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)
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