DisplayCoordinateAxes
Repository source: DisplayCoordinateAxes
Description¶
This example shows how to display the coordinate axes in the render window.
Seealso
Axes.
Question
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Code¶
DisplayCoordinateAxes.py
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# noinspection PyUnresolvedReferences
import vtkmodules.vtkInteractionStyle
# noinspection PyUnresolvedReferences
import vtkmodules.vtkRenderingOpenGL2
from vtkmodules.vtkCommonColor import vtkNamedColors
from vtkmodules.vtkFiltersSources import vtkSphereSource
from vtkmodules.vtkInteractionWidgets import vtkOrientationMarkerWidget
from vtkmodules.vtkRenderingAnnotation import vtkAxesActor
from vtkmodules.vtkRenderingCore import (
vtkActor,
vtkPolyDataMapper,
vtkRenderWindow,
vtkRenderWindowInteractor,
vtkRenderer
)
def main():
colors = vtkNamedColors()
sphereSource = vtkSphereSource()
sphereSource.SetCenter(0.0, 0.0, 0.0)
sphereSource.SetRadius(1.0)
sphereSource.Update()
polydata = sphereSource.GetOutput()
# Create a mapper
mapper = vtkPolyDataMapper()
mapper.SetInputData(polydata)
# Create an actor
actor = vtkActor()
actor.SetMapper(mapper)
actor.GetProperty().SetColor(colors.GetColor3d('MistyRose'))
# A renderer and render window
renderer = vtkRenderer()
renderWindow = vtkRenderWindow()
renderWindow.SetWindowName('DisplayCoordinateAxes')
renderWindow.AddRenderer(renderer)
# An interactor
renderWindowInteractor = vtkRenderWindowInteractor()
renderWindowInteractor.SetRenderWindow(renderWindow)
# Add the actors to the scene
renderer.AddActor(actor)
renderer.SetBackground(colors.GetColor3d('SlateGray'))
axes = vtkAxesActor()
widget = vtkOrientationMarkerWidget()
rgba = [0] * 4
colors.GetColor('Carrot', rgba)
widget.SetOutlineColor(rgba[0], rgba[1], rgba[2])
widget.SetOrientationMarker(axes)
widget.SetInteractor(renderWindowInteractor)
widget.SetViewport(0.0, 0.0, 0.4, 0.4)
widget.SetEnabled(1)
widget.InteractiveOn()
renderer.GetActiveCamera().Azimuth(50)
renderer.GetActiveCamera().Elevation(-30)
renderer.ResetCamera()
renderWindow.Render()
# Begin mouse interaction
renderWindowInteractor.Start()
if __name__ == '__main__':
main()