#include <vtkVersion.h>
#include <vtkSmartPointer.h>
#include <vtkTriangle.h>
#include <vtkCellArray.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
int main(int , char *[])
{
// Create a triangle
vtkSmartPointer<vtkPoints> points =
vtkSmartPointer<vtkPoints>::New();
points->InsertNextPoint ( 1.0, 0.0, 0.0 );
points->InsertNextPoint ( 0.0, 0.0, 0.0 );
points->InsertNextPoint ( 0.0, 1.0, 0.0 );
vtkSmartPointer<vtkTriangle> triangle =
vtkSmartPointer<vtkTriangle>::New();
triangle->GetPointIds()->SetId ( 0, 0 );
triangle->GetPointIds()->SetId ( 1, 1 );
triangle->GetPointIds()->SetId ( 2, 2 );
vtkSmartPointer<vtkCellArray> triangles =
vtkSmartPointer<vtkCellArray>::New();
triangles->InsertNextCell ( triangle );
// Create a polydata object
vtkSmartPointer<vtkPolyData> trianglePolyData =
vtkSmartPointer<vtkPolyData>::New();
// Add the geometry and topology to the polydata
trianglePolyData->SetPoints ( points );
trianglePolyData->SetPolys ( triangles );
// Create mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInput(trianglePolyData);
#else
mapper->SetInputData(trianglePolyData);
#endif
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Create a renderer, render window, and an interactor
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
// Add the actors to the scene
renderer->AddActor(actor);
renderer->SetBackground(.1, .2, .4); // Background color dark blue
// Render and interact
renderWindow->Render();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}