【VTK】vtk actor空间变换后的点映射与向量映射

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/theArcticOcean/article/details/83794684

在三维空间中,人们通常需要对平面等形体进行旋转,拖拽等操作。比如下面的过程:

  1. 将平面绕平面的Y轴旋转一定角度
  2. 将其绕平面自身的X轴旋转一定角度
  3. 将平面向向量方向(1, 2, 3)移动一段距离。

这样复杂的操作通常需要我们使用vtkActor提供的操作函数:

void vtkProp3D::RotateY (double angle)
void vtkProp3D::RotateX (double angle)
void vtkProp3D::AddPosition (double deltaX,double deltaY,double deltaZ)

控制运动的接口我们找到了,但是传入的参数还需要认真思考如何计算。
通常,我们是在事件中计算位置移动向量,或者旋转角度,这里就需要用到vtkRenderWindowInteractor提供的GetEventPosition和GetLastEventPosition函数。他们帮助我们计算Display坐标系的光标坐标值。
平移向量是向量 GetEventPosition => GetLastEventPosition 在平面法向量上的投影。
旋转角度则是 planeOrigin => GetLastEventPosition 与 planeOrigin => GetEventPosition的向量夹角。
如此可知,每一次运动,都需要知道平面中心点或者平面的法向量。同时,在一次运动结束之后,平面中心点或者平面法向量都应该更新。
在文章 【VTK】平面的平移和旋转 的末尾片段我有介绍到如何求解actor在线性变化后的平面原点和平面法向量。下面指明一下注意事项:
由actor matrix构造出来的vtkTransform对象不要在求解origin之后又立马求解normal。

#include <stdio.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkActor.h>
#include <vtkPlaneSource.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkLight.h>
#include <vtkCamera.h>
#include <vtkActor2D.h>
#include <vtkTransform.h>

using namespace std;

int main()
{
    setbuf( stdout, NULL );
    vtkSmartPointer<vtkPlaneSource> plane =
            vtkSmartPointer<vtkPlaneSource>::New();

    vtkSmartPointer<vtkPolyDataMapper> mapper =
            vtkSmartPointer<vtkPolyDataMapper>::New();
    mapper->SetInputConnection( plane->GetOutputPort() );

    vtkSmartPointer<vtkActor> actor =
            vtkSmartPointer<vtkActor>::New();
    actor->SetMapper( mapper );

    double oldNormal[3] = { 0, 0, -1 };
    double oldOrigin[3] = { 0, 0, 0 };

    actor->RotateY( 45 );
//    actor->AddPosition( 1, -1, 1 );

    vtkSmartPointer<vtkTransform> transform =
            vtkSmartPointer<vtkTransform>::New();
    transform->SetMatrix( actor->GetMatrix() );
    double *newNormal = transform->TransformDoubleVector( oldNormal );

    vtkSmartPointer<vtkTransform> transform2 =
            vtkSmartPointer<vtkTransform>::New();
    transform2->SetMatrix( actor->GetMatrix() );
    double *newOrigin = transform2->TransformDoublePoint( oldOrigin );
    printf( "newNormal: %lf, %lf, %lf\n", newNormal[0], newNormal[1], newNormal[2] );
    printf( "newOrigin: %lf, %lf, %lf\n", newOrigin[0], newOrigin[1], newOrigin[2] );
/*
newOrigin: 0.000000, 0.000000, 0.000000
newNormal: -0.707107, 0.000000, -0.707107 (-cos45)
*/

    vtkSmartPointer<vtkRenderer> renderer =
            vtkSmartPointer<vtkRenderer>::New();
    renderer->AddActor(actor);
    renderer->SetBackground( 0, 0, 0 );

    vtkSmartPointer<vtkRenderWindow> renderWindow =
            vtkSmartPointer<vtkRenderWindow>::New();
    renderWindow->AddRenderer( renderer );

    vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
            vtkSmartPointer<vtkRenderWindowInteractor>::New();
    renderWindowInteractor->SetRenderWindow( renderWindow );
    renderWindowInteractor->GetLastEventPosition();

    renderer->ResetCamera();
    renderWindow->Render();
    renderWindowInteractor->Start();
    return 0;
}

比如上面例子中的double *newOrigin = transform2->TransformDoublePoint( oldOrigin ); 如果我是继续使用了transform,那么origin与normal的数值就是一样的了。先计算谁谁就错了。
错误结果:

newNormal: 0.000000, 0.000000, 0.000000
newOrigin: 0.000000, 0.000000, 0.000000

这是为什么呢?
看看两个函数的实现:

double *TransformDoublePoint(double x, double y, double z) {
  this->InternalDoublePoint[0] = x;
  this->InternalDoublePoint[1] = y;
  this->InternalDoublePoint[2] = z;
  this->TransformPoint(this->InternalDoublePoint,this->InternalDoublePoint);
  return this->InternalDoublePoint; };

//------------------------------------------------------------------------
double *TransformDoubleVector(double x, double y, double z) {
  this->InternalDoublePoint[0] = x;
  this->InternalDoublePoint[1] = y;
  this->InternalDoublePoint[2] = z;
  this->TransformVector(this->InternalDoublePoint,this->InternalDoublePoint);
  return this->InternalDoublePoint; };

vtkLinearTransform将计算结果全都存储在InternalDoublePoint中了,所以例子中的newOrigin和newNormal最终指向同一个double数组,这个数组存储着最后一次计算的结果,即newOrigin。

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转载自blog.csdn.net/theArcticOcean/article/details/83794684
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