I'm trying to rotate a vtkActor
using vtkActor::RotateZ
and then calling vtkRenderWindow::Render
. It works fine (it rotates the actor) but I can't move, resize, or even focus the window.
I suspected this was caused due to something not catching operating system events, so I added a vtkRenderWindowInteractor
to the mix. Now I can move, resize and focus the window, but the actor is not rotating anymore.
I've isolated the code in the snippet below, comment line 43 to see both effects:
renderWindowInteractor->Start();
I'm compiling VTK 6.2 with mingw-w64 (GCC 4.9.1), running in Windows 8.1. I've uploaded the code in this repo with a small CMake setup so you can test it easily.
Thanks for your help!
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
auto renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
auto texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
auto renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Start(); // <-- Comment this line!
// Render
float rot = 0.0f;
while(true)
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
}
Solved using asdfasdf's solution: (Code in this repo)
constexpr float planeWidth = 200.0f;
constexpr float planeHeight = 100.0f;
vtkActor * texturedPlane;
vtkRenderWindowInteractor * renderWindowInteractor;
vtkRenderWindow * renWin;
float rot = 0.0f;
class RotateCommand : public vtkCommand
{
public:
vtkTypeMacro(RotateCommand, vtkCommand);
static RotateCommand * New()
{
return new RotateCommand;
}
void Execute(vtkObject * vtkNotUsed(caller),
unsigned long vtkNotUsed(eventId),
void * vtkNotUsed(callData))
{
texturedPlane->SetOrientation(0,0,0);
texturedPlane->RotateZ(rot++);
renWin->Render();
}
};
int main()
{
auto renderer = vtkRenderer::New();
// Create render window
renWin = vtkRenderWindow::New();
renWin->AddRenderer(renderer);
renWin->SetSize(600,600);
// Create a plane
texturedPlane = vtkActor::New();
auto plane = vtkPlaneSource::New();
plane->SetOrigin(0, planeHeight, 0);
plane->SetPoint1(planeWidth, planeHeight, 0);
plane->SetPoint2(0, 0, 0);
auto planeMapper = vtkPolyDataMapper::New();
planeMapper->SetInputConnection(plane->GetOutputPort());
texturedPlane->SetMapper(planeMapper);
texturedPlane->SetOrigin(planeWidth / 2, planeHeight, 0);
renderer->AddActor(texturedPlane);
renderer->ResetCamera();
// Create a RenderWindowInteractor
renderWindowInteractor = vtkRenderWindowInteractor::New();
renderWindowInteractor->SetRenderWindow(renWin);
renderWindowInteractor->Initialize();
renderWindowInteractor->CreateRepeatingTimer(1);
RotateCommand * rotateCallback = RotateCommand::New();
renderWindowInteractor->AddObserver(vtkCommand::TimerEvent, rotateCallback );
renderWindowInteractor->Start();
}
Hack to get around part of the problem.
I'm sorry if I didn't give you any other reply, but since this solution is quite bad, I was waiting for someone else to find a better solution, but it seems that no one answered you, so here is what I would do.
You can pretty much guess what it does. Each 1 ms after starting the interaction, a callback is called that will stop the interaction, and do a rotation.