📄 timerenderer2.cxx
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// Compiling and linking successfully in Microsoft Visual Studio 6.0
// This example demonstrates how to use a constraint polygon in Delaunay
// triangulation.
#include "vtkActor.h"
#include "vtkCellArray.h"
#include "vtkPoints.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkRenderer.h"
#include "vtkTubeFilter.h"
#include "vtkDelaunay2D.h"
#include "vtkExtractEdges.h"
#include "vtkInteractorStyleTrackballCamera.h"
#include "vtkProperty.h"
#include "vtkCamera.h"
#define NUM_INPUT 14
#define NUM_CONSTRAIN1 16
#define NUM_CONSTRAIN2 3
#define NUM_TOTAL (NUM_INPUT + NUM_CONSTRAIN1 + NUM_CONSTRAIN2)
int main( int argc, char *argv[] )
{
// Generate the input points and constrained edges/polygons.
float input[NUM_TOTAL][3] = {{0, 100, 0}, {0, 50, 0}, {0, 0, 0}, {50, 0, 0}, {100, 0, 0}, {150, 0, 0},
{200, 0, 0}, {200, 50, 0}, {200, 100, 0}, {200, 150, 0}, {150, 150, 0},
{100, 150, 0}, {50, 150, 0}, {0, 150, 0}, {154, 29, 0}, {167, 29, 0},
{167, 20, 0}, {120, 20, 0}, {120, 29, 0}, {138, 29, 0}, {121, 63, 0},
{74, 63, 0}, {58, 29, 0}, {78, 29, 0}, {78, 20, 0}, {38, 20, 0},
{38, 29, 0}, {50, 29, 0}, {95, 130, 0}, {110, 135, 0}, {76,70, 0},
{120, 70, 0}, {99, 121, 0}};
vtkPoints *points = vtkPoints::New();
for (int i = 0; i < NUM_TOTAL; ++i)
{
points->InsertPoint(i, input[i]);
}
vtkCellArray *polys = vtkCellArray::New();
polys->InsertNextCell(NUM_INPUT);
for (i = 0; i < NUM_INPUT; ++i)
{
polys->InsertCellPoint(i );
}
polys->InsertNextCell(NUM_CONSTRAIN1);
for (i = 0; i < NUM_CONSTRAIN1; ++i)
{
polys->InsertCellPoint(i + NUM_INPUT);
}
polys->InsertNextCell(NUM_CONSTRAIN2);
for (i = 0; i < NUM_CONSTRAIN2; ++i)
{
polys->InsertCellPoint(i + NUM_INPUT + NUM_CONSTRAIN1);
}
vtkPolyData *polyData = vtkPolyData::New();
polyData->SetPoints(points);
polyData->SetPolys(polys);
vtkDelaunay2D *del = vtkDelaunay2D::New();
del->SetInput(polyData);
del->SetSource(polyData);
vtkPolyDataMapper *mapMesh = vtkPolyDataMapper::New();
mapMesh->SetInput(del->GetOutput());
vtkActor *meshActor = vtkActor::New();
meshActor->SetMapper(mapMesh);
meshActor->GetProperty()->SetColor(0.4, 1.0, 0.4);
meshActor->GetProperty()->SetOpacity(0.4);
vtkExtractEdges *extract = vtkExtractEdges::New();
extract->SetInput(del->GetOutput());
vtkTubeFilter *tubes = vtkTubeFilter::New();
tubes->SetInput(extract->GetOutput());
tubes->SetRadius(1.4);
tubes->SetNumberOfSides(5);
vtkPolyDataMapper *mapEdges = vtkPolyDataMapper::New();
mapEdges->SetInput(tubes->GetOutput());
vtkActor *edgeActor = vtkActor::New();
edgeActor->SetMapper(mapEdges);
edgeActor->GetProperty()->SetColor(1, 1, 0);
// Create the rendering window, renderer, and interactive renderer
vtkRenderer *ren1 = vtkRenderer::New();
vtkRenderWindow *renWin = vtkRenderWindow::New();
renWin->AddRenderer(ren1);
// Add the actors to the renderer, set the background and size
ren1->AddActor(meshActor);
ren1->AddActor(edgeActor);
ren1->SetBackground(0.0, 0.0, 0.2);
ren1->GetActiveCamera()->Zoom(1.8);
renWin->SetSize(500, 400);
vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
iren->SetRenderWindow(renWin);
vtkInteractorStyleTrackballCamera *style = vtkInteractorStyleTrackballCamera::New();
iren->SetInteractorStyle(style);
iren->Initialize();
iren->Start();
// Free up any objects we created. All instances in VTK are deleted by
// using the Delete() method.
points->Delete();
polys->Delete();
polyData->Delete();
del->Delete();
mapMesh->Delete();
meshActor->Delete();
extract->Delete();
tubes->Delete();
mapEdges->Delete();
edgeActor->Delete();
ren1->Delete();
renWin->Delete();
iren->Delete();
style->Delete();
return 0;
}
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