// // 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 ); } } }