Cloned library of VTK-5.0.0 with extra build files for internal package management.
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//
// This example creates a polygonal model of a cone, and then renders it to
// the screen. It will rotate the cone 360 degrees and then exit. The basic
// setup of source -> mapper -> actor -> renderer -> renderwindow is
// typical of most VTK programs.
//
// We import the vtk wrapped classes first.
import vtk.*;
// Then we define our class.
public class Cone {
// In the static contructor we load in the native code.
// The libraries must be in your path to work.
static {
System.loadLibrary("vtkCommonJava");
System.loadLibrary("vtkFilteringJava");
System.loadLibrary("vtkIOJava");
System.loadLibrary("vtkImagingJava");
System.loadLibrary("vtkGraphicsJava");
System.loadLibrary("vtkRenderingJava");
}
// now the main program
public static void main (String []args) {
//
// Next we create an instance of vtkConeSource and set some of its
// properties. The instance of vtkConeSource "cone" is part of a
// visualization pipeline (it is a source process object); it produces data
// (output type is vtkPolyData) which other filters may process.
//
vtkConeSource cone = new vtkConeSource();
cone.SetHeight( 3.0 );
cone.SetRadius( 1.0 );
cone.SetResolution( 10 );
//
// In this example we terminate the pipeline with a mapper process object.
// (Intermediate filters such as vtkShrinkPolyData could be inserted in
// between the source and the mapper.) We create an instance of
// vtkPolyDataMapper to map the polygonal data into graphics primitives. We
// connect the output of the cone souece to the input of this mapper.
//
vtkPolyDataMapper coneMapper = new vtkPolyDataMapper();
coneMapper.SetInputConnection( cone.GetOutputPort() );
//
// Create an actor to represent the cone. The actor orchestrates rendering
// of the mapper's graphics primitives. An actor also refers to properties
// via a vtkProperty instance, and includes an internal transformation
// matrix. We set this actor's mapper to be coneMapper which we created
// above.
//
vtkActor coneActor = new vtkActor();
coneActor.SetMapper( coneMapper );
//
// Create the Renderer and assign actors to it. A renderer is like a
// viewport. It is part or all of a window on the screen and it is
// responsible for drawing the actors it has. We also set the background
// color here
//
vtkRenderer ren1 = new vtkRenderer();
ren1.AddActor( coneActor );
ren1.SetBackground( 0.1, 0.2, 0.4 );
//
// Finally we create the render window which will show up on the screen
// We put our renderer into the render window using AddRenderer. We also
// set the size to be 300 pixels by 300
//
vtkRenderWindow renWin = new vtkRenderWindow();
renWin.AddRenderer( ren1 );
renWin.SetSize( 300, 300 );
//
// now we loop over 360 degreeees and render the cone each time
//
int i;
for (i = 0; i < 360; ++i)
{
// render the image
renWin.Render();
// rotate the active camera by one degree
ren1.GetActiveCamera().Azimuth( 1 );
}
}
}