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134 lines
4.5 KiB
134 lines
4.5 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: Cone4.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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//
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// This example demonstrates the creation of multiple actors and the
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// manipulation of their properties and transformations. It is a
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// derivative of Cone.tcl, see that example for more information.
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//
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// First include the required header files for the VTK classes we are using.
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#include "vtkConeSource.h"
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#include "vtkPolyDataMapper.h"
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#include "vtkRenderWindow.h"
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#include "vtkCamera.h"
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#include "vtkActor.h"
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#include "vtkRenderer.h"
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#include "vtkProperty.h"
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int main()
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{
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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 data
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// (output type is vtkPolyData) which other filters may process.
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//
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vtkConeSource *cone = vtkConeSource::New();
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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 = vtkPolyDataMapper::New();
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coneMapper->SetInputConnection( cone->GetOutputPort() );
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//
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// Create an actor to represent the first cone. The actor's properties are
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// modified to give it different surface properties. By default, an actor
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// is create with a property so the GetProperty() method can be used.
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//
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vtkActor *coneActor = vtkActor::New();
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coneActor->SetMapper( coneMapper );
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coneActor->GetProperty()->SetColor(0.2, 0.63, 0.79);
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coneActor->GetProperty()->SetDiffuse(0.7);
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coneActor->GetProperty()->SetSpecular(0.4);
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coneActor->GetProperty()->SetSpecularPower(20);
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//
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// Create a property and directly manipulate it. Assign it to the
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// second actor.
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//
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vtkProperty *property = vtkProperty::New();
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property->SetColor(1.0, 0.3882, 0.2784);
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property->SetDiffuse(0.7);
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property->SetSpecular(0.4);
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property->SetSpecularPower(20);
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//
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// Create a second actor and a property. The property is directly
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// manipulated and then assigned to the actor. In this way, a single
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// property can be shared among many actors. Note also that we use the
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// same mapper as the first actor did. This way we avoid duplicating
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// geometry, which may save lots of memory if the geoemtry is large.
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vtkActor *coneActor2 = vtkActor::New();
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coneActor2->SetMapper(coneMapper);
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coneActor2->GetProperty()->SetColor(0.2, 0.63, 0.79);
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coneActor2->SetProperty(property);
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coneActor2->SetPosition(0, 2, 0);
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//
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// Create the Renderer and assign actors to it. A renderer is like a
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// viewport. It is part or all of a window on the screen and it is
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// responsible for drawing the actors it has. We also set the background
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// color here.
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//
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vtkRenderer *ren1= vtkRenderer::New();
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ren1->AddActor( coneActor );
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ren1->AddActor( coneActor2 );
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ren1->SetBackground( 0.1, 0.2, 0.4 );
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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 put our renderer into the render window using AddRenderer. We also
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// set the size to be 300 pixels by 300.
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//
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vtkRenderWindow *renWin = vtkRenderWindow::New();
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renWin->AddRenderer( ren1 );
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renWin->SetSize( 300, 300 );
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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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// 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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}
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//
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// Free up any objects we created. All instances in VTK are deleted by
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// using the Delete() method.
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//
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cone->Delete();
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coneMapper->Delete();
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coneActor->Delete();
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property->Delete();
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coneActor2->Delete();
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ren1->Delete();
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renWin->Delete();
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return 0;
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}
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