[vtkusers] Unicode && vtkObjectBase
REGAT-BARREL Aurélien
arbvtk at yahoo.fr
Wed Oct 6 04:05:37 EDT 2004
Hi,
Read this
http://aurelien_regat-barrel.blogspot.com/2004_08_01_aurelien_regat-barrel_archive.html#109231591357369677
(and help me to correct my english :-)
"Johannes Käfer" <jak4.scr at gmx.net> wrote:
Hi,
I've encountered something within the current CVS vtk which I consider a
bug.
If you are going to compile the code below (it's actually the unaltered
cone6.cxx file from the vtk examples) in Visual Studio 6.0 with: UNICODE,
_UNICODE added to (Project -> Settings > Tab C++ Preprocessor definitions )
and delete _MBCS, than the linker will output the following error:
Cone6.obj : error LNK2001: unresolved external symbol "public: virtual char
const * __thiscall vtkObjectBase::GetClassNameW(void)const "
(?GetClassNameW at vtkObjectBase@@UBEPBDXZ)
Release/test.exe : fatal error LNK1120: 1 unresolved externals
It has to be noted that without the UNICODE options it works fine. The same
example works perfectly with vtk 4.2 and the UNICODE options ON.
If found a bug-report about UNICODE at the bugtracker at:
http://www.vtk.org/Bug/bug.php?op=show&bugid=602&pos=20. However this
bug-report seems not to be related to my "bug".
So, what do you think?
Greetings
Johannes
---Code
#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; }
virtual void Execute(vtkObject *caller, unsigned long, void*)
{
vtkTransform *t = vtkTransform::New();
vtkBoxWidget *widget = reinterpret_cast(caller);
widget->GetTransform(t);
widget->GetProp3D()->SetUserTransform(t);
t->Delete();
}
};
class vtkMyCallback1 : public vtkCommand{
public:
static vtkMyCallback1* New()
{ return new vtkMyCallback1; }
//TODO: dirty hack, but otherwise I got a linker error and the function is
of no use here
//virtual const char *GetClassName() const {return "vtkObjectBase";};
virtual void Execute(vtkObject *caller, unsigned long, void* ){
// thoughts: since we are determining here the actor we picked it would be
nice
// to check how the pick was made (which key)
//modification
//kaeferj, 09/11/04
//adding multiple pick functionality to the program
vtkCellPicker *picker = (vtkCellPicker *)caller;
unsigned int k;
double coord[3];
// picker->GetPickPosition( coord );
/* // we found an actor
if( picker->GetActor()!=NULL ){
vtkActor *pickedActor = picker->GetActor();
bool foundCandidateActor = false;
pickedSurfaceTreeRemovableActorsIndex = -1;
//TODO: this if is always true (the variable is set above)
if( !foundCandidateActor )
for(k=0;k if(pickedActor==surfaceTreeRemovableActors[k].actor){
cout << "Picking on tree component " << k << endl;
pickedSurfaceTreeRemovableActorsIndex = k;
//modification
//kaeferj, 09/11/04
//adding multiple pick functionality to the program
//we need to check if the component has already been picked
std::vector::iterator theIterator;
bool add_actor = true;
for( theIterator = pickedActors.begin(); theIterator !=
pickedActors.end(); theIterator++){
if( k == *theIterator ){
add_actor = false;
break;
}
}
if( add_actor )
pickedActors.push_back(k);
else
pickedActors.erase( theIterator );
//end
foundCandidateActor = true;
// update slice
dlgUpdateSlice(coord);
break;
}
}
//modification
//kaeferj, 09/11/04
//adding multiple pick functionality to the program
else{
// we picked no object --> this means we have to delete every selection
thus far
// the red boxes are deleted within vtk, we just clear our list.
pickedActors.erase( pickedActors.begin(), pickedActors.end() );
}
//TODO: what is this for?
if(picker->GetVolume()!=NULL)
{
vtkVolume* pickedVolume = picker->GetVolume();
bool foundCandidateVolume = false;
if( !foundCandidateVolume )
for(k=0;k if(pickedVolume==surfaceTreeRemovableActors[k].volume){
cout << "Picking on tree component " << k << endl;
pickedSurfaceTreeRemovableActorsIndex = k;
foundCandidateVolume = true;
break;
}
}*/
}
};
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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Aurélien REGAT-BARREL
My VTK blog : http://aurelien_regat-barrel.blogspot.com
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