需求:根据 范围(min,max) 最一个模型进行分割,提取出范围内得区域。
实现:
利用 vtkPlane 和vtkClipPolyData 对数据进行裁剪,裁剪取剩下得部分 在进行同样的操作爹日次裁剪取裁剪掉的部分。
//第一次分割
vtkSmartPointer<vtkPlane> clipPlane = vtkSmartPointer<vtkPlane>::New();
clipPlane->SetOrigin(0.0, 0.0, zMax);
clipPlane->SetNormal(0.0,0.0,-1);
//裁切
vtkSmartPointer<vtkClipPolyData> clipper = vtkSmartPointer<vtkClipPolyData>::New();
clipper->SetGenerateClippedOutput(true);
actor->GetMapper()->Update();
clipper->SetInputData(actor->GetMapper()->GetInputAsDataSet());
clipper->SetClipFunction(clipPlane);
clipper->Update();
clipper->InsideOutOn();
int cellNumber1 = clipper->GetOutput()->GetNumberOfCells();
int cellNumber2 = clipper->GetClippedOutput()->GetNumberOfCells();
qDebug()<<"cellNumber1 " <<cellNumber1<<cellNumber2;
if(cellNumber1==0||cellNumber2==0){
return false;
}
//第二次分割
vtkSmartPointer<vtkPlane> clipPlane2 = vtkSmartPointer<vtkPlane>::New();
clipPlane2->SetOrigin(0.0, 0.0, zMin);
clipPlane2->SetNormal(0.0,0.0,-1);
vtkSmartPointer<vtkClipPolyData> clipper2 = vtkSmartPointer<vtkClipPolyData>::New();
clipper2->SetGenerateClippedOutput(true);
clipper2->SetInputConnection(clipper->GetClippedOutputPort());
clipper2->SetClipFunction(clipPlane2);
clipper2->Update();
clipper2->InsideOutOn();
cellNumber1 = clipper2->GetOutput()->GetNumberOfCells();
cellNumber2 = clipper2->GetClippedOutput()->GetNumberOfCells();
qDebug()<<"cellNumber2 " <<cellNumber1<<cellNumber2;
if(cellNumber1==0||cellNumber2==0){
return false;
}
vtkNew<vtkPolyDataNormals> normals;
normals->SetInputData(clipper2->GetClippedOutput());
normals->SplittingOff();
vtkNew<vtkWarpVector> warp;
warp->SetInputConnection(normals->GetOutputPort());
warp->SetInputArrayToProcess(0, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS,
vtkDataSetAttributes::NORMALS);
warp->SetScaleFactor(0.5);
warp->Update();
vtkSmartPointer<vtkPolyDataMapper> mapperOne =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapperOne->SetInputConnection(warp->GetOutputPort());
vtkSmartPointer<vtkActor> actorOne =vtkSmartPointer<vtkActor>::New();
actorOne->SetMapper(mapperOne);
actorOne->GetProperty()->SetColor(color.r/255.0,color.g/255.0,color.b/255.0);
Renderer->AddActor(actorOne);