使用VTK生成分布在球内部或者表面的三维点云数据,可以设置球的中心,半径以及生成的三维点的个数并选择可以设置在球内部生成或者是球表面生成。
#include <vtkPointSource.h>
#include <vtkPolyData.h>
#include <vtkSmartPointer.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkProperty.h>
#include "vtkInteractorStyleTrackballCamera.h"
#include <iostream>
#include <fstream>
int main(int, char *[])
{
vtkSmartPointer<vtkPointSource> pointSource =
vtkSmartPointer<vtkPointSource>::New();
pointSource->SetNumberOfPoints(1500);//设置点的个数
pointSource->SetCenter(0,0,0);//设置球心
pointSource->SetRadius(4); //设置半径
pointSource->SetDistributionToShell();//该模式为随机产生的点在球的表面,SetDistributionToUniform()这种模式随机产生的点在球的内部
pointSource->Update();//更新数据
//输出球的坐标到文本文档
vtkPolyData* polydata = pointSource->GetOutput();
ofstream s;
s.open("球三维表面点云.txt");
for(vtkIdType i = 0; i < polydata->GetNumberOfPoints(); i++)
{
double p[3];
polydata->GetPoint(i,p);
s<<p[0]<<" "<<p[1]<<" "<<p[2]<<endl;
}
s.close();
//三维点云可视化
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(pointSource->GetOutputPort());
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
actor->GetProperty()->SetPointSize(6);
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
vtkInteractorStyleTrackballCamera * style = vtkInteractorStyleTrackballCamera::New();
renderWindowInteractor->SetInteractorStyle(style);
renderer->AddActor(actor);
renderer->SetBackground(0.1, 0.2, 0.3);
renderWindow->Render();
renderWindowInteractor->Start();
style->Delete();
return EXIT_SUCCESS;
}
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