public void SetColors(Mesh mesh, vtkDataArray colorArray, vtkLookupTable lut) { var numVertices = mesh.vertexCount; if (numVertices <= 0 || colorArray == null) return; var colors = new Color32[numVertices]; for (var i = 0; i < numVertices; ++i) { var scalar = colorArray.GetTuple1(i); var dcolor = lut.GetColor(scalar); var color = new byte[3]; for (uint j = 0; j < 3; j++) color[j] = (byte)(255 * dcolor[j]); colors[i] = new Color32(color[0], color[1], color[2], 255); } mesh.colors32 = colors; }
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); }
private void ColoredElevationMap() { // Create a grid of points (height/terrian map) vtkPoints points = vtkPoints.New(); uint GridSize = 20; double xx, yy, zz; for (uint x = 0; x < GridSize; x++) { for (uint y = 0; y < GridSize; y++) { xx = x + vtkMath.Random(-.2, .2); yy = y + vtkMath.Random(-.2, .2); zz = vtkMath.Random(-.5, .5); points.InsertNextPoint(xx, yy, zz); } } // 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(); vtkPolyData outputPolyData = delaunay.GetOutput(); double[] bounds = outputPolyData.GetBounds(); // Find min and max z double minz = bounds[4]; double maxz = bounds[5]; Debug.WriteLine("minz: " + minz); Debug.WriteLine("maxz: " + maxz); // Create the color map vtkLookupTable colorLookupTable = vtkLookupTable.New(); colorLookupTable.SetTableRange(minz, maxz); colorLookupTable.Build(); // Generate the colors for each point based on the color map vtkUnsignedCharArray colors = vtkUnsignedCharArray.New(); colors.SetNumberOfComponents(3); colors.SetName("Colors"); Debug.WriteLine("There are " + outputPolyData.GetNumberOfPoints() + " points."); #if UNSAFE // fastest way to fill color array colors.SetNumberOfTuples(outputPolyData.GetNumberOfPoints()); unsafe { byte *pColor = (byte *)colors.GetPointer(0).ToPointer(); for (int i = 0; i < outputPolyData.GetNumberOfPoints(); i++) { double[] p = outputPolyData.GetPoint(i); double[] dcolor = colorLookupTable.GetColor(p[2]); Debug.WriteLine("dcolor: " + dcolor[0] + " " + dcolor[1] + " " + dcolor[2]); byte[] color = new byte[3]; for (uint j = 0; j < 3; j++) { color[j] = (byte)(255 * dcolor[j]); } Debug.WriteLine("color: " + color[0] + " " + color[1] + " " + color[2]); *(pColor + 3 * i) = color[0]; *(pColor + 3 * i + 1) = color[1]; *(pColor + 3 * i + 2) = color[2]; } } #else for (int i = 0; i < outputPolyData.GetNumberOfPoints(); i++) { double[] p = outputPolyData.GetPoint(i); double[] dcolor = colorLookupTable.GetColor(p[2]); Debug.WriteLine("dcolor: " + dcolor[0] + " " + dcolor[1] + " " + dcolor[2]); byte[] color = new byte[3]; for (uint 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]); //IntPtr pColor = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(byte)) * 3); //Marshal.Copy(color, 0, pColor, 3); //colors.InsertNextTupleValue(pColor); //Marshal.FreeHGlobal(pColor); } #endif outputPolyData.GetPointData().SetScalars(colors); // Create a mapper and actor vtkPolyDataMapper mapper = vtkPolyDataMapper.New(); #if VTK_MAJOR_VERSION_5 mapper.SetInputConnection(outputPolyData.GetProducerPort()); #else mapper.SetInputData(outputPolyData); #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); }