[vtkusers] Animation without polling?
Guido Rodriguez
guidorodriguez1952 at hotmail.com
Fri Sep 11 08:48:51 EDT 2009
Hi John,
unfortunately I no hardly anything about MFC. I was hoping for a system independent solution.
But maybe somebody can help to apply your suggestion to the (linux) X windows system?
An equivalent of "::PeekMessage(
&msg, NULL, 0, 0, PM_NOREMOVE )" is readily available (XNextEvent or XCheckIfEvent).
But I have no idea, what AfxGetThread()->PumpMessage() and AfxGetThread()->OnIdle() are supposed to do exactly, not to speak about implementation with X.
Moreover, I don't see, which vtk object will handle the queued messages in your code snippet. My limited understanding of vtkAnimationScene is that it only handles animation events. You'd need a vtkRenderWindowInteractor in addition, which would be in charge of the mouse/key event, don't you?. Can I find a complete example somewhere, which shows your snippet in context?
Regards,
Guido
From: jcplatt at dsl.pipex.com
To: guidorodriguez1952 at hotmail.com
CC: vtkusers at vtk.org
Subject: Re: [vtkusers] Animation without polling?
Date: Fri, 11 Sep 2009 09:51:30 +0100
Hi,
After rendering each frame, allow any queued messages to
be processed -
case vtkCommand::AnimationCueTickEvent:
{
.....
self->Render();
// Allow interaction with the scene and
UI.
self->Pump();
}
break;
This is an MFC implementation of Pump() -
BOOL Pump()
{
MSG msg;
while ( ::PeekMessage(
&msg, NULL, 0, 0, PM_NOREMOVE ) )
{
if ( !
AfxGetThread()->PumpMessage() )
{
::PostQuitMessage( 0
);
return FALSE;
}
}
LONG lIdle = 0;
while (
AfxGetThread()->OnIdle( lIdle++ ) );
return TRUE;
}
This seems to works OK on Windows.
HTH
John.
----- Original Message -----
From:
Guido Rodriguez
To: mark.gooding at gmail.com
Cc: vtkusers at vtk.org
Sent: Friday, September 11, 2009 8:57
AM
Subject: Re: [vtkusers] Animation without
polling?
Mark, thank you.
I have found an example, how
vtkAnimationCues and vtkAnimationScenes can be used, at http://www.vtk.org/pipermail/vtkusers/2005-April/079340.html.
I didn't know these animation classes before, and find them very
helpful.
But for the specific problem, how to run an animation parallel
to listening to mouse/key events, I don't see how this helps, yet.
The
example above starts animation with
scene->Play();
How can
this coexist with a call to vtkRenderWindowInteractor::Start()?
Both calls
run their own event loop, the one handling animation events, the other
handling interaction events.
I'm looking forward to your more detailed
information.
Regards,
Guido
> Date: Thu, 10 Sep 2009
17:06:39 +0100
> Subject: Re: [vtkusers] Animation without
polling?
> From: mark.gooding at gmail.com
> To:
guidorodriguez1952 at hotmail.com
> CC: vtkusers at vtk.org
>
>
you shouldn't have to write a complete vtkRenderWindowInteractor, just
>
add an observe to handle AnimationCueTickEvents
>
>
http://www.vtk.org/doc/nightly/html/classvtkCommand.html
>
> i'll
try to send you more detailed information later. I don't have my
>
software which did animation to hand right now.
>
> Mark
>
>
> 2009/9/10 Guido Rodriguez
<guidorodriguez1952 at hotmail.com>:
> > Dear VTK
users/developers,
> > I ask for guidance, how animated visualization
is done right with VTK. What
> > I have in mind is an application
which calculates, let's say, a temperature
> > field, which changes
in time. Whenever the field is completely calculated
> > for the next
time step, the visualization should be updated. In parallel,
> > the
user should be able to work with the mouse/key controls to rotate the
>
> view, zoom, interact with 3D widgets, etc.
> >
> > The
obvious way would be to run VTK in one thread, and the calculation in
>
> another. Each finished calculation step would notify VTK to update. But
it
> > doesn't work like this. At least not with the X windows
system. When I call
> > some pipeline's Update() function from a
different thread, I get an "invalid
> > thread access".
>
>
> > Next attempt. I implement an event buffer, which is written
to by the
> > calculation thread, and which is read from by the VTK
thread. This works
> > like a charm. Now VTK can check whether an
update is necessary and get the
> > required data from the event
buffer. But _when_ does VTK check for updates?
> > I can't seem to
find a solution which sets VTK to sleep until either a
> > mouse/key
event happens or until the calculation thread releases some lock,
> >
simply because any VTK callback waiting for notification from a
different
> > thread would stop VTK from reacting to mouse/key events
during this period.
> >
> > The only solution I can see is
to add a timer event like every 10 ms, which
> > checks the event
buffer for updates. This works, but is it recommended?
> > Threading
libraries have introduced locks and notification to avoid the
> >
overhead from polling at interactive rates for events that may occur
only
> > every few seconds. How can good multithreading programming
styles be applied
> > to VTK?
> >
> > I hope the
problem is clear. Can a different thread trigger pipeline updates
> >
under X windows? Or do I have to write my own
vtkRenderWindowInteractor?
> >
> > Regards,
> >
Guido
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