[2229] | 1 | // |
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| 2 | // This example demonstrates the creation of multiple actors and the |
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| 3 | // manipulation of their properties and transformations. It is a |
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| 4 | // derivative of Cone.py, see that example for more information. |
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| 5 | // |
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| 6 | |
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| 7 | import java.lang.Thread; |
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| 8 | |
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| 9 | // we import the vtk wrapped classes forst |
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| 10 | import vtk.*; |
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| 11 | |
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| 12 | // then we define our class |
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| 13 | public class Cone4 { |
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| 14 | // in the static contructor we load in the native code |
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| 15 | // The libraries must be in your path to work |
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| 16 | static { |
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| 17 | System.loadLibrary("vtkCommonJava"); |
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| 18 | System.loadLibrary("vtkFilteringJava"); |
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| 19 | System.loadLibrary("vtkIOJava"); |
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| 20 | System.loadLibrary("vtkImagingJava"); |
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| 21 | System.loadLibrary("vtkGraphicsJava"); |
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| 22 | System.loadLibrary("vtkRenderingJava"); |
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| 23 | } |
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| 24 | |
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| 25 | // now the main program |
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| 26 | public static void main (String []args) throws Exception { |
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| 27 | // |
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| 28 | // Next we create an instance of vtkConeSource and set some of its |
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| 29 | // properties. The instance of vtkConeSource "cone" is part of a |
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| 30 | // visualization pipeline (it is a source process object); it produces |
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| 31 | // data (output type is vtkPolyData) which other filters may process. |
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| 32 | // |
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| 33 | vtkConeSource cone = new vtkConeSource(); |
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| 34 | cone.SetHeight( 3.0 ); |
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| 35 | cone.SetRadius( 1.0 ); |
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| 36 | cone.SetResolution( 10 ); |
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| 37 | |
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| 38 | // |
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| 39 | // In this example we terminate the pipeline with a mapper process object. |
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| 40 | // (Intermediate filters such as vtkShrinkPolyData could be inserted in |
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| 41 | // between the source and the mapper.) We create an instance of |
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| 42 | // vtkPolyDataMapper to map the polygonal data into graphics primitives. We |
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| 43 | // connect the output of the cone souece to the input of this mapper. |
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| 44 | // |
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| 45 | vtkPolyDataMapper coneMapper = new vtkPolyDataMapper(); |
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| 46 | coneMapper.SetInput(cone.GetOutput()); |
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| 47 | |
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| 48 | // |
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| 49 | // Create an actor to represent the first cone. The actor's properties are |
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| 50 | // modified to give it different surface properties. By default, an actor |
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| 51 | // is create with a property so the GetProperty() method can be used. |
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| 52 | // |
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| 53 | vtkActor coneActor = new vtkActor(); |
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| 54 | coneActor.SetMapper(coneMapper); |
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| 55 | coneActor.GetProperty().SetColor(0.2, 0.63, 0.79); |
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| 56 | coneActor.GetProperty().SetDiffuse(0.7); |
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| 57 | coneActor.GetProperty().SetSpecular(0.4); |
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| 58 | coneActor.GetProperty().SetSpecularPower(20); |
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| 59 | |
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| 60 | // |
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| 61 | // Create a property and directly manipulate it. Assign it to the |
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| 62 | // second actor. |
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| 63 | // |
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| 64 | vtkProperty property = new vtkProperty(); |
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| 65 | property.SetColor(1.0, 0.3882, 0.2784); |
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| 66 | property.SetDiffuse(0.7); |
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| 67 | property.SetSpecular(0.4); |
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| 68 | property.SetSpecularPower(20); |
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| 69 | |
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| 70 | // |
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| 71 | // Create a second actor and a property. The property is directly |
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| 72 | // manipulated and then assigned to the actor. In this way, a single |
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| 73 | // property can be shared among many actors. Note also that we use the |
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| 74 | // same mapper as the first actor did. This way we avoid duplicating |
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| 75 | // geometry, which may save lots of memory if the geoemtry is large. |
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| 76 | vtkActor coneActor2 = new vtkActor(); |
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| 77 | coneActor2.SetMapper(coneMapper); |
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| 78 | coneActor2.GetProperty().SetColor(0.2, 0.63, 0.79); |
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| 79 | coneActor2.SetProperty(property); |
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| 80 | coneActor2.SetPosition(0, 2, 0); |
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| 81 | |
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| 82 | // |
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| 83 | // Create the Renderer and assign actors to it. A renderer is like a |
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| 84 | // viewport. It is part or all of a window on the screen and it is |
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| 85 | // responsible for drawing the actors it has. We also set the |
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| 86 | // background color here. |
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| 87 | // |
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| 88 | vtkRenderer ren1 = new vtkRenderer(); |
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| 89 | ren1.AddActor(coneActor); |
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| 90 | ren1.AddActor(coneActor2); |
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| 91 | ren1.SetBackground(0.1, 0.2, 0.4); |
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| 92 | |
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| 93 | // |
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| 94 | // Finally we create the render window which will show up on the screen. |
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| 95 | // We add our two renderers into the render window using AddRenderer. We also |
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| 96 | // set the size to be 600 pixels by 300. |
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| 97 | // |
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| 98 | vtkRenderWindow renWin = new vtkRenderWindow(); |
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| 99 | renWin.AddRenderer( ren1 ); |
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| 100 | renWin.SetSize(300, 300); |
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| 101 | |
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| 102 | // |
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| 103 | // Make one camera view 90 degrees from other. |
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| 104 | // |
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| 105 | ren1.GetActiveCamera().Azimuth(90); |
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| 106 | |
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| 107 | // |
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| 108 | // now we loop over 360 degreeees and render the cone each time |
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| 109 | // |
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| 110 | int i; |
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| 111 | for (i = 0; i < 360; ++i) |
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| 112 | { |
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| 113 | Thread.sleep(10); |
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| 114 | // render the image |
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| 115 | renWin.Render(); |
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| 116 | // rotate the active camera by one degree |
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| 117 | ren1.GetActiveCamera().Azimuth( 1 ); |
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| 118 | } |
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| 119 | } |
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| 120 | } |
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| 121 | |
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