occ+vtk显示igs模型

使用Opencascade读取igs文件内模型,使用vtk进行显示。

本案例环境:Opencascade6.6.0 +  vtk-5.10 + VS2005(win32)


使用CMake管理工程。

CMakeLists.txt :

PROJECT (IgesReader)

#VTK Part:
FIND_PACKAGE(VTK)
IF (VTK_FOUND)
  INCLUDE(${VTK_USE_FILE})
ELSE(VTK_FOUND)
  MESSAGE(FATAL_ERROR
     "Cannot build without VTK.  Please set VTK_DIR.")
ENDIF (VTK_FOUND)

#OpenCascade Part:
INCLUDE_DIRECTORIES(
  C:OpenCASCADE6.6.0
osinc
)

LINK_LIBRARIES(
  vtkCommon
  vtkGraphics
  vtkRendering
  vtkIO
  C:OpenCASCADE6.6.0
oswin32vc8libdTKIGES.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKernel.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKBRep.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKMath.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKGeomBase.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKGeomAlgo.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKG3d.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKG2d.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKTopAlgo.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKXSBase.lib
  C:OpenCASCADE6.6.0
oswin32vc8libdTKMesh.lib
)

ADD_EXECUTABLE(IgesReader Readiges.cpp)

main.cpp:

#define WNT
#include <gp_Circ.hxx>
#include <gp_Elips.hxx>
#include <gp_Sphere.hxx>

#include <Poly_Polygon3D.hxx>
#include <Poly_Triangulation.hxx>

#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <TopTools_HSequenceOfShape.hxx>

#include <BRepBuilderAPI_MakeVertex.hxx>
#include <BRepBuilderAPI_MakeEdge.hxx>

#include <IGESControl_Controller.hxx>
#include <IGESControl_Writer.hxx>
#include <IGESControl_Reader.hxx>

#include <TopoDS_Edge.hxx>
#include <TopoDS_Face.hxx>
#include <TopoDS.hxx>



#include <BRep_Tool.hxx>
#include <BRepMesh.hxx>
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <BRepBuilderAPI_MakeFace.hxx>



#include <BRepAdaptor_Curve.hxx>
#include <GCPnts_TangentialDeflection.hxx>
#include <TopExp_Explorer.hxx>
#include <Standard_TypeDef.hxx>

#include <iostream>

#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>

//vtk lib
#include <vtkSmartPointer.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkCellArray.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkProperty.h>
#include <vtkTriangle.h>

Standard_Integer ReadIGES(const Standard_CString& aFileName,
						   Handle(TopTools_HSequenceOfShape)& aHSequenceOfShape)
{

    IGESControl_Reader Reader;

    Standard_Integer status = Reader.ReadFile(aFileName);

    if (status != IFSelect_RetDone) 
    {
        return status;
    }
        
    Reader.TransferRoots();
    
    TopoDS_Shape aShape = Reader.OneShape();     
    aHSequenceOfShape->Append(aShape);


    return status;
}


void BuildMesh(vtkRenderer* render, const TopoDS_Face& face, double deflection = 0.1)
{
	TopLoc_Location location;
	BRepMesh::Mesh(face, deflection);

	Handle_Poly_Triangulation triFace = BRep_Tool::Triangulation(face, location);

	Standard_Integer nTriangles = triFace->NbTriangles();

	gp_Pnt vertex1;
	gp_Pnt vertex2;
	gp_Pnt vertex3;

	Standard_Integer nVertexIndex1 = 0;
	Standard_Integer nVertexIndex2 = 0;
	Standard_Integer nVertexIndex3 = 0;

	TColgp_Array1OfPnt nodes(1, triFace->NbNodes());
	Poly_Array1OfTriangle triangles(1, triFace->NbTriangles());

	nodes = triFace->Nodes();
	triangles = triFace->Triangles();       

	vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();
	vtkSmartPointer<vtkCellArray> cells = vtkSmartPointer<vtkCellArray>::New();
	vtkSmartPointer<vtkPolyData> polyData = vtkSmartPointer<vtkPolyData>::New();
	points->Allocate(nTriangles * 3);
	cells->Allocate(nTriangles);

	int id = 0;

	for (Standard_Integer i = 1; i <= nTriangles; i++)
	{
		Poly_Triangle aTriangle = triangles.Value(i);

		aTriangle.Get(nVertexIndex1, nVertexIndex2, nVertexIndex3);

		vertex1 = nodes.Value(nVertexIndex1).Transformed(location.Transformation());
		vertex2 = nodes.Value(nVertexIndex2).Transformed(location.Transformation());
		vertex3 = nodes.Value(nVertexIndex3).Transformed(location.Transformation());

		points->InsertNextPoint(vertex1.X(), vertex1.Y(), vertex1.Z());
		points->InsertNextPoint(vertex2.X(), vertex2.Y(), vertex2.Z());
		points->InsertNextPoint(vertex3.X(), vertex3.Y(), vertex3.Z());

		vtkSmartPointer<vtkTriangle> triangle = vtkSmartPointer<vtkTriangle>::New();
		triangle->GetPointIds()->SetId(0,id * 3);
		triangle->GetPointIds()->SetId(1,id * 3 + 1);
		triangle->GetPointIds()->SetId(2,id *3 + 2);

		// Add the triangle to a cell array
		cells->InsertNextCell(triangle);
		id++;
	}

	polyData->SetPoints(points);
	polyData->SetPolys(cells);

	vtkSmartPointer<vtkPolyDataMapper> sourceMapper = vtkSmartPointer<vtkPolyDataMapper>::New();
	sourceMapper->SetInput(polyData);

	vtkSmartPointer<vtkActor> sourceActor = vtkSmartPointer<vtkActor>::New();
	sourceActor->SetMapper(sourceMapper);
	sourceActor->GetProperty()->SetColor(1,0,0);

	render->AddActor(sourceActor);

}

void BuildScene(  vtkRenderer *renderer, Handle(TopTools_HSequenceOfShape)& aHSequenceOfShape)
{
	Standard_Integer index = aHSequenceOfShape->Length();
	TopoDS_Shape theCompSolid = aHSequenceOfShape->ChangeValue(index);

	for (TopExp_Explorer faceExp(theCompSolid, TopAbs_FACE); faceExp.More(); faceExp.Next())
	{
		// The 3d-mesh of the FACE is assembled to form the
		// boundary of the SOLID.
		
		const TopoDS_Face& theFace = TopoDS::Face(faceExp.Current());
		BuildMesh(renderer, theFace );



	}		
	



}



int main(void)
{
	vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
	renderWindow->AddRenderer(renderer);
	
	vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
	renderWindowInteractor->SetRenderWindow(renderWindow);





	Handle(TopTools_HSequenceOfShape) aHSequenceOfShape =  new TopTools_HSequenceOfShape();
	Standard_Integer status = ReadIGES("e:\p3.igs",aHSequenceOfShape);
	cout<<"return status:"<<status<<endl;


	BuildScene(renderer, aHSequenceOfShape);


	renderer->SetBackground(1,1,1);

	// Render and interact
	renderWindow->Render();
	renderWindowInteractor->Start();

	return 0;

}



实例显示:


原文地址:https://www.cnblogs.com/skyhuangdan/p/5486779.html