[英]VTK: creating polygon and a hole with vtkDelaunay2D not working
我想在 VTK 中渲染一個帶有孔的多邊形。 我發現 vtkDelaunay2D class 應該可以解決問題。 我按照這里的教程vtkDelaunay2D 示例,它工作得很好。
之后我嘗試用不同的洞創建一個不同的多邊形。 而且我不明白為什么它不起作用,我想知道我必須改變什么。
這是我使用的代碼:
import vtk
import random
points = vtk.vtkPoints()
ls = [
[2, 2], [-2, 2], [-2, -2], [2, -2],
[5, 5], [-5, 5], [-8, 0], [-5, -5], [5, -5], [8, 0],
[10, 10], [-10, 10], [-10, -10], [10, -10]
]
for x, y in ls:
points.InsertNextPoint(x, y, 0)
aPolyData = vtk.vtkPolyData()
aPolyData.SetPoints(points)
aCellArray = vtk.vtkCellArray()
cPolygon = vtk.vtkPolygon()
start = 0
for idd in range(start, start + 4):
cPolygon.GetPointIds().InsertNextId(idd)
aCellArray.InsertNextCell(cPolygon)
boundary = vtk.vtkPolyData()
boundary.SetPoints(aPolyData.GetPoints())
boundary.SetPolys(aCellArray)
delaunay = vtk.vtkDelaunay2D()
delaunay.SetInputData(aPolyData)
delaunay.SetSourceData(boundary)
################################## Actors etc:
meshMapper = vtk.vtkPolyDataMapper()
meshMapper.SetInputConnection(delaunay.GetOutputPort())
colors = vtk.vtkNamedColors()
meshActor = vtk.vtkActor()
meshActor.SetMapper(meshMapper)
meshActor.GetProperty().EdgeVisibilityOn()
meshActor.GetProperty().SetEdgeColor(colors.GetColor3d("Peacock"))
meshActor.GetProperty().SetInterpolationToFlat()
boundaryMapper = vtk.vtkPolyDataMapper()
boundaryMapper.SetInputData(boundary)
boundaryActor = vtk.vtkActor()
boundaryActor.SetMapper(boundaryMapper)
boundaryActor.GetProperty().SetColor(colors.GetColor3d("Raspberry"))
boundaryActor.GetProperty().SetLineWidth(3)
boundaryActor.GetProperty().EdgeVisibilityOn()
boundaryActor.GetProperty().SetEdgeColor(1, 1, 0)
boundaryActor.GetProperty().SetRepresentationToWireframe()
renderer = vtk.vtkRenderer()
renderWindow = vtk.vtkRenderWindow()
renderWindow.AddRenderer(renderer)
renderWindowInteractor = vtk.vtkRenderWindowInteractor()
renderWindowInteractor.SetRenderWindow(renderWindow)
renderer.AddActor(meshActor)
renderer.AddActor(boundaryActor)
renderer.SetBackground(colors.GetColor3d("Mint"))
renderWindow.SetSize(640, 480)
renderWindow.Render()
renderWindowInteractor.Start()
據我所知,它應該可以工作。 就像在示例中一樣,我創建了一組點,在前 4 個點(應該是孔)周圍定義一個邊界,然后渲染它。
改變
for idd in range(start, start + 4):
進入
for idd in reversed(range(start, start + 4)):
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