VTK interactor style

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	//vtkInteractorStyle
  virtual void StartAnimate();
  virtual void StopAnimate();
  virtual void StartRotate();
  virtual void EndRotate();
  virtual void StartZoom();
  virtual void EndZoom();
  virtual void StartPan();
  virtual void EndPan();
  virtual void StartSpin();
  virtual void EndSpin();
  virtual void StartDolly();
  virtual void EndDolly();
  virtual void StartUniformScale();
  virtual void EndUniformScale();
  virtual void StartTimer();
  virtual void EndTimer();
  virtual void StartTwoPointer();
  virtual void EndTwoPointer();
	//vtkInteractorStyleTrackballCamera.h
  void Rotate() override;
  void Spin() override;
  void Pan() override;
  void Dolly() override;
//vtkInteractorStyleTrackballCamera.cpp
//----------------------------------------------------------------------------
void vtkInteractorStyleTrackballCamera::Rotate()
{
  if (this->CurrentRenderer == nullptr)
  {
    return;
  }

  vtkRenderWindowInteractor *rwi = this->Interactor;

  int dx = rwi->GetEventPosition()[0] - rwi->GetLastEventPosition()[0];
  int dy = rwi->GetEventPosition()[1] - rwi->GetLastEventPosition()[1];

  int *size = this->CurrentRenderer->GetRenderWindow()->GetSize();

  double delta_elevation = -20.0 / size[1];
  double delta_azimuth = -20.0 / size[0];

  double rxf = dx * delta_azimuth * this->MotionFactor;
  double ryf = dy * delta_elevation * this->MotionFactor;

  vtkCamera *camera = this->CurrentRenderer->GetActiveCamera();
  camera->Azimuth(rxf);
  camera->Elevation(ryf);
  camera->OrthogonalizeViewUp();

  if (this->AutoAdjustCameraClippingRange)
  {
    this->CurrentRenderer->ResetCameraClippingRange();
  }

  if (rwi->GetLightFollowCamera())
  {
    this->CurrentRenderer->UpdateLightsGeometryToFollowCamera();
  }

  rwi->Render();
}

//----------------------------------------------------------------------------
void vtkInteractorStyleTrackballCamera::Spin()
{
  if ( this->CurrentRenderer == nullptr )
  {
    return;
  }

  vtkRenderWindowInteractor *rwi = this->Interactor;

  double *center = this->CurrentRenderer->GetCenter();

  double newAngle =
    vtkMath::DegreesFromRadians( atan2( rwi->GetEventPosition()[1] - center[1],
                                        rwi->GetEventPosition()[0] - center[0] ) );

  double oldAngle =
    vtkMath::DegreesFromRadians( atan2( rwi->GetLastEventPosition()[1] - center[1],
                                        rwi->GetLastEventPosition()[0] - center[0] ) );

  vtkCamera *camera = this->CurrentRenderer->GetActiveCamera();
  camera->Roll( newAngle - oldAngle );
  camera->OrthogonalizeViewUp();

  rwi->Render();
}

//----------------------------------------------------------------------------
void vtkInteractorStyleTrackballCamera::Pan()
{
  if (this->CurrentRenderer == nullptr)
  {
    return;
  }

  vtkRenderWindowInteractor *rwi = this->Interactor;

  double viewFocus[4], focalDepth, viewPoint[3];
  double newPickPoint[4], oldPickPoint[4], motionVector[3];

  // Calculate the focal depth since we'll be using it a lot

  vtkCamera *camera = this->CurrentRenderer->GetActiveCamera();
  camera->GetFocalPoint(viewFocus);
  this->ComputeWorldToDisplay(viewFocus[0], viewFocus[1], viewFocus[2],
                              viewFocus);
  focalDepth = viewFocus[2];

  this->ComputeDisplayToWorld(rwi->GetEventPosition()[0],
                              rwi->GetEventPosition()[1],
                              focalDepth,
                              newPickPoint);

  // Has to recalc old mouse point since the viewport has moved,
  // so can't move it outside the loop

  this->ComputeDisplayToWorld(rwi->GetLastEventPosition()[0],
                              rwi->GetLastEventPosition()[1],
                              focalDepth,
                              oldPickPoint);

  // Camera motion is reversed

  motionVector[0] = oldPickPoint[0] - newPickPoint[0];
  motionVector[1] = oldPickPoint[1] - newPickPoint[1];
  motionVector[2] = oldPickPoint[2] - newPickPoint[2];

  camera->GetFocalPoint(viewFocus);
  camera->GetPosition(viewPoint);
  camera->SetFocalPoint(motionVector[0] + viewFocus[0],
                        motionVector[1] + viewFocus[1],
                        motionVector[2] + viewFocus[2]);

  camera->SetPosition(motionVector[0] + viewPoint[0],
                      motionVector[1] + viewPoint[1],
                      motionVector[2] + viewPoint[2]);

  if (rwi->GetLightFollowCamera())
  {
    this->CurrentRenderer->UpdateLightsGeometryToFollowCamera();
  }

  rwi->Render();
}

//----------------------------------------------------------------------------
void vtkInteractorStyleTrackballCamera::Dolly()
{
  if (this->CurrentRenderer == nullptr)
  {
    return;
  }

  vtkRenderWindowInteractor *rwi = this->Interactor;
  double *center = this->CurrentRenderer->GetCenter();
  int dy = rwi->GetEventPosition()[1] - rwi->GetLastEventPosition()[1];
  double dyf = this->MotionFactor * dy / center[1];
  this->Dolly(pow(1.1, dyf));
}

//----------------------------------------------------------------------------
void vtkInteractorStyleTrackballCamera::Dolly(double factor)
{
  if (this->CurrentRenderer == nullptr)
  {
    return;
  }

  vtkCamera *camera = this->CurrentRenderer->GetActiveCamera();
  if (camera->GetParallelProjection())
  {
    camera->SetParallelScale(camera->GetParallelScale() / factor);
  }
  else
  {
    camera->Dolly(factor);
    if (this->AutoAdjustCameraClippingRange)
    {
      this->CurrentRenderer->ResetCameraClippingRange();
    }
  }

  if (this->Interactor->GetLightFollowCamera())
  {
    this->CurrentRenderer->UpdateLightsGeometryToFollowCamera();
  }

  this->Interactor->Render();
}

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VTK中,vtkRenderer是一个用于渲染3D图形的类。它可以与vtkRenderWindow一起使用,将渲染结果显示在屏幕上。通常情况下,我们可以创建一个vtkRenderer对象,并将其添加到vtkRenderWindow对象中。然后,我们可以在渲染器中添加演员(vtkActor),将3D模型加载到渲染器中,并最终将结果显示在窗口中。 例如,可以使用vtkPolyDataMapper将模型数据连接到vtkActor上,并将该演员添加到渲染器中,然后通过vtkRenderWindow来显示渲染结果。代码示例如下: ```python import vtk # 加载模型 reader = vtk.vtkOBJReader() reader.SetFileName("model.obj") # 建立映射器 mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(reader.GetOutputPort()) # 创建一个窗口 window = vtk.vtkRenderWindow() # 创建一个渲染器 renderer = vtk.vtkRenderer() window.AddRenderer(renderer) # 创建一个交互器 interactor = vtk.vtkRenderWindowInteractor() interactor.SetRenderWindow(window) # 建立演员 actor = vtk.vtkActor() actor.SetMapper(mapper) # 将演员添加到渲染器中 renderer.AddActor(actor) # 开始渲染 window.Render() # 开始交互 interactor.Start() ``` 在这个示例中,我们加载了一个OBJ格式的模型文件,并将其与vtkPolyDataMapper进行连接。然后,我们创建了一个vtkRenderWindow和一个vtkRenderer,并将vtkRenderer与vtkRenderWindow关联。接下来,我们创建了一个vtkRenderWindowInteractor,将其与vtkRenderWindow关联,并创建了一个vtkActor,将vtkPolyDataMapper连接到该演员上。最后,我们将演员添加到渲染器中,并调用Render()方法开始渲染,调用Start()方法开始交互。<span class="em">1</span><span class="em">2</span><span class="em">3</span> #### 引用[.reference_title] - *1* *2* *3* [vtk渲染](https://blog.csdn.net/qq_34003034/article/details/129904603)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_1"}}] [.reference_item style="max-width: 100%"] [ .reference_list ]
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