DetermineActorType
VTKExamples/Cxx/Utilities/DetermineActorType
Code¶
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; }
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.3 FATAL_ERROR) project(DetermineActorType) find_package(VTK COMPONENTS vtkCommonCore vtkCommonDataModel vtkFiltersSources vtkInteractionStyle vtkRenderingAnnotation vtkRenderingCore vtkRenderingFreeType vtkRenderingOpenGL2 QUIET) if (NOT VTK_FOUND) message("Skipping DetermineActorType: ${VTK_NOT_FOUND_MESSAGE}") return () endif() message (STATUS "VTK_VERSION: ${VTK_VERSION}") if (VTK_VERSION VERSION_LESS "8.90.0") # old system include(${VTK_USE_FILE}) add_executable(DetermineActorType MACOSX_BUNDLE DetermineActorType.cxx ) target_link_libraries(DetermineActorType PRIVATE ${VTK_LIBRARIES}) else () # include all components add_executable(DetermineActorType MACOSX_BUNDLE DetermineActorType.cxx ) target_link_libraries(DetermineActorType PRIVATE ${VTK_LIBRARIES}) # vtk_module_autoinit is needed vtk_module_autoinit( TARGETS DetermineActorType MODULES ${VTK_LIBRARIES} ) 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
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.