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122 lines
4.2 KiB
122 lines
4.2 KiB
//
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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.py, see that example for more information.
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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 Cone4 {
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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 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 = new vtkActor();
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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 = new vtkProperty();
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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 = new vtkActor();
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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
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// background color here.
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//
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vtkRenderer ren1 = new vtkRenderer();
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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 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.SetSize(300, 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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}
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}
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}
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