//
// This example demonstrates the creation of multiple actors and the
// manipulation of their properties and transformations. It is a
// derivative of Cone.py, see that example for more information.
//

import java.lang.Thread;

// we import the vtk wrapped classes forst
import vtk.*;

// then we define our class
public class Cone4 {
  // in the static contructor we load in the native code
  // The libraries must be in your path to work
  static {
    System.loadLibrary("vtkCommonJava");
    System.loadLibrary("vtkFilteringJava");
    System.loadLibrary("vtkIOJava");
    System.loadLibrary("vtkImagingJava");
    System.loadLibrary("vtkGraphicsJava");
    System.loadLibrary("vtkRenderingJava");
  }

  // now the main program
  public static void main (String []args) throws Exception {
    //
    // 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( 3.0 );
    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 souece to the input of this mapper.
    //
    vtkPolyDataMapper coneMapper = new 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.
    //
    vtkActor coneActor = new vtkActor();
    coneActor.SetMapper(coneMapper);
    coneActor.GetProperty().SetColor(0.2, 0.63, 0.79);
    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.
    //
    vtkProperty property = new vtkProperty();
    property.SetColor(1.0, 0.3882, 0.2784);
    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 geoemtry is large.
    vtkActor coneActor2 = new vtkActor();
    coneActor2.SetMapper(coneMapper);
    coneActor2.GetProperty().SetColor(0.2, 0.63, 0.79);
    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.
    //
    vtkRenderer ren1 = new vtkRenderer();
    ren1.AddActor(coneActor);
    ren1.AddActor(coneActor2);
    ren1.SetBackground(0.1, 0.2, 0.4);

    //
    // Finally we create the render window which will show up on the screen.
    // We add our two renderers into the render window using AddRenderer. We also
    // set the size to be 600 pixels by 300.
    //
    vtkRenderWindow renWin = new vtkRenderWindow();
    renWin.AddRenderer( ren1 );
    renWin.SetSize(300, 300);

    //
    // Make one camera view 90 degrees from other.
    //
    ren1.ResetCamera();
    ren1.GetActiveCamera().Azimuth(90);

    //
    // now we loop over 360 degreeees and render the cone each time
    //
    int i;
    for (i = 0; i < 360; ++i)
      {
      Thread.sleep(10);
      // render the image
      renWin.Render();
      // rotate the active camera by one degree
      ren1.GetActiveCamera().Azimuth( 1 );
      }
    }
}

