#include <vtkAutoInit.h>
#include <vtkObject.h>
VTK_MODULE_INIT(vtkRenderingOpenGL2)
VTK_MODULE_INIT(vtkInteractionStyle)
VTK_MODULE_INIT(vtkRenderingFreeType)
#include <vtkActor.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkMath.h>
#include <vtkNamedColors.h>
#include <vtkObjectFactory.h>
#include <vtkPolyDataMapper.h>
#include <vtkPropPicker.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
namespace
{
// Handle mouse events
class MouseInteractorHighLightActor : public vtkInteractorStyleTrackballCamera
{
public:
static MouseInteractorHighLightActor* New();
vtkTypeMacro(MouseInteractorHighLightActor,
vtkInteractorStyleTrackballCamera);
MouseInteractorHighLightActor()
{
LastPickedActor = NULL;
LastPickedProperty = vtkProperty::New();
}
virtual ~MouseInteractorHighLightActor()
{
LastPickedProperty->Delete();
}
virtual void OnLeftButtonDown() override
{
auto colors = vtkSmartPointer<vtkNamedColors>::New();
int* clickPos = this->GetInteractor()->GetEventPosition();
// Pick from this location.
auto picker =
vtkSmartPointer<vtkPropPicker>::New();
picker->Pick(clickPos[0], clickPos[1], 0, this->GetDefaultRenderer());
// If we picked something before, reset its property
if (this->LastPickedActor)
{
this->LastPickedActor->GetProperty()->DeepCopy(this->LastPickedProperty);
}
this->LastPickedActor = picker->GetActor();
if (this->LastPickedActor)
{
// Save the property of the picked actor so that we can
// restore it next time
this->LastPickedProperty->DeepCopy(this->LastPickedActor->GetProperty());
// Highlight the picked actor by changing its properties
this->LastPickedActor->GetProperty()->SetColor(
colors->GetColor3d("Red").GetData());
this->LastPickedActor->GetProperty()->SetDiffuse(1.0);
this->LastPickedActor->GetProperty()->SetSpecular(0.0);
this->LastPickedActor->GetProperty()->EdgeVisibilityOn();
}
// Forward events
vtkInteractorStyleTrackballCamera::OnLeftButtonDown();
}
private:
vtkActor* LastPickedActor;
vtkProperty* LastPickedProperty;
};
}
vtkStandardNewMacro(MouseInteractorHighLightActor);
// Execute application.
int main(int argc, char* argv[])
{
auto colors =
vtkSmartPointer<vtkNamedColors>::New();
colors->SetColor("Bkg", 0.3, 0.4, 0.5);
int numberOfSpheres = 10;
if (argc > 1)
{
numberOfSpheres = atoi(argv[1]);
}
// A renderer and render window
auto renderer =
vtkSmartPointer<vtkRenderer>::New();
auto renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->SetSize(640, 480);
renderWindow->AddRenderer(renderer);
// An interactor
auto renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
// Set the custom type to use for interaction.
auto style =
vtkSmartPointer<MouseInteractorHighLightActor>::New();
style->SetDefaultRenderer(renderer);
renderWindowInteractor->SetInteractorStyle(style);
for (int i = 0; i < numberOfSpheres; ++i)
{
auto source =
vtkSmartPointer<vtkSphereSource>::New();
double x, y, z, radius;
x = vtkMath::Random(-5, 5);
y = vtkMath::Random(-5, 5);
z = vtkMath::Random(-5, 5);
radius = vtkMath::Random(0.5, 1.0);
source->SetRadius(radius);
source->SetCenter(x, y, z);
source->SetPhiResolution(11);
source->SetThetaResolution(21);
auto mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(source->GetOutputPort());
auto actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
double r, g, b;
r = vtkMath::Random(0.4, 1.0);
g = vtkMath::Random(0.4, 1.0);
b = vtkMath::Random(0.4, 1.0);
actor->GetProperty()->SetDiffuseColor(r, g, b);
actor->GetProperty()->SetDiffuse(0.8);
actor->GetProperty()->SetSpecular(0.5);
actor->GetProperty()->SetSpecularColor(
colors->GetColor3d("White").GetData());
actor->GetProperty()->SetSpecularPower(30.0);
renderer->AddActor(actor);
}
renderer->SetBackground(colors->GetColor3d("Bkg").GetData());
// Render and interact
renderWindow->Render();
renderWindowInteractor->Initialize();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}