VTK/Examples/Cxx/Utilities/DetermineActorType
From KitwarePublic
Jump to navigationJump to searchContents
DetermineActorType.cxx
#include <vtkSmartPointer.h>
#include <vtkActor.h>
#include <vtkActorCollection.h>
#include <vtkCubeAxesActor.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
int main(int, char *[])
{
// Sphere
vtkSmartPointer<vtkSphereSource> sphereSource =
vtkSmartPointer<vtkSphereSource>::New();
sphereSource->Update();
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(sphereSource->GetOutputPort());
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Cube axes
vtkSmartPointer<vtkCubeAxesActor> cubeAxesActor =
vtkSmartPointer<vtkCubeAxesActor>::New();
// Create a renderer and render window
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
cubeAxesActor->SetCamera(renderer->GetActiveCamera());
renderer->AddActor(actor);
renderer->AddActor(cubeAxesActor);
// Determine the types of the actors - method 1
{
std::cout << "Method 1:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
std::string className = nextActor->GetClassName();
std::string wantedClass = "vtkCubeAxesActor";
if(className == wantedClass)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 2
{
std::cout << "Method 2:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(nextActor->IsA("vtkCubeAxesActor"))
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 3
{
std::cout << "Method 3:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(vtkCubeAxesActor::SafeDownCast(nextActor) != 0)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Determine the types of the actors - method 4
{
std::cout << "Method 4:" << std::endl;
vtkActorCollection* actorCollection = renderer->GetActors();
actorCollection->InitTraversal();
for(vtkIdType i = 0; i < actorCollection->GetNumberOfItems(); i++)
{
vtkActor* nextActor = actorCollection->GetNextActor();
std::cout << "nextActor " << i << " : " << nextActor->GetClassName() << std::endl;
if(dynamic_cast<vtkCubeAxesActor*>(nextActor) != 0)
{
std::cout << "nextActor " << i << " is a vtkCubeAxesActor!" << std::endl;
}
else
{
std::cout << "nextActor " << i << " is NOT a vtkCubeAxesActor!" << std::endl;
}
}
}
// Render the scene
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Initialize();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
Please try the new VTKExamples website.
CMakeLists.txt
cmake_minimum_required(VERSION 2.8)
PROJECT(DetermineActorType)
find_package(VTK REQUIRED)
include(${VTK_USE_FILE})
add_executable(DetermineActorType MACOSX_BUNDLE DetermineActorType.cxx)
if(VTK_LIBRARIES)
target_link_libraries(DetermineActorType ${VTK_LIBRARIES})
else()
target_link_libraries(DetermineActorType vtkHybrid vtkWidgets)
endif()
Download and Build DetermineActorType
Click here to download DetermineActorType. and its CMakeLists.txt file.
Once the tarball DetermineActorType.tar has been downloaded and extracted,
cd DetermineActorType/build
- If VTK is installed:
cmake ..
- If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./DetermineActorType
WINDOWS USERS PLEASE NOTE: Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.
It isn't clear what this example is demonstrating - the use of CubeAxesActor is confusing.