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;
}