[vtkusers] display tens of thousands of cubes
Alex Southern
mrapsouthern at gmail.com
Tue Feb 7 11:20:45 EST 2012
Thanks, for your speedy replies I will check them out - any ideas which
will be most computationally efficient?
Cheers
Alex
On 2/7/2012 6:17 PM, David E DeMarle wrote:
>
> Use the glyph filter to make one actor with thousands of cubes.
>
> On Feb 7, 2012 11:12 AM, "Alex Southern" <mrapsouthern at gmail.com
> <mailto:mrapsouthern at gmail.com>> wrote:
>
> Hi,
>
> I'm wondering what the best way to do this is?
>
> Currently the cubes are defined in a dynamic array of
> vtkCubeSources, see code below. This results in very slow interaction.
>
> Is there a more lightweight approach to this problem? There is a
> typical image below.
>
> // Create a cube array.
> int numCubes = 44582; // in practice this value could be anything
> vtkCubeSource **cubeSource = new vtkCubeSource* [numCubes];
> vtkPolyDataMapper **mapper = new vtkPolyDataMapper* [numCubes];
> vtkActor **actor = new vtkActor* [numCubes];
>
> for (int i = 0; i < ca.numCubes; i++)
> {
> cubeSource[i] = vtkCubeSource::New();
> mapper[i] = vtkPolyDataMapper::New();
> actor[i] = vtkActor::New();
>
> cubeSource[i]->SetCenter(ca.cubeCentre[i].x ,
> ca.cubeCentre[i].y, ca.cubeCentre[i].z);
> cubeSource[i]->SetXLength(ca.cubeLength[i] );
> cubeSource[i]->SetYLength(ca.cubeLength[i] );
> cubeSource[i]->SetZLength(ca.cubeLength[i] );
>
> mapper[i]->SetInputConnection(cubeSource[i]->GetOutputPort());
> actor[i]->SetMapper(mapper[i]);
> actor[i]->GetProperty()->SetColor(255,0,0);
> actor[i]->GetProperty()->SetRepresentationToWireframe();
>
> renderer->AddActor(actor[i]);
>
> }
>
>
>
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