// // This example demonstrates the creation of multiple actors and the // manipulation of their properties and transformations. It is a // derivative of Cone.py, see that example for more information. // import java.lang.Thread; // we import the vtk wrapped classes forst import vtk.*; // then we define our class public class Cone4 { // 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 first cone. The actor's properties are // modified to give it different surface properties. By default, an actor // is create with a property so the GetProperty() method can be used. // vtkActor coneActor = new vtkActor(); coneActor.SetMapper(coneMapper); coneActor.GetProperty().SetColor(0.2, 0.63, 0.79); coneActor.GetProperty().SetDiffuse(0.7); coneActor.GetProperty().SetSpecular(0.4); coneActor.GetProperty().SetSpecularPower(20); // // Create a property and directly manipulate it. Assign it to the // second actor. // vtkProperty property = new vtkProperty(); property.SetColor(1.0, 0.3882, 0.2784); property.SetDiffuse(0.7); property.SetSpecular(0.4); property.SetSpecularPower(20); // // Create a second actor and a property. The property is directly // manipulated and then assigned to the actor. In this way, a single // property can be shared among many actors. Note also that we use the // same mapper as the first actor did. This way we avoid duplicating // geometry, which may save lots of memory if the geoemtry is large. vtkActor coneActor2 = new vtkActor(); coneActor2.SetMapper(coneMapper); coneActor2.GetProperty().SetColor(0.2, 0.63, 0.79); coneActor2.SetProperty(property); coneActor2.SetPosition(0, 2, 0); // // 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.AddActor(coneActor2); ren1.SetBackground(0.1, 0.2, 0.4); // // 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.SetSize(300, 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 ); } } }