[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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