//-------------------------------------------------------------------
wxVtk3DBaseView::~wxVtk3DBaseView()
{
//-------------------------------------------------------------------
wxVtk3DBaseView::~wxVtk3DBaseView()
{
if (_aCamera!=NULL) { _aCamera -> Delete(); _aCamera=NULL;}
if (_aRenderer!=NULL) { _aRenderer -> Delete(); _aRenderer=NULL;}
if (_renWin!=NULL) {
if (_aCamera!=NULL) { _aCamera -> Delete(); _aCamera=NULL;}
if (_aRenderer!=NULL) { _aRenderer -> Delete(); _aRenderer=NULL;}
if (_renWin!=NULL) {
//-------------------------------------------------------------------
void wxVtk3DBaseView::Configure()
{
//-------------------------------------------------------------------
void wxVtk3DBaseView::Configure()
{
vtkInteractorStyleBaseView3D *interactorStyleBaseView3D = vtkInteractorStyleBaseView3D::New();
SetInteractorStyleBaseView( interactorStyleBaseView3D );
vtkInteractorStyleBaseView3D *interactorStyleBaseView3D = vtkInteractorStyleBaseView3D::New();
SetInteractorStyleBaseView( interactorStyleBaseView3D );
GetWxVTKRenderWindowInteractor()->SetInteractorStyle( interactorStyleBaseView3D );
interactorStyleBaseView3D->SetwxVtkBaseView(this);
GetWxVTKRenderWindowInteractor()->SetInteractorStyle( interactorStyleBaseView3D );
interactorStyleBaseView3D->SetwxVtkBaseView(this);
// It is convenient to create an initial view of the data. The
// FocalPoint and Position form a vector direction. Later on
// (ResetCamera() method) this vector is used to position the camera
// It is convenient to create an initial view of the data. The
// FocalPoint and Position form a vector direction. Later on
// (ResetCamera() method) this vector is used to position the camera