Exemple #1
0
        static public vtkAlgorithmOutput calcRestriction(CompontData data)
        {
            //calculation::RayTracing rayTracing(this);
            Restriction rest = (Restriction)data.restriction;

            if (rest == null)
            {
                return(null);
            }

            // 调后台生成光线
            TBTfront.Ant ant = new TBTfront.Ant();
            List <TBTfront.CompontParam> list_data = new List <TBTfront.CompontParam>();

            list_data.Add(rest);
            list_data.Add(data);
            List <TBTfront.RayLineCluster> rayline_list = new List <TBTfront.RayLineCluster>();
            RayLineCluster rayline_cluster = new RayLineCluster();
            CalcOption     opt             = new CalcOption();

            opt.is_ign_non_intersection = true;
            opt.is_ign_restriction      = true;
            ant.clacLight(list_data, rayline_cluster, rayline_list, opt);
            rayline_cluster = rayline_list[2];


            vtkPoints points = vtkPoints.New();

            foreach (var ray in rayline_cluster.ray_cluster)
            {
                points.InsertNextPoint(ray.start_point.x,
                                       ray.start_point.y,
                                       ray.start_point.z);
            }

            vtkPolyData polyData = vtkPolyData.New();

            polyData.SetPoints(points);

            vtkDelaunay2D delaunay = vtkDelaunay2D.New();

            delaunay.SetInput(polyData);
            delaunay.Update();
            return(delaunay.GetOutputPort());
        }
Exemple #2
0
        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            vtkPoints points = vtkPoints.New();

            int GridSize = 10;

            for (int x = 0; x < GridSize; x++)
            {
                for (int y = 0; y < GridSize; y++)
                {
                    points.InsertNextPoint(x, y, (x + y) / (y + 1));
                }
            }

            // Add the grid points to a polydata object
            vtkPolyData polydata = vtkPolyData.New();

            polydata.SetPoints(points);

            // Triangulate the grid points
            vtkDelaunay2D delaunay = vtkDelaunay2D.New();

            delaunay.SetInput(polydata);
            delaunay.Update();

            vtkPlaneSource plane = vtkPlaneSource.New();

            //Read the image data from a file
            vtkJPEGReader reader = vtkJPEGReader.New();

            reader.SetFileName("C:\\Users\\georg\\Desktop\\texture.jpg");

            //Create texture object
            vtkTexture texture = vtkTexture.New();

            texture.SetInputConnection(reader.GetOutputPort());

            //Map texture coordinates
            vtkTextureMapToPlane map_to_plane = vtkTextureMapToPlane.New();

            map_to_plane.SetInputConnection(plane.GetOutputPort());
            map_to_plane.SetInputConnection(delaunay.GetOutputPort());

            //Create mapper and set the mapped texture as input
            vtkPolyDataMapper mapper = vtkPolyDataMapper.New();

            mapper.SetInputConnection(map_to_plane.GetOutputPort());

            //Create actor and set the mapper and the texture
            vtkActor actor = vtkActor.New();

            actor.SetMapper(mapper);
            actor.SetTexture(texture);

            vtkRenderer renderer = vtkRenderer.New();

            renderer.AddActor(actor);


            RenderControl1.RenderWindow.AddRenderer(renderer);
        }
Exemple #3
0
        private void ElevationFilter()
        {
            // Created a grid of points (heigh/terrian map)
            vtkPoints points = vtkPoints.New();

            uint GridSize = 10;

            for (uint x = 0; x < GridSize; x++)
            {
                for (uint y = 0; y < GridSize; y++)
                {
                    points.InsertNextPoint(x, y, (x + y) / (y + 1));
                }
            }
            double[] bounds = points.GetBounds();

            // Add the grid points to a polydata object
            vtkPolyData inputPolyData = vtkPolyData.New();

            inputPolyData.SetPoints(points);

            // Triangulate the grid points
            vtkDelaunay2D delaunay = vtkDelaunay2D.New();

#if VTK_MAJOR_VERSION_5
            delaunay.SetInput(inputPolyData);
#else
            delaunay.SetInputData(inputPolyData);
#endif
            delaunay.Update();

            vtkElevationFilter elevationFilter = vtkElevationFilter.New();
            elevationFilter.SetInputConnection(delaunay.GetOutputPort());
            elevationFilter.SetLowPoint(0.0, 0.0, bounds[4]);
            elevationFilter.SetHighPoint(0.0, 0.0, bounds[5]);
            elevationFilter.Update();

            vtkPolyData output = vtkPolyData.New();
            output.ShallowCopy(vtkPolyData.SafeDownCast(elevationFilter.GetOutput()));

            vtkFloatArray elevation =
                vtkFloatArray.SafeDownCast(output.GetPointData().GetArray("Elevation"));

            // Create the color map
            vtkLookupTable colorLookupTable = vtkLookupTable.New();
            colorLookupTable.SetTableRange(bounds[4], bounds[5]);
            colorLookupTable.Build();

            // Generate the colors for each point based on the color map
            vtkUnsignedCharArray colors = vtkUnsignedCharArray.New();
            colors.SetNumberOfComponents(3);
            colors.SetName("Colors");

            for (int i = 0; i < output.GetNumberOfPoints(); i++)
            {
                double val = elevation.GetValue(i);
                Debug.WriteLine("val: " + val);

                double[] dcolor = colorLookupTable.GetColor(val);
                //Debug.WriteLine("dcolor: "
                //          + dcolor[0] + " "
                //          + dcolor[1] + " "
                //          + dcolor[2]);
                byte[] color = new byte[3];
                for (int j = 0; j < 3; j++)
                {
                    color[j] = (byte)(255 * dcolor[j]);
                }
                //Debug.WriteLine("color: "
                //          + color[0] + " "
                //          + color[1] + " "
                //          + color[2]);

                colors.InsertNextTuple3(color[0], color[1], color[2]);
            }

            output.GetPointData().AddArray(colors);

            // Visualize
            vtkPolyDataMapper mapper = vtkPolyDataMapper.New();
#if VTK_MAJOR_VERSION_5
            mapper.SetInputConnection(output.GetProducerPort());
#else
            mapper.SetInputData(output);
#endif

            vtkActor actor = vtkActor.New();
            actor.SetMapper(mapper);

            // get a reference to the renderwindow of our renderWindowControl1
            vtkRenderWindow renderWindow = renderWindowControl1.RenderWindow;
            // renderer
            vtkRenderer renderer = renderWindow.GetRenderers().GetFirstRenderer();
            // set background color
            renderer.SetBackground(0.2, 0.3, 0.4);
            // add our actor to the renderer
            renderer.AddActor(actor);
        }
Exemple #4
0
    /// <summary>
    /// Entry Point
    /// </summary>
    /// <param name="argv"></param>
    public static void Main(String[] argv)
    {
        // This example demonstrates how to use 2D Delaunay triangulation.
        // We create a fancy image of a 2D Delaunay triangulation. Points are
        // randomly generated.
        // first we load in the standard vtk packages into tcl
        // Generate some random points
        math = vtkMath.New();
        points = vtkPoints.New();
        for(int i = 0; i < 50; i++)
        {
            points.InsertPoint(i, vtkMath.Random(0, 1), vtkMath.Random(0, 1), 0.0);
        }

        // Create a polydata with the points we just created.
        profile = vtkPolyData.New();
        profile.SetPoints(points);

        // Perform a 2D Delaunay triangulation on them.
        del = vtkDelaunay2D.New();
        del.SetInput(profile);
        del.SetTolerance(0.001);

        mapMesh = vtkPolyDataMapper.New();
        mapMesh.SetInputConnection(del.GetOutputPort());

        meshActor = vtkActor.New();
        meshActor.SetMapper(mapMesh);
        meshActor.GetProperty().SetColor(.1, .2, .4);

        // We will now create a nice looking mesh by wrapping the edges in tubes,
        // and putting fat spheres at the points.
        extract = vtkExtractEdges.New();
        extract.SetInputConnection(del.GetOutputPort());

        tubes = vtkTubeFilter.New();
        tubes.SetInputConnection(extract.GetOutputPort());
        tubes.SetRadius(0.01);
        tubes.SetNumberOfSides(6);

        mapEdges = vtkPolyDataMapper.New();
        mapEdges.SetInputConnection(tubes.GetOutputPort());

        edgeActor = vtkActor.New();
        edgeActor.SetMapper(mapEdges);
        edgeActor.GetProperty().SetColor(0.2000, 0.6300, 0.7900);
        edgeActor.GetProperty().SetSpecularColor(1, 1, 1);
        edgeActor.GetProperty().SetSpecular(0.3);
        edgeActor.GetProperty().SetSpecularPower(20);
        edgeActor.GetProperty().SetAmbient(0.2);
        edgeActor.GetProperty().SetDiffuse(0.8);

        ball = vtkSphereSource.New();
        ball.SetRadius(0.025);
        ball.SetThetaResolution(12);
        ball.SetPhiResolution(12);

        balls = vtkGlyph3D.New();
        balls.SetInputConnection(del.GetOutputPort());
        balls.SetSourceConnection(ball.GetOutputPort());

        mapBalls = vtkPolyDataMapper.New();
        mapBalls.SetInputConnection(balls.GetOutputPort());

        ballActor = vtkActor.New();
        ballActor.SetMapper(mapBalls);
        ballActor.GetProperty().SetColor(1.0000, 0.4118, 0.7059);
        ballActor.GetProperty().SetSpecularColor(1, 1, 1);
        ballActor.GetProperty().SetSpecular(0.3);
        ballActor.GetProperty().SetSpecularPower(20);
        ballActor.GetProperty().SetAmbient(0.2);
        ballActor.GetProperty().SetDiffuse(0.8);

        // Create graphics objects
        // Create the rendering window, renderer, and interactive renderer
        ren1 = vtkRenderer.New();
        renWin = vtkRenderWindow.New();
        renWin.AddRenderer(ren1);
        iren = vtkRenderWindowInteractor.New();
        iren.SetRenderWindow(renWin);

        // Add the actors to the renderer, set the background and size
        ren1.AddActor(ballActor);
        ren1.AddActor(edgeActor);
        ren1.SetBackground(1, 1, 1);
        renWin.SetSize(150, 150);

        // render the image
        ren1.ResetCamera();
        ren1.GetActiveCamera().Zoom(1.5);
        iren.Initialize();
        iren.Start();

        // Clean Up
        deleteAllVTKObjects();
    }