# AmbientSpheres

VTKExamples/Java/Rendering/AmbientSpheres

### Description

Note

The original source code for this example is here.

Info

Similar examples setting the specular properties are: See SpecularSpheres.cxx, SpecularSpheres.py.

Other Languages

See (Cxx)

### Code

AmbientSpheres.java

    import vtk.vtkActor;
    import vtk.vtkLight;
    import vtk.vtkNamedColors;
    import vtk.vtkNativeLibrary;
    import vtk.vtkPolyDataMapper;
    import vtk.vtkRenderer;
    import vtk.vtkRenderWindow;
    import vtk.vtkRenderWindowInteractor;
    import vtk.vtkSphereSource;

    public class AmbientSpheres {
      // -----------------------------------------------------------------
      // Load VTK library and print which library was not properly loaded
      static {
        if (!vtkNativeLibrary.LoadAllNativeLibraries()) {
          for (vtkNativeLibrary lib : vtkNativeLibrary.values()) {
            if (!lib.IsLoaded()) {
              System.out.println(lib.GetLibraryName() + " not loaded");
            }
          }
        }
        vtkNativeLibrary.DisableOutputWindow(null);
      }
      // -----------------------------------------------------------------

      public static void main(String s[]) {

        vtkNamedColors colors = new vtkNamedColors();

        double bkg[] = new double[]{0.1, 0.2, 0.4, 1.0};

        double spheresColor[] = new double[4];
        colors.GetColor("Red", spheresColor);

        // The following lines create a sphere represented by polygons.
        //
        vtkSphereSource SphereSource = new vtkSphereSource();
        SphereSource.SetThetaResolution(100);
        SphereSource.SetPhiResolution(50);

        // The mapper is responsible for pushing the geometry into the graphics
        // library. It may also do color mapping, if scalars or other attributes
        // are defined.
        //
        vtkPolyDataMapper sphereMapper = new vtkPolyDataMapper();
        sphereMapper.SetInputConnection(SphereSource.GetOutputPort());

        // The actor is a grouping mechanism: besides the geometry (mapper), it
        // also has a property, transformation matrix, and/or texture map.
        // In this example we create eight different spheres (two rows of four
        // spheres) and set the specular lighting coefficients. A little ambient
        // is turned on so the sphere is not completely black on the back side.

        // Since we are using the same sphere source and mapper for all eight spheres
        // we will use an array.
        //
        double ambient = 0.125;
        double diffuse = 0.0;
        double specular = 0.0;
        double position[] = new double[]{0.0, 0.0, 0.0};
        vtkActor[] Sphere = new vtkActor[8];
        for (int i = 0; i < 8; ++i) {
          Sphere[i] = new vtkActor();
          Sphere[i].SetMapper(sphereMapper);
          Sphere[i].GetProperty().SetColor(spheresColor);
          Sphere[i].GetProperty().SetAmbient(ambient);
          Sphere[i].GetProperty().SetDiffuse(diffuse);
          Sphere[i].GetProperty().SetSpecular(specular);
          Sphere[i].AddPosition(position);
          ambient += 0.125;
          position[0] += 1.25;
          if (i == 3) {
            position[0] = 0;
            position[1] = 1.25;
          }
        }

        // Create the graphics structure. The renderer renders into the
        // render window. The render window interactor captures mouse events
        // and will perform appropriate camera or actor manipulation
        // depending on the nature of the events.
        //
        vtkRenderer ren = new vtkRenderer();
        vtkRenderWindow renWin = new vtkRenderWindow();
        renWin.AddRenderer(ren);
        vtkRenderWindowInteractor iren = new vtkRenderWindowInteractor();
        iren.SetRenderWindow(renWin);

        // Add the actors to the renderer, set the background and size.
        for (int i = 0; i < 8; ++i) {
          ren.AddActor(Sphere[i]);
        }
        ren.SetBackground(bkg);
        renWin.SetSize(640, 480);

        // Set up the lighting.
        vtkLight Light = new vtkLight();
        Light.SetFocalPoint(1.875, 0.6125, 0);
        Light.SetPosition(0.875, 1.6125, 1);
        ren.AddLight(Light);

        // We want to eliminate perspective effects on the apparent lighting.
        // Parallel camera projection will be used. To zoom in parallel projection
        // mode, the ParallelScale is set.
        //
        ren.GetActiveCamera().SetFocalPoint(0, 0, 0);
        ren.GetActiveCamera().SetPosition(0, 0, 1);
        ren.GetActiveCamera().SetViewUp(0, 1, 0);
        ren.GetActiveCamera().ParallelProjectionOn();
        ren.ResetCamera();
        ren.GetActiveCamera().SetParallelScale(2.0);

        iren.Initialize();
        renWin.Render();
        iren.Start();

      }
    }