ren1.AddActor(aEdgeActor)
ren1.AddActor(aTriActor)
ren1.AddActor(aQuadActor)
ren1.AddActor(aTetActor)
ren1.AddActor(aHexActor)
ren1.AddActor(aWedgeActor)
ren1.AddActor(aPyramidActor)

# places everyone!!
aTriActor.AddPosition(2, 0, 0)
aQuadActor.AddPosition(4, 0, 0)
aTetActor.AddPosition(6, 0, 0)
aHexActor.AddPosition(8, 0, 0)
aWedgeActor.AddPosition(10, 0, 0)
aPyramidActor.AddPosition(12, 0, 0)
[base, back, left] = backdrop.BuildBackdrop(-1, 15, -1, 4, -1, 2, .1)
ren1.AddActor(base)
base.GetProperty().SetDiffuseColor(.2, .2, .2)
ren1.AddActor(left)
left.GetProperty().SetDiffuseColor(.2, .2, .2)
ren1.AddActor(back)
back.GetProperty().SetDiffuseColor(.2, .2, .2)
ren1.ResetCamera()
ren1.GetActiveCamera().Dolly(2.5)
ren1.ResetCameraClippingRange()
renWin.Render()

# create a little scorecard above each of the cells. These are displayed
# if a ray cast hits the cell, otherwise they are not shown.
pm = vtk.vtkPlaneSource()
pm.SetXResolution(1)
Example #2
0
aVertexContourActor.AddPosition(0, 12, 0)
aVertexContourActor.AddPosition(0, 2, 0)
aVertexActor.AddPosition(0, 12, 0)
aPolyVertexContourActor.AddPosition(2, 12, 0)
aPolyVertexContourActor.AddPosition(0, 2, 0)
aPolyVertexActor.AddPosition(2, 12, 0)

aPentaContourActor.AddPosition(4, 8, 0)
aPentaContourActor.AddPosition(0, 2, 0)
aPentaActor.AddPosition(4, 8, 0)
aHexaContourActor.AddPosition(6, 8, 0)
aHexaContourActor.AddPosition(0, 2, 0)
aHexaActor.AddPosition(6, 8, 0)

[base, back, left] = backdrop.BuildBackdrop(-1, 11, -1, 16, -1, 2, .1)

ren1.AddActor(base)
base.GetProperty().SetDiffuseColor(.2, .2, .2)
ren1.AddActor(left)
left.GetProperty().SetDiffuseColor(.2, .2, .2)
ren1.AddActor(back)
back.GetProperty().SetDiffuseColor(.2, .2, .2)

ren1.ResetCamera()
ren1.GetActiveCamera().Dolly(1.5)
ren1.ResetCameraClippingRange()

renWin.Render()

# render the image