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📄 cone5.cxx

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/*=========================================================================  Program:   Visualization Toolkit  Module:    $RCSfile: Cone5.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 introduces the concepts of interaction into the// C++ environment. A different interaction style (than// the default) is defined. // // First include the required header files for the VTK classes we are using.#include "vtkConeSource.h"#include "vtkPolyDataMapper.h"#include "vtkRenderWindow.h"#include "vtkRenderWindowInteractor.h"#include "vtkCamera.h"#include "vtkActor.h"#include "vtkRenderer.h"#include "vtkInteractorStyleTrackballCamera.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 cone. The actor orchestrates rendering  // of the mapper's graphics primitives. An actor also refers to properties  // via a vtkProperty instance, and includes an internal transformation  // matrix. We set this actor's mapper to be coneMapper which we created  // above.  //  vtkActor *coneActor = vtkActor::New();  coneActor->SetMapper( coneMapper );  //  // 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->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 );  //   // The vtkRenderWindowInteractor class watches for events (e.g., keypress,  // mouse) in the vtkRenderWindow. These events are translated into  // event invocations that VTK understands (see VTK/Common/vtkCommand.h  // for all events that VTK processes). Then observers of these VTK  // events can process them as appropriate.  vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();  iren->SetRenderWindow(renWin);  //  // By default the vtkRenderWindowInteractor instantiates an instance  // of vtkInteractorStyle. vtkInteractorStyle translates a set of events  // it observes into operations on the camera, actors, and/or properties  // in the vtkRenderWindow associated with the vtkRenderWinodwInteractor.   // Here we specify a particular interactor style.  vtkInteractorStyleTrackballCamera *style =     vtkInteractorStyleTrackballCamera::New();  iren->SetInteractorStyle(style);  //  // Unlike the previous scripts where we performed some operations and then  // exited, here we leave an event loop running. The user can use the mouse  // and keyboard to perform the operations on the scene according to the  // current interaction style. When the user presses the "e" key, by default  // an ExitEvent is invoked by the vtkRenderWindowInteractor which is caught  // and drops out of the event loop (triggered by the Start() method that  // follows.  //  iren->Initialize();  iren->Start();    //   // Final note: recall that an observers can watch for particular events and  // take appropriate action. Pressing "u" in the render window causes the  // vtkRenderWindowInteractor to invoke a UserEvent. This can be caught to  // popup a GUI, etc. So the Tcl Cone5.tcl example for an idea of how this  // works.  //  // Free up any objects we created. All instances in VTK are deleted by  // using the Delete() method.  //  cone->Delete();  coneMapper->Delete();  coneActor->Delete();  ren1->Delete();  renWin->Delete();  iren->Delete();  style->Delete();  return 0;}

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