Example #1
0
void
FlyThrough::OnTimer(void)
{
    vtkRenderWindowInteractor *rwi = Interactor;

    int Pos[2];
    rwi->GetEventPosition(Pos);

    bool matchedUpState = true;
    switch (State)
    {
      case VTKIS_ROTATE:
        RotateAboutCamera3D(Pos[0], Pos[1]);

        rwi->CreateTimer(VTKI_TIMER_UPDATE);
        break;

      case VTKIS_PAN:
        PanCamera3D(Pos[0], Pos[1]);

        rwi->CreateTimer(VTKI_TIMER_UPDATE);
        break;

      case VTKIS_ZOOM:
        DollyCameraAndFocus3D(Pos[0], Pos[1]);

        rwi->CreateTimer(VTKI_TIMER_UPDATE);
        break;

      default:
        matchedUpState = false;
        break;
    }

    if (!matchedUpState && shouldSpin)
    {
        VisWindow *vw = proxy;
        if(!vw->GetSpinModeSuspended())
        {
            if (vw->GetSpinMode())
            {
                OldX = spinOldX;
                OldY = spinOldY;
                RotateAboutCamera3D(spinNewX, spinNewY);
                rwi->CreateTimer(VTKI_TIMER_UPDATE);
            }
            else
            {
                DisableSpinMode();
            }
        }
        else if(vw->GetSpinMode())
        {
            // Don't mess with the camera, just create another timer so
            // we keep getting into this method until spin mode is no
            // longer suspended.
            rwi->CreateTimer(VTKI_TIMER_UPDATE);
        }
    }
}
Example #2
0
void
Zoom3D::EnableSpinMode(void)
{
    VisWindow *vw = proxy;
    if (vw->GetSpinMode())
    {
        shouldSpin = true;

        //
        // VTK will not be happy unless we enter one of its pre-defined modes.
        // Timer seems as appropriate as any (there idea of spin is much
        // different than ours).  Also, set up the first timer so our spinning
        // can get started.
        //
        StartTimer();
        vtkRenderWindowInteractor *rwi = Interactor;
        rwi->CreateTimer(VTKI_TIMER_UPDATE);
    }
}