DetermineActorType
vtk-examples/Cxx/Utilities/DetermineActorType
Question
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Code¶
DetermineActorType.cxx
#include <vtkActor.h>
#include <vtkActorCollection.h>
#include <vtkCamera.h>
#include <vtkCubeAxesActor.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
#include <iostream>
#include <string>
int main(int, char*[])
{
vtkNew<vtkNamedColors> colors;
// Sphere
vtkNew<vtkSphereSource> sphereSource;
sphereSource->Update();
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(sphereSource->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->GetProperty()->SetColor(colors->GetColor3d("MistyRose").GetData());
// Cube axes
vtkNew<vtkCubeAxesActor> cubeAxesActor;
// Create a renderer and render window
vtkNew<vtkRenderer> renderer;
cubeAxesActor->SetCamera(renderer->GetActiveCamera());
cubeAxesActor->GetProperty()->SetColor(colors->GetColor3d("Gold").GetData());
renderer->AddActor(actor);
renderer->AddActor(cubeAxesActor);
renderer->SetBackground(colors->GetColor3d("DarkSlateGray").GetData());
// 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 (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;
}
}
}
// 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
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
renderWindow->SetWindowName("DetermineActorType");
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
renderer->ResetCamera();
auto camera = renderer->GetActiveCamera();
camera->SetPosition(0, 0, 8.09748);
camera->SetFocalPoint(0, 0, 0);
camera->SetViewUp(0, 1, 0);
camera->SetDistance(8.09748);
camera->SetClippingRange(6.0265, 10.7239);
renderWindowInteractor->Initialize();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(DetermineActorType)
find_package(VTK COMPONENTS
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "DetermineActorType: Unable to find the VTK build folder.")
endif()
# Prevent a "command line is too long" failure in Windows.
set(CMAKE_NINJA_FORCE_RESPONSE_FILE "ON" CACHE BOOL "Force Ninja to use response files.")
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}
)
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.