在VTK管线流程中,有个重要的角色就是vtkActor,本文旨在学习示例代码,学习使用方法。
#include <vtkSmartPointer.h>
#include <vtkActor.h>
#include <vtkActorCollection.h>
#include <vtkCubeAxesActor.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
int main(int, char *[])
{
// Sphere
vtkSmartPointer<vtkSphereSource> sphereSource = vtkSmartPointer<vtkSphereSource>::New();
sphereSource->Update();
vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(sphereSource->GetOutputPort());
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Cube axes
vtkSmartPointer<vtkCubeAxesActor> cubeAxesActor = vtkSmartPointer<vtkCubeAxesActor>::New();
// Create a renderer and render window
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
cubeAxesActor->SetCamera(renderer->GetActiveCamera());
renderer->AddActor(actor);
renderer->AddActor(cubeAxesActor);
// Determine the types of the actors - method 1
{
std::cout << "Method 1:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
std::string className = nextActor->GetClassName();
std::string wantedClass = "vtkCubeAxesActor";
if(className == wantedClass)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 2
{
std::cout << "Method 2:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(nextActor->IsA("vtkCubeAxesActor"))
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 3
{
std::cout << "Method 3:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(vtkCubeAxesActor::SafeDownCast(nextActor) != 0)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 4
{
std::cout << "Method 4:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(dynamic_cast<vtkCubeAxesActor*>(nextActor) != 0)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Render the scene
vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Initialize();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
获取当前vtkRenderer的所有ACTORS:
vtkActorCollection* actorCollection = renderer->GetActors();
遍历:
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
···
}
获取ACTOR类名
std::string className = nextActor->GetClassName();
四种不同的判断方法
/****************方法一**************************/
std::string wantedClass = "vtkCubeAxesActor";
if(className == wantedClass)
{
// true
}
else
{
// false
}
/****************方法二**************************/
if(nextActor->IsA("vtkCubeAxesActor"))
{
// true
}
else
{
// false
}
/****************方法三**************************/
if(vtkCubeAxesActor::SafeDownCast(nextActor) != 0)
{
// true
}
else
{
// false
}
/****************方法四**************************/
if(dynamic_cast<vtkCubeAxesActor*>(nextActor) != 0)
{
// true
}
else
{
// false
}