vtk+四面体2
int main() {
const int num_points = 5;
static float x[num_points][3] = {
{0,0,0},{1,0,0},{1,1,0},{0,1,0},{0.5,0.5,1}
};
static vtkIdType pts[4][3] = {
{0,1,4},{1,2,4},{2,3,4},{3,0,4}
};
vtkNew<vtkPolyData> cube;
vtkNew<vtkPoints> points;
vtkNew<vtkCellArray> polys;
vtkNew<vtkFloatArray> scalars;
for (int i = 0; i < num_points; i++) points->InsertPoint(i, x[i]);
for (int i = 0; i < 4; i++) polys->InsertNextCell(3, pts[i]);
/*polys->InsertNextCell(4);
for (int i = 0; i < 4; i++) {
polys->InsertCellPoint(i);
}*/
for (int i = 0; i < num_points; i++) scalars->InsertTuple1(i, i);
cube->SetPoints(points);
cube->SetPolys(polys);
cube->GetPointData()->SetScalars(scalars);
vtkNew<vtkPolyDataMapper> cubeMapper;
cubeMapper->SetInputData(cube);
cubeMapper->SetScalarRange(0, 7);
vtkNew<vtkActor> cubeActor;
cubeActor->SetMapper(cubeMapper);
vtkNew<vtkCamera> camera;
camera->SetPosition(1, 1, 1);
camera->SetFocalPoint(0, 0, 0);
vtkNew<vtkRenderer> renderer;
vtkNew<vtkRenderWindow> renWin;
renWin->AddRenderer(renderer);
vtkNew<vtkRenderWindowInteractor> iren;
iren->SetRenderWindow(renWin);
renderer->AddActor(cubeActor);
renderer->SetActiveCamera(camera);
renderer->ResetCamera();
renderer->SetBackground(1, 1, 1);
renWin->SetSize(300, 300);
renWin->Render();
iren->Initialize();
iren->Start();
return 0;
}
注意注释内容。
vtkNew<vtkPolyData> cube;
vtkNew<vtkPoints> points;
vtkNew<vtkCellArray> lines;
for (int i = 0; i < num_points; i++) points->InsertPoint(i, x[i]);
for (int i = 0; i < num_points - 1; i++) {
lines->InsertNextCell(2);
lines->InsertCellPoint(i);
lines->InsertCellPoint(num_points - 1);
lines->InsertNextCell(2);
lines->InsertCellPoint(i);
lines->InsertCellPoint((i + 1) % (num_points - 1));
}
cube->SetPoints(points);
cube->SetLines(lines);
线框模型的表达方法。

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