Cone4
Description¶
This example modifies vtkActor's properties and transformation matrix.
Info
See Figure 3-28 in Chapter 3 the VTK Textbook.
Other languages
See (Python)
Question
If you have a simple question about this example contact us at VTKExProject If your question is more complex and may require extended discussion, please use the VTK Discourse Forum
Code¶
Cone4.cxx
//
// This example demonstrates the creation of multiple actors and the
// manipulation of their properties and transformations. It is a
// derivative of Cone.tcl, see that example for more information.
//
// First include the required header files for the VTK classes we are using.
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkConeSource.h>
#include <vtkNamedColors.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
int main(int, char* [])
{
vtkSmartPointer<vtkNamedColors> colors =
vtkSmartPointer<vtkNamedColors>::New();
//
// Next we create an instance of vtkConeSource and set some of its
// properties. The instance of vtkConeSource "cone" is part of a
// visualization pipeline (it is a source process object); it produces data
// (output type is vtkPolyData) which other filters may process.
//
vtkSmartPointer<vtkConeSource> cone = vtkSmartPointer<vtkConeSource>::New();
cone->SetHeight(3.0);
cone->SetRadius(1.0);
cone->SetResolution(10);
//
// In this example we terminate the pipeline with a mapper process object.
// (Intermediate filters such as vtkShrinkPolyData could be inserted in
// between the source and the mapper.) We create an instance of
// vtkPolyDataMapper to map the polygonal data into graphics primitives. We
// connect the output of the cone source to the input of this mapper.
//
vtkSmartPointer<vtkPolyDataMapper> coneMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
coneMapper->SetInputConnection(cone->GetOutputPort());
//
// Create an actor to represent the first cone. The actor's properties are
// modified to give it different surface properties. By default, an actor
// is create with a property so the GetProperty() method can be used.
//
vtkSmartPointer<vtkActor> coneActor = vtkSmartPointer<vtkActor>::New();
coneActor->SetMapper(coneMapper);
coneActor->GetProperty()->SetColor(colors->GetColor3d("Peacock").GetData());
coneActor->GetProperty()->SetDiffuse(0.7);
coneActor->GetProperty()->SetSpecular(0.4);
coneActor->GetProperty()->SetSpecularPower(20);
//
// Create a property and directly manipulate it. Assign it to the
// second actor.
//
vtkSmartPointer<vtkProperty> property = vtkSmartPointer<vtkProperty>::New();
property->SetColor(colors->GetColor3d("Tomato").GetData());
property->SetDiffuse(0.7);
property->SetSpecular(0.4);
property->SetSpecularPower(20);
//
// Create a second actor and a property. The property is directly
// manipulated and then assigned to the actor. In this way, a single
// property can be shared among many actors. Note also that we use the
// same mapper as the first actor did. This way we avoid duplicating
// geometry, which may save lots of memory if the geoemtry is large.
vtkSmartPointer<vtkActor> coneActor2 = vtkSmartPointer<vtkActor>::New();
coneActor2->SetMapper(coneMapper);
coneActor2->GetProperty()->SetColor(colors->GetColor3d("Peacock").GetData());
coneActor2->SetProperty(property);
coneActor2->SetPosition(0, 2, 0);
//
// Create the Renderer and assign actors to it. A renderer is like a
// viewport. It is part or all of a window on the screen and it is
// responsible for drawing the actors it has. We also set the background
// color here.
//
vtkSmartPointer<vtkRenderer> ren1 = vtkSmartPointer<vtkRenderer>::New();
ren1->AddActor(coneActor);
ren1->AddActor(coneActor2);
ren1->SetBackground(colors->GetColor3d("LightSlateGray").GetData());
//
// Finally we create the render window which will show up on the screen.
// We put our renderer into the render window using AddRenderer. We also
// set the size to be 300 pixels by 300.
//
vtkSmartPointer<vtkRenderWindow> renWin =
vtkSmartPointer<vtkRenderWindow>::New();
renWin->AddRenderer(ren1);
renWin->SetSize(640, 480);
vtkSmartPointer<vtkRenderWindowInteractor> iren =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
iren->SetRenderWindow(renWin);
//
// Now we loop over 60 degrees and render the cone each time.
//
ren1->GetActiveCamera()->Elevation(30);
ren1->ResetCamera();
for (int i = 0; i < 60; ++i)
{
// render the image
renWin->Render();
// rotate the active camera by one degree
ren1->GetActiveCamera()->Azimuth(1);
}
iren->Start();
return EXIT_SUCCESS;
}
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.3 FATAL_ERROR)
project(Cone4)
find_package(VTK COMPONENTS
vtkvtkCommonColor
vtkvtkFiltersSources
vtkvtkInteractionStyle
vtkvtkRenderingContextOpenGL2
vtkvtkRenderingCore
vtkvtkRenderingFreeType
vtkvtkRenderingGL2PSOpenGL2
vtkvtkRenderingOpenGL2 QUIET)
if (NOT VTK_FOUND)
message("Skipping Cone4: ${VTK_NOT_FOUND_MESSAGE}")
return ()
endif()
message (STATUS "VTK_VERSION: ${VTK_VERSION}")
if (VTK_VERSION VERSION_LESS "8.90.0")
# old system
include(${VTK_USE_FILE})
add_executable(Cone4 MACOSX_BUNDLE Cone4.cxx )
target_link_libraries(Cone4 PRIVATE ${VTK_LIBRARIES})
else ()
# include all components
add_executable(Cone4 MACOSX_BUNDLE Cone4.cxx )
target_link_libraries(Cone4 PRIVATE ${VTK_LIBRARIES})
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS Cone4
MODULES ${VTK_LIBRARIES}
)
endif ()
Download and Build Cone4¶
Click here to download Cone4 and its CMakeLists.txt file. Once the tarball Cone4.tar has been downloaded and extracted,
cd Cone4/build
If VTK is installed:
cmake ..
If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./Cone4
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.