[vtkusers] which vtk classes to use?
lisa hughes
lost_bits1110 at hotmail.com
Thu Feb 19 20:37:22 EST 2004
Okay again, thank you for your response =)
I just realized that I need to cut through my unstructured mesh first,
so how can I obtain something like PlaneSource, where I can the traverse
cells (which I would want to be squares) and specify a particular resolution
and color code each cell after i've cut through my unstructured mesh?
My element types are tetrahedrons in my unstrucutred mesh, so cutting
through it using vtkCutter would give me triangles not squares
>From: David.Pont at ForestResearch.co.nz
>To: "lisa hughes" <lost_bits1110 at hotmail.com>
>CC: vtkusers at vtk.org
>Subject: RE: [vtkusers] which vtk classes to use?
>Date: Fri, 20 Feb 2004 11:39:02 +1300
>
>
>Hi Lisa,
> yes you are right. Actually the points will be at the quad corners, so
>the scalars would be associated with the points which is the usual
>situation, ie point data, rather than the less common cell data.
>But there is no need for 'images' and textures (unless you really wanted an
>'image' output), less is more...
> Dave
>
>
>
>
> "lisa hughes"
> <lost_bits1110 at ho To:
>David.Pont at forestresearch.co.nz, vtkusers at vtk.org
> tmail.com> cc:
> Subject: RE: [vtkusers]
>which vtk classes to use?
> 20/02/2004 10:46
>
>
>
>
>
>
>Hi David,
>Thanks for your reply,
>So when I create vtkStructuredPoints with dimensions that match the plane
>resolution, will each point be at the center of each quadrilateral created
>by vtkPlaneSource? If not, cant I just traverse the quadrilaterals
>themselves and generate my spherical set of points - find my average
>velocity - and then associate this scalar velocity value with that
>particular quadrilateral cell to color in the cell?
>Why do i need to use vtkTexture?
>
>Also, do you think its better to use vtkImageData instead of
>vtkStructuredPoints (in the vtk book it says that they will be phasing out
>vtkStructuredPoints ..?)
>
>Thanks again! I truly apprecieat it,
>lisa
>
> >Or you could just sample your field 'on the fly' using the probe filter
> >concept:
> >Create a vtkPlaneSource, place it with SetCentre, SetNormal, use
> >SetXResolution and SetYResolution to suitable values (probably quite
>high)
> >for sampling your 'field'.
> >Create a vtkStructuredPoints with dimensions matching the plane
>resolution.
> >Traverse the points in the plane, at each point generate your spherical
>set
> >of random points, calculate the average velocity value and insert this
> >value (may need manipulation) into the structured points at the
>appropriate
> >location.
> >Create a vtkTexture and set the structured points as input.
> >Pass the plane to a mapper, then actor, apply the texture to the plane
>with
> >actor->SetTexture.
> >This should give an 'image' of the velocity field pasted onto the plane.
> >There are probably alternatives that output data sets other than
>structured
> >points, eg polydata.
> >
> > Dave Pont
> >
> >
> >
> >
> > "lisa hughes"
> > <lost_bits1110 at ho To:
>vtkusers at vtk.org
> > tmail.com> cc:
> > Sent by: Subject: RE: [vtkusers]
> >which vtk classes to use?
> > vtkusers-admin at vt
> > k.org
> >
> >
> > 20/02/2004 08:05
> >
> >
> >
> >
> >
> >
> >
> >so basically I just need an idea for the pipeline...
> >
> >Thanks again ,
> >lisa
> >
> >
> > >
> > >Hey vtkusers,
> > >
> > >Say I already have a 3D unstructured mesh
> > >
> > >and I have generated points which I seed within this mesh via a random
> > >gaussian generator of spherical shape. So basically i have a bunch of
> > >'spheres' at various locations (inside my 3D mesh), and inside of each
> > >sphere are points that have been randomly generated. Then for each
> >sphere
> > >I have one scalar value associated with it (say an average velocity
>value
> > >of all the points that were contained within that one sphere)
> > >
> > >and I would also like to slice through the mesh according to some
>normal
> > >and then color code the sliced mesh according to velocity info I have
> >(via
> >
> > >those random points within each sphere location)
> > >
> > >So far, I was able to just color code just the points that I've seeded,
> >so
> >
> > >basiclaly u just see a bunch of discrete points, of some color, within
>my
> > >3D mesh (i didint slice it yet)
> > >
> > >but say i want each of my 'spheres' to take up 1 mm squared of my
>screen
> >(i
> > >dont know how many pixels that would be?) and i want to color-in those
> >set
> > >of pixels according to that single scalar value associated with that
> >sphere
> > >
> > >how can i represent this?
> > >glyphs?? i have no clue where to start at this point!
> > >thanks in advance!! any help is truly appreciated
> > >
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