我使用了在安装VTK 时,sources中的examples,配有英语说明,结合东灵工作室的中文教材,学习实例3,对创建一个基本的VTK工程,自己有了新的的理解
- 实例3 cone
在上一篇中VTK简单实例学习(1)中,我也是实现了如上图的cylinder 柱体的3D显示,今天学习了一个新的class
vtkBoxWidget, 还没有掌握这个的作用,只能调用它,并显示出来,如下
相关代码和注释如下,【】中的是作为初学者的我,自己的解释,只是为了更好地形象记忆这些类之间的关系
/*=========================================================================
Program: Visualization Toolkit
Module: Cone6.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
//
// This example introduces 3D widgets. 3D widgets take advantage of the
// event/observer design pattern introduced previously. They typically
// have a particular representation in the scene which can be interactively
// selected and manipulated(操作) using the mouse and keyboard. As the widgets
// are manipulated, they in turn invoke events such as StartInteractionEvent,
// InteractionEvent, and EndInteractionEvent which can be used to manipulate
// the scene that the widget is embedded in. 3D widgets work in the context
// of the event loop which was set up in the previous example.
//widget 小部件
// Note: there are more 3D widget examples in VTK/Examples/GUI/.
//
//【】:根据英文原文,我对VTK的理解,会放在【】括号中,不具有权威性,理解有错欢迎指正
#include <vtkAutoInit.h>
VTK_MODULE_INIT(vtkRenderingOpenGL2);
VTK_MODULE_INIT(vtkInteractionStyle);
// First include the required header files for the VTK classes we are using.
#include "vtkConeSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkCamera.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkCommand.h"
#include "vtkBoxWidget.h"
#include "vtkTransform.h"
#include "vtkInteractorStyleTrackballCamera.h"
//
// Similar to Cone2.cxx, we define a callback for interaction.
//
class vtkMyCallback : public vtkCommand
{
public:
static vtkMyCallback* New()
{
return new vtkMyCallback;
}
void Execute(vtkObject* caller, unsigned long, void*) override
{
vtkTransform* t = vtkTransform::New();
vtkBoxWidget* widget = reinterpret_cast<vtkBoxWidget*>(caller);
widget->GetTransform(t);
widget->GetProp3D()->SetUserTransform(t);
t->Delete();
}
};
int main()
{
//
// Next we create an instance of vtkConeSource and set some of its
// properties. The instance of vtkConeSource "cone" is part of a
// visualization pipeline (it is a source process object); it produces data
// (output type is vtkPolyData) which other filters may process.
//现在创建一个vtkConeSource实例,并设置该实例的属性。实例“cone”是可视化管道的一部分(它是一个 数据源处理对象),实例产生数据
// (数据类型:vtkPolyData)以供其他filters(过滤器)处理。
//
//vtkConeSource* cone = vtkConeSource::New();
vtkSmartPointer<vtkConeSource> cone = vtkSmartPointer<vtkConeSource>::New();
cone->SetHeight(3.0); // 高
cone->SetRadius(1.0); // 半径
cone->SetResolution(10); // 设置椎体横截面的等边多边形的边数
//
// In this example we terminate the pipeline with a mapper process object.
// (Intermediate filters such as vtkShrinkPolyData could be inserted in
// between the source and the mapper.) We create an instance of
// vtkPolyDataMapper to map the polygonal(多边形的) data into graphics primitives(图元). We
// connect the output of the cone source to the input of this mapper.
//使用mapper process object 终结这个管道。 通过vtkPolyDataMapper实例(coneMapper),将多边形数据映射(Map)
//成图元(graphics primitives(基元))。将cone source 的输出口与该mapper的输入口相连接
//【我的理解就是,VTK里产生的数据就像是放到一节节的管道里,不同管道对应不同的处理,不同的处理需要对应的不同的数据类型,
//这时需要将原始数据(source data)从一个管道传到另一个管道】
//
//vtkPolyDataMapper* coneMapper = vtkPolyDataMapper::New(); //【mapper就像舞台导演,规定演员的几何位置】
vtkSmartPointer<vtkPolyDataMapper> coneMapper = vtkSmartPointer<vtkPolyDataMapper>::New();
coneMapper->SetInputConnection(cone->GetOutputPort());//【连接管道口】
//
// Create an actor to represent the cone. The actor orchestrates(把…协调地结合起来,精心安排)
// rendering(渲染,表演,演奏) of the mapper's graphics primitives. An actor also refers to properties
// via a vtkProperty instance, and includes an internal transformation
// matrix. We set this actor's mapper to be coneMapper which we created
// above.
//创建一个actor 展示cone。Actor 把mapper's graphics primitives 当中的rendering协调的结合起来.
//这个actor 有自己的属性,可以通过创建vtkProperty实例实现属性,也可以调用其内部的transformation 矩阵。
//将上面创建的coneMapper设置为这个actor的mapper
//【上面mapper当中所存的数据,就像是舞台上的位置信息预设,接下来要出场的就是“演员了”,这个演员
//是我们观众肉眼可见的,这个演员会按照mapper的指示表演(rendering)。这个演员有自己的属性】
//
//vtkActor* coneActor = vtkActor::New();
vtkSmartPointer<vtkActor> coneActor = vtkSmartPointer<vtkActor>::New();
coneActor->SetMapper(coneMapper); //将coneMapper 分配给coneActor
//
// Create the Renderer and assign actors to it. A renderer is like a
// viewport. It is part or all of a window on the screen and it is
// responsible for drawing the actors it has. We also set the background
// color here.
//【一个VTK窗口中可以有多个renderer,每个renderer管理多个actors,就像是经纪人ren1】
//
//vtkRenderer* ren1 = vtkRenderer::New();
vtkSmartPointer<vtkRenderer> ren1 = vtkSmartPointer<vtkRenderer>::New();
ren1->AddActor(coneActor);
ren1->SetBackground(0.1, 0.2, 0.4); //背景设置颜色(RGB)
//
// Finally we create the render window which will show up on the screen.
// We put our renderer into the render window using AddRenderer. We also
// set the size to be 300 pixels by 300.
//【通过vtkRenderWindow创建VTK窗口render window,通过AddRenderer,将要在该窗口展示的演员actors的经纪人renderer添加进去】
//
//vtkRenderWindow* renWin = vtkRenderWindow::New();
vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
renWin->AddRenderer(ren1); //向VTK窗口加经纪人
renWin->SetSize(500, 500);//设置VTK窗口大小,以像素为单位
//
// The vtkRenderWindowInteractor class watches for(等待) events(指令)(e.g., keypress,
// mouse) in the vtkRenderWindow. These events are translated into
// event invocations(响应) that VTK understands (see VTK/Common/vtkCommand.h
// for all events that VTK processes). Then observers of these VTK
// events can process them as appropriate.
//【通过vtkRenderWindowInteractor实现人机交互,人通过鼠标,键盘输入操作任务,再由vtkRenderWindowInteractor
//转化为VTK能识别的响应,对应的observers 就会采取操作】
//
//vtkRenderWindowInteractor* iren = vtkRenderWindowInteractor::New();
vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
iren->SetRenderWindow(renWin); //【告诉交互iren ,要操作的renWin这个VTK窗口】
//
// By default the vtkRenderWindowInteractor instantiates an instance
// of vtkInteractorStyle. vtkInteractorStyle translates a set of events
// it observes into operations on the camera, actors, and/or properties
// in the vtkRenderWindow associated with the vtkRenderWinodwInteractor.
// Here we specify a particular interactor style.
//【不是很理解这个style 控制了哪些,可能是将信息以不同的操作方式转化给camera,actors】
//
vtkInteractorStyleTrackballCamera* style =
vtkInteractorStyleTrackballCamera::New();
iren->SetInteractorStyle(style);//【 告诉交互iren,以style方式操作】
//
// Here we use a vtkBoxWidget to transform the underlying coneActor (by
// manipulating(操作) its transformation matrix). Many other types of widgets(小部件)
// are available for use, see the documentation for more details.
//【使用vtkBoxWidget改变coneActor】
//
// The SetInteractor method is how 3D widgets are associated with the render
// window interactor. Internally, SetInteractor sets up a bunch of callbacks
// using the Command/Observer mechanism (AddObserver()). The place factor
// controls the initial size of the widget with respect to (关于)the bounding box(边界框)
// of the input to the widget.
//【要先使用SetInteractor 将3D widgets 与交互窗口连接起来。人的操作(点击鼠标,键盘)指令将通过SetInteractor,
//发送一系列指令(callbacks回调信号)给对应的AddObserver】
//
vtkBoxWidget* boxWidget = vtkBoxWidget::New();
boxWidget->SetInteractor(iren); //【告诉boxWidget要处理的是 iren 这个交互窗口】
boxWidget->SetPlaceFactor(1.25);
//
// Place the interactor initially. The input to a 3D widget is used to
// initially position(放置)and scale(测量,) the widget. The EndInteractionEvent is
// observed which invokes the SelectPolygons callback.
//
boxWidget->SetProp3D(coneActor); //交互器interactor初始化
boxWidget->PlaceWidget();
vtkMyCallback* callback = vtkMyCallback::New();
boxWidget->AddObserver(vtkCommand::InteractionEvent, callback);
//
// Normally the user presses the "i" key to bring a 3D widget to life. Here
// we will manually(手动) enable it so it appears with the cone.
//
boxWidget->On();
//
// Start the event loop(翻转).
//
iren->Initialize(); //交互iren初始化,交互器工作之前必须先调用这个方法进行初始化。
iren->Start(); //开始进入事件响应循环,交互器处于等待状态进入事件响应循环之前,必须先调用Initialize()方法。
//
// Free up(释放) any objects we created. All instances in VTK are deleted by
// using the Delete() method.
//
/*cone->Delete();
coneMapper->Delete();
coneActor->Delete();
callback->Delete();
boxWidget->Delete();
ren1->Delete();
renWin->Delete();
iren->Delete();
style->Delete();*/
return 0;
}