[vtkusers] animation loop and interaction

Sean McInerney seanm at nmr.mgh.harvard.edu
Wed Aug 18 12:03:30 EDT 2004


If you use a repeating timout callback, you shouldn't need separate threads.

-Sean

Akshay Sthapit wrote:
> Hi Alex
> 
> What I have done is to add an observer to renderer -
> 
> renderer->AddObserver(vtkCommand::StartEvent, myVtkCB);
> 
> That way it keeps updating the scene (via a "callback") at a rate which
> you can control, and all you have to do is manipulate ("interact") the
> actors in another thread, and tadaa you got animation.
> 
> Here's my vtkCB class -
> 
> class vtkCB : public vtkCommand {//Callback to update at every graphics
> loop
> 	public:
> 		static vtkCB *New() {
> 			return new vtkCB; 
> 		}
> 		virtual void Execute(vtkObject *caller, unsigned long, void*
> callData) {
> 			graphicsInterface->refresh();
> 		}
> 		void setup(GraphicsInterface *graphicsInterface) {
> 			this->graphicsInterface = graphicsInterface;
> 		}
> 	private:
> 			GraphicsInterface *graphicsInterface;
> };
> 
> Hope this helps.
> 
> Akshay
> 
> 
> --- Alexandre Popelard <apopelar at enserg.fr> wrote:
> 
> 
>>Hi,
>>
>>I have developed a little volume animation under c++ using a simple
>>loop.
>>I would now want to be able to interact with the volume during the 
>>animation. But if I use vtkRenderWindowInteractor and start(), it
>>stops the 
>>main animation loop.
>>If you have any ideas or examples on how to do that, please let me
>>know.
>>
>>Thanks,
>>Alex
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> 
> 
> 
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