I want to select points inside a box by custom interactor style. To do this, I try to decide if a point inside a defined frustum. The frustum.FunctionValue(pointdata) value of points inside frustum should smaller than zero. But the value always larger than zero. So what should i do to correct my code? Or, Is there any easy way to Select points inside a box? Here is my code. Thanks.
#include <vtkVersion.h>
#include <vtkSmartPointer.h>
#include <vtkPointData.h>
#include <vtkIdTypeArray.h>
#include <vtkDataSetSurfaceFilter.h>
#include <vtkRendererCollection.h>
#include <vtkProperty.h>
#include <vtkPlanes.h>
#include <vtkObjectFactory.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkExtractPoints.h>
#include <vtkInteractorStyleRubberBand3D.h>
#include <vtkAreaPicker.h>
#include <vtkDataSetMapper.h>
#include <vtkUnstructuredGrid.h>
#include <vtkDataSet.h>
#include <vtkIdFilter.h>
#include <vtkSphereSource.h>
// Define interaction style
class InteractorStyle : public vtkInteractorStyleRubberBand3D
{
public:
static InteractorStyle* New();
vtkTypeMacro(InteractorStyle,vtkInteractorStyleRubberBand3D);
InteractorStyle()
{
this->SelectedMapper = vtkSmartPointer<vtkDataSetMapper>::New();
this->SelectedActor = vtkSmartPointer<vtkActor>::New();
this->SelectedActor->SetMapper(SelectedMapper);
}
void OnLeftButtonDown() {
{
vtkSmartPointer<vtkAreaPicker> picker =
vtkSmartPointer<vtkAreaPicker>::New();
this->GetInteractor()->SetPicker(picker);
auto frustum = picker->GetFrustum();
vtkSmartPointer<vtkExtractPoints> extractor =
vtkSmartPointer<vtkExtractPoints>::New();
extractor->SetImplicitFunction(frustum);
extractor->SetInputData(this->dataset);
extractor->Update();
std::cout<<"extractor"<<extractor->GetOutput()->GetPointData()->GetNumberOfTuples();
auto point_data = this->dataset->GetPointData();
auto original_ids = dynamic_cast<vtkIdTypeArray *>(point_data->GetArray("OriginalIds"));
auto ids = vtkSmartPointer<vtkIdTypeArray>::New();
for (int i = 0; i < point_data->GetArray("OriginalIds")->GetNumberOfTuples(); i++) {
// std::cout << frustum->FunctionValue(dataset->GetPoint(original_ids->GetValue(i)))<<std::endl;
if (frustum->FunctionValue(this->dataset->GetPoint(original_ids->GetValue(i))) < 0) {
ids->InsertNextValue(original_ids->GetValue(i));
}
}
// Forward events
vtkInteractorStyleRubberBand3D::OnLeftButtonDown();
}
}
void SetData(vtkSmartPointer<vtkDataSet> data){dataset=data;}
private:
vtkSmartPointer<vtkDataSet> dataset;
vtkSmartPointer<vtkActor> SelectedActor;
vtkSmartPointer<vtkDataSetMapper> SelectedMapper;
};
vtkStandardNewMacro(InteractorStyle);
int main (int, char *[])
{
vtkSmartPointer<vtkSphereSource> sphere_source = vtkSmartPointer<vtkSphereSource>::New();
vtkSmartPointer<vtkIdFilter> idFilter =
vtkSmartPointer<vtkIdFilter>::New();
idFilter->SetInputConnection(sphere_source->GetOutputPort());
idFilter->SetIdsArrayName("OriginalIds");
idFilter->Update();
auto input = idFilter->GetOutput();
// Create a mapper and actor
vtkSmartPointer<vtkDataSetMapper> mapper =
vtkSmartPointer<vtkDataSetMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInputConnection(input->GetProducerPort());
#else
mapper->SetInputData(input);
#endif
mapper->ScalarVisibilityOff();
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Visualize
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkAreaPicker> areaPicker =
vtkSmartPointer<vtkAreaPicker>::New();
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetPicker(areaPicker);
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->AddActor(actor);
//renderer->SetBackground(1,1,1); // Background color white
renderWindow->Render();
vtkSmartPointer<InteractorStyle> style =
vtkSmartPointer<InteractorStyle>::New();
style->SetData(input);
renderWindowInteractor->SetInteractorStyle( style );
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}