VTK:在 vtkRenderWindowInteractor 处于活动状态时以编程方式旋转演员
VTK: Rotate actor programmatically while vtkRenderWindowInteractor is active
我正在尝试使用 vtkActor::RotateZ
旋转 vtkActor
,然后调用 vtkRenderWindow::Render
。它工作正常(旋转演员)但我无法移动、调整大小,甚至无法聚焦 window。
我怀疑这是由于未捕获操作系统事件引起的,因此我添加了一个 vtkRenderWindowInteractor
。现在我可以移动、调整大小和聚焦 window,但演员不再旋转。
我在下面的代码片段中分离了代码,评论第 43 行以查看两种效果:
renderWindowInteractor->Start();
我正在使用 mingw-w64 (GCC 4.9.1) 编译 VTK 6.2,运行 在 Windows 8.1 中。我已经使用小型 CMake 设置在 this repo 中上传了代码,因此您可以轻松地对其进行测试。
感谢您的帮助!
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
auto renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
auto texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
auto renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Start(); // <-- Comment this line!
// Render
float rot = 0.0f;
while(true)
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
}
使用asdfasdf的方案解决:
(代码在this repo)
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
vtkActor * texturedPlane;
vtkRenderWindowInteractor * renderWindowInteractor;
vtkRenderWindow * renWin;
float rot = 0.0f;
class RotateCommand : public vtkCommand
{
public:
vtkTypeMacro(RotateCommand, vtkCommand);
static RotateCommand * New()
{
return new RotateCommand;
}
void Execute(vtkObject * vtkNotUsed(caller),
unsigned long vtkNotUsed(eventId),
void * vtkNotUsed(callData))
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
};
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Initialize();
renderWindowInteractor->CreateRepeatingTimer(1);
RotateCommand * rotateCallback = RotateCommand::New();
renderWindowInteractor->AddObserver(vtkCommand::TimerEvent, rotateCallback );
renderWindowInteractor->Start();
}
黑客解决部分问题。
vtkRenderWindowInteractor * renderWindowInteractor;
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
class CommandSubclass2 : public vtkCommand
{
public:
vtkTypeMacro(CommandSubclass2, vtkCommand);
static CommandSubclass2 *New()
{
return new CommandSubclass2;
}
void Execute(vtkObject *vtkNotUsed(caller), unsigned long vtkNotUsed(eventId),
void *vtkNotUsed(callData))
{
std::cout << "timer callback" << std::endl;
renderWindowInteractor->ExitCallback();
}
};
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
auto renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
auto texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Initialize();
renderWindowInteractor->CreateRepeatingTimer(1);
vtkSmartPointer<CommandSubclass2> timerCallback = vtkSmartPointer<CommandSubclass2>::New();
renderWindowInteractor->AddObserver ( vtkCommand::TimerEvent, timerCallback );
// Render
float rot = 0.0f;
while(true)
{
renderWindowInteractor->Start(); // <-- Comment this line!
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
}
很抱歉没有给你任何其他的回复,但是由于这个解决方案很糟糕,我一直在等待其他人找到更好的解决方案,但似乎没有人回答你,所以这是我会做的。
你几乎可以猜到它的作用。开始交互后每 1 ms 调用一个回调来停止交互,并进行轮换。
我正在尝试使用 vtkActor::RotateZ
旋转 vtkActor
,然后调用 vtkRenderWindow::Render
。它工作正常(旋转演员)但我无法移动、调整大小,甚至无法聚焦 window。
我怀疑这是由于未捕获操作系统事件引起的,因此我添加了一个 vtkRenderWindowInteractor
。现在我可以移动、调整大小和聚焦 window,但演员不再旋转。
我在下面的代码片段中分离了代码,评论第 43 行以查看两种效果:
renderWindowInteractor->Start();
我正在使用 mingw-w64 (GCC 4.9.1) 编译 VTK 6.2,运行 在 Windows 8.1 中。我已经使用小型 CMake 设置在 this repo 中上传了代码,因此您可以轻松地对其进行测试。
感谢您的帮助!
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
auto renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
auto texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
auto renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Start(); // <-- Comment this line!
// Render
float rot = 0.0f;
while(true)
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
}
使用asdfasdf的方案解决: (代码在this repo)
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
vtkActor * texturedPlane;
vtkRenderWindowInteractor * renderWindowInteractor;
vtkRenderWindow * renWin;
float rot = 0.0f;
class RotateCommand : public vtkCommand
{
public:
vtkTypeMacro(RotateCommand, vtkCommand);
static RotateCommand * New()
{
return new RotateCommand;
}
void Execute(vtkObject * vtkNotUsed(caller),
unsigned long vtkNotUsed(eventId),
void * vtkNotUsed(callData))
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
};
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Initialize();
renderWindowInteractor->CreateRepeatingTimer(1);
RotateCommand * rotateCallback = RotateCommand::New();
renderWindowInteractor->AddObserver(vtkCommand::TimerEvent, rotateCallback );
renderWindowInteractor->Start();
}
黑客解决部分问题。
vtkRenderWindowInteractor * renderWindowInteractor;
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
class CommandSubclass2 : public vtkCommand
{
public:
vtkTypeMacro(CommandSubclass2, vtkCommand);
static CommandSubclass2 *New()
{
return new CommandSubclass2;
}
void Execute(vtkObject *vtkNotUsed(caller), unsigned long vtkNotUsed(eventId),
void *vtkNotUsed(callData))
{
std::cout << "timer callback" << std::endl;
renderWindowInteractor->ExitCallback();
}
};
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
auto renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
auto texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Initialize();
renderWindowInteractor->CreateRepeatingTimer(1);
vtkSmartPointer<CommandSubclass2> timerCallback = vtkSmartPointer<CommandSubclass2>::New();
renderWindowInteractor->AddObserver ( vtkCommand::TimerEvent, timerCallback );
// Render
float rot = 0.0f;
while(true)
{
renderWindowInteractor->Start(); // <-- Comment this line!
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
}
很抱歉没有给你任何其他的回复,但是由于这个解决方案很糟糕,我一直在等待其他人找到更好的解决方案,但似乎没有人回答你,所以这是我会做的。
你几乎可以猜到它的作用。开始交互后每 1 ms 调用一个回调来停止交互,并进行轮换。