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105 lines
3.7 KiB
105 lines
3.7 KiB
//
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// This example demonstrates how to use multiple renderers within a
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// render window. It is a variation of the Cone.py example. Please
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// refer to that example for additional documentation.
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//
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import java.lang.Thread;
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// we import the vtk wrapped classes forst
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import vtk.*;
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// then we define our class
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public class Cone3 {
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// in the static contructor we load in the native code
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// The libraries must be in your path to work
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static {
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System.loadLibrary("vtkCommonJava");
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System.loadLibrary("vtkFilteringJava");
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System.loadLibrary("vtkIOJava");
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System.loadLibrary("vtkImagingJava");
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System.loadLibrary("vtkGraphicsJava");
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System.loadLibrary("vtkRenderingJava");
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}
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// now the main program
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public static void main (String []args) throws Exception {
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//
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// Next we create an instance of vtkConeSource and set some of its
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// properties. The instance of vtkConeSource "cone" is part of a
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// visualization pipeline (it is a source process object); it produces
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// data (output type is vtkPolyData) which other filters may process.
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//
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vtkConeSource cone = new vtkConeSource();
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cone.SetHeight( 3.0 );
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cone.SetRadius( 1.0 );
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cone.SetResolution( 10 );
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//
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// In this example we terminate the pipeline with a mapper process object.
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// (Intermediate filters such as vtkShrinkPolyData could be inserted in
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// between the source and the mapper.) We create an instance of
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// vtkPolyDataMapper to map the polygonal data into graphics primitives. We
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// connect the output of the cone souece to the input of this mapper.
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//
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vtkPolyDataMapper coneMapper = new vtkPolyDataMapper();
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coneMapper.SetInputConnection(cone.GetOutputPort());
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//
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// Create an actor to represent the cone. The actor orchestrates rendering of
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// the mapper's graphics primitives. An actor also refers to properties via a
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// vtkProperty instance, and includes an internal transformation matrix. We
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// set this actor's mapper to be coneMapper which we created above.
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//
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vtkActor coneActor = new vtkActor();
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coneActor.SetMapper(coneMapper);
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//
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// Create two renderers and assign actors to them. A renderer renders into a
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// viewport within the vtkRenderWindow. It is part or all of a window on the
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// screen and it is responsible for drawing the actors it has. We also set
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// the background color here. In this example we are adding the same actor
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// to two different renderers; it is okay to add different actors to
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// different renderers as well.
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//
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vtkRenderer ren1 = new vtkRenderer();
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ren1.AddActor(coneActor);
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ren1.SetBackground(0.1, 0.2, 0.4);
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ren1.SetViewport(0.0, 0.0, 0.5, 1.0);
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vtkRenderer ren2 = new vtkRenderer();
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ren2.AddActor(coneActor);
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ren2.SetBackground(0.1, 0.2, 0.4);
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ren2.SetViewport(0.5, 0.0, 1.0, 1.0);
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//
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// Finally we create the render window which will show up on the screen.
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// We add our two renderers into the render window using AddRenderer. We also
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// set the size to be 600 pixels by 300.
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//
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vtkRenderWindow renWin = new vtkRenderWindow();
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renWin.AddRenderer( ren1 );
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renWin.AddRenderer( ren2 );
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renWin.SetSize(600, 300);
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//
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// Make one camera view 90 degrees from other.
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//
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ren1.ResetCamera();
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ren1.GetActiveCamera().Azimuth(90);
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//
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// now we loop over 360 degreeees and render the cone each time
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//
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int i;
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for (i = 0; i < 360; ++i)
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{
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Thread.sleep(10);
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// render the image
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renWin.Render();
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// rotate the active camera by one degree
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ren1.GetActiveCamera().Azimuth( 1 );
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ren2.GetActiveCamera().Azimuth( 1 );
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}
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}
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}
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