📄 cone.cxx
字号:
/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: Cone.cxx,v $ Language: C++ Date: $Date: 2002/11/14 16:42:46 $ Version: $Revision: 1.7 $ 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 creates a polygonal model of a cone, and then renders it to// the screen. It will rotate the cone 360 degrees and then exit. The basic// setup of source -> mapper -> actor -> renderer -> renderwindow is // typical of most VTK programs.//// 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 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 ); // // 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(); ren1->Delete(); renWin->Delete(); return 0;}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -