Frustum
VTKExamples/Cxx/GeometricObjects/Frustum
Description¶
This example gets the frustum from a camera and displays it on the screen.
Code¶
Frustum.cxx
#include <vtkSmartPointer.h> #include <vtkFrustumSource.h> #include <vtkShrinkPolyData.h> #include <vtkNamedColors.h> #include <vtkPolyData.h> #include <vtkProperty.h> #include <vtkCamera.h> #include <vtkPlanes.h> #include <vtkMapper.h> #include <vtkActor.h> #include <vtkRenderWindow.h> #include <vtkRenderer.h> #include <vtkRenderWindowInteractor.h> #include <vtkPolyDataMapper.h> int main(int, char *[]) { vtkSmartPointer<vtkNamedColors> colors = vtkSmartPointer<vtkNamedColors>::New(); vtkSmartPointer<vtkCamera> camera = vtkSmartPointer<vtkCamera>::New(); camera->SetClippingRange(.1, .4); double planesArray[24]; camera->GetFrustumPlanes(1.0, planesArray); vtkSmartPointer<vtkPlanes> planes = vtkSmartPointer<vtkPlanes>::New(); planes->SetFrustumPlanes(planesArray); vtkSmartPointer<vtkFrustumSource> frustumSource = vtkSmartPointer<vtkFrustumSource>::New(); frustumSource->ShowLinesOff(); frustumSource->SetPlanes(planes); vtkSmartPointer<vtkShrinkPolyData> shrink = vtkSmartPointer<vtkShrinkPolyData>::New(); shrink->SetInputConnection(frustumSource->GetOutputPort()); shrink->SetShrinkFactor(.9); vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New(); mapper->SetInputConnection(shrink->GetOutputPort()); vtkSmartPointer<vtkProperty> back = vtkSmartPointer<vtkProperty>::New(); back->SetColor(colors->GetColor3d("Tomato").GetData()); vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New(); actor->SetMapper(mapper); actor->GetProperty()->EdgeVisibilityOn(); actor->GetProperty()->SetColor(colors->GetColor3d("Banana").GetData()); actor->SetBackfaceProperty(back); // a renderer and render window vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New(); vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New(); renderWindow->AddRenderer(renderer); // an interactor vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New(); renderWindowInteractor->SetRenderWindow(renderWindow); // add the actors to the scene renderer->AddActor(actor); renderer->SetBackground(colors->GetColor3d("Silver").GetData()); // Position the camera so that we can see the frustum renderer->GetActiveCamera()->SetPosition(1, 0, 0); renderer->GetActiveCamera()->SetFocalPoint(0, 0, 0); renderer->GetActiveCamera()->SetViewUp(0, 1, 0); renderer->GetActiveCamera()->Azimuth(30); renderer->GetActiveCamera()->Elevation(30); renderer->ResetCamera(); // render an image (lights and cameras are created automatically) renderWindow->Render(); // begin mouse interaction renderWindowInteractor->Start(); return EXIT_SUCCESS; }
CMakeLists.txt¶
cmake_minimum_required(VERSION 2.8) PROJECT(Frustum) find_package(VTK REQUIRED) include(${VTK_USE_FILE}) add_executable(Frustum MACOSX_BUNDLE Frustum.cxx ) target_link_libraries(Frustum ${VTK_LIBRARIES})
Download and Build Frustum¶
Click here to download Frustum and its CMakeLists.txt file. Once the tarball Frustum.tar has been downloaded and extracted,
cd Frustum/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:
./Frustum
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.