VTK加载OBJ,STL格式的模型并显示面片边框

#include <vtkPolyDataReader.h>
#include <vtkOBJReader.h>
#include <vtkSTLReader.h>
#include <vtkPolyDataMapper.h>
#include <vtkRenderWindow.h>
#include <vtkCamera.h>
#include <vtkActor.h>
#include <vtkProperty.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkInteractorStyleTrackballCamera.h>
#include <vtkSmartPointer.h>

#include "vtkAutoInit.h" 
VTK_MODULE_INIT(vtkRenderingOpenGL2);
VTK_MODULE_INIT(vtkInteractionStyle);
VTK_MODULE_INIT(vtkRenderingVolumeOpenGL2);
VTK_MODULE_INIT(vtkRenderingFreeType);

int main()
{
	// vtkSmartPointer<vtkOBJReader> reader = vtkSmartPointer<vtkOBJReader>::New();	    // 读取OBJ
	vtkSmartPointer<vtkSTLReader> reader = vtkSmartPointer<vtkSTLReader>::New();	    // 读取STL
	reader->SetFileName("C:\\Users\\wangjun\\Downloads\\Warcraft Models\\F117.stl");
	reader->Update();

	vtkSmartPointer <vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
	mapper->SetInputConnection(reader->GetOutputPort());

	vtkSmartPointer <vtkActor> actor = vtkSmartPointer<vtkActor>::New();
	actor->SetMapper(mapper);
	actor->GetProperty()->SetEdgeColor(255, 241, 0);	// 显示边框颜色
	actor->GetProperty()->SetEdgeVisibility(1);			// 显示边框

	vtkSmartPointer<vtkRenderer> ren1 = vtkSmartPointer<vtkRenderer>::New();
	ren1->AddActor(actor);
	ren1->SetBackground(0.1, 0.2, 0.4);

	vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
	renWin->AddRenderer(ren1);
	renWin->SetSize(300, 300);

	vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
	iren->SetRenderWindow(renWin);
	vtkSmartPointer<vtkInteractorStyleTrackballCamera> style = vtkSmartPointer<vtkInteractorStyleTrackballCamera>::New();
	iren->SetInteractorStyle(style);
	renWin->SetSize(600, 600);
	renWin->Render();
	iren->Start();

	return 0;
}

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以下是加载OBJ模型显示模型贴图的示例代码: ```javascript import 'vtk.js/Rendering/OpenGL'; import 'vtk.js/Rendering/OpenGL2'; import 'vtk.js/Rendering/Core'; import 'vtk.js/Filters/General'; import 'vtk.js/Filters/Sources'; import 'vtk.js/IO/Misc'; import 'vtk.js/Common/Core'; import 'vtk.js/Common/DataModel'; import 'vtk.js/Common/Math'; import vtkActor from 'vtk.js/Rendering/Core/Actor'; import vtkCamera from 'vtk.js/Rendering/Core/Camera'; import vtkColorTransferFunction from 'vtk.js/Rendering/Core/ColorTransferFunction'; import vtkFullScreenRenderWindow from 'vtk.js/Rendering/Misc/FullScreenRenderWindow'; import vtkMapper from 'vtk.js/Rendering/Core/Mapper'; import vtkOBJReader from 'vtk.js/IO/Misc/OBJReader'; import vtkPlaneSource from 'vtk.js/Filters/Sources/PlaneSource'; import vtkRenderer from 'vtk.js/Rendering/Core/Renderer'; import vtkTexture from 'vtk.js/Rendering/Core/Texture'; // Create the renderer and render window const fullScreenRenderer = vtkFullScreenRenderWindow.newInstance(); const renderer = fullScreenRenderer.getRenderer(); renderer.setBackground(0.2, 0.2, 0.2); const renderWindow = fullScreenRenderer.getRenderWindow(); renderWindow.setContainer(document.getElementById('vtk-container')); // Add a plane to the scene for the texture to be applied to const planeSource = vtkPlaneSource.newInstance(); const planeMapper = vtkMapper.newInstance(); const planeActor = vtkActor.newInstance(); planeSource.setOrigin(-10, -10, 0); planeSource.setPoint1(10, -10, 0); planeSource.setPoint2(-10, 10, 0); planeMapper.setInputConnection(planeSource.getOutputPort()); planeActor.setMapper(planeMapper); renderer.addActor(planeActor); // Load the OBJ model const objReader = vtkOBJReader.newInstance(); objReader.setUrl('model.obj').then(() => { const objMapper = vtkMapper.newInstance(); const objActor = vtkActor.newInstance(); objMapper.setInputConnection(objReader.getOutputPort()); objActor.setMapper(objMapper); // Apply the texture to the model const texture = vtkTexture.newInstance(); texture.setInterpolate(true); texture.setRepeat(false); texture.setEdgeClamp(true); texture.setInputConnection(objReader.getOutputPort(), 1); objActor.addTexture(texture); renderer.addActor(objActor); // Update the camera position to view the entire scene const bounds = objActor.getMapper().getBounds(); const center = objActor.getCenter(); const distance = vtkMath.distance(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]); const angle = Math.atan2(distance, vtkMath.distance(...center)) * 2; const camera = renderer.getActiveCamera(); camera.setPosition(center[0], center[1] - distance, center[2]); camera.setFocalPoint(...center); camera.setViewUp(0, 0, 1); camera.setDistance(distance); camera.setClippingRange(distance / 10, distance * 10); camera.setViewAngle(vtkMath.degreesFromRadians(angle)); renderer.resetCameraClippingRange(); }); // Create a color transfer function for the plane const planeColorTransferFunction = vtkColorTransferFunction.newInstance(); planeColorTransferFunction.addRGBPoint(0, 1, 1, 1); planeColorTransferFunction.addRGBPoint(1, 0, 0, 0); // Apply the color transfer function to the plane planeMapper.setLookupTable(planeColorTransferFunction); planeMapper.setScalarRange(0, 1); renderWindow.render(); ``` 在这个示例中,我们首先创建了一个全屏渲染窗口,并将其渲染器的背景设置为灰色。然后,我们添加了一个平面几何体,并创建了一个颜色传输函数来将其渲染为黑白相间的条纹纹理。 接下来,我们使用OBJReader来加载OBJ模型文件,并创建一个Actor和Mapper来显示模型。我们还创建了一个纹理对象,并将其应用于Actor以显示模型的贴图。 最后,我们更新了相机的位置和方向,以便在屏幕上完整地显示场景,并调用renderWindow.render()方法来渲染场景。

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