选择拾取是人机交互过程的一个重要功能。VTK中定义了多个拾取功能的类,所有拾取类都继承自vtkAbstractPicker类,继承关系如下:
该类是一个抽象基类,为它的具体的子类定义了最基本的API,最基本的功能是返回拾取位置的x-y-z 世界坐标系统的坐标值(pick自身是在屏幕坐标中进行定义的) 。
类定义了一个纯虚函数Pick(),它的作用是给定一个选择点(屏幕坐标系统里的,以像素为单位)以及一个Renderer,然后通过调用GetPickPosition()方法,生成世界坐标系统的坐标值。
Pick()函数的原型如下:
virtual int Pick (double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer)
通常都把selectionZ设为0,与Renderer相关联的actor就是拾取的对象范围。在拾取过程中vtkPicker会触发一些事件:1、StartPickEvent, 2、PickEvent, 3、EndPickEvent。当something被拾取的时候,并且在所有的picking申请者已经通过测试,1/2/3事件就会在picking之前调用。注意:在pick的过程中,vtkProp的PickEvent事件会在vtkPicker的PickEvent之前被调用。
vtkAbstractPicker以及它的子类都不能拾取”拒绝拾取”的Prop(也就是该Prop通过调用自身的PickableOff()方法)和完全透明的Prop(即prop->GetProperty()->SetOpacity(0))。
Picker可以分为两类,分别是用几何方法拾取(典型的例子是光线投射)和基于硬件拾取。几何方法拾取能获取的信息较多同时也较慢,而基于硬件的拾取拾取速度快,但返回的信息最少。几何方法拾取主要的类有:vtkPicker, vtkCellPicker和vtkPointPicker。基于硬件拾取的类有:vtkWorldPointPicker和vtkPropPicker。vtkAbstractPicker有两个直接子类:vtkWorldPointPicker和vtkAbstractPropPicker。
vtkWorldPointPicker是基于硬件的拾取,它返回与屏幕坐标(x, y, z)相对应的世界坐标点。这个类不能拾取Actor和/或Mapper,它只是简单地确定世界坐标上的坐标值。这个类不调用PickMethod()事件,只能调用StartPickEvent()和EndPickMethod()两个事件。
vtkPropPicker是基于图形硬件拾取一个Actor/Prop实例,速度比vtkCellPicker/vtkPointPicker快。这个类在世界坐标系统中判定Actor/Prop和拾取位置,对于点和单元的ID则不作判定。
vtkPicker用于拾取vtkProp3D实例,它通过发射一条光线到图形窗口中,并与Actor的线框(Bounding box)相交,光线是从窗口坐标系统中拾取的一点到相机所在的位置的连线。因为光线可能会与多个Actor的线框相交,所以可能会返回多个vtkProp3D的实例。vtkPicker返回的是与光线相交的Prop实例的一个列表、世界坐标系统中的拾取坐标以及最靠近相机的Prop和Mapper实例。所谓的最靠近相机,是指该Prop线框中心点在光线上的投影最靠近相机的那个Prop实例。vtkPicker速度相对较快,可用于快速拾取几何对象。但如果想返回拾取的点或者单元的话,得用它的子类vtkCellPicker和vtkPointPicker vtkPicker里其中有一个方法:virtual void SetTolerance(double)—-是设置容差。
vtkPointPicker是vtkPicker的子类,它返回选择点的ID以及坐标。它也是通过发射光线与Actor相交而拾取对象的,除了返回坐标值,Actor和Mapper,它也返回在指定容差内沿着光线,最靠近光线的那个点的ID。vtkPointPicker::GetPointId()可以获取点的ID号。
vtkPointPicker不能单一拾取,其速度比vtkPicker慢,但比vtkCellPicker要快。
vtkCellPicker是vtkPicker的子类,它返回选择单元的ID以及坐标。它也是通过发射光线与Actor相交而拾取对象的,除了返回坐标值,Actor和Mapper,它也返回在指定容差内沿着光线,最靠近光线的那个单元的ID。vtkPointPicker::GetCellId()可以获取单元的ID号。vtkCellPicker可以单一拾取,其速度是所有Picker中最慢的,当然,提供的信息也是最丰富的。
CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
PROJECT(PropPickerExample)
FIND_PACKAGE(VTK REQUIRED)
INCLUDE(${VTK_USE_FILE})
ADD_EXECUTABLE(PropPickerExample PropPickerExample.cpp)
TARGET_LINK_LIBRARIES(PropPickerExample ${VTK_LIBRARIES})
#include
#include
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#include
// Handle mouse events
class PropPickerInteractorStyle : public vtkInteractorStyleTrackballCamera
{
public:
static PropPickerInteractorStyle* New();
vtkTypeMacro(PropPickerInteractorStyle, vtkInteractorStyleTrackballCamera);
PropPickerInteractorStyle()
{
LastPickedActor = NULL;
LastPickedProperty = vtkProperty::New();
}
virtual ~PropPickerInteractorStyle()
{
LastPickedProperty->Delete();
}
virtual void OnLeftButtonDown()
{
int* clickPos = this->GetInteractor()->GetEventPosition();
// Pick from this location.
vtkSmartPointer picker =
vtkSmartPointer::New();
picker->Pick(clickPos[0], clickPos[1], 0, this->GetDefaultRenderer());
double* pos = picker->GetPickPosition();
// If we picked something before, reset its property
if (this->LastPickedActor)
{
this->LastPickedActor->GetProperty()->DeepCopy(this->LastPickedProperty);
}
this->LastPickedActor = picker->GetActor();
if (this->LastPickedActor)
{
// Save the property of the picked actor so that we can restore it next time
this->LastPickedProperty->DeepCopy(this->LastPickedActor->GetProperty());
// Highlight the picked actor by changing its properties
this->LastPickedActor->GetProperty()->SetColor(1.0, 0.0, 0.0);
this->LastPickedActor->GetProperty()->SetDiffuse(1.0);
this->LastPickedActor->GetProperty()->SetSpecular(0.0);
}
// Forward events
vtkInteractorStyleTrackballCamera::OnLeftButtonDown();
}
private:
vtkActor *LastPickedActor;
vtkProperty *LastPickedProperty;
};
vtkStandardNewMacro(PropPickerInteractorStyle);
int main(int argc, char *argv[])
{
int numberOfSpheres = 10;
if (argc > 1)
{
numberOfSpheres = atoi(argv[1]);
}
// A renderer and render window
vtkSmartPointer renderer =
vtkSmartPointer::New();
vtkSmartPointer renderWindow =
vtkSmartPointer::New();
renderWindow->Render();
renderWindow->SetWindowName("PropPicker");
renderWindow->AddRenderer ( renderer );
// An interactor
vtkSmartPointer renderWindowInteractor =
vtkSmartPointer::New();
renderWindowInteractor->SetRenderWindow ( renderWindow );
// Set the custom type to use for interaction.
vtkSmartPointer style =
vtkSmartPointer::New();
style->SetDefaultRenderer(renderer);
renderWindowInteractor->SetInteractorStyle( style );
for (int i = 0; i < numberOfSpheres; ++i)
{
vtkSmartPointer source =
vtkSmartPointer::New();
double x, y, z, radius;
x = vtkMath::Random(-5,5);
y = vtkMath::Random(-5,5);
z = vtkMath::Random(-5,5);
radius = vtkMath::Random(.5, 1.0);
source->SetRadius(radius);
source->SetCenter(x, y, z);
source->SetPhiResolution(11);
source->SetThetaResolution(21);
vtkSmartPointer mapper =
vtkSmartPointer::New();
mapper->SetInputConnection ( source->GetOutputPort());
vtkSmartPointer actor =
vtkSmartPointer::New();
actor->SetMapper ( mapper );
double r, g, b;
r = vtkMath::Random(.4, 1.0);
g = vtkMath::Random(.4, 1.0);
b = vtkMath::Random(.4, 1.0);
actor->GetProperty()->SetDiffuseColor(r, g, b);
actor->GetProperty()->SetDiffuse(.8);
actor->GetProperty()->SetSpecular(.5);
actor->GetProperty()->SetSpecularColor(1.0,1.0,1.0);
actor->GetProperty()->SetSpecularPower(30.0);
renderer->AddActor ( actor );
}
renderer->SetBackground ( 1.0, 1.0, 1.0 );
// Render and interact
renderWindow->Render();
renderWindowInteractor->Initialize();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}