[vtkusers] Problem with Point Picker
Imanol Muñoz Pandiella
imanolm at lsi.upc.edu
Thu Jul 12 09:13:21 EDT 2012
Hello,
I'm trying to display a sphere lying on a triangle mesh. The user can
move this sphere over the triangle mesh with the mouse.
The user put the sphere over the mesh with a click. To get the point of
the mesh clicked I use the following code:
mPointPicker = vtkCellPicker::New();
mPointPicker->Pick(mStyle->GetInteractor()->GetEventPosition()[0],
mStyle->GetInteractor()->GetEventPosition()[1], 0,
mStyle->GetInteractor()->GetRenderWindow()->GetRenderers()->GetFirstRenderer());
double p[3];
p[0] = p[1] = p[2] = 0.;
if (id_actor == (int)(mModel->getBoneActor()))
mModel->getSkeletonMesh()->GetPoint(id, p);
else if (id_actor == (int)(mModel->getLungsActor()))
mModel->getLungsMesh()->GetPoint(id, p);
else return;
vtkSphereSource* sphereSource = vtkSphereSource::New();
sphereSource->SetCenter(p[0], p[1], p[2]);
With this code, the position of the sphere is ever well computed (It
have never failed me...)
The user can move the sphere over the mesh with a click and a movement
of the mouse. To compute the temporal position (while the user is moving
the sphere) I use the following code:
double *pointPicker;
mWorldPointPicker->Pick(mStyle->GetInteractor()->GetEventPosition()[0],
mStyle->GetInteractor()->GetEventPosition()[1],
0,mQVTKWidget->GetRenderWindow()->GetRenderers()->GetFirstRenderer());
pointPicker = mWorldPointPicker->GetPickPosition();
sphere->SetCenter(pointPicker[0],pointPicker[1],pointPicker[2]);
I use that code, because with it I get better performance than with the
other picker. But, as I get worse precision, when the user release the
mouse button I use the following code to obtain the exact final position:
mPointPicker->Pick(mStyle->GetInteractor()->GetEventPosition()[0],
mStyle->GetInteractor()->GetEventPosition()[1], 0,
mStyle->GetInteractor()->GetRenderWindow()->GetRenderers()->GetFirstRenderer());
double p[3];
p[0] = p[1] = p[2] = 0.;
if (id_actor == (int)(mModel->getBoneActor()))
mModel->getSkeletonMesh()->GetPoint(idPicker, p);
else if (id_actor == (int)(mModel->getLungsActor()))
mModel->getLungsMesh()->GetPoint(idPicker, p);
else return;
sphere->SetCenter(p[0],p[1],p[2]);
The problem is that although I use the same code than when the sphere is
added, the position obtained is not correct. Sometimes after I move the
sphere it is not well positioned. It is not on the surface, it have an
empty space between the sphere and the surface...
What am I doing wrong?
There is any other call with more precision??
Other actors in the renderer without visibility affect to this call?
Thank you very much for helping me,
--
Imanol Muñoz i Pandiella.
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