#include <vtkVersion.h>
#include <vtkCellArray.h>
#include <vtkPoints.h>
#include <vtkQuad.h>
#include <vtkPolyData.h>
#include <vtkSmartPointer.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
int main(int , char *[])
{
// Create four points (must be in counter clockwise order)
double p0[3] = {0.0, 0.0, 0.0};
double p1[3] = {1.0, 0.0, 0.0};
double p2[3] = {1.0, 1.0, 0.0};
double p3[3] = {0.0, 1.0, 0.0};
// Add the points to a vtkPoints object
vtkSmartPointer<vtkPoints> points =
vtkSmartPointer<vtkPoints>::New();
points->InsertNextPoint(p0);
points->InsertNextPoint(p1);
points->InsertNextPoint(p2);
points->InsertNextPoint(p3);
// Create a quad on the four points
vtkSmartPointer<vtkQuad> quad =
vtkSmartPointer<vtkQuad>::New();
quad->GetPointIds()->SetId(0,0);
quad->GetPointIds()->SetId(1,1);
quad->GetPointIds()->SetId(2,2);
quad->GetPointIds()->SetId(3,3);
// Create a cell array to store the quad in
vtkSmartPointer<vtkCellArray> quads =
vtkSmartPointer<vtkCellArray>::New();
quads->InsertNextCell(quad);
// Create a polydata to store everything in
vtkSmartPointer<vtkPolyData> polydata =
vtkSmartPointer<vtkPolyData>::New();
// Add the points and quads to the dataset
polydata->SetPoints(points);
polydata->SetPolys(quads);
// Setup actor and mapper
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
#if VTK_MAJOR_VERSION <= 5
mapper->SetInput(polydata);
#else
mapper->SetInputData(polydata);
#endif
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Setup render window, renderer, 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);
renderWindow->Render();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}