vtk+四面体2

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int main() {
    const int num_points = 5;
    static float x[num_points][3] = {
        {0,0,0},{1,0,0},{1,1,0},{0,1,0},{0.5,0.5,1}
    };
 
    static vtkIdType pts[4][3] = {
        {0,1,4},{1,2,4},{2,3,4},{3,0,4}
    };
    vtkNew<vtkPolyData> cube;
    vtkNew<vtkPoints> points;
    vtkNew<vtkCellArray> polys;
    vtkNew<vtkFloatArray> scalars;
 
    for (int i = 0; i < num_points; i++) points->InsertPoint(i, x[i]);
    for (int i = 0; i < 4; i++) polys->InsertNextCell(3, pts[i]);
    /*polys->InsertNextCell(4);
    for (int i = 0; i < 4; i++) {
        polys->InsertCellPoint(i);
    }*/
    for (int i = 0; i < num_points; i++) scalars->InsertTuple1(i, i);
 
    cube->SetPoints(points);
    cube->SetPolys(polys);
    cube->GetPointData()->SetScalars(scalars);
 
    vtkNew<vtkPolyDataMapper> cubeMapper;
    cubeMapper->SetInputData(cube);
    cubeMapper->SetScalarRange(0, 7);
    vtkNew<vtkActor> cubeActor;
    cubeActor->SetMapper(cubeMapper);
    vtkNew<vtkCamera> camera;
    camera->SetPosition(1, 1, 1);
    camera->SetFocalPoint(0, 0, 0);
    vtkNew<vtkRenderer> renderer;
    vtkNew<vtkRenderWindow> renWin;
    renWin->AddRenderer(renderer);
    vtkNew<vtkRenderWindowInteractor> iren;
    iren->SetRenderWindow(renWin);
    renderer->AddActor(cubeActor);
    renderer->SetActiveCamera(camera);
    renderer->ResetCamera();
    renderer->SetBackground(1, 1, 1);
    renWin->SetSize(300, 300);
    renWin->Render();
 
    iren->Initialize();
    iren->Start();
    return 0;
}

 注意注释内容。

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vtkNew<vtkPolyData> cube;
vtkNew<vtkPoints> points;
vtkNew<vtkCellArray> lines;
 
for (int i = 0; i < num_points; i++) points->InsertPoint(i, x[i]);
for (int i = 0; i < num_points - 1; i++) {
    lines->InsertNextCell(2);
    lines->InsertCellPoint(i);
    lines->InsertCellPoint(num_points - 1);
 
    lines->InsertNextCell(2);
    lines->InsertCellPoint(i);
    lines->InsertCellPoint((i + 1) % (num_points - 1));
}
 
cube->SetPoints(points);
cube->SetLines(lines);

 线框模型的表达方法。

 

 

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