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📄 cone3.cxx

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/*=========================================================================  Program:   Visualization Toolkit  Module:    $RCSfile: Cone3.cxx,v $  Language:  C++  Date:      $Date: 2002/11/15 17:53:45 $  Version:   $Revision: 1.2 $  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 how to use multiple renderers within a// render window. It is a variation of the Cone.cxx example. Please// refer to that example for additional documentation.//// 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"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 two renderers and assign actors to them. A renderer renders into  // a viewport within the vtkRenderWindow. 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. In this example we are adding the same  // actor to two different renderers; it is okay to add different actors to  // different renderers as well.  //  vtkRenderer *ren1= vtkRenderer::New();  ren1->AddActor( coneActor );  ren1->SetBackground( 0.1, 0.2, 0.4 );  ren1->SetViewport(0.0, 0.0, 0.5, 1.0);  vtkRenderer *ren2= vtkRenderer::New();  ren2->AddActor( coneActor );  ren2->SetBackground( 0.2, 0.3, 0.5 );  ren2->SetViewport(0.5, 0.0, 1.0, 1.0);  //  // 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->AddRenderer( ren2 );  renWin->SetSize( 600, 300 );  //  // Make one view 90 degrees from other.  //   ren1->GetActiveCamera()->Azimuth(90);  //  // 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 );    ren2->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();  ren1->Delete();  ren2->Delete();  renWin->Delete();  return 0;}

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