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Cone4

Repository source: Cone4

Description

This example modifies vtkActor's properties and transformation matrix.

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Code

Cone4.py

#!/usr/bin/env python
# -*- coding: utf-8 -*-


import time

# noinspection PyUnresolvedReferences
import vtkmodules.vtkInteractionStyle
# noinspection PyUnresolvedReferences
import vtkmodules.vtkRenderingOpenGL2
from vtkmodules.vtkCommonColor import vtkNamedColors
from vtkmodules.vtkFiltersSources import vtkConeSource
from vtkmodules.vtkRenderingCore import (
    vtkActor,
    vtkPolyDataMapper,
    vtkProperty,
    vtkRenderWindow,
    vtkRenderWindowInteractor,
    vtkRenderer
)


def main():
    colors = vtkNamedColors()

    #
    # 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.
    #
    cone = vtkConeSource()
    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 source to the input of this mapper.
    #
    coneMapper = vtkPolyDataMapper()
    coneMapper.SetInputConnection(cone.GetOutputPort())

    #
    # 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.
    #
    coneActor = vtkActor()
    coneActor.SetMapper(coneMapper)
    coneActor.GetProperty().SetColor(colors.GetColor3d('Peacock'))
    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.
    #
    property = vtkProperty()
    property.SetColor(colors.GetColor3d('Tomato'))
    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 geometry is large.
    coneActor2 = vtkActor()
    coneActor2.SetMapper(coneMapper)
    # coneActor2.GetProperty().SetColor(colors.GetColor3d('Peacock'))
    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.
    #
    ren1 = vtkRenderer()
    ren1.AddActor(coneActor)
    ren1.AddActor(coneActor2)
    ren1.SetBackground(colors.GetColor3d('LightSlateGray'))

    #
    # 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.
    #
    renWin = vtkRenderWindow()
    renWin.AddRenderer(ren1)
    renWin.SetSize(640, 480)
    renWin.SetWindowName('Cone4')

    iren = vtkRenderWindowInteractor()
    iren.SetRenderWindow(renWin)

    #
    # Now we loop over 60 degrees and render the cone each time.
    #
    ren1.GetActiveCamera().Elevation(30)
    ren1.ResetCamera()
    for i in range(0, 60):
        time.sleep(0.03)

        renWin.Render()
        ren1.GetActiveCamera().Azimuth(1)

    iren.Start()


if __name__ == '__main__':
    main()