示例#1
0
 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;
 }
示例#2
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);
        }
示例#3
0
        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);
        }