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📄 cone6.cxx

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/*=========================================================================  Program:   Visualization Toolkit  Module:    $RCSfile: Cone6.cxx,v $  Language:  C++  Date:      $Date: 2002/11/14 21:00:05 $  Version:   $Revision: 1.1 $  Copyright (c) 1993-2002 Ken Martin, Will Schroeder, Bill Lorensen   All rights reserved.  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.     This software is distributed WITHOUT ANY WARRANTY; without even      the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR      PURPOSE.  See the above copyright notice for more information.=========================================================================*///// This example introduces 3D widgets. 3D widgets take advantage of the// event/observer design pattern introduced previously. They typically// have a particular representation in the scene which can be interactively// selected and manipulated using the mouse and keyboard. As the widgets// are manipulated, they in turn invoke events such as StartInteractionEvent,// InteractionEvent, and EndInteractionEvent which can be used to manipulate// the scene that the widget is embedded in. 3D widgets work in the context// of the event loop which was set up in the previous example.//// Note: there are more 3D widget examples in VTK/Examples/GUI/.//// First include the required header files for the VTK classes we are using.#include "vtkConeSource.h"#include "vtkPolyDataMapper.h"#include "vtkRenderWindow.h"#include "vtkRenderWindowInteractor.h"#include "vtkCamera.h"#include "vtkActor.h"#include "vtkRenderer.h"#include "vtkCommand.h"#include "vtkBoxWidget.h"#include "vtkTransform.h"#include "vtkInteractorStyleTrackballCamera.h"//// Similar to Cone2.cxx, we define a callback for interaction.// class vtkMyCallback : public vtkCommand{public:  static vtkMyCallback *New()     { return new vtkMyCallback; }  void Delete()    { delete this; }  virtual void Execute(vtkObject *caller, unsigned long, void*)    {      vtkTransform *t = vtkTransform::New();      vtkBoxWidget *widget = reinterpret_cast<vtkBoxWidget*>(caller);      widget->GetTransform(t);      widget->GetProp3D()->SetUserTransform(t);    }};int main( int argc, char *argv[] ){  //   // 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->SetInput( cone->GetOutput() );  //   // Create an actor to represent the cone. The actor orchestrates rendering  // of the mapper's graphics primitives. An actor also refers to properties  // via a vtkProperty instance, and includes an internal transformation  // matrix. We set this actor's mapper to be coneMapper which we created  // above.  //  vtkActor *coneActor = vtkActor::New();  coneActor->SetMapper( coneMapper );  //  // 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->AddActor( coneActor );  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 );  //   // The vtkRenderWindowInteractor class watches for events (e.g., keypress,  // mouse) in the vtkRenderWindow. These events are translated into  // event invocations that VTK understands (see VTK/Common/vtkCommand.h  // for all events that VTK processes). Then observers of these VTK  // events can process them as appropriate.  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);  //  // Here we use a vtkBoxWidget to transform the underlying coneActor (by  // manipulating its transformation matrix). Many other types of widgets  // are available for use, see the documentation for more details.  //  // The SetInteractor method is how 3D widgets are associated with the render  // window interactor. Internally, SetInteractor sets up a bunch of callbacks  // using the Command/Observer mechanism (AddObserver()). The place factor   // controls the initial size of the widget with respect to the bounding box  // of the input to the widget.  vtkBoxWidget *boxWidget = vtkBoxWidget::New();  boxWidget->SetInteractor(iren);  boxWidget->SetPlaceFactor(1.25);  //  // Place the interactor initially. The input to a 3D widget is used to   // initially position and scale the widget. The EndInteractionEvent is  // observed which invokes the SelectPolygons callback.  //  boxWidget->SetProp3D(coneActor);  boxWidget->PlaceWidget();  vtkMyCallback *callback = vtkMyCallback::New();  boxWidget->AddObserver(vtkCommand::InteractionEvent, callback);  //  // Normally the user presses the "i" key to bring a 3D widget to life. Here  // we will manually enable it so it appears with the cone.   //  boxWidget->On();  //  // Start the event loop.  //  iren->Initialize();  iren->Start();    //  // Free up any objects we created. All instances in VTK are deleted by  // using the Delete() method.  //  cone->Delete();  coneMapper->Delete();  coneActor->Delete();  callback->Delete();  boxWidget->Delete();  ren1->Delete();  renWin->Delete();  iren->Delete();  style->Delete();  return 0;}

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