ren1.ResetCamera();
  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.SetInput(cone.GetOutput());        //     // 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.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 );      }    } 