[vtkusers] Where is the actors matrix being saved?
Darshan Pai
darshanpai at gmail.com
Sat Oct 2 17:53:23 EDT 2010
What happens is that when a Rotation event, scaling event or translation
event is triggered , it calculates the Matrix on the fly and then updates
the position and orientation of the said actor and destroys the matrix,
which means that the initial position is lost . If you need to save that
then either you create the matrices yourself and set it to the
SetUserTransform() or subclass the interactor and save that transformation
matrix before it is destroyed .
Regards
Darshan
On Fri, Oct 1, 2010 at 6:29 PM, Ambar C <ambarc at gmail.com> wrote:
> But this method (of using a trackball actor, and setting/getting the
> usertransform for the actor) would be the ideal way to record mouse
> driven motions on a rendererWindow, right?
>
> A
>
> On Fri, Oct 1, 2010 at 3:25 PM, David Doria <daviddoria at gmail.com> wrote:
> > On Fri, Oct 1, 2010 at 6:23 PM, Ambar C <ambarc at gmail.com> wrote:
> >>
> >> I'm not sure I follow what you mean by 'storing Position and
> >> Orientation'. If I set the initial position and orientation, and if
> >> the usertransform is built when I call it from the position and
> >> orientation, which have in turn been modified by the user's mouse,
> >> then why would I need to store those two? Wouldn't that already have
> >> been done within the structure of the actor? What I'm confused about
> >> is, at what time can I call for a valid userTransform?
> >
> > I believe the userTransform is only set if you SetUserTransform or
> > SetUserMatrix. The interactorStyle subclasses do not modify it.
> > David
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