (m_textureFormat != QImage::Format_Indexed8)
+ m_textureFormat = QImage::Format_ARGB32;
+
+}
+
+QCustom3DVolumePrivate::~QCustom3DVolumePrivate()
+{
+ delete m_textureData;
+}
+
+void QCustom3DVolumePrivate::resetDirtyBits()
+{
+ QCustom3DItemPrivate::resetDirtyBits();
+
+ m_dirtyBitsVolume.textureDimensionsDirty = false;
+ m_dirtyBitsVolume.slicesDirty = false;
+ m_dirtyBitsVolume.colorTableDirty = false;
+ m_dirtyBitsVolume.textureDataDirty = false;
+ m_dirtyBitsVolume.textureFormatDirty = false;
+ m_dirtyBitsVolume.alphaDirty = false;
+ m_dirtyBitsVolume.shaderDirty = false;
+}
+
+QImage QCustom3DVolumePrivate::renderSlice(Qt::Axis axis, int index)
+{
+ if (index < 0)
+ return QImage();
+
+ int x;
+ int y;
+ if (axis == Qt::XAxis) {
+ if (index >= m_textureWidth)
+ return QImage();
+ x = m_textureDepth;
+ y = m_textureHeight;
+ } else if (axis == Qt::YAxis) {
+ if (index >= m_textureHeight)
+ return QImage();
+ x = m_textureWidth;
+ y = m_textureDepth;
+ } else {
+ if (index >= m_textureDepth)
+ return QImage();
+ x = m_textureWidth;
+ y = m_textureHeight;
+ }
+
+ int padding = 0;
+ int pixelWidth = 4;
+ int dataWidth = qptr()->textureDataWidth();
+ if (m_textureFormat == QImage::Format_Indexed8) {
+ padding = x % 4;
+ pixelWidth = 1;
+ }
+ QVector<uchar> data((x + padding) * y * pixelWidth);
+ int frameSize = qptr()->textureDataWidth() * m_textureHeight;
+
+ int dataIndex = 0;
+ if (axis == Qt::XAxis) {
+ for (int i = 0; i < y; i++) {
+ const uchar *p = m_textureData->constData()
+ + (index * pixelWidth) + (dataWidth * i);
+ for (int j = 0; j < x; j++) {
+ for (int k = 0; k < pixelWidth; k++)
+ data[dataIndex++] = *(p + k);
+ p += frameSize;
+ }
+ }
+ } else if (axis == Qt::YAxis) {
+ for (int i = y - 1; i >= 0; i--) {
+ const uchar *p = m_textureData->constData() + (index * dataWidth)
+ + (frameSize * i);
+ for (int j = 0; j < (x * pixelWidth); j++) {
+ data[dataIndex++] = *p;
+ p++;
+ }
+ }
+ } else {
+ for (int i = 0; i < y; i++) {
+ const uchar *p = m_textureData->constData() + (index * frameSize) + (dataWidth * i);
+ for (int j = 0; j < (x * pixelWidth); j++) {
+ data[dataIndex++] = *p;
+ p++;
+ }
+ }
+ }
+
+ if (m_textureFormat != QImage::Format_Indexed8 && m_alphaMultiplier != 1.0f) {
+ for (int i = pixelWidth - 1; i < data.size(); i += pixelWidth)
+ data[i] = static_cast<uchar>(multipliedAlphaValue(data.at(i)));
+ }
+
+ QImage image(data.constData(), x, y, x * pixelWidth, m_textureFormat);
+ image.bits(); // Call bits() to detach the new image from local data
+ if (m_textureFormat == QImage::Format_Indexed8) {
+ QVector<QRgb> colorTable = m_colorTable;
+ if (m_alphaMultiplier != 1.0f) {
+ for (int i = 0; i < colorTable.size(); i++) {
+ QRgb curCol = colorTable.at(i);
+ int alpha = multipliedAlphaValue(qAlpha(curCol));
+ if (alpha != qAlpha(curCol))
+ colorTable[i] = qRgba(qRed(curCol), qGreen(curCol), qBlue(curCol), alpha);
+ }
+ }
+ image.setColorTable(colorTable);
+ }
+
+ return image;
+}
+
+int QCustom3DVolumePrivate::multipliedAlphaValue(int alpha)
+{
+ int modifiedAlpha = alpha;
+ if (!m_preserveOpacity || alpha != 255) {
+ modifiedAlpha = int(m_alphaMultiplier * float(alpha));
+ modifiedAlpha = qMin(modifiedAlpha, 255);
+ }
+ return modifiedAlpha;
+}
+
+QCustom3DVolume *QCustom3DVolumePrivate::qptr()
+{
+ return static_cast<QCustom3DVolume *>(q_ptr);
+}
+
+QT_END_NAMESPACE_DATAVISUALIZATION