AnimateVectors
VTKExamples/Cxx/Texture/AnimateVectors
Description¶
Texture maps can be animated as a function of time. By choosing a texture map whose intensity varies monotonically from dark to light, and then “moving” the texture along an object,the object appears to crawl in the direction of the texture map motion. We can use this technique to add apparent motion to things like hedgehogs to show vector magnitude. This example uses texture map animation to simulate vector field motion.
Cite
See B. Yamrom and K. M. Martin. Vector Field Animation with Texture Maps. IEEE Computer Graphics and Applications. 15(2):22–24, 1995 for background.
Info
See Figure 7-3 in Chapter 7 the VTK Textbook.
Other Languages
See (Python)
Code¶
AnimateVectors.cxx
#include <vtkActor.h> #include <vtkCamera.h> #include <vtkGlyph3D.h> #include <vtkLineSource.h> #include <vtkNamedColors.h> #include <vtkOutlineFilter.h> #include <vtkPolyDataMapper.h> #include <vtkProperty.h> #include <vtkRenderWindow.h> #include <vtkRenderWindowInteractor.h> #include <vtkRenderer.h> #include <vtkStructuredPointsReader.h> #include <vtkTexture.h> #include <vtkThresholdPoints.h> #include <vector> int main (int argc, char *argv[]) { if (argc < 3) { std::cout << "Usage: " << argv[0] << " carotid.vtk vecAnim1.vtk ..." << std::endl; return EXIT_FAILURE; } vtkSmartPointer<vtkNamedColors> colors = vtkSmartPointer<vtkNamedColors>::New(); // Setup render window, renderer, and interactor vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New(); vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New(); renderWindow->AddRenderer(renderer); vtkSmartPointer<vtkRenderWindowInteractor> interactor = vtkSmartPointer<vtkRenderWindowInteractor>::New(); interactor->SetRenderWindow(renderWindow); // read data // // create pipeline // vtkSmartPointer<vtkStructuredPointsReader> reader = vtkSmartPointer<vtkStructuredPointsReader>::New(); reader->SetFileName(argv[1]); vtkSmartPointer<vtkThresholdPoints> threshold = vtkSmartPointer<vtkThresholdPoints>::New(); threshold->SetInputConnection(reader->GetOutputPort()); threshold->ThresholdByUpper(200); vtkSmartPointer<vtkLineSource> line = vtkSmartPointer<vtkLineSource>::New(); line->SetResolution(1); vtkSmartPointer<vtkGlyph3D> lines = vtkSmartPointer<vtkGlyph3D>::New(); lines->SetInputConnection(threshold->GetOutputPort()); lines->SetSourceConnection(line->GetOutputPort()); lines->SetScaleFactor(0.005); lines->SetScaleModeToScaleByScalar(); lines->Update(); vtkSmartPointer<vtkPolyDataMapper> vectorMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); vectorMapper->SetInputConnection(lines->GetOutputPort()); vectorMapper->SetScalarRange(lines->GetOutput()->GetScalarRange()); vtkSmartPointer<vtkActor> vectorActor = vtkSmartPointer<vtkActor>::New(); vectorActor->SetMapper(vectorMapper); vectorActor->GetProperty()->SetOpacity(0.99); vectorActor->GetProperty()->SetLineWidth(1.5); // outline vtkSmartPointer<vtkOutlineFilter> outline = vtkSmartPointer<vtkOutlineFilter>::New(); outline->SetInputConnection(reader->GetOutputPort()); vtkSmartPointer<vtkPolyDataMapper> outlineMapper = vtkSmartPointer<vtkPolyDataMapper>::New(); outlineMapper->SetInputConnection(outline->GetOutputPort()); vtkSmartPointer<vtkActor> outlineActor = vtkSmartPointer<vtkActor>::New(); outlineActor->SetMapper(outlineMapper); outlineActor->GetProperty()->SetColor(colors->GetColor3d("Black").GetData()); // texture maps std::vector<vtkSmartPointer<vtkTexture> > textureMaps; for (int i = 2; i < argc; ++i) { vtkSmartPointer<vtkStructuredPointsReader> tmap = vtkSmartPointer<vtkStructuredPointsReader>::New(); tmap->SetFileName(argv[i]); vtkSmartPointer<vtkTexture> texture = vtkSmartPointer<vtkTexture>::New(); texture->SetInputConnection(tmap->GetOutputPort()); texture->InterpolateOff(); texture->RepeatOff(); textureMaps.push_back(texture); } vectorActor->SetTexture(textureMaps[0]); // Add the actors to the renderer, set the background and size // renderer->AddActor(vectorActor); renderer->AddActor(outlineActor); vtkSmartPointer<vtkCamera> cam1 = vtkSmartPointer<vtkCamera>::New(); cam1->SetClippingRange(17.4043, 870.216); cam1->SetFocalPoint(136.71, 104.025, 23); cam1->SetPosition(204.747, 258.939, 63.7925); cam1->SetViewUp(-0.102647, -0.210897, 0.972104); cam1->Zoom(1.5); renderer->SetActiveCamera(cam1); renderer->SetBackground(colors->GetColor3d("Wheat").GetData()); renderWindow->SetSize(640, 480); // go into loop for (int j = 0; j < 100; ++j) { for (size_t i = 0; i < textureMaps.size(); ++i) { vectorActor->SetTexture(textureMaps[i]); renderWindow->Render(); } } interactor->Start(); return EXIT_SUCCESS; }
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.3 FATAL_ERROR) project(AnimateVectors) find_package(VTK COMPONENTS vtkCommonColor vtkFiltersCore vtkFiltersModeling vtkFiltersSources vtkIOLegacy vtkInteractionStyle vtkRenderingCore vtkRenderingFreeType vtkRenderingOpenGL2 QUIET) if (NOT VTK_FOUND) message("Skipping AnimateVectors: ${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(AnimateVectors MACOSX_BUNDLE AnimateVectors.cxx ) target_link_libraries(AnimateVectors PRIVATE ${VTK_LIBRARIES}) else () # include all components add_executable(AnimateVectors MACOSX_BUNDLE AnimateVectors.cxx ) target_link_libraries(AnimateVectors PRIVATE ${VTK_LIBRARIES}) # vtk_module_autoinit is needed vtk_module_autoinit( TARGETS AnimateVectors MODULES ${VTK_LIBRARIES} ) endif ()
Download and Build AnimateVectors¶
Click here to download AnimateVectors and its CMakeLists.txt file. Once the tarball AnimateVectors.tar has been downloaded and extracted,
cd AnimateVectors/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:
./AnimateVectors
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.