1.可以通过迭代器进行循环遍历;直到所有的actor模型都被获取到:
vtkActorCollection * allActor = m_RenWindow->GetRenderers()->GetFirstRenderer()->GetActors();
vtkCollectionSimpleIterator pit;
vtkActor *currActor = nullptr;
for (allActor->InitTraversal(pit);(currActor = allActor->GetNextActor(pit)); )
{
}
2.删除actor:
renderer->RemoveActor(actor);
3.增加actor:
renderer->AddActor(actor);
4.renderwindow去除render:
renderWindow->RemoveRenderer(render);
5.遍历renderer下的所有actor并找到对应的actor进行更新
当我们在renderer下添加里很多actor时,想要对相应的actor进行更新时,可以做的就是在addactor时对添加的actor的id进行获取及记录 便于下次操作时可通过id找到相应的actor
vtkActorCollection是actor的类似list的容器。我每次将actor加入renderer的时候,actorcollection也就additem这个对象。然后记下actor的编号到QStringList。将num填入GetItemAsObject就能获取到对应的actor,但是返回的数据类型是vtkobject,这里可以直接强制转换为vtkactor就可以找到对应的actor了,然后可以对这个actor进行属性更行即可或者renderer把这个actor给remove掉。
vtkActorCollection* col = renderer->GetActors();
int num = col->GetNumberOfItems();
std::cout << num << std::endl;
vtkSmartPointer<vtkActor> actor = static_cast<vtkActor*>(renderer->GetActors()->GetItemAsObject(num));
renderer->RemoveActor(actor);