// // This example demonstrates how to use multiple renderers within a // render window. It is a variation of the Cone.py example. Please // refer to that example for additional documentation. // import java.lang.Thread; // we import the vtk wrapped classes forst import vtk.*; // then we define our class public class Cone3 { // 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) throws Exception { // // 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 two renderers and assign actors to them. A renderer renders into a // viewport within the vtkRenderWindow. 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. In this example we are adding the same actor // to two different renderers; it is okay to add different actors to // different renderers as well. // vtkRenderer ren1 = new vtkRenderer(); ren1.AddActor(coneActor); ren1.SetBackground(0.1, 0.2, 0.4); ren1.SetViewport(0.0, 0.0, 0.5, 1.0); vtkRenderer ren2 = new vtkRenderer(); ren2.AddActor(coneActor); ren2.SetBackground(0.1, 0.2, 0.4); ren2.SetViewport(0.5, 0.0, 1.0, 1.0); // // Finally we create the render window which will show up on the screen. // We add our two renderers into the render window using AddRenderer. We also // set the size to be 600 pixels by 300. // vtkRenderWindow renWin = new vtkRenderWindow(); renWin.AddRenderer( ren1 ); renWin.AddRenderer( ren2 ); renWin.SetSize(600, 300); // // Make one camera view 90 degrees from other. // ren1.ResetCamera(); ren1.GetActiveCamera().Azimuth(90); // // now we loop over 360 degreeees and render the cone each time // int i; for (i = 0; i < 360; ++i) { Thread.sleep(10); // render the image renWin.Render(); // rotate the active camera by one degree ren1.GetActiveCamera().Azimuth( 1 ); ren2.GetActiveCamera().Azimuth( 1 ); } } }