[vtkusers] "trade" vtkPoints between actors
Renil
renilac at gmail.com
Wed Aug 7 21:51:25 EDT 2013
Hi Sebastien,
Thank you for your reply.
I will try your suggestion tomorrow.
The way I showed spheres was using a vtkGlyph3d, and then added the
resulting vtkActors to the renderer, like this:
// Auxuliar method
void TypesManager::configureSpheres(vtkPolyData *spheresPositions,
vtkSmartPointer<vtkPoints> spheresPoints, double radius, vtkSphereSource
*sphereSource, int resT, int resP, vtkGlyph3D *spheresGlyphs,
vtkPolyDataMapper *spheresMapper, vtkActor *spheresActor, double color[]){
// insert array of points
spheresPositions->SetPoints(spheresPoints);
// Create the spheres
sphereSource->SetThetaResolution(resT);
sphereSource->SetPhiResolution(resP);
sphereSource->SetRadius(radius);
spheresGlyphs ->SetInput(spheresPositions);
spheresGlyphs ->SetSource(sphereSource->GetOutput());
// Create the mapper & actor for the spheres
spheresMapper->SetInput(spheresGlyphs->GetOutput());
spheresActor->SetMapper(spheresMapper);
spheresActor->GetProperty()->SetColor(color[0], color[1], color[2]);
}
After that I was calculating whether the points were inside or not on each
mousemove with:
vtkSmartPointer<vtkMouseMoveCallback> callback =
vtkSmartPointer<vtkMouseMoveCallback>::New();
renderer->GetRenderWindow()->GetInteractor()->AddObserver(vtkCommand::MouseMoveEvent,
callback);
and vtkMouseMoveCallback has all the calculations.
--
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