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 1class StyleTrackballActor :public vtkInteractorStyleTrackballActor
{
public:static StyleTrackballActor* New();//vtkTypeMacro(InteractorStyle, vtkInteractorStyleRubberBandPick);vtkTypeMacro(StyleTrackballActor, vtkInteractorStyleTrackballActor);virtual void OnLeftButtonDown(){// Forward eventsvtkInteractorStyleTrackballActor::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;
}