[vtkusers] error message in subdividing a cell

tasnim hanene-jeder at hotmail.fr
Wed May 23 13:03:33 EDT 2012


you can use vtkTriangleFilter to triangulate the polydata and then play
with the subdivision

On Wed, May 23, 2012 at 12:49 PM, tasnim <hanene-jeder@> wrote:

> Hi everybody,
> i create a program which creates a spheresource, then i select a cell,
> create a vtkPolyData from it, and try to subdivide it with the
> vtkLoopsubdivisionFilter.But, when I pick a cell, a message error appears:
>
>  *Warning: In C:\vtk-download\vtk
> source\Graphics\vtkLoopSubdivisionFilter.cxx, line 363
> vtkLoopSubdivisionFilter (019BAE58): vtkLoopSubdivisionFilter only
> operates
> on triangles, but this data set has no triangles to operate on. ERROR: In
> C:\vtk-download\vtk source\Filtering\vtkExecutive.cxx, line 756
> vtkStreamingDemandDrivenPipeline (019BB448): Algorithm
> vtkLoopSubdivisionFilter(019BAE58) returned failure for request:
> vtkInformation (019CD1B8) Debug: Off Modified Time: 3532 Reference Count:
> 1
> Registered Events: (none) Request: REQUEST_DATA FORWARD_DIRECTION: 0
> ALGORITHM_AFTER_FORWARD: 1 FROM_OUTPUT_PORT: 0*
>  This message shows that my new polyData didn't contain triangles.
> Any Help please, and thanks
>
> --
> View this message in context:
> http://vtk.1045678.n5.nabble.com/error-message-in-subdividing-a-cell-tp5713334.html
> Sent from the VTK - Users mailing list archive at Nabble.com.
> _______________________________________________
Yes, I used the vtkTriangleFilter before that i applied the subdivision
filter. I can put my code here if you accept to verify it for me and thanks:

#include <vtkSmartPointer.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkOBJReader.h>
#include <vtkUnstructuredGrid.h>
#include <vtkCell.h>
#include <vtkCellArray.h>
#include <vtkIdList.h>
#include <vtkUnsignedCharArray.h>
#include <vtkPointData.h>
#include <string>
#include <vtkVersion.h>
#include <vtkRendererCollection.h>
#include <vtkDataSetMapper.h>
#include <vtkIdTypeArray.h>
#include <vtkTriangleFilter.h>
#include <vtkCommand.h>
#include <vtkPolyData.h>
#include <vtkPoints.h>
#include <vtkCellPicker.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkProperty.h>
#include <vtkSelectionNode.h>
#include <vtkSelection.h>
#include <vtkExtractSelection.h>
#include <vtkObjectFactory.h>

#include <vtkGenericCell.h>
#include <vtkLoopSubdivisionFilter.h>
#include <vtkSphereSource.h>


// Catch mouse events
class MouseInteractorStyle : public vtkInteractorStyleTrackballCamera
{
 public:
 static MouseInteractorStyle* New();

 MouseInteractorStyle()
 {
   selectedMapper = vtkSmartPointer<vtkDataSetMapper>::New();
   selectedActor = vtkSmartPointer<vtkActor>::New();
 }

   virtual void OnLeftButtonDown()
   {
     // Get the location of the click (in window coordinates)
     int* pos = this->GetInteractor()->GetEventPosition();

     vtkSmartPointer<vtkCellPicker> picker =
       vtkSmartPointer<vtkCellPicker>::New();
     picker->SetTolerance(0.0005);

     // Pick from this location.
     picker->Pick(pos[0], pos[1], 0, this->GetDefaultRenderer());

     double* worldPosition = picker->GetPickPosition();
     std::cout << "Cell id is: " << picker->GetCellId() << std::endl;

     if(picker->GetCellId() != -1)
       {

       std::cout << "Pick position is: " << worldPosition[0] << " " <<
worldPosition[1]
                 << " " << worldPosition[2] << endl;

       vtkSmartPointer<vtkIdTypeArray> ids =
         vtkSmartPointer<vtkIdTypeArray>::New();
       ids->SetNumberOfComponents(1);
       ids->InsertNextValue(picker->GetCellId());

       vtkSmartPointer<vtkSelectionNode> selectionNode =
         vtkSmartPointer<vtkSelectionNode>::New();
       selectionNode->SetFieldType(vtkSelectionNode::CELL);
       selectionNode->SetContentType(vtkSelectionNode::INDICES);
       selectionNode->SetSelectionList(ids);


       vtkSmartPointer<vtkSelection> selection =
         vtkSmartPointer<vtkSelection>::New();
       selection->AddNode(selectionNode);

       vtkSmartPointer<vtkExtractSelection> extractSelection =
         vtkSmartPointer<vtkExtractSelection>::New();
#if VTK_MAJOR_VERSION <= 5
       extractSelection->SetInput(0, this->Data);
       extractSelection->SetInput(1, selection);
#else
       extractSelection->SetInputData(0, this->Data);
       extractSelection->SetInputData(1, selection);
#endif
       extractSelection->Update();

       // In selection
       vtkSmartPointer<vtkUnstructuredGrid> selected =
         vtkSmartPointer<vtkUnstructuredGrid>::New();
       selected->ShallowCopy(extractSelection->GetOutput());

       std::cout << "There are " << selected->GetNumberOfPoints()
                 << " points in the selection." << std::endl;
       std::cout << "There are " << selected->GetNumberOfCells()
                 << " cells in the selection." << std::endl;
             
                // Create a polydata object

	    vtkSmartPointer<vtkPolyData> newdata = 
   vtkSmartPointer<vtkPolyData>::New(); 
vtkPoints* cellPoints = selected->GetPoints(); 
newdata->SetPoints(cellPoints); 

               int numberOfSubdivisions = 1;

               vtkSmartPointer< vtkTriangleFilter > triangleFilter = 
  vtkSmartPointer<vtkTriangleFilter>::New(); 
triangleFilter->SetInputConnection(newdata->GetProducerPort()); 
triangleFilter->Update(); 

vtkSmartPointer< vtkLoopSubdivisionFilter > subdivisionFilter = 
  vtkSmartPointer<vtkLoopSubdivisionFilter>::New(); 
subdivisionFilter->SetNumberOfSubdivisions(numberOfSubdivisions); 
subdivisionFilter->SetInputConnection(triangleFilter->GetOutputPort()); 
subdivisionFilter->Update(); 

  vtkSmartPointer<vtkIdTypeArray> id =
     vtkSmartPointer<vtkIdTypeArray>::New();
 id->SetNumberOfComponents(1);

 // Set values
 for(unsigned int i = 10; i < 20; i++)
   {
   ids->InsertNextValue(i);
   }


               ///////////////


#if VTK_MAJOR_VERSION <= 5
       selectedMapper->SetInputConnection(
         selected->GetProducerPort());
#else
       selectedMapper->SetInputData(selected);
#endif

       selectedActor->SetMapper(selectedMapper);
       selectedActor->GetProperty()->EdgeVisibilityOn();
       selectedActor->GetProperty()->SetEdgeColor(1,0,0);
       selectedActor->GetProperty()->SetLineWidth(3);


this->Interactor->GetRenderWindow()->GetRenderers()->GetFirstRenderer()->AddActor(selectedActor);

       }
     // Forward events
     vtkInteractorStyleTrackballCamera::OnLeftButtonDown();
   }

   vtkSmartPointer<vtkPolyData> Data;
   vtkSmartPointer<vtkDataSetMapper> selectedMapper;
   vtkSmartPointer<vtkActor> selectedActor;

};

vtkStandardNewMacro(MouseInteractorStyle);


int main(int, char *[])
{
 vtkSmartPointer<vtkSphereSource> sphereSource =
   vtkSmartPointer<vtkSphereSource>::New();
 sphereSource->Update();

 // filtre de triangle
  vtkSmartPointer<vtkTriangleFilter> triangleFilter =
   vtkSmartPointer<vtkTriangleFilter>::New();
  triangleFilter->SetInputConnection(sphereSource->GetOutputPort());
 triangleFilter->Update();


 // Visualize
 vtkSmartPointer<vtkPolyDataMapper> mapper =
   vtkSmartPointer<vtkPolyDataMapper>::New();
 mapper->SetInputConnection(triangleFilter->GetOutputPort());

 vtkSmartPointer<vtkActor> actor =
   vtkSmartPointer<vtkActor>::New();
 actor->SetMapper(mapper);

 vtkSmartPointer<vtkRenderer> renderer =
   vtkSmartPointer<vtkRenderer>::New();
 vtkSmartPointer<vtkRenderWindow> renderWindow =
   vtkSmartPointer<vtkRenderWindow>::New();
 renderWindow->AddRenderer(renderer);

 vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
   vtkSmartPointer<vtkRenderWindowInteractor>::New();
 renderWindowInteractor->SetRenderWindow(renderWindow);
 renderWindowInteractor->Initialize();

 // Set the custom stype to use for interaction.
 vtkSmartPointer<MouseInteractorStyle> style =
   vtkSmartPointer<MouseInteractorStyle>::New();
 style->SetDefaultRenderer(renderer);
 style->Data = triangleFilter->GetOutput();
  renderWindowInteractor->SetInteractorStyle(style);


 renderer->AddActor(actor);
 renderer->ResetCamera();
 renderer->SetBackground(0,0,1); // Blue
 //renderer->SetBackground(.3, .6, .3); // Background color green

 renderWindow->Render();
 renderWindowInteractor->Start();

 return EXIT_SUCCESS;
}

--
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