Cone4
Repository source: Cone4
Description¶
This example modifies vtkActor's properties and transformation matrix.
Info
See Figure 3-28 in Chapter 3 the VTK Textbook.
Other languages
See (Cxx)
Question
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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()