-
Display two spheres, then hide one, then hide both.
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkPolyData.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkPropCollection.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkInteractorStyleTrackball.h>
int main (int, char *[])
{
// Sphere 1
vtkSmartPointer<vtkSphereSource> sphereSource1 =
vtkSmartPointer<vtkSphereSource>::New();
sphereSource1->SetCenter(0.0, 0.0, 0.0);
sphereSource1->SetRadius(4.0);
sphereSource1->Update();
vtkSmartPointer<vtkPolyDataMapper> mapper1 =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper1->SetInputConnection(sphereSource1->GetOutputPort());
vtkSmartPointer<vtkActor> actor1 =
vtkSmartPointer<vtkActor>::New();
actor1->SetMapper(mapper1);
// Sphere 2
vtkSmartPointer<vtkSphereSource> sphereSource2 =
vtkSmartPointer<vtkSphereSource>::New();
sphereSource2->SetCenter(10.0, 0.0, 0.0);
sphereSource2->SetRadius(3.0);
sphereSource2->Update();
// Create a mapper
vtkSmartPointer<vtkPolyDataMapper> mapper2 =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper2->SetInputConnection(sphereSource2->GetOutputPort());
// Create an actor
vtkSmartPointer<vtkActor> actor2 =
vtkSmartPointer<vtkActor>::New();
actor2->SetMapper(mapper2);
// A renderer and render window
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
// An interactor
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
// Add the actors to the scene
renderer->AddActor(actor1);
renderer->AddActor(actor2);
renderer->SetBackground(1,1,1); // Background color white
// Render an image (lights and cameras are created automatically)
renderWindow->Render();
vtkSmartPointer<vtkInteractorStyleTrackballCamera> style =
vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New(); //like paraview
renderWindowInteractor->SetInteractorStyle( style );
renderWindowInteractor->Start();
// Set the background to red so we know we are done with the original two sphere display
renderer->SetBackground(1,0,0);
// Hide one actor at a time
vtkPropCollection* props = renderer->GetViewProps(); //iterate through and set each visibility to 0
props->InitTraversal();
for(int i = 0; i < props->GetNumberOfItems(); i++)
{
props->GetNextProp()->VisibilityOff();
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Start();
}
return EXIT_SUCCESS;
}
最新官网代码:
#include <vtkActor.h>
#include <vtkInteractorStyleTrackball.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkPropCollection.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
int main(int, char*[])
{
vtkNew<vtkNamedColors> colors;
// Sphere 1
vtkNew<vtkSphereSource> sphereSource1;
sphereSource1->SetCenter(0.0, 0.0, 0.0);
sphereSource1->SetRadius(4.0);
sphereSource1->Update();
vtkNew<vtkPolyDataMapper> mapper1;
mapper1->SetInputConnection(sphereSource1->GetOutputPort());
vtkNew<vtkActor> actor1;
actor1->SetMapper(mapper1);
actor1->GetProperty()->SetColor(colors->GetColor3d("MistyRose").GetData());
// Sphere 2
vtkNew<vtkSphereSource> sphereSource2;
sphereSource2->SetCenter(10.0, 0.0, 0.0);
sphereSource2->SetRadius(3.0);
sphereSource2->Update();
// Create a mapper
vtkNew<vtkPolyDataMapper> mapper2;
mapper2->SetInputConnection(sphereSource2->GetOutputPort());
// Create an actor
vtkNew<vtkActor> actor2;
actor2->SetMapper(mapper2);
actor2->GetProperty()->SetColor(colors->GetColor3d("Honeydew").GetData());
// A renderer and render window
vtkNew<vtkRenderer> renderer;
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
renderWindow->SetWindowName("HideActor");
// An interactor
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
// Add the actors to the scene
renderer->AddActor(actor1);
renderer->AddActor(actor2);
renderer->SetBackground(colors->GetColor3d("LightSlateGray").GetData());
// Render an image (lights and cameras are created automatically)
renderWindow->Render();
vtkNew<vtkInteractorStyleTrackballCamera> style;
renderWindowInteractor->SetInteractorStyle(style);
renderWindowInteractor->Start();
// Change the background color so we know we are done with the original two
// sphere display
renderer->SetBackground(colors->GetColor3d("DarkSlateGray").GetData());
// Hide one actor at a time
vtkPropCollection* props =
renderer->GetViewProps(); // iterate through and set each visibility to 0
props->InitTraversal();
for (int i = 0; i < props->GetNumberOfItems(); i++)
{
props->GetNextProp()->VisibilityOff();
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Start();
}
return EXIT_SUCCESS;
}
注:以上代码都来源于官网示例代码。