开发环境:
- Windows 11 家庭中文版
- Microsoft Visual Studio Community 2019
- VTK-9.3.0.rc0
- vtk-example
- 参考代码
demo解决问题:创建了一个球体和立方体的三维可视化,将它们组合成一个装配体,应用变换,调整不透明度,并使用 VTK 显示场景。
关键流程:
-
组装: 使用
vtkAssembly
将球体和立方体组合成一个装配体
,使它们被视为一个单独的实体。 -
变换 对整个装配体应用变换 (
vtkTransform
),将其平移到三维空间中的新位置。 -
获取actor集合
assembly->GetActors(collection);
, 改变actor不透明度
关键代码:
// Combine the sphere and cube into an assembly.
/*
创建 vtkProp3D 的层次结构(可转换道具)
vtkAssembly 是一个将 vtkProp3Ds、其子类和其他程序集组合成树状层次结构的对象。vtkProp3Ds 和程序集可以通过只转换层次结构中的根程序集来一起转换。
vtkAssembly 对象可以用来代替 vtkProp3D,因为它是 vtkProp3D 的子类。区别在于,vtkAssembly 会维护一个构成装配体的 vtkProp3D 实例(其 "部件")列表。然后,任何转换(即缩放、旋转、平移)父装配体的操作都会转换其所有部件。请注意,这个过程是递归的:您可以创建由任意深度的装配体和/或 vtkProp3D 组成的组。
*/
vtkNew<vtkAssembly> assembly;
assembly->AddPart(sphereActor);
assembly->AddPart(cubeActor);
// Apply a transform to the whole assembly.
vtkNew<vtkTransform> transform;
transform->PostMultiply(); // This is the key line.
transform->Translate(5.0, 0, 0);
assembly->SetUserTransform(transform);
// Extract each actor from the assembly and change its opacity.
vtkNew<vtkPropCollection> collection;
//遍历assembly
assembly->GetActors(collection);
collection->InitTraversal();
for (vtkIdType i = 0; i < collection->GetNumberOfItems(); i++)
{
dynamic_cast<vtkActor*>(collection->GetNextProp())
->GetProperty()
->SetOpacity(0.5);
}
prj name: Assembly
#include <vtkActor.h>
#include <vtkAssembly.h>
#include <vtkCubeSource.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSphereSource.h>
#include <vtkTransform.h>
int main(int, char*[])
{
vtkNew<vtkNamedColors> namedColors;
// Create a sphere.
vtkNew<vtkSphereSource> sphereSource;
sphereSource->Update();
vtkNew<vtkPolyDataMapper> sphereMapper;
sphereMapper->SetInputConnection(sphereSource->GetOutputPort());
vtkNew<vtkActor> sphereActor;
sphereActor->SetMapper(sphereMapper);
sphereActor->GetProperty()->SetColor(
namedColors->GetColor3d("Banana").GetData());
// Create a cube.
vtkNew<vtkCubeSource> cubeSource;
cubeSource->SetCenter(5.0, 0.0, 0.0);
cubeSource->Update();
vtkNew<vtkPolyDataMapper> cubeMapper;
cubeMapper->SetInputConnection(cubeSource->GetOutputPort());
vtkNew<vtkActor> cubeActor;
cubeActor->SetMapper(cubeMapper);
cubeActor->GetProperty()->SetColor(
namedColors->GetColor3d("Tomato").GetData());
// Combine the sphere and cube into an assembly.
/*
创建 vtkProp3D 的层次结构(可转换道具)
vtkAssembly 是一个将 vtkProp3Ds、其子类和其他程序集组合成树状层次结构的对象。vtkProp3Ds 和程序集可以通过只转换层次结构中的根程序集来一起转换。
vtkAssembly 对象可以用来代替 vtkProp3D,因为它是 vtkProp3D 的子类。区别在于,vtkAssembly 会维护一个构成装配体的 vtkProp3D 实例(其 "部件")列表。然后,任何转换(即缩放、旋转、平移)父装配体的操作都会转换其所有部件。请注意,这个过程是递归的:您可以创建由任意深度的装配体和/或 vtkProp3D 组成的组。
*/
vtkNew<vtkAssembly> assembly;
assembly->AddPart(sphereActor);
assembly->AddPart(cubeActor);
// Apply a transform to the whole assembly.
vtkNew<vtkTransform> transform;
transform->PostMultiply(); // This is the key line.
transform->Translate(5.0, 0, 0);
assembly->SetUserTransform(transform);
// Extract each actor from the assembly and change its opacity.
vtkNew<vtkPropCollection> collection;
//遍历assembly
assembly->GetActors(collection);
collection->InitTraversal();
for (vtkIdType i = 0; i < collection->GetNumberOfItems(); i++)
{
dynamic_cast<vtkActor*>(collection->GetNextProp())
->GetProperty()
->SetOpacity(0.5);
}
// Visualization
vtkNew<vtkRenderer> renderer;
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->AddRenderer(renderer);
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->AddActor(assembly);
renderer->SetBackground(namedColors->GetColor3d("SlateGray").GetData());
renderer->ResetCamera();
renderWindow->SetWindowName("Assembly");
renderWindow->Render();
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}