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📄 qvtkrenderwindowinteractor.py

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"""A simple VTK input file for PyQt, the qt bindings for python.See http://www.trolltech.com for qt documentation, andhttp://www.river-bank.demon.co.uk or http://www.thekompany.comfor the qt python bindings.This class is based on the vtkGenericRenderWindowInteractor and istherefore fairly powerful.  It should also play nicely with thevtk3DWidget code.Created by Prabhu Ramachandran, May 2002Based on David Gobbi's QVTKRenderWidget.pyChanges by Gerard Vermeulen Feb. 2003 Win32 support.Changes by Gerard Vermeulen, May 2003 Bug fixes and better integration with the Qt framework.""""""This class works with the UNIX and Win32 versions of Qt.Depending on the OpenGL graphics drivers, it may notbe possible to have more than one QVTKRenderWidgetper application.In short, this class is experimental."""# To do for Win32:# 1. More testing to assure that the widget is always cleaned up#    properly and does not crash the application.import qtimport vtkclass QVTKRenderWindowInteractor(qt.QWidget):    """ A QVTKRenderWindowInteractor for Python and Qt.  Uses a    vtkGenericRenderWindowInteractor to handle the interactions.  Use    GetRenderWindow() to get the vtkRenderWindow.  Create with the    keyword stereo=1 in order to generate a stereo-capable window.    The user interface is summarized in vtkInteractorStyle.h:    - Keypress j / Keypress t: toggle between joystick (position    sensitive) and trackball (motion sensitive) styles. In joystick    style, motion occurs continuously as long as a mouse button is    pressed. In trackball style, motion occurs when the mouse button    is pressed and the mouse pointer moves.    - Keypress c / Keypress o: toggle between camera and object    (actor) modes. In camera mode, mouse events affect the camera    position and focal point. In object mode, mouse events affect    the actor that is under the mouse pointer.    - Button 1: rotate the camera around its focal point (if camera    mode) or rotate the actor around its origin (if actor mode). The    rotation is in the direction defined from the center of the    renderer's viewport towards the mouse position. In joystick mode,    the magnitude of the rotation is determined by the distance the    mouse is from the center of the render window.    - Button 2: pan the camera (if camera mode) or translate the actor    (if object mode). In joystick mode, the direction of pan or    translation is from the center of the viewport towards the mouse    position. In trackball mode, the direction of motion is the    direction the mouse moves. (Note: with 2-button mice, pan is    defined as <Shift>-Button 1.)    - Button 3: zoom the camera (if camera mode) or scale the actor    (if object mode). Zoom in/increase scale if the mouse position is    in the top half of the viewport; zoom out/decrease scale if the    mouse position is in the bottom half. In joystick mode, the amount    of zoom is controlled by the distance of the mouse pointer from    the horizontal centerline of the window.    - Keypress 3: toggle the render window into and out of stereo    mode.  By default, red-blue stereo pairs are created. Some systems    support Crystal Eyes LCD stereo glasses; you have to invoke    SetStereoTypeToCrystalEyes() on the rendering window.  Note: to    use stereo you also need to pass a stereo=1 keyword argument to    the constructor.    - Keypress e: exit the application.    - Keypress f: fly to the picked point    - Keypress p: perform a pick operation. The render window interactor    has an internal instance of vtkCellPicker that it uses to pick.     - Keypress r: reset the camera view along the current view    direction. Centers the actors and moves the camera so that all actors    are visible.    - Keypress s: modify the representation of all actors so that they    are surfaces.     - Keypress u: invoke the user-defined function. Typically, this    keypress will bring up an interactor that you can type commands in.    - Keypress w: modify the representation of all actors so that they    are wireframe.    """        def __init__(self, parent=None, name=None, *args, **kw):        # the current button        self._ActiveButton = 0        # private attributes        self.__oldFocus = None        self.__saveX = 0        self.__saveY = 0        self.__saveState = 0        self.__connected = 0  # is QT->VTK connection done?        # do special handling of some keywords:        # stereo, rw                stereo = 0                if kw.has_key('stereo'):            if kw['stereo']:                stereo = 1            del kw['stereo']        rw = None        if kw.has_key('rw'):            rw = kw['rw']            del kw['rw']        # create qt-level widget        apply(qt.QWidget.__init__, (self,parent,name) + args, kw)        if rw: # user-supplied render window            self._RenderWindow = rw        else:            self._RenderWindow = vtk.vtkRenderWindow()        if stereo: # stereo mode            self._RenderWindow.StereoCapableWindowOn()            self._RenderWindow.SetStereoTypeToCrystalEyes()        self._Iren = vtk.vtkGenericRenderWindowInteractor()        self._Iren.SetRenderWindow(self._RenderWindow)        # do all the necessary qt setup        self.setBackgroundMode(2) # NoBackground        self.setMouseTracking(1) # get all mouse events        self.setFocusPolicy(2) # ClickFocus        if parent == None:            self.show()                self._Timer = qt.QTimer(self, 'timer handler')        self.connect(self._Timer, qt.SIGNAL('timeout()'),                     self.TimerEvent)        self._Iren.AddObserver('CreateTimerEvent', self.CreateTimer)        self._Iren.AddObserver('DestroyTimerEvent', self.DestroyTimer)            def __getattr__(self, attr):        """Makes the object behave like a        vtkGenericRenderWindowInteractor"""        if attr == '__vtk__':            return lambda t=self._Iren: t        elif hasattr(self._Iren, attr):            return getattr(self._Iren, attr)        elif hasattr(qt.QWidget, attr):            return getattr(self.sipThis, attr)        else:            raise AttributeError, self.__class__.__name__ + \                  " has no attribute named " + attr    def CreateTimer(self, obj, evt):        self._Timer.start(10)    def DestroyTimer(self, obj, evt):        self._Timer.stop()        return 1    def TimerEvent(self):        self._Iren.TimerEvent()    def polish(self):        """Final initialization just before the widget is displayed."""        size = self.size()        self._Iren.SetSize(size.width(), size.height())        self._RenderWindow.SetWindowInfo(str(int(self.winId())))        self._Iren.ConfigureEvent()        self.__connected = 1            def show(self):        qt.QWidget.show(self)        self.update() # needed for initial contents display on Win32    def paintEvent(self,ev):        if self.__connected:            self.Render()    def resizeEvent(self,ev):        size = self.size()        self._Iren.SetSize(size.width(), size.height())        self._Iren.ConfigureEvent()        self.update()    def _GetCtrlShift(self, ev):        ctrl, shift = 0, 0        if hasattr(ev, 'state'):            if (ev.state() & 8):                shift = 1            if (ev.state() & 16):                ctrl = 1        elif self.__saveState:            if (self.__saveState & 8):                shift = 1            if (self.__saveState & 16):                ctrl = 1                    return ctrl, shift    def enterEvent(self,ev):        if not self.hasFocus():            self.__oldFocus = self.focusWidget()            self.setFocus()        ctrl, shift = self._GetCtrlShift(ev)        self._Iren.SetEventInformationFlipY(self.__saveX, self.__saveY,                                            ctrl, shift, chr(0), 0, None)        self._Iren.EnterEvent()    def leaveEvent(self,ev):        if (self.__saveState & 0x7) == 0 and self.__oldFocus:            self.__oldFocus.setFocus()            self.__oldFocus = None        ctrl, shift = self._GetCtrlShift(ev)        self._Iren.SetEventInformationFlipY(self.__saveX, self.__saveY,                                            ctrl, shift, chr(0), 0, None)        self._Iren.LeaveEvent()    def mousePressEvent(self,ev):        ctrl, shift = self._GetCtrlShift(ev)        self._Iren.SetEventInformationFlipY(ev.x(), ev.y(),                                            ctrl, shift, chr(0), 0, None)        self._ActiveButton = 0        if ev.button() == 1:            self._Iren.LeftButtonPressEvent()            self._ActiveButton = 'Left'        elif ev.button() == 2:            self._Iren.RightButtonPressEvent()            self._ActiveButton = 'Right'        elif ev.button() == 4:            self._Iren.MiddleButtonPressEvent()            self._ActiveButton = 'Middle'    def mouseReleaseEvent(self,ev):        ctrl, shift = self._GetCtrlShift(ev)        self._Iren.SetEventInformationFlipY(ev.x(), ev.y(),                                            ctrl, shift, chr(0), 0, None)                if self._ActiveButton == 'Right':            self._Iren.RightButtonReleaseEvent()        elif self._ActiveButton == 'Left':            self._Iren.LeftButtonReleaseEvent()        elif self._ActiveButton == 'Middle':            self._Iren.MiddleButtonReleaseEvent()    def mouseMoveEvent(self,ev):        self.__saveState = ev.state()        self.__saveX = ev.x()        self.__saveY = ev.y()        ctrl, shift = self._GetCtrlShift(ev)        self._Iren.SetEventInformationFlipY(ev.x(), ev.y(),                                            ctrl, shift, chr(0), 0, None)        self._Iren.MouseMoveEvent()    def keyPressEvent(self,ev):        ctrl, shift = self._GetCtrlShift(ev)        key = chr(0)        if ev.key() < 256:            key = chr(ev.key())        self._Iren.SetEventInformationFlipY(self.__saveX, self.__saveY,                                            ctrl, shift, key, 0, None)        self._Iren.KeyPressEvent()        self._Iren.CharEvent()            def keyReleaseEvent(self,ev):        ctrl, shift = self._GetCtrlShift(ev)        key = chr(0)        if ev.key() < 256:            key = chr(ev.key())        self._Iren.SetEventInformationFlipY(self.__saveX, self.__saveY,                                            ctrl, shift, key, 0, None)        self._Iren.KeyReleaseEvent()    def GetRenderWindow(self):        return self._RenderWindow    def Render(self):        self._RenderWindow.Render()#-----------------------------------------------------------------------  def QVTKRenderWidgetConeExample():        """A simple example that uses the QVTKRenderWindowInteractor    class.  """        # every QT app needs an app    app = qt.QApplication(['QVTKRenderWindowInteractor'])    # create the widget    widget = QVTKRenderWindowInteractor()    widget.Initialize()    widget.Start()    # if you dont want the 'q' key to exit comment this.    widget.AddObserver("ExitEvent", lambda o, e, a=app: a.quit())    ren = vtk.vtkRenderer()    widget.GetRenderWindow().AddRenderer(ren)    cone = vtk.vtkConeSource()    cone.SetResolution(8)        coneMapper = vtk.vtkPolyDataMapper()    coneMapper.SetInput(cone.GetOutput())        coneActor = vtk.vtkActor()    coneActor.SetMapper(coneMapper)    ren.AddActor(coneActor)    # show the widget    widget.show()    # close the application when window is closed    app.setMainWidget(widget)    # start event processing    app.exec_loop()    if __name__ == "__main__":    QVTKRenderWidgetConeExample()

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