# AnimateActors

VTKExamples/Cxx/Animation/AnimateActors

### Code

AnimateActors.cxx

    #include "AnimateActors.h"
    #include <vtkSmartPointer.h>
    #include <vtkAnimationCue.h>
    #include <vtkRenderer.h>
    #include <vtkSphereSource.h>
    #include <vtkConeSource.h>
    #include <vtkPolyDataMapper.h>
    #include <vtkCommand.h>
    #include <vtkAnimationScene.h>
    #include <vtkRenderWindow.h>
    #include <vtkRenderWindowInteractor.h>
    #include <vtkCamera.h>

    int main(int argc, char *argv[])
    {
      // Create the graphics structure. The renderer renders into the
      // render window.
      vtkSmartPointer<vtkRenderWindowInteractor> iren =
        vtkSmartPointer<vtkRenderWindowInteractor>::New();
      vtkSmartPointer<vtkRenderer> ren1 =
        vtkSmartPointer<vtkRenderer>::New();
      vtkSmartPointer<vtkRenderWindow> renWin =
        vtkSmartPointer<vtkRenderWindow>::New();
      renWin->SetMultiSamples(0);
      iren->SetRenderWindow(renWin);
      renWin->AddRenderer(ren1);

      // Generate a sphere
      vtkSmartPointer<vtkSphereSource> sphereSource =
        vtkSmartPointer<vtkSphereSource>::New();
      vtkSmartPointer<vtkPolyDataMapper> sphereMapper =
        vtkSmartPointer<vtkPolyDataMapper>::New();
      sphereMapper->SetInputConnection( sphereSource->GetOutputPort());
      vtkSmartPointer<vtkActor> sphere =
        vtkSmartPointer<vtkActor>::New();
      sphere->SetMapper(sphereMapper);
      ren1->AddActor(sphere);

      // Generate a cone
      vtkSmartPointer<vtkConeSource> coneSource =
        vtkSmartPointer<vtkConeSource>::New();
      vtkSmartPointer<vtkPolyDataMapper> coneMapper =
        vtkSmartPointer<vtkPolyDataMapper>::New();
      coneMapper->SetInputConnection( coneSource->GetOutputPort());
      vtkSmartPointer<vtkActor> cone =
        vtkSmartPointer<vtkActor>::New();
      cone->SetMapper(coneMapper);
      ren1->AddActor(cone);

      // Create an Animation Scene
      vtkSmartPointer<vtkAnimationScene> scene =
        vtkSmartPointer<vtkAnimationScene>::New();
      if(argc>=2 && strcmp(argv[1],"-real")==0)
      {
        cout << "real-time mode" << endl;
        scene->SetModeToRealTime();
      }
      else
      {
        cout << "sequence mode" << endl;
        scene->SetModeToSequence();
      }
      scene->SetLoop(0);
      scene->SetFrameRate(5);
      scene->SetStartTime(0);
      scene->SetEndTime(20);

      vtkSmartPointer<AnimationSceneObserver> sceneObserver =
        vtkSmartPointer<AnimationSceneObserver>::New();
      sceneObserver->SetRenderWindow(renWin);
      scene->AddObserver(vtkCommand::AnimationCueTickEvent,sceneObserver);

      // Create an Animation Cue for each actor
      vtkSmartPointer<vtkAnimationCue> cue1 =
        vtkSmartPointer<vtkAnimationCue>::New();
      cue1->SetStartTime(5);
      cue1->SetEndTime(23);
      scene->AddCue(cue1);

      vtkSmartPointer<vtkAnimationCue> cue2 =
        vtkSmartPointer<vtkAnimationCue>::New();
      cue2->SetStartTime(1);
      cue2->SetEndTime(10);
      scene->AddCue(cue2);

      // Create an ActorAnimator for each actor;
      ActorAnimator animateSphere;
      animateSphere.SetActor(sphere);
      animateSphere.AddObserversToCue(cue1);

      ActorAnimator animateCone;
      std::vector<double> endCone(3);
        endCone[0] = -1;
        endCone[1] = -1;
        endCone[2] = -1;
      animateCone.SetEndPosition(endCone);
      animateCone.SetActor(cone);
      animateCone.AddObserversToCue(cue2);

      renWin->Render();
      ren1->ResetCamera();
      ren1->GetActiveCamera()->Dolly(.5);
      ren1->ResetCameraClippingRange();

      // Create Cue observer.
      scene->Play();
      scene->Stop();

      iren->Start();
      return EXIT_SUCCESS;
    }

AnimateActors.h

    #ifndef __AnimateActors_h
    #include <vtkActor.h>
    #include <vtkAnimationCue.h>
    #include <vtkCommand.h>
    #include <vtkRenderWindow.h>
    #include <vector>

    class ActorAnimator
    {
    public:
      ActorAnimator()
        {
        this->Actor=0;
        this->Observer = AnimationCueObserver::New();
        this->Observer->Animator = this;
        this->StartPosition.resize(3);
        this->StartPosition.insert(this->StartPosition.begin(), 3, 0.0);
        this->EndPosition.resize(3);
        this->EndPosition.insert(this->EndPosition.begin(), 3, .5);
        }

      ~ActorAnimator()
        {
        if(this->Actor)
          {
          this->Actor->UnRegister(0);
          this->Actor=0;
          }
        this->Observer->UnRegister(0);
        }
      void SetActor(vtkActor *actor)
        {
        if (this->Actor)
          {
          this->Actor->UnRegister(0);
          }
        this->Actor = actor;
        this->Actor->Register(0);
        }
      void SetStartPosition(std::vector<double> position)
        {
        this->StartPosition = position;
        }
      void SetEndPosition(std::vector<double> position)
        {
        this->EndPosition = position;
        }
      void AddObserversToCue(vtkAnimationCue *cue)
        {
        cue->AddObserver(vtkCommand::StartAnimationCueEvent,this->Observer);
        cue->AddObserver(vtkCommand::EndAnimationCueEvent,this->Observer);
        cue->AddObserver(vtkCommand::AnimationCueTickEvent,this->Observer);
        }

      void Start(vtkAnimationCue::AnimationCueInfo *vtkNotUsed(info))
        {
        this->Actor->SetPosition(this->StartPosition[0],
                                 this->StartPosition[1],
                                 this->StartPosition[2]);
        }

      void Tick(vtkAnimationCue::AnimationCueInfo *info)
        {
        double t = (info->AnimationTime - info->StartTime) / (info->EndTime - info->StartTime);
        double position[3];
        for (int i = 0; i < 3; i++)
          {
          position[i] = this->StartPosition[i] + (this->EndPosition[i] - this->StartPosition[i]) * t;
          }
        this->Actor->SetPosition(position);

        }

      void End(vtkAnimationCue::AnimationCueInfo *vtkNotUsed(info))
        {
        this->Actor->SetPosition(this->EndPosition[0],
                                 this->EndPosition[1],
                                 this->EndPosition[2]);
        }

    protected:
      class AnimationCueObserver : public vtkCommand
      {
      public:
        static AnimationCueObserver *New()
          {
          return new AnimationCueObserver;
          }

        virtual void Execute(vtkObject *vtkNotUsed(caller),
                             unsigned long event,
                             void *calldata)
          {
          if(this->Animator != 0)
            {
            vtkAnimationCue::AnimationCueInfo *info=
              static_cast<vtkAnimationCue::AnimationCueInfo *>(calldata);
            switch(event)
              {
              case vtkCommand::StartAnimationCueEvent:
                this->Animator->Start(info);
                break;
              case vtkCommand::EndAnimationCueEvent:
                this->Animator->End(info);
                break;
              case vtkCommand::AnimationCueTickEvent:
                this->Animator->Tick(info);
                break;
              }
            }
          }

        AnimationCueObserver()
          {
          this->Animator = 0;
          }
        ActorAnimator *Animator;
      };

      vtkActor *             Actor;
      AnimationCueObserver * Observer;
      std::vector<double>    StartPosition;
      std::vector<double>    EndPosition;
    };

    class AnimationSceneObserver : public vtkCommand
    {
    public:
      static AnimationSceneObserver *New()
        {
        return new AnimationSceneObserver;
        }

      void SetRenderWindow( vtkRenderWindow *renWin)
        {
        if (this->RenderWindow)
          {
          this->RenderWindow->UnRegister(this);
          }
        this->RenderWindow = renWin;
        this->RenderWindow->Register(this);

        }
      virtual void Execute(vtkObject *vtkNotUsed(caller),
                           unsigned long event,
                           void *vtkNotUsed(calldata))
        {
        if(this->RenderWindow != 0)
          {
          switch(event)
            {
            case vtkCommand::AnimationCueTickEvent:
              this->RenderWindow->Render();
              break;
            }
          }
        }

    protected:
      AnimationSceneObserver()
        {
        this->RenderWindow = 0;
        }
      ~AnimationSceneObserver()
        {
        if(this->RenderWindow)
          {
          this->RenderWindow->UnRegister(this);
          this->RenderWindow = 0;
          }
        }
      vtkRenderWindow *RenderWindow;
    };

    #endif

### CMakeLists.txt

    cmake_minimum_required(VERSION 2.8)

    PROJECT(AnimateActors)

    find_package(VTK REQUIRED)
    include(${VTK_USE_FILE})

    add_executable(AnimateActors MACOSX_BUNDLE AnimateActors.cxx )

    target_link_libraries(AnimateActors ${VTK_LIBRARIES})

### Download and Build AnimateActors

Click here to download AnimateActors and its CMakeLists.txt file. Once the tarball AnimateActors.tar has been downloaded and extracted,

    cd AnimateActors/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:

    ./AnimateActors

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.