/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: Cone5.cxx,v $
Language: C++
Date: $Date: 2002/11/14 21:00:04 $
Version: $Revision: 1.1 $
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 introduces the concepts of interaction into the
// C++ environment. A different interaction style (than
// the default) is defined.
//
// First include the required header files for the VTK classes we are using.
#include "vtkConeSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkCamera.h"
#include "vtkActor.h"
#include "vtkRenderer.h"
#include "vtkInteractorStyleTrackballCamera.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 );
//
// The vtkRenderWindowInteractor class watches for events (e.g., keypress,
// mouse) in the vtkRenderWindow. These events are translated into
// event invocations that VTK understands (see VTK/Common/vtkCommand.h
// for all events that VTK processes). Then observers of these VTK
// events can process them as appropriate.
vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
iren->SetRenderWindow(renWin);
//
// By default the vtkRenderWindowInteractor instantiates an instance
// of vtkInteractorStyle. vtkInteractorStyle translates a set of events
// it observes into operations on the camera, actors, and/or properties
// in the vtkRenderWindow associated with the vtkRenderWinodwInteractor.
// Here we specify a particular interactor style.
vtkInteractorStyleTrackballCamera *style =
vtkInteractorStyleTrackballCamera::New();
iren->SetInteractorStyle(style);
//
// Unlike the previous scripts where we performed some operations and then
// exited, here we leave an event loop running. The user can use the mouse
// and keyboard to perform the operations on the scene according to the
// current interaction style. When the user presses the "e" key, by default
// an ExitEvent is invoked by the vtkRenderWindowInteractor which is caught
// and drops out of the event loop (triggered by the Start() method that
// follows.
//
iren->Initialize();
iren->Start();
//
// Final note: recall that an observers can watch for particular events and
// take appropriate action. Pressing "u" in the render window causes the
// vtkRenderWindowInteractor to invoke a UserEvent. This can be caught to
// popup a GUI, etc. So the Tcl Cone5.tcl example for an idea of how this
// works.
//
// 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();
iren->Delete();
style->Delete();
return 0;
}