[vtkusers] A problem with ConstrainedDelaunay2D

zhq 15891495523 at 126.com
Tue Sep 22 11:25:44 EDT 2015


sorry, My code is :

#include <vtkVersion.h>
#include <vtkCellArray.h>
#include <vtkProperty.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkPolygon.h>
#include <vtkSmartPointer.h>
#include <vtkDelaunay2D.h>
#include <vtkMath.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>

#define PI 3.1415926

int main(int, char *[])
{
	// Generate a 10 x 10 grid of points
	vtkSmartPointer<vtkPoints> points =
		vtkSmartPointer<vtkPoints>::New();
	/*for(unsigned int x = 0; x < 10; x++)
	{
	for(unsigned int y = 0; y < 10; y++)
	{
	points->InsertNextPoint(x + vtkMath::Random(-.25, .25),
	y + vtkMath::Random(-.25,.25),
	0);
	}
	}*/
	for (int theta = 0;theta<360;theta++)
	{
		double x = 2*cos(theta*PI/180);
		double y = 2*sin(theta*PI/180);
		points->InsertNextPoint(x,y,0);
	}

	for (int theta = 0;theta<360;theta++)
	{
		double x = cos(theta*PI/180);
		double y = sin(theta*PI/180);
		points->InsertNextPoint(x,y,0);
	}
	vtkSmartPointer<vtkPolyData> aPolyData =
		vtkSmartPointer<vtkPolyData>::New();
	aPolyData->SetPoints(points);

	// Create a cell array to store the polygon in
	vtkSmartPointer<vtkCellArray> aCellArray =
		vtkSmartPointer<vtkCellArray>::New();

	// Define a polygonal hole with a clockwise polygon
	vtkSmartPointer<vtkPolygon> aPolygon =
		vtkSmartPointer<vtkPolygon>::New();

	/*for (int i=0;i<360;i++)
	{
		aPolygon->GetPointIds()->InsertNextId(i+360);
	}*/
	double x[3];
	/*aPolygon->GetPointIds()->InsertNextId(22);
	aPolygon->GetPointIds()->InsertNextId(23);
	aPolygon->GetPointIds()->InsertNextId(24);
	aPolygon->GetPointIds()->InsertNextId(25);
	aPolygon->GetPointIds()->InsertNextId(35);
	aPolygon->GetPointIds()->InsertNextId(45);
	aPolygon->GetPointIds()->InsertNextId(44);
	aPolygon->GetPointIds()->InsertNextId(43);
	aPolygon->GetPointIds()->InsertNextId(42);
	aPolygon->GetPointIds()->InsertNextId(32);*/

	aCellArray->InsertNextCell(aPolygon);

	// Create a polydata to store the boundary. The points must be the
	// same as the points we will triangulate.
	vtkSmartPointer<vtkPolyData> boundary =
		vtkSmartPointer<vtkPolyData>::New();
	boundary->SetPoints(aPolyData->GetPoints());
	boundary->SetPolys(aCellArray);

	boundary->GetPoint(1,x);
	int n = boundary->GetPoints()->GetNumberOfPoints();
	for (int i=0;i<n;i++)
	{
		boundary->GetPoint(i,x);
	}

	// Triangulate the grid points
	vtkSmartPointer<vtkDelaunay2D> delaunay =
		vtkSmartPointer<vtkDelaunay2D>::New();
#if VTK_MAJOR_VERSION <= 5
	delaunay->SetInput(aPolyData);
	delaunay->SetSource(boundary);
#else
	delaunay->SetInputData(aPolyData);
	delaunay->SetSourceData(boundary);
#endif
	delaunay->Update();

	// Visualize
	vtkSmartPointer<vtkPolyDataMapper> meshMapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();
	meshMapper->SetInputConnection(delaunay->GetOutputPort());

	vtkSmartPointer<vtkActor> meshActor =
		vtkSmartPointer<vtkActor>::New();
	meshActor->SetMapper(meshMapper);
	//meshActor->GetProperty()->SetEdgeColor(0,0,1); // Why aren't the edges
aren't visible unless we set the representation to wireframe?
	//meshActor->GetProperty()->SetInterpolationToFlat();
	meshActor->GetProperty()->SetRepresentationToWireframe();

	vtkSmartPointer<vtkPolyDataMapper> boundaryMapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();
#if VTK_MAJOR_VERSION <= 5
	boundaryMapper->SetInputConnection(boundary->GetProducerPort());
#else
	boundaryMapper->SetInputData(boundary);
#endif

	vtkSmartPointer<vtkActor> boundaryActor =
		vtkSmartPointer<vtkActor>::New();
	boundaryActor->SetMapper(boundaryMapper);
	boundaryActor->GetProperty()->SetColor(1,0,0);

	// Create a renderer, render window, and interactor
	vtkSmartPointer<vtkRenderer> renderer =
		vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renderWindow =
		vtkSmartPointer<vtkRenderWindow>::New();
	renderWindow->AddRenderer(renderer);
	vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
		vtkSmartPointer<vtkRenderWindowInteractor>::New();
	renderWindowInteractor->SetRenderWindow(renderWindow);

	// Add the actor to the scene
	renderer->AddActor(meshActor);
	renderer->AddActor(boundaryActor);
	renderer->SetBackground(.3, .6, .3); // Background color green

	// Render and interact
	renderWindow->Render();
	renderWindowInteractor->Start();

	return EXIT_SUCCESS;
}




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