[vtkusers] Animated texture
DIDI Abdelwaheb 202724
DIDI at ortolan.cea.fr
Fri Apr 15 05:08:33 EDT 2005
Thank you but it's hard for to try your code.
I don't have "vtkAnimationCue.h" and else in my vtk version.
Also I'll to animate my texture in Java.
Thank you for help.
Date: Thu, 14 Apr 2005 12:16:08 -0400
From: Utkarsh Ayachit <utkarsh.ayachit at kitware.com>
Subject: Re: [vtkusers] Animated texture
To: vtkusers at vtk.org
Message-ID: <425E9748.3030801 at kitware.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
You can create an animation using vtkAnimationScene and vtkAnimationCue
classes. I am attaching a small example to create an animation: it
animates a sphere source.
Utkarsh
// --------------------------------------------------------------------
// This simple example shows how to do basic animation
// using C++
//
#include "vtkAnimationCue.h"
#include "vtkAnimationScene.h"
#include "vtkCommand.h"
#include "vtkRenderer.h"
#include "vtkSphereSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include <unistd.h>
class CueAnimator
{
public:
CueAnimator()
{
this->SphereSource = 0;
this->Mapper = 0;
this->Actor = 0;
}
~CueAnimator()
{
this->Cleanup();
}
void StartCue(vtkAnimationCue::AnimationCueInfo* info, vtkRenderer* ren)
{
cout <<"*** IN StartCue "<< endl;
this->SphereSource = vtkSphereSource::New();
this->SphereSource->SetRadius(0.5);
this->Mapper = vtkPolyDataMapper::New();
this->Mapper->SetInput(this->SphereSource->GetOutput());
this->Actor = vtkActor::New();
this->Actor->SetMapper(this->Mapper);
ren->AddActor(this->Actor);
ren->ResetCamera();
ren->Render();
}
void Tick(vtkAnimationCue::AnimationCueInfo* info, vtkRenderer* ren)
{
double newradius = 0.1 + ((double)(info->CurrentTime -
info->StartTime)/
(double)(info->EndTime - info->StartTime)) * 1;
this->SphereSource->SetRadius(newradius);
this->SphereSource->Update();
ren->Render();
}
void EndCue(vtkAnimationCue::AnimationCueInfo *info, vtkRenderer* ren)
{
ren->RemoveActor(this->Actor);
this->Cleanup();
}
protected:
vtkSphereSource* SphereSource;
vtkPolyDataMapper* Mapper;
vtkActor* Actor;
void Cleanup()
{
if (this->SphereSource)
{
this->SphereSource->Delete();
}
this->SphereSource = 0;
if (this->Mapper)
{
this->Mapper->Delete();
}
this->Mapper = 0;
if (this->Actor)
{
this->Actor->Delete();
}
this->Actor = 0;
}
};
class vtkAnimationCueObserver : public vtkCommand
{
public:
static vtkAnimationCueObserver* New()
{
return new vtkAnimationCueObserver;
}
virtual void Execute(vtkObject* caller, unsigned long event,
void* calldata)
{
if (this->Animator && this->Renderer)
{
switch(event)
{
case vtkCommand::StartAnimationCueEvent:
Animator->StartCue((vtkAnimationCue::AnimationCueInfo*) calldata,
this->Renderer);
break;
case vtkCommand::EndAnimationCueEvent:
Animator->EndCue((vtkAnimationCue::AnimationCueInfo*) calldata,
this->Renderer);
break;
case vtkCommand::AnimationCueTickEvent:
Animator->Tick((vtkAnimationCue::AnimationCueInfo*) calldata,
this->Renderer);
break;
}
}
if (this->RenWin)
{
this->RenWin->Render();
}
}
vtkRenderer* Renderer;
vtkRenderWindow* RenWin;
CueAnimator* Animator;
protected:
vtkAnimationCueObserver()
{
this->Renderer = 0;
this->Animator = 0;
this->RenWin = 0;
}
};
int main(int argc, char* argv[])
{
// Create the graphics structure. The renderer renders into the
// render window.
vtkRenderer *ren1 = vtkRenderer::New();
vtkRenderWindow *renWin = vtkRenderWindow::New();
renWin->AddRenderer(ren1);
renWin->Render();
// Create an Animation Scene
vtkAnimationScene* scene = vtkAnimationScene::New();
if (argc >= 2 && strcmp(argv[1],"real") == 0)
{
scene->SetModeToRealTime();
}
else
{
scene->SetModeToSequence();
}
scene->SetLoop(0);
scene->SetFrameRate(5);
scene->SetStartTime(3);
scene->SetEndTime(20);
// Create an Animation Cue.
vtkAnimationCue* cue1 = vtkAnimationCue::New();
cue1->SetStartTime(5);
cue1->SetEndTime(13);
scene->AddCue(cue1);
// Create cue animator;
CueAnimator animator;
// Create Cue observer.
vtkAnimationCueObserver* observer = vtkAnimationCueObserver::New();
observer->Renderer = ren1;
observer->Animator = &animator;
observer->RenWin = renWin;
cue1->AddObserver(vtkCommand::StartAnimationCueEvent, observer);
cue1->AddObserver(vtkCommand::EndAnimationCueEvent, observer);
cue1->AddObserver(vtkCommand::AnimationCueTickEvent, observer);
scene->Play();
scene->Stop();
ren1->Delete();
renWin->Delete();
scene->Delete();
cue1->Delete();
observer->Delete();
return 0;
}
// --------------------------------------------------------------------
DIDI Abdelwaheb 202724 wrote:
> Hi all !
>
>
>
> Could you please tell me the best way to render animated texture from a
> data set?
>
> The texture size is 64*1024, computed trough a ImageData, and I want it
> to be updated around 15 times per second.
>
> Do you think it's possible in vtk ?
>
>
>
> Thanks
>
>
>
>
>
>
>
>
> ------------------------------------------------------------------------
>
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------------------------------
Message: 2
Date: Thu, 14 Apr 2005 11:23:09 -0500
From: Randall Hand <randall.hand at gmail.com>
Subject: [vtkusers] PolyDataMapper "sub-pieces" & KitwareContourFilter
To: VTK Users <vtkusers at vtk.org>
Message-ID: <b022647205041409235a8a4862 at mail.gmail.com>
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