#include <vtkVersion.h>
#include <vtkSmartPointer.h>
#include <vtkPointData.h>
#include <vtkCubeSource.h>
#include <vtkPolyData.h>
#include <vtkPoints.h>
#include <vtkGlyph3D.h>
#include <vtkCellArray.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkFloatArray.h>

int main(int, char *[])
{
  // Create points
  vtkSmartPointer<vtkPoints> points = 
    vtkSmartPointer<vtkPoints>::New();
  points->InsertNextPoint(0,0,0);
  points->InsertNextPoint(5,0,0);
  points->InsertNextPoint(10,0,0);
  
  // Setup scales
  vtkSmartPointer<vtkFloatArray> scales = 
    vtkSmartPointer<vtkFloatArray>::New();
  scales->SetName("scales");
 
  scales->InsertNextValue(1.0);
  scales->InsertNextValue(2.0);
  scales->InsertNextValue(3.0);
    
  // Combine into a polydata
  vtkSmartPointer<vtkPolyData> polydata = 
    vtkSmartPointer<vtkPolyData>::New();
  polydata->SetPoints(points);
  polydata->GetPointData()->SetScalars(scales);
  
  // Create anything you want here, we will use a cube for the demo.
  vtkSmartPointer<vtkCubeSource> cubeSource = 
    vtkSmartPointer<vtkCubeSource>::New();
  
  vtkSmartPointer<vtkGlyph3D> glyph3D = 
    vtkSmartPointer<vtkGlyph3D>::New();
  glyph3D->SetScaleModeToScaleByScalar();
  glyph3D->SetSourceConnection(cubeSource->GetOutputPort());
#if VTK_MAJOR_VERSION <= 5
  glyph3D->SetInput(polydata);
#else
  glyph3D->SetInputData(polydata);
#endif
  glyph3D->Update();
  
  // Create a mapper and actor
  vtkSmartPointer<vtkPolyDataMapper> mapper = 
    vtkSmartPointer<vtkPolyDataMapper>::New();
  mapper->SetInputConnection(glyph3D->GetOutputPort());
  vtkSmartPointer<vtkActor> actor = 
    vtkSmartPointer<vtkActor>::New();
  actor->SetMapper(mapper);
 
  // Create a renderer, render window, and interactor
  vtkSmartPointer<vtkRenderer> renderer = 
    vtkSmartPointer<vtkRenderer>::New();
  vtkSmartPointer<vtkRenderWindow> renderWindow = 
    vtkSmartPointer<vtkRenderWindow>::New();
  renderWindow->AddRenderer(renderer);
  vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = 
    vtkSmartPointer<vtkRenderWindowInteractor>::New();
  renderWindowInteractor->SetRenderWindow(renderWindow);
 
  // Add the actor to the scene
  renderer->AddActor(actor);
  renderer->SetBackground(1,1,1); // Background color white
 
  // Render and interact
  renderWindow->Render();
  renderWindowInteractor->Start();
  
  return EXIT_SUCCESS;
}
