验证occ和vtk整合工作的demo

在编译occ通过过后,我需要验证occ是否能够正常结合vtk进行开发工作

使用CMake进行环境变量设置:


CMakeList.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:OpenCASCADE6.5.1
osinc
)

LINK_LIBRARIES(
  vtkCommon
  vtkGraphics
  vtkRendering
  vtkIO
  C:OpenCASCADE6.5.1
oswin32vc8libdTKIGES.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKernel.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKBRep.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKMath.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKGeomBase.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKGeomAlgo.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKG3d.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKG2d.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKTopAlgo.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKXSBase.lib
  C:OpenCASCADE6.5.1
oswin32vc8libdTKMesh.lib
)

ADD_EXECUTABLE(IGESReader example.cxx)

添加一个example.cxx


// sampleExample.cpp : Defines the entry point for the console application.
//
// OpenCascade library.
#include <gp_Circ.hxx>
#include <gp_Elips.hxx>
#include <gp_Sphere.hxx>

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

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

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

//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>

/*
* @breif Descret the shape: face.
*        For Face will be discreted to triangles; (BRepMesh_FastDiscret)
*        To get the triangles of the face, use BRep_Tool::Triangulation(Face, L);
*/
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* render)
{
	gp_Ax2 axis;

	// 1. Test sphere face while deflection is default 0.1.
	axis.SetLocation(gp_Pnt(26.0, 0.0, 0.0));
	TopoDS_Face sphereFace1 = BRepBuilderAPI_MakeFace(gp_Sphere(axis, 8.0));
	BuildMesh(render, sphereFace1);

	// 2. Test sphere face while deflection is 2.0.
	axis.SetLocation(gp_Pnt(26.0, 18.0, 0.0));
	TopoDS_Face sphereFace2 = BRepBuilderAPI_MakeFace(gp_Sphere(axis, 8.0));
	BuildMesh(render,sphereFace2, 2.0);

	// 3. Test sphere face while deflection is 0.001.
	axis.SetLocation(gp_Pnt(26.0, -18.0, 0.0));
	TopoDS_Face sphereFace3 = BRepBuilderAPI_MakeFace(gp_Sphere(axis, 8.0));
	BuildMesh(render, sphereFace3, 0.001);
}


int main(int argc, char *argv[])
{
	// Create a renderer, render window, and interactor
	vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
	renderWindow->AddRenderer(renderer);
	vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
	renderWindowInteractor->SetRenderWindow(renderWindow);

	//build mesh
	BuildScene(renderer);

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

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

	return 0;
}


你可能在编译的过程当中,遇到缺少dll文件,这个说明 你并没有把相应的dll文件放在环境变量当中去。


运行结果:





原文地址:https://www.cnblogs.com/skyhuangdan/p/5486780.html