示例#1
0
        static void Main(string[] args)
        {
            //
            // 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 = new vtkConeSource();
            cone.SetHeight( 3.0f );
            cone.SetRadius( 1.0f );
            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 = new vtkPolyDataMapper();
            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 = new vtkActor();
            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 = new vtkRenderer();
            ren1.AddActor( coneActor );
            ren1.SetBackground( 0.1f, 0.2f, 0.4f );

            //
            // 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 = new vtkRenderWindow();
            renWin.AddRenderer( ren1 );
            renWin.SetSize( 300, 300 );

            vtkRenderWindowInteractor iren = new vtkRenderWindowInteractor();
            iren.SetRenderWindow(renWin);

            vtkInteractorStyleTrackballCamera style =
                new vtkInteractorStyleTrackballCamera();
            iren.SetInteractorStyle(style);

            vtkBoxWidget boxWidget = new vtkBoxWidget();
            boxWidget.SetInteractor(iren);
            boxWidget.SetPlaceFactor(1.25f);

            boxWidget.SetProp3D(coneActor);
            boxWidget.PlaceWidget();

            boxWidget.AddObserver((uint) EventIds.InteractionEvent,
                new vtkDotNetCallback(myCallback));

            boxWidget.On();

            iren.Initialize();
            iren.Start();

            vtkWin32OpenGLRenderWindow win32win =
                vtkWin32OpenGLRenderWindow.SafeDownCast(renWin);
            if ( null != win32win ) win32win.Clean();
        }
示例#2
0
    /// <summary>
    /// A console application that creates a 
    /// vtkRenderWindow without a Windows Form
    /// </summary>
    /// <param name="argv"></param>
    public static void Main(String[] argv)
    {
        // Demonstrate how to use the vtkBoxWidget 3D widget,
        // This script uses a 3D box widget to define a "clipping box" to clip some
        // simple geometry (a mace). Make sure that you hit the "W" key to activate the widget.
        // Create a mace out of filters.
        sphere = vtkSphereSource.New();
        cone = vtkConeSource.New();
        glyph = vtkGlyph3D.New();

        glyph.SetInputConnection(sphere.GetOutputPort());
        glyph.SetSource(cone.GetOutput());
        glyph.SetVectorModeToUseNormal();
        glyph.SetScaleModeToScaleByVector();
        glyph.SetScaleFactor(0.25);

        // The sphere and spikes are appended into a single polydata. This just makes things
        // simpler to manage.
        apd = vtkAppendPolyData.New();
        apd.AddInput(glyph.GetOutput());
        apd.AddInput(sphere.GetOutput());

        maceMapper = vtkPolyDataMapper.New();
        maceMapper.SetInputConnection(apd.GetOutputPort());

        maceActor = vtkLODActor.New();
        maceActor.SetMapper(maceMapper);
        maceActor.VisibilityOn();

        // This portion of the code clips the mace with the vtkPlanes implicit function.
        // The clipped region is colored green.
        planes = vtkPlanes.New();
        clipper = vtkClipPolyData.New();

        clipper.SetInputConnection(apd.GetOutputPort());
        clipper.SetClipFunction(planes);
        clipper.InsideOutOn();

        selectMapper = vtkPolyDataMapper.New();
        selectMapper.SetInputConnection(clipper.GetOutputPort());

        selectActor = vtkLODActor.New();
        selectActor.SetMapper(selectMapper);
        selectActor.GetProperty().SetColor(0, 1, 0);
        selectActor.VisibilityOff();
        selectActor.SetScale(1.01, 1.01, 1.01);

        // Create the RenderWindow, Renderer and both Actors
        ren1 = vtkRenderer.New();
        renWin = vtkRenderWindow.New();
        renWin.AddRenderer(ren1);
        iren = vtkRenderWindowInteractor.New();
        iren.SetRenderWindow(renWin);

        // The SetInteractor method is how 3D widgets are associated with the render
        // window interactor. Internally, SetInteractor sets up a bunch of callbacks
        // using the Command/Observer mechanism (AddObserver()).
        boxWidget = vtkBoxWidget.New();
        boxWidget.SetInteractor(iren);
        boxWidget.SetPlaceFactor(1.25);
        ren1.AddActor(maceActor);
        ren1.AddActor(selectActor);

        // Add the actors to the renderer, set the background and size
        ren1.SetBackground(0.1, 0.2, 0.4);
        renWin.SetSize(300, 300);

        // Place the interactor initially. The input to a 3D widget is used to
        // initially position and scale the widget. The EndInteractionEvent is
        // observed which invokes the SelectPolygons callback.
        boxWidget.SetInput(glyph.GetOutput());
        boxWidget.PlaceWidget();
        boxWidget.EndInteractionEvt += new vtkObject.vtkObjectEventHandler(SelectPolygons);

        // render the image
        iren.Initialize();
        iren.Start();
        //Clean up
        deleteAllVTKObjects();
    }