static void Main() { string VTK_DATA_ROOT = "C:/Program Files/VTKData"; // Create a vtkBYUReader and read in a data set. vtkBYUReader fohe = new vtkBYUReader(); fohe.SetGeometryFileName(VTK_DATA_ROOT + "/Data/teapot.g"); // Create a vtkPolyDataNormals filter to calculate the normals of the // data set. vtkPolyDataNormals normals = new vtkPolyDataNormals(); normals.SetInputConnection(fohe.GetOutputPort()); // Set up the associated mapper and actor. vtkPolyDataMapper foheMapper = new vtkPolyDataMapper(); foheMapper.SetInputConnection(normals.GetOutputPort()); vtkLODActor foheActor = new vtkLODActor(); foheActor.SetMapper(foheMapper); // Create a vtkOutlineFilter to draw the bounding box of the data set. // Also create the associated mapper and actor. vtkOutlineFilter outline = new vtkOutlineFilter(); outline.SetInputConnection(normals.GetOutputPort()); vtkPolyDataMapper mapOutline = new vtkPolyDataMapper(); mapOutline.SetInputConnection(outline.GetOutputPort()); vtkActor outlineActor = new vtkActor(); outlineActor.SetMapper(mapOutline); outlineActor.GetProperty().SetColor(0, 0, 0); // Create a vtkCamera, and set the camera parameters. vtkCamera camera = new vtkCamera(); camera.SetClippingRange(1.60187, 20.0842); camera.SetFocalPoint(0.21406, 1.5, 0); camera.SetPosition(8.3761, 4.94858, 4.12505); camera.SetViewUp(0.180325, 0.549245, -0.815974); // Create a vtkLight, and set the light parameters. vtkLight light = new vtkLight(); light.SetFocalPoint(0.21406, 1.5, 0); light.SetPosition(8.3761, 4.94858, 4.12505); // Create the Renderers. Assign them the appropriate viewport // coordinates, active camera, and light. vtkRenderer ren = new vtkRenderer(); ren.SetViewport(0, 0, 0.5, 1.0); ren.SetActiveCamera(camera); ren.AddLight(light); vtkRenderer ren2 = new vtkRenderer(); ren2.SetViewport(0.5, 0, 1.0, 1.0); ren2.SetActiveCamera(camera); ren2.AddLight(light); // Create the RenderWindow and RenderWindowInteractor. vtkRenderWindow renWin = new vtkRenderWindow(); renWin.AddRenderer(ren); renWin.AddRenderer(ren2); renWin.SetWindowName("VTK - Cube Axes"); renWin.SetSize(600, 300); vtkRenderWindowInteractor iren = new vtkRenderWindowInteractor(); iren.SetRenderWindow(renWin); // Add the actors to the renderer, and set the background. ren.AddViewProp(foheActor); ren.AddViewProp(outlineActor); ren2.AddViewProp(foheActor); ren2.AddViewProp(outlineActor); ren.SetBackground(0.1, 0.2, 0.4); ren2.SetBackground(0.1, 0.2, 0.4); // Create a text property for both cube axes vtkTextProperty tprop = new vtkTextProperty(); tprop.SetColor(1, 1, 1); tprop.ShadowOn(); // Create a vtkCubeAxesActor2D. Use the outer edges of the bounding box to // draw the axes. Add the actor to the renderer. vtkCubeAxesActor2D axes = new vtkCubeAxesActor2D(); axes.SetInput(normals.GetOutput()); axes.SetCamera(ren.GetActiveCamera()); axes.SetLabelFormat("%6.4g"); axes.SetFlyModeToOuterEdges(); axes.SetFontFactor(0.8); axes.SetAxisTitleTextProperty(tprop); axes.SetAxisLabelTextProperty(tprop); ren.AddViewProp(axes); // Create a vtkCubeAxesActor2D. Use the closest vertex to the camera to // determine where to draw the axes. Add the actor to the renderer. vtkCubeAxesActor2D axes2 = new vtkCubeAxesActor2D(); axes2.SetViewProp(foheActor); axes2.SetCamera(ren2.GetActiveCamera()); axes2.SetLabelFormat("%6.4g"); axes2.SetFlyModeToClosestTriad(); axes2.SetFontFactor(0.8); axes2.ScalingOff(); axes2.SetAxisTitleTextProperty(tprop); axes2.SetAxisLabelTextProperty(tprop); ren2.AddViewProp(axes2); renWin.AddObserver((uint) EventIds.AbortCheckEvent, CheckAbort); iren.Initialize(); renWin.Render(); iren.Start(); vtkWin32OpenGLRenderWindow win32win = vtkWin32OpenGLRenderWindow.SafeDownCast(renWin); if (null != win32win) win32win.Clean(); }
/// <summary> /// An example that does not use a Windows Form /// </summary> /// <param name="argv"></param> public static void Main(String[] argv) { // This example demonstrates the use of vtkCubeAxesActor2D to indicate the // position in space that the camera is currently viewing. // The vtkCubeAxesActor2D draws axes on the bounding box of the data set and // labels the axes with x-y-z coordinates. // // First we include the VTK Tcl packages which will make available // all of the vtk commands to Tcl // // Create a vtkBYUReader and read in a data set. // fohe = vtkBYUReader.New(); fohe.SetGeometryFileName("../../../teapot.g"); // Create a vtkPolyDataNormals filter to calculate the normals of the data set. normals = vtkPolyDataNormals.New(); normals.SetInputConnection(fohe.GetOutputPort()); // Set up the associated mapper and actor. foheMapper = vtkPolyDataMapper.New(); foheMapper.SetInputConnection(normals.GetOutputPort()); foheActor = vtkLODActor.New(); foheActor.SetMapper(foheMapper); // Create a vtkOutlineFilter to draw the bounding box of the data set. Also // create the associated mapper and actor. outline = vtkOutlineFilter.New(); outline.SetInputConnection(normals.GetOutputPort()); mapOutline = vtkPolyDataMapper.New(); mapOutline.SetInputConnection(outline.GetOutputPort()); outlineActor = vtkActor.New(); outlineActor.SetMapper(mapOutline); outlineActor.GetProperty().SetColor(0, 0, 0); // Create a vtkCamera, and set the camera parameters. camera = vtkCamera.New(); camera.SetClippingRange(1.60187, 20.0842); camera.SetFocalPoint(0.21406, 1.5, 0); camera.SetPosition(8.3761, 4.94858, 4.12505); camera.SetViewUp(0.180325, 0.549245, -0.815974); // Create a vtkLight, and set the light parameters. light = vtkLight.New(); light.SetFocalPoint(0.21406, 1.5, 0); light.SetPosition(8.3761, 4.94858, 4.12505); // Create the Renderers. Assign them the appropriate viewport coordinates, // active camera, and light. ren1 = vtkRenderer.New(); ren1.SetViewport(0, 0, 0.5, 1.0); ren1.SetActiveCamera(camera); ren1.AddLight(light); ren2 = vtkRenderer.New(); ren2.SetViewport(0.5, 0, 1.0, 1.0); ren2.SetActiveCamera(camera); ren2.AddLight(light); // Create the RenderWindow and RenderWindowInteractor. renWin = vtkRenderWindow.New(); renWin.AddRenderer(ren1); renWin.AddRenderer(ren2); renWin.SetWindowName("VTK - Cube Axes"); renWin.SetSize(600, 300); iren = vtkRenderWindowInteractor.New(); iren.SetRenderWindow(renWin); // Add the actors to the renderer, and set the background. ren1.AddViewProp(foheActor); ren1.AddViewProp(outlineActor); ren2.AddViewProp(foheActor); ren2.AddViewProp(outlineActor); ren1.SetBackground(0.1, 0.2, 0.4); ren2.SetBackground(0.1, 0.2, 0.4); // Create a text property for both cube axes tprop = vtkTextProperty.New(); tprop.SetColor(1, 1, 1); tprop.ShadowOn(); // Create a vtkCubeAxesActor2D. Use the outer edges of the bounding box to // draw the axes. Add the actor to the renderer. axes = vtkCubeAxesActor2D.New(); axes.SetInput(normals.GetOutput()); axes.SetCamera(ren1.GetActiveCamera()); axes.SetLabelFormat("%6.4g"); axes.SetFlyModeToOuterEdges(); axes.SetFontFactor(0.8); axes.SetAxisTitleTextProperty(tprop); axes.SetAxisLabelTextProperty(tprop); ren1.AddViewProp(axes); // Create a vtkCubeAxesActor2D. Use the closest vertex to the camera to // determine where to draw the axes. Add the actor to the renderer. axes2 = vtkCubeAxesActor2D.New(); axes2.SetViewProp(foheActor); axes2.SetCamera(ren2.GetActiveCamera()); axes2.SetLabelFormat("%6.4g"); axes2.SetFlyModeToClosestTriad(); axes2.SetFontFactor(0.8); axes2.ScalingOff(); axes2.SetAxisTitleTextProperty(tprop); axes2.SetAxisLabelTextProperty(tprop); ren2.AddViewProp(axes2); // Render renWin.Render(); // Set the user method (bound to key 'u') iren.Initialize(); iren.Start(); // Set up a check for aborting rendering. renWin.AbortCheckEvt += new vtkObject.vtkObjectEventHandler(TkCheckAbort); //Clean Up deleteAllVTKObjects(); }
public void AddMeToTheWorld(vtkRenderer World) { World.AddLight(this); }