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📄 cone4.cxx

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/*=========================================================================  Program:   Visualization Toolkit  Module:    $RCSfile: Cone4.cxx,v $  Language:  C++  Date:      $Date: 2002/11/14 21:00:04 $  Version:   $Revision: 1.1 $  Copyright (c) 1993-2002 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 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 "vtkConeSource.h"#include "vtkPolyDataMapper.h"#include "vtkRenderWindow.h"#include "vtkCamera.h"#include "vtkActor.h"#include "vtkRenderer.h"#include "vtkProperty.h"int main( int argc, char *argv[] ){  //   // 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.  //  vtkConeSource *cone = 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 souece to the input of this mapper.  //  vtkPolyDataMapper *coneMapper = vtkPolyDataMapper::New();  coneMapper->SetInput( cone->GetOutput() );  //   // 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.  //  vtkActor *coneActor = vtkActor::New();  coneActor->SetMapper( coneMapper );  coneActor->GetProperty()->SetColor(0.2, 0.63, 0.79);  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.  //  vtkProperty *property = vtkProperty::New();  property->SetColor(1.0, 0.3882, 0.2784);  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.  vtkActor *coneActor2 = vtkActor::New();  coneActor2->SetMapper(coneMapper);  coneActor2->GetProperty()->SetColor(0.2, 0.63, 0.79);  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.  //  vtkRenderer *ren1= vtkRenderer::New();  ren1->AddActor( coneActor );  ren1->AddActor( coneActor2 );  ren1->SetBackground( 0.1, 0.2, 0.4 );  //  // 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.  //  vtkRenderWindow *renWin = vtkRenderWindow::New();  renWin->AddRenderer( ren1 );  renWin->SetSize( 300, 300 );  //  // Now we loop over 360 degreeees and render the cone each time.  //  int i;  for (i = 0; i < 360; ++i)    {    // render the image    renWin->Render();    // rotate the active camera by one degree    ren1->GetActiveCamera()->Azimuth( 1 );    }    //  // Free up any objects we created. All instances in VTK are deleted by  // using the Delete() method.  //  cone->Delete();  coneMapper->Delete();  coneActor->Delete();  property->Delete();  coneActor2->Delete();  ren1->Delete();  renWin->Delete();  return 0;}

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