Exemplo n.º 1
0
        private void QuadricDecimation()
        {
            vtkSphereSource sphereSource = vtkSphereSource.New();

            sphereSource.Update();

            vtkPolyData input = vtkPolyData.New();

            input.ShallowCopy(sphereSource.GetOutput());

            Debug.WriteLine("Before decimation" + Environment.NewLine + "------------");
            Debug.WriteLine("There are " + input.GetNumberOfPoints() + " points.");
            Debug.WriteLine("There are " + input.GetNumberOfPolys() + " polygons.");

            vtkQuadricDecimation decimate = vtkQuadricDecimation.New();

#if VTK_MAJOR_VERSION_5
            decimate.SetInputConnection(input.GetProducerPort());
#else
            decimate.SetInputData(input);
#endif
            decimate.Update();

            vtkPolyData decimated = vtkPolyData.New();
            decimated.ShallowCopy(decimate.GetOutput());

            Debug.WriteLine("After decimation" + Environment.NewLine + "------------");

            Debug.WriteLine("There are " + decimated.GetNumberOfPoints() + " points.");
            Debug.WriteLine("There are " + decimated.GetNumberOfPolys() + " polygons.");

            vtkPolyDataMapper inputMapper = vtkPolyDataMapper.New();
#if VTK_MAJOR_VERSION_5
            inputMapper.SetInputConnection(input.GetProducerPort());
#else
            inputMapper.SetInputData(input);
#endif
            vtkActor inputActor = vtkActor.New();
            inputActor.SetMapper(inputMapper);

            vtkPolyDataMapper decimatedMapper = vtkPolyDataMapper.New();
#if VTK_MAJOR_VERSION_5
            decimatedMapper.SetInputConnection(decimated.GetProducerPort());
#else
            decimatedMapper.SetInputData(decimated);
#endif
            vtkActor decimatedActor = vtkActor.New();
            decimatedActor.SetMapper(decimatedMapper);

            vtkRenderWindow renderWindow = renderWindowControl1.RenderWindow;
            this.Size = new System.Drawing.Size(612, 352);

            // Define viewport ranges
            // (xmin, ymin, xmax, ymax)
            double[] leftViewport  = new double[] { 0.0, 0.0, 0.5, 1.0 };
            double[] rightViewport = new double[] { 0.5, 0.0, 1.0, 1.0 };

            // Setup both renderers
            vtkRenderer leftRenderer = vtkRenderer.New();
            renderWindow.AddRenderer(leftRenderer);
            leftRenderer.SetViewport(leftViewport[0], leftViewport[1], leftViewport[2], leftViewport[3]);
            leftRenderer.SetBackground(.6, .5, .4);

            vtkRenderer rightRenderer = vtkRenderer.New();
            renderWindow.AddRenderer(rightRenderer);
            rightRenderer.SetViewport(rightViewport[0], rightViewport[1], rightViewport[2], rightViewport[3]);
            rightRenderer.SetBackground(.4, .5, .6);

            // Add the sphere to the left and the cube to the right
            leftRenderer.AddActor(inputActor);
            rightRenderer.AddActor(decimatedActor);
            leftRenderer.ResetCamera();
            rightRenderer.ResetCamera();
            renderWindow.Render();
        }
Exemplo n.º 2
0
        /// <summary>
        /// Generates a Unity Mesh from a vtkPolyData.
        /// </summary>
        /// <param name="pd">The vtk poly data.</param>
        /// <returns>The Unity Mesh (without colors).</returns>
        private static Mesh PolyDataToMesh(vtkPolyData pd)
        {
            if (pd == null)
            {
                Debug.LogWarning("No PolyData passed!");
                return null;
            }

            var numVertices = pd.GetNumberOfPoints();
            if (numVertices == 0)
            {
                Debug.LogWarning("No vertices to convert!");
                return null;
            }

            var mesh = new Mesh();

            // Points / Vertices
            var vertices = new Vector3[numVertices];
            for (var i = 0; i < numVertices; ++i)
            {
                var pnt = pd.GetPoint(i);
                // Flip z-up to y-up
                vertices[i] = new Vector3(-(float) pnt[0], (float) pnt[2], (float) pnt[1]);
            }
            mesh.vertices = vertices;

            // Normals
            var vtkNormals = pd.GetPointData().GetNormals();
            if (vtkNormals != null)
            {
                var numNormals = vtkNormals.GetNumberOfTuples();
                var normals = new Vector3[numNormals];
                for (var i = 0; i < numNormals; i++)
                {
                    var normal = vtkNormals.GetTuple3(i);
                    // flip normals ?
                    normals[i] = new Vector3(-(float) normal[0], -(float) normal[1], -(float) normal[2]);
                }
                mesh.normals = normals;
            }
            else
            {
                Debug.Log("No Normals!");
            }

            // Texture coordinates
            var vtkTexCoords = pd.GetPointData().GetTCoords();
            if (vtkTexCoords != null)
            {
                var numCoords = vtkTexCoords.GetNumberOfTuples();
                var uvs = new Vector2[numCoords];
                for (var i = 0; i < numCoords; ++i)
                {
                    var texCoords = vtkTexCoords.GetTuple2(i);
                    uvs[i] = new Vector2((float) texCoords[0], (float) texCoords[1]);
                }
                mesh.uv = uvs;
            }

            // Triangles / Cells
            var numTriangles = pd.GetNumberOfPolys();
            var polys = pd.GetPolys();
            if (polys.GetNumberOfCells() > 0)
            {
                var triangles = new int[numTriangles*3];
                var prim = 0;
                var pts = vtkIdList.New();
                polys.InitTraversal();
                while (polys.GetNextCell(pts) != 0)
                {
                    for (var i = 0; i < pts.GetNumberOfIds(); ++i)
                        triangles[prim*3 + i] = pts.GetId(i);

                    ++prim;
                }
                mesh.SetTriangles(triangles, 0);
                //Mesh.RecalculateNormals();
                mesh.RecalculateBounds();
                return mesh;
            }

            // Lines
            var lines = pd.GetLines();
            if (lines.GetNumberOfCells() > 0)
            {
                var idList = new ArrayList();
                var pts = vtkIdList.New();
                lines.InitTraversal();
                while (lines.GetNextCell(pts) != 0)
                {
                    for (var i = 0; i < pts.GetNumberOfIds() - 1; ++i)
                    {
                        idList.Add(pts.GetId(i));
                        idList.Add(pts.GetId(i + 1));
                    }
                }

                mesh.SetIndices(idList.ToArray(typeof (int)) as int[], MeshTopology.Lines, 0);
                mesh.RecalculateBounds();
                return mesh;
            }

            // Points
            var points = pd.GetVerts();
            var numPointCells = points.GetNumberOfCells();
            if (numPointCells > 0)
            {
                var idList = new ArrayList();
                var pts = vtkIdList.New();
                points.InitTraversal();
                while (points.GetNextCell(pts) != 0)
                {
                    for (int i = 0; i < pts.GetNumberOfIds(); ++i)
                    {
                        idList.Add(pts.GetId(i));
                    }
                }

                mesh.SetIndices(idList.ToArray(typeof (int)) as int[], MeshTopology.Points, 0);
                mesh.RecalculateBounds();
            }

            return mesh;
        }