From: Jonathan S. <jjs...@us...> - 2005-05-24 05:30:04
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Update of /cvsroot/octaviz/octaviz/Examples In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv20632 Added Files: vtk_rainbow.m Removed Files: rainbow.m Log Message: rainbow conflicted with rainbow in octave-forge --- NEW FILE: vtk_rainbow.m --- % This example demonstrates the use and manipulation of lookup tables. vtk_init; VTK_DATA_ROOT = vtkGetDataRoot(); % First create pipeline a simple pipeline that reads a structure grid % and then extracts a plane % differently by using different lookup tables. % % Note: the Update method is manually invoked because it causes the % reader to read; later on we use the output of the reader to set % a range for the scalar values. pl3d = vtkPLOT3DReader(); pl3d.SetXYZFileName(strcat(VTK_DATA_ROOT,"/Data/combxyz.bin")); pl3d.SetQFileName(strcat(VTK_DATA_ROOT,"/Data/combq.bin")); pl3d.SetScalarFunctionNumber(100); pl3d.SetVectorFunctionNumber(202); pl3d.Update(); plane = vtkStructuredGridGeometryFilter(); plane.SetInput(pl3d.GetOutput()); plane.SetExtent(1, 100, 1, 100, 7, 7); lut = vtkLookupTable(); planeMapper = vtkPolyDataMapper(); planeMapper.SetLookupTable(lut); planeMapper.SetInput(plane.GetOutput()); planeMapper.SetScalarRange(pl3d.GetOutput().GetScalarRange()); planeActor = vtkActor(); planeActor.SetMapper(planeMapper); % This creates an outline around the data. outline = vtkStructuredGridOutlineFilter(); outline.SetInput(pl3d.GetOutput()); outlineMapper = vtkPolyDataMapper(); outlineMapper.SetInput(outline.GetOutput()); outlineActor = vtkActor(); outlineActor.SetMapper(outlineMapper); % Much of the following is commented out. To try different lookup tables, % uncommented the appropriate portions. % This creates a black to white lut. % lut.SetHueRange(0, 0) % lut.SetSaturationRange(0, 0) % lut.SetValueRange(0.2, 1.0) % This creates a red to blue lut. % lut.SetHueRange(0.0, 0.667) % This creates a blue to red lut. % lut.SetHueRange(0.667, 0.0) % This creates a wierd effect. The Build() method causes the lookup % table to allocate memory and create a table based on the currect % hue, saturation, value, and alpha (transparency) range. Here we then % manually overwrite the values generated by the Build() method. lut.SetNumberOfColors(256); lut.Build(); for i = 0:15 lut.SetTableValue(i*16, 1, 0, 0, 1); lut.SetTableValue(i*16+1, 0, 1, 0, 1); lut.SetTableValue(i*16+2, 0, 0, 1, 1); lut.SetTableValue(i*16+3, 0, 0, 0, 1); end % Create the RenderWindow, Renderer and both Actors ren = vtkRenderer(); renWin = vtkRenderWindow(); renWin.AddRenderer(ren); iren = vtkRenderWindowInteractor(); iren.SetRenderWindow(renWin); % Add the actors to the renderer, set the background and size ren.AddActor(outlineActor); ren.AddActor(planeActor); ren.SetBackground(0.1, 0.2, 0.4); ren.TwoSidedLightingOff(); renWin.SetSize(250, 250); cam1 = ren.GetActiveCamera(); cam1.SetClippingRange(3.95297, 50); cam1.SetFocalPoint(8.88908, 0.595038, 29.3342); cam1.SetPosition(-12.3332, 31.7479, 41.2387); cam1.SetViewUp(0.060772, -0.319905, 0.945498); % renWin.Render(); vtkInitializeInteractor(iren); --- rainbow.m DELETED --- |