[vtkusers] vtkCamera->GetFrustumPlanes segfault from a boost thread
Justin Rosen
jmylesrosen at gmail.com
Sun Apr 29 17:38:24 EDT 2012
Grabbing a copy of the camera in a separate thread seems to do the trick.
Can anyone shed some light onto this topic?
vtkCamera *camera = vtkCamera::New();
camera->ShallowCopy(renderer->GetActiveCamera());
Thanks,
Justin
On Sat, Apr 28, 2012 at 9:52 PM, Justin Rosen <jmylesrosen at gmail.com> wrote:
> It looks like vtkCamera->GetFrustumPlanes isn't thread safe? It makes
> quite a few changes to some of the it's member variables. I tried adding a
> mutex lock between vtkCommand::Start/EndEvent, but I'm still seg faulting.
>
> Thanks,
> Justin
>
> On Sat, Apr 28, 2012 at 3:23 PM, Justin Rosen <jmylesrosen at gmail.com>wrote:
>
>> If anyone one knows a bit about using vtk and boost threads I'd really
>> appreciate the help. I'm fairly new to vtk and threads in general and I'm
>> trying to figure out why calling vtkCamera->GetFrustumPlanes from a boost
>> thread eventually segfaults. It takes quite a few of iterations before the
>> segfault occurs.
>>
>> The general idea is that I have main application UI and a worker thread
>> in the background which'll be doing some processing (Eventually
>> updating/modifying a list of actors). At the moment I'm just trying to get
>> the cameras view frustum...
>>
>> If I remove the call to camera->GetFrustumPlanes the application runs
>> without seg faulting. Any idea what I may be doing wrong?
>>
>> void workerFunc(vtkCamera *camera)
>> {
>> double prevUp[3] = {0, 0, 0};
>> double prevFocal[3] = {0, 0, 0};
>> double prevPos[3] = {0, 0, 0};
>>
>> while(true){
>> double *up = camera->GetViewUp();
>> double *focal = camera->GetFocalPoint();
>> double *pos = camera->GetPosition();
>>
>> bool viewpointChanged = false;
>>
>> // Check up vector
>> if(up[0] != prevUp[0] || up[1] != prevUp[1] || up[2] != prevUp[2])
>> viewpointChanged = true;
>>
>> // Check focal point
>> if(focal[0] != prevFocal[0] || focal[1] != prevFocal[1] || focal[2]
>> != prevFocal[2])
>> viewpointChanged = true;
>>
>> // Check position
>> if(pos[0] != prevPos[0] || pos[1] != prevPos[1] || pos[2] !=
>> prevPos[2])
>> viewpointChanged = true;
>>
>> // If the viewpoints changed get the cameras frustum
>> if (viewpointChanged){
>> prevUp[0] = up[0]; prevUp[1] = up[1]; prevUp[2] = up[2];
>> prevFocal[0] = focal[0]; prevFocal[1] = focal[1]; prevFocal[2] =
>> focal[2];
>> prevPos[0] = pos[0]; prevPos[1] = pos[1]; prevPos[2] = pos[2];
>>
>> cout << "View Changed" << endl;
>> cout << "Up: <" << up[0] << ", " << up[1] << ", " << up[2] << ">"
>> << endl;
>> cout << "Focal: <" << focal[0] << ", " << focal[1] << ", " <<
>> focal[2] << ">" << endl;
>> cout << "Pos: <" << pos[0] << ", " << pos[1] << ", " << pos[2] <<
>> ">" << endl;
>>
>> double planes[24];
>> camera->GetFrustumPlanes(1, planes);
>>
>> for (int i=0; i < 6; i++){
>> cout << planes[(i*4)] << "x + " << planes[(i*4)+1] << "y + " <<
>> planes[(i*4)+2] << "z + " << planes[(i*4)+3] << endl;
>> }
>> }
>> }
>> }
>>
>> int
>> main (int argc, char* argv[])
>> {
>> vtkSmartPointer<vtkRenderer> renderer =
>> vtkSmartPointer<vtkRenderer>::New ();
>> vtkRenderWindowInteractor *interactor = vtkRenderWindowInteractor::New
>> ();
>> vtkSmartPointer<vtkRenderWindow> window =
>> vtkSmartPointer<vtkRenderWindow>::New ();
>>
>> window->AddRenderer (renderer);
>> window->SetSize (500, 500);
>> interactor->SetRenderWindow (window);
>>
>> interactor->Initialize();
>>
>> boost::thread workerThread(workerFunc, renderer->GetActiveCamera());
>>
>> window->Render ();
>>
>> vtkSmartPointer<vtkInteractorStyleTrackballCamera> style =
>> vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New ();
>> interactor->SetInteractorStyle (style);
>>
>> interactor->Start ();
>>
>> return 0;
>> }
>>
>>
>> Thanks!
>> Justin
>>
>
>
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