[vtkusers] Starting an animation with a keypress, terminating with another keypress
John Platt
jcplatt at dsl.pipex.com
Thu Oct 29 14:26:42 EDT 2009
Hi Steve,
You may find it simpler to check for an interrupt after rendering each frame. There has been some discussion on this recently in the list.
HTH
John.
----- Original Message -----
From: Steve Chall
To: 'Jérôme'
Cc: vtkusers at vtk.org
Sent: Thursday, October 29, 2009 5:31 PM
Subject: Re: [vtkusers] Starting an animation with a keypress,terminating with another keypress
Jérôme,
Yes, precisely: I need to create a new thread to do the animation, and interrupt that thread on the appropriate keypress. Googling "vtk thread" now. Thanks.
-Steve
------------------------------------------------------------------------------
From: Jérôme [mailto:jerome.velut at gmail.com]
Sent: Thursday, October 29, 2009 12:47 PM
To: Steve Chall
Cc: vtkusers at vtk.org
Subject: Re: [vtkusers] Starting an animation with a keypress, terminating with another keypress
Hi,
I think that the source of your problem is that when you press 'a', you enter an infinite loop from your main thread. You should call your Animate() function from another thread. I remember that VTK has built-in thread manager classes. It could be a solution.
Hope that helps.
Jerome
2009/10/29 Steve Chall <stevec at renci.org>
Dear fellow VTK enthusiasts:
I'd like to trigger an animation from a keypress event, and then stop the
animation with the same keypress event. I've subclassed
vtkInteractorStyleTrackballCamera with an OnKeyPress() method that looks a
lot like what's included below. When the user presses a key,
myInteractorStyleTrackballCamera::OnKeyPress() is invoked, which (for the
selected key, say 'a') toggles myObject's isAnimating Boolean flag. If
after toggling the flag is true, I want to start an animation loop. If
after toggling it's false, I want to stop that same loop. But once I start
the loop I can't penetrate with another 'a' keypress (or anything else other
than a <Ctrl-C>) to change the flag back to false and thus stop the loop.
How can I interrupt the "while (isAnimating)" loop once it starts?
(I've also subclassed vtkRenderWindowInteractor because its Start() function
seems like a place for interrupts, but I don't know what to do with it.)
Thanks for any help you may be able to provide.
-Steve Chall
Senior Research Software Developer
Renaissance Computing Institute
Phone: 919-515-0051
Email: stevec at renci.org
// Pseudo C++ source code segments follow:
...
myClass::Animate()
{
while (isAnimating)
{
this->RenderNextFrame();
}
}
...
myClass *myObject = new myClass;
...
void myInteractorStyleTrackballCamera::OnKeyPress()
{
switch (this->Interactor->GetKeyCode())
{
case 'a':
case 'A':
if (myObject)
{
myObject->isAnimating = !(myObject->isAnimating);
if (myObject->isAnimating)
{
myObject->Animate();
}
/* This is sort of what I'd like to do:
else
{
myObject->StopAnimating();
}
}
*/
break;
default:
break;
}
vtkInteractorStyleTrackballCamera::OnKeyPress();
}
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