[vtkusers] Problem in using vtkOrientationMarkerWidget

jeando.barnichon at free.fr jeando.barnichon at free.fr
Fri Aug 10 06:22:54 EDT 2007


Hi,

I'm having troubles in using correctly the vtkOrientationMarkerWidget.

Starting from on a test shipped with vtk, I just tried to incorporate a
vtkOrientationMarkerWidget by adding :
  // Add a vtkOrientationMarkerWidget
  vtkOrientationMarkerWidget* widget  = vtkOrientationMarkerWidget::New();
  vtkAnnotatedCubeActor* act1 = vtkAnnotatedCubeActor::New();
  act1->SetFaceTextScale(0.5);
  vtkAxesActor* act2 = vtkAxesActor::New();
  vtkAssembly* assemble = vtkAssembly::New();
  assemble->AddPart(act1);
  assemble->AddPart(act2);
  widget->SetOrientationMarker(assemble);
  widget->SetCurrentRenderer(ren);
  widget->SetInteractor(iren);
  widget->SetEnabled(1);
  widget->SetInteractive(0);
  widget->SetViewport(0., 0., 0.4, 0.4);

The full example is given at bottom of this email.

Well, the trouble is that it does not given exactly what I need:
- ok there is an orientation marker in the left bottom corner of the output,
- but the main output (a cylinder) has disappeared from the output window
  and it is only displayed in the same viewport as the orientation widget.

I obviously missed some subtlety in the proper usage of
vtkOrientationMarkerWidget...

Any help welcomed.


Jean-Do

//
// Test for use of vtkOrientationMarkerWidget
//
#include "vtkCylinderSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkProperty.h"
#include "vtkCamera.h"
#include "vtkOrientationMarkerWidget.h"
#include "vtkAnnotatedCubeActor.h"
#include "vtkAxesActor.h"
#include "vtkAssembly.h"

int main()
{
  // This creates a polygonal cylinder model with eight circumferential facets.
  vtkCylinderSource *cylinder = vtkCylinderSource::New();
  cylinder->SetResolution(8);

  // The mapper is responsible for pushing the geometry into the graphics
  // library. It may also do color mapping, if scalars or other attributes
  // are defined.
  vtkPolyDataMapper *cylinderMapper = vtkPolyDataMapper::New();
  cylinderMapper->SetInputConnection(cylinder->GetOutputPort());

  // The actor is a grouping mechanism: besides the geometry (mapper), it
  // also has a property, transformation matrix, and/or texture map.
  // Here we set its color and rotate it -22.5 degrees.
  vtkActor *cylinderActor = vtkActor::New();
  cylinderActor->SetMapper(cylinderMapper);
  cylinderActor->GetProperty()->SetColor(1.0000, 0.3882, 0.2784);
  cylinderActor->RotateX(30.0);
  cylinderActor->RotateY(-45.0);

  // Create the graphics structure. The renderer renders into the
  // render window. The render window interactor captures mouse events
  // and will perform appropriate camera or actor manipulation
  // depending on the nature of the events.
  vtkRenderer *ren = vtkRenderer::New();
  vtkRenderWindow *renWin = vtkRenderWindow::New();

  renWin->AddRenderer(ren);

  vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
  iren->SetRenderWindow(renWin);

  // Add the actors to the renderer, set the background and size
  ren->AddActor(cylinderActor);
  ren->SetBackground(0.1, 0.2, 0.4);
  renWin->SetSize(400, 400);

//////////////////////////////////////////
// Begin of add vtkOrientationMarkerWidget
//////////////////////////////////////////
  // Add a vtkOrientationMarkerWidget
  vtkOrientationMarkerWidget* widget  = vtkOrientationMarkerWidget::New();
  vtkAnnotatedCubeActor* act1 = vtkAnnotatedCubeActor::New();
  act1->SetFaceTextScale(0.5);
  vtkAxesActor* act2 = vtkAxesActor::New();
  vtkAssembly* assemble = vtkAssembly::New();
  assemble->AddPart(act1);
  assemble->AddPart(act2);
  widget->SetOrientationMarker(assemble);
  widget->SetCurrentRenderer(ren);
  widget->SetInteractor(iren);
  widget->SetEnabled(1);
  widget->SetInteractive(0);
  widget->SetViewport(0., 0., 0.4, 0.4);
//////////////////////////////////////////
// End of add vtkOrientationMarkerWidget
//////////////////////////////////////////


  // We'll zoom in a little by accessing the camera and invoking a "Zoom"
  // method on it.
  ren->ResetCamera();
  ren->GetActiveCamera()->Zoom(1.5);
  renWin->Render();

  // This starts the event loop and as a side effect causes an initial render.
  iren->Start();

  // Exiting from here, we have to delete all the instances that
  // have been created.
  assemble->Delete();
  act2->Delete();
  act1->Delete();
  widget->Delete();
  cylinder->Delete();
  cylinderMapper->Delete();
  cylinderActor->Delete();
  ren->Delete();
  renWin->Delete();
  iren->Delete();

  return 0;
}




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