• 数据源、映射器的复用



    开发环境

    1. Windows 11 家庭中文版
    2. Microsoft Visual Studio Community 2019
    3. VTK-9.3.0.rc0
    4. vtk-example
    5. 参考代码
    6. 目的:学习与总结

    demo解决问题:复用球体数据源、映射器,vtkSmartPointer与std::vector、vtkNew与std::array的搭配使用

    知识点

    1. 自定义namedColor

        // Set the background color.
        std::array<unsigned char, 4> bkg{{26, 51, 102, 255}};
        colors->SetColor("bkg", bkg.data());
      
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    2. 数据源及映射器的复用;actor的分组机制

      actor 是一种分组机制:除了几何体(映射器)之外,它还还具有属性、变换矩阵和/或纹理贴图。
      在此示例中,我们创建了八个不同的球体(两行,每行四个球体)球体, 并设置环境照明系数。有点环境感打开,因此球体的背面不会完全变黑。

      spheres[i]->SetMapper(sphereMapper);
      spheres[i]->GetProperty()->SetColor(colors->GetColor3d("Red").GetData());
      spheres[i]->GetProperty()->SetAmbient(ambient);
      spheres[i]->GetProperty()->SetDiffuse(diffuse);
      spheres[i]->GetProperty()->SetSpecular(specular);
      spheres[i]->AddPosition(position.data());
      
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    3. vtkSmartPointer与std::vector、vtkNew与std::array搭配使用

      由于我们对所有八个球体都使用相同的球体源和映射器,因此我们将使用一个 std::array 来保存 actor。
      如果你想/需要使用 std::vector,那么你必须使用 std::vector spheres;
      然后,在循环中使用 spheres.push_back(vtkSmartPointer::New()) 创建对象;
      原因:
      与 vtkSmartPointer 相比,vtkNew 没有赋值运算符或复制构造函数,并且在其整个生命周期内拥有一个对象。
      因此,vtkNew 不满足其他 std 所需的 CopyAssignable 和 CopyConstructible 要求

    在这里插入图片描述

    
    ---
    
    prj name: AmbientSpheres
    ```cpp
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    #include 
    
    #include 
    
    int main(int, char*[])
    {
      vtkNew colors;
    
      // Set the background color.
      std::array bkg{{26, 51, 102, 255}};
      colors->SetColor("bkg", bkg.data());
    
      // The following lines create a sphere represented by polygons.
      //
      vtkNew sphere;
      sphere->SetThetaResolution(100);
      sphere->SetPhiResolution(50);
    
      // The mapper is responsible for pushing the geometry into the graphics
      // library. It may also do color mapping, if scalars or other attributes
      // are defined.
      //
      vtkNew sphereMapper;
      sphereMapper->SetInputConnection(sphere->GetOutputPort());
    
      // The actor is a grouping mechanism: besides the geometry (mapper), it
      // also has a property, transformation matrix, and/or texture map.
      // In this example we create eight different spheres (two rows of four
      // spheres) and set the ambient lighting coefficients. A little ambient
      // is turned on so the sphere is not completely black on the back side.
      //
      // Since we are using the same sphere source and mapper for all eight spheres
      // we will use a std::array holding the actors.
      //
      // If you want/need to use std::vector, then you must use
      // std::vector> spheres;
      // and then, in a loop, create the object using
      // spheres.push_back(vtkSmartPointer::New());
      //
      // The reason:
      // vtkNew, in contrast to vtkSmartPointer, has no assignment operator
      // or copy constructor and owns one object for its whole lifetime.
      // Thus vtkNew does not satisfy the CopyAssignable and CopyConstructible
      // requirements needed for other std containers like std::vector or std::list.
      // std::array, on the other hand, is a container encapsulating fixed size
      // arrays so its elements do not need to be CopyAssignable and
      // CopyConstructible.
      //
      // So:
      //    std::array - vtkNew or vtkSmartPointer can be used.
      //    std::vector, std::list - only vtkSmartPointer can be used.
      //
      auto const numberOfSpheres = 8;
      std::array, numberOfSpheres> spheres;
      auto ambient = 0.125;
      auto diffuse = 0.0;
      auto specular = 0.0;
      std::array position{{0, 0, 0}};
      for (auto i = 0; i < spheres.size(); ++i)
      {
        spheres[i]->SetMapper(sphereMapper);
        spheres[i]->GetProperty()->SetColor(colors->GetColor3d("Red").GetData());
        spheres[i]->GetProperty()->SetAmbient(ambient);
        spheres[i]->GetProperty()->SetDiffuse(diffuse);
        spheres[i]->GetProperty()->SetSpecular(specular);
        spheres[i]->AddPosition(position.data());
        ambient += 0.125;
        position[0] += 1.25;
        if (i == 3)
        {
          position[0] = 0;
          position[1] = 1.25;
        }
      }
    
      // Create the graphics structure. The renderer renders into the
      // render window. The render window interactor captures mouse events
      // and will perform appropriate camera or actor manipulation
      // depending on the nature of the events.
      //
      vtkNew ren;
      vtkNew renWin;
      renWin->AddRenderer(ren);
      vtkNew iren;
      iren->SetRenderWindow(renWin);
    
      // Add the actors to the renderer, set the background and size.
      //
      for (auto i = 0; i < numberOfSpheres; ++i)
      {
        ren->AddActor(spheres[i]);
      }
    
      ren->SetBackground(colors->GetColor3d("bkg").GetData());
      renWin->SetSize(640, 480);
      std::cout << "DPI: " << renWin->GetDPI() << std::endl;
      renWin->SetWindowName("AmbientSpheres");
    
      // Set up the lighting.
      //
      vtkNew light;
      light->SetFocalPoint(1.875, 0.6125, 0);
      light->SetPosition(0.875, 1.6125, 1);
      ren->AddLight(light);
    
      // We want to eliminate perspective effects on the apparent lighting.
      // Parallel camera projection will be used. To zoom in parallel projection
      // mode, the ParallelScale is set.
      //
      ren->GetActiveCamera()->SetFocalPoint(0, 0, 0);
      ren->GetActiveCamera()->SetPosition(0, 0, 1);
      ren->GetActiveCamera()->SetViewUp(0, 1, 0);
      ren->GetActiveCamera()->ParallelProjectionOn();
      ren->ResetCamera();
      ren->GetActiveCamera()->SetParallelScale(2.0);
      // This starts the event loop and invokes an initial render.
      //
      iren->Initialize();
      renWin->Render();
      iren->Start();
    
      return EXIT_SUCCESS;
    }
    
    
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  • 原文地址:https://blog.csdn.net/chengfenglee/article/details/134300691