📄 cylinder.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: Cylinder.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
//
// This simple example shows how to do basic rendering and pipeline
// creation using C++.
//
#include "vtkCylinderSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkActor2D.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkProperty.h"
#include "vtkCamera.h"
#include "vtkOrientationMarkerWidget.h"
#include "vtkTextProperty.h"
#include "vtkAxesActor.h"
#include "vtkCaptionActor2D.h"
#include "vtkElevationFilter.h"
int main()
{
// This creates a polygonal cylinder model with eight circumferential facets.
//
vtkCylinderSource *cylinder = vtkCylinderSource::New();
cylinder->SetResolution(20);
cylinder->SetRadius ( 10);
cylinder->SetHeight(20);
// 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.
//
vtkElevationFilter *colorIt = vtkElevationFilter::New();
colorIt->SetInput((vtkDataSet *)cylinder->GetOutput());
colorIt->SetLowPoint(0,0,-1);
colorIt->SetHighPoint(1,0,0);
vtkPolyDataMapper *cylinderMapper = vtkPolyDataMapper::New();
cylinderMapper->SetInputConnection(colorIt->GetOutputPort());
// The actor is a grouping mechanism: besides the geometry (mapper), it
// also has a property, transformation matrix, and/or texture map.
// Here we set its color and rotate it -22.5 degrees.
vtkActor *cylinderActor = vtkActor::New();
cylinderActor->SetMapper(cylinderMapper);
// cylinderActor->GetProperty()->SetColor(1.0000, 0.3882, 0.2784);
// cylinderActor->RotateX(30.0);
// cylinderActor->RotateY(-45.0);
// 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 *ren1 = vtkRenderer::New();
vtkRenderWindow *renWin = vtkRenderWindow::New();
renWin->AddRenderer(ren1);
vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
iren->SetRenderWindow(renWin);
// Add the actors to the renderer, set the background and size
//
ren1->AddActor(cylinderActor);
ren1->SetBackground(0.1, 0.2, 0.4);
renWin->SetSize(200, 200);
// We'll zoom in a little by accessing the camera and invoking a "Zoom"
// method on it.
ren1->ResetCamera();
ren1->GetActiveCamera()->Zoom(1.5);
vtkAxesActor* axes2 = vtkAxesActor::New();
// transform->Identity();
// transform->RotateY(90);
axes2->SetShaftTypeToCylinder();
// axes2->SetUserTransform( transform );
axes2->SetXAxisLabelText( "X" );
axes2->SetYAxisLabelText( "Y" );
axes2->SetZAxisLabelText( "Z" );
axes2->SetTotalLength( 1.5, 1.5, 1.5 );
axes2->SetCylinderRadius( 0.500 * axes2->GetCylinderRadius() );
axes2->SetConeRadius ( 1.025 * axes2->GetConeRadius() );
axes2->SetSphereRadius ( 1.500 * axes2->GetSphereRadius() );
vtkTextProperty* tprop = axes2->GetXAxisCaptionActor2D()->
GetCaptionTextProperty();
tprop->ItalicOn();
tprop->ShadowOn();
tprop->SetFontFamilyToTimes();
axes2->GetYAxisCaptionActor2D()->GetCaptionTextProperty()->ShallowCopy( tprop );
axes2->GetZAxisCaptionActor2D()->GetCaptionTextProperty()->ShallowCopy( tprop );
vtkOrientationMarkerWidget* widget = vtkOrientationMarkerWidget::New();
widget->SetOutlineColor( 0.9300, 0.5700, 0.1300 );
widget->SetOrientationMarker( axes2 );
widget->SetInteractor( iren );
widget->SetViewport( 0.0, 0.0, 0.4, 0.4 );
widget->SetEnabled( 1 );
widget->InteractiveOff();
widget->InteractiveOn();
renWin->Render();
// This starts the event loop and as a side effect causes an initial render.
iren->Start();
// Exiting from here, we have to delete all the instances that
// have been created.
cylinder->Delete();
cylinderMapper->Delete();
cylinderActor->Delete();
ren1->Delete();
renWin->Delete();
iren->Delete();
return 0;
}
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