This example modifies vtkActor's properties and transformation matrix.
See Figure 3-28 in Chapter 3 the VTK Textbook.
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#!/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()