#include <vtkVersion.h>
#include <vtkSmartPointer.h>
#include <vtkActor.h>
#include <vtkCamera.h>
#include <vtkCellArray.h>
#include <vtkDataSetMapper.h>
#include <vtkPoints.h>
#include <vtkPyramid.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkUnstructuredGrid.h>
int main(int , char *[])
{
vtkSmartPointer<vtkPoints> points =
vtkSmartPointer<vtkPoints>::New();
float p0[3] = {1.0, 1.0, 1.0};
float p1[3] = {-1.0, 1.0, 1.0};
float p2[3] = {-1.0, -1.0, 1.0};
float p3[3] = {1.0, -1.0, 1.0};
float p4[3] = {0.0, 0.0, 0.0};
points->InsertNextPoint(p0);
points->InsertNextPoint(p1);
points->InsertNextPoint(p2);
points->InsertNextPoint(p3);
points->InsertNextPoint(p4);
vtkSmartPointer<vtkPyramid> pyramid =
vtkSmartPointer<vtkPyramid>::New();
pyramid->GetPointIds()->SetId(0,0);
pyramid->GetPointIds()->SetId(1,1);
pyramid->GetPointIds()->SetId(2,2);
pyramid->GetPointIds()->SetId(3,3);
pyramid->GetPointIds()->SetId(4,4);
vtkSmartPointer<vtkCellArray> cells =
vtkSmartPointer<vtkCellArray>::New();
cells->InsertNextCell (pyramid);
vtkSmartPointer<vtkUnstructuredGrid> ug =
vtkSmartPointer<vtkUnstructuredGrid>::New();
ug->SetPoints(points);
ug->InsertNextCell(pyramid->GetCellType(),pyramid->GetPointIds());
//Create an actor and mapper
vtkSmartPointer<vtkDataSetMapper> mapper =
vtkSmartPointer<vtkDataSetMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInput(ug);
#else
mapper->SetInputData(ug);
#endif
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
//Create a renderer, render window, and 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);
renderer->AddActor(actor);
// Create a nice view
renderer->ResetCamera();
renderer->GetActiveCamera()->Azimuth(180);
renderer->GetActiveCamera()->Elevation(-20);
renderer->ResetCameraClippingRange();
renderer->SetBackground(0.2, 0.3, 0.4);
renderWindow->Render();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}