vtk 一个 Randerer 多个 Actor 独立操作的问题 vtkPropPicker拾取功能

 拾取一个对象,拾取的是这个对象所在的actor,所以如果想让不同的对象分开被拾取,一个对象就要创建一个actor。

 

 

一、重写 vtkInteractorStyle ,继承 vtkInteractorStyleTrackballActor

#include "vtkConeSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkRenderWindow.h"
#include "vtkCamera.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkProperty.h"

#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkInteractorStyleTrackballCamera.h"
#include <windows.h>
#include <vtkObjectFactory.h>
#include <vtkInteractorStyleTrackballActor.h>

#define VTKISRBP_ORIENT 0
#define VTKISRBP_SELECT 1

class StyleTrackballActor :public   vtkInteractorStyleTrackballActor
{
public:
	static StyleTrackballActor* New();
	//vtkTypeMacro(InteractorStyle, vtkInteractorStyleRubberBandPick);
	vtkTypeMacro(StyleTrackballActor, vtkInteractorStyleTrackballActor);

	virtual void OnLeftButtonDown()
	{
		// Forward events
		vtkInteractorStyleTrackballActor::OnLeftButtonDown();

		if (this->InteractionProp == this->ActorA)
		{
			std::cout << "Picked ActorA." << std::endl;
		}
		else if (this->InteractionProp == this->ActorB)
		{
			std::cout << "Picked ActorB." << std::endl;


		}
	}

	vtkActor* ActorA;
	vtkActor* ActorB;

};
vtkStandardNewMacro(StyleTrackballActor);

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.
  //
  vtkConeSource *cone = vtkConeSource::New();
  cone->SetHeight( 3.0 );
  cone->SetRadius( 1.0 );
  cone->SetResolution( 10 );

  //
  // 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 data into graphics primitives. We
  // connect the output of the cone souece to the input of this mapper.
  //
  vtkPolyDataMapper *coneMapper = vtkPolyDataMapper::New();
  coneMapper->SetInputConnection( cone->GetOutputPort() );

  //
  // Create an actor to represent the first cone. The actor's properties are
  // modified to give it different surface properties. By default, an actor
  // is create with a property so the GetProperty() method can be used.
  //
  vtkActor *coneActor = vtkActor::New();
  coneActor->SetMapper( coneMapper );
  coneActor->GetProperty()->SetColor(0.2, 0.63, 0.79);
  coneActor->GetProperty()->SetDiffuse(0.7);
  coneActor->GetProperty()->SetSpecular(0.4);
  coneActor->GetProperty()->SetSpecularPower(20);
  double *origin = coneActor->GetOrigin();
  //
  // Create a property and directly manipulate it. Assign it to the
  // second actor.
  //
  //vtkProperty *property = vtkProperty::New();
  //property->SetColor(1.0, 0.3882, 0.2784);
  //property->SetDiffuse(0.7);
  //property->SetSpecular(0.4);
  //property->SetSpecularPower(20);

  //
  // Create a second actor and a property. The property is directly
  // manipulated and then assigned to the actor. In this way, a single
  // property can be shared among many actors. Note also that we use the
  // same mapper as the first actor did. This way we avoid duplicating
  // geometry, which may save lots of memory if the geoemtry is large.
  vtkActor *coneActor2 = vtkActor::New();
  coneActor2->SetMapper(coneMapper);
  coneActor2->GetProperty()->SetColor(0.2, 0.1, 0.1);
  //coneActor2->SetProperty(property);
  //coneActor2->SetPosition(0, 2, 0);
  coneActor2->SetOrigin(origin);
  


  //
  // 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.
  //
  vtkRenderer *ren1= vtkRenderer::New();

  ren1->SetBackground( 0.1, 0.2, 0.4 );
 
  // 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.
  //
  vtkRenderWindow *renWin = vtkRenderWindow::New();
  renWin->AddRenderer( ren1 );
  renWin->SetSize( 300, 300 );

  vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
  iren->SetRenderWindow(renWin);

  //
  // 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.
  //vtkInteractorStyleTrackballCamera *style =
	 // vtkInteractorStyleTrackballCamera::New();
  //iren->SetInteractorStyle(style);
  //主函数里面的重要代码:
 

  vtkSmartPointer<StyleTrackballActor> style = vtkSmartPointer <StyleTrackballActor>::New();
  style->SetDefaultRenderer(ren1);
  style->ActorA = coneActor;
  style->ActorB = coneActor2;

  iren->SetInteractorStyle(style);
  ren1->AddActor(coneActor);
  ren1->AddActor(coneActor2);
  //ren1->AddActor(Actor1);
  //ren1->AddActor(Actor2);


  iren->Initialize();
  iren->Start();
  //
  // Now we loop over 360 degreeees and render the cone each time.
  //
  //int i;
  // for (i = 20; i >0; --i)
  //  {
  //  // render the image
	 //coneActor2->GetProperty()->SetOpacity(0.1);
  //   renWin->Render();
	 //Sleep(5000);
  //  // rotate the active camera by one degree
  //   // ren1->GetActiveCamera()->Azimuth( 1 );
  //  }

  //
  // Free up any objects we created. All instances in VTK are deleted by
  // using the Delete() method.
  //
  cone->Delete();
  coneMapper->Delete();
  coneActor->Delete();
 // property->Delete();
  coneActor2->Delete();
  ren1->Delete();
  renWin->Delete();

  return 0;
}

如果您只想对单个Actor进行鼠标交互,可以使用vtkPropPicker类。该类允许您选择场景中的任何Actor并将其与鼠标事件相关联。 以下是一个简单的示例程序,演示如何使用vtkPropPicker选择一个Actor并将其与鼠标事件相关联: ```python import vtk # 创建一个场景并添加一个Actor sphere = vtk.vtkSphereSource() sphere.SetCenter(0, 0, 0) sphere.SetRadius(1.0) mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(sphere.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) renderer = vtk.vtkRenderer() renderer.AddActor(actor) # 创建一个RenderWindow并将Renderer添加到其中 window = vtk.vtkRenderWindow() window.AddRenderer(renderer) # 创建一个Interactor并将其与RenderWindow相关联 interactor = vtk.vtkRenderWindowInteractor() interactor.SetRenderWindow(window) # 创建一个PropPicker并将其与Renderer相关联 picker = vtk.vtkPropPicker() picker.PickFromListOn() picker.AddPickList(actor) renderer.SetPicker(picker) # 定义鼠标事件处理程序 def onMouseDown(obj, event): # 获取当前鼠标位置 x, y = interactor.GetEventPosition() # 使用PropPicker选择Actor picker.PickProp(x, y, renderer) # 获取选择的Actor actor = picker.GetActor() # 如果选择了Actor,则输出Actor的名称 if actor: print("Selected actor:", actor.GetProperty().GetClassName()) # 将鼠标事件处理程序添加到Interactor interactor.AddObserver("LeftButtonPressEvent", onMouseDown) # 启动交互式窗口 interactor.Initialize() window.Render() interactor.Start() ``` 这个程序创建了一个场景,并在其中添加了一个球体Actor。它还创建了一个PropPicker,并将其与Renderer相关联。在鼠标事件处理程序中,它使用PropPicker选择Actor,并输出所选Actor的名称。 请注意,在这个示例中,我们只将一个Actor添加到PickList中。如果您想选择多个Actor,可以将它们全部添加到PickList中。
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