我已经编写了一个代码来使用python中的vtk产生圆柱对象。此代码在产生3D场景的地方效果很好,在这里我可以缩放或旋转已制成的圆柱体。问题是我想将此渲染的场景导出到paraview,以查看并保存以供以后使用。我怎样才能做到这一点? 这是产生带有圆柱体的Y形的代码:
import vtk
import numpy as np
'''
Adding multiple Actors to one renderer scene using VTK package with python api.
Each cylinder is an Actor with three input specifications: Startpoint, Endpoint and radius.
After creating all the Actors, the preferred Actors will be added to a list and that list will be our input to the
renderer scene.
A list or numpy array with appropriate 3*1 shape could be used to specify starting and ending points.
There are two alternative ways to apply the transform.
1) Use vtkTransformPolyDataFilter to create a new transformed polydata.
This method is useful if the transformed polydata is needed
later in the pipeline
To do this, set USER_MATRIX = True
2) Apply the transform directly to the actor using vtkProp3D's SetUserMatrix.
No new data is produced.
To do this, set USER_MATRIX = False
'''
USER_MATRIX = True
def cylinder_object(startPoint, endPoint, radius, my_color="DarkRed"):
colors = vtk.vtkNamedColors()
# Create a cylinder.
# Cylinder height vector is (0,1,0).
# Cylinder center is in the middle of the cylinder
cylinderSource = vtk.vtkCylinderSource()
cylinderSource.SetRadius(radius)
cylinderSource.SetResolution(50)
# Generate a random start and end point
# startPoint = [0] * 3
# endPoint = [0] * 3
rng = vtk.vtkMinimalStandardRandomSequence()
rng.SetSeed(8775070) # For testing.8775070
# Compute a basis
normalizedX = [0] * 3
normalizedY = [0] * 3
normalizedZ = [0] * 3
# The X axis is a vector from start to end
vtk.vtkMath.Subtract(endPoint, startPoint, normalizedX)
length = vtk.vtkMath.Norm(normalizedX)
vtk.vtkMath.Normalize(normalizedX)
# The Z axis is an arbitrary vector cross X
arbitrary = [0] * 3
for i in range(0, 3):
rng.Next()
arbitrary[i] = rng.GetRangeValue(-10, 10)
vtk.vtkMath.Cross(normalizedX, arbitrary, normalizedZ)
vtk.vtkMath.Normalize(normalizedZ)
# The Y axis is Z cross X
vtk.vtkMath.Cross(normalizedZ, normalizedX, normalizedY)
matrix = vtk.vtkMatrix4x4()
# Create the direction cosine matrix
matrix.Identity()
for i in range(0, 3):
matrix.SetElement(i, 0, normalizedX[i])
matrix.SetElement(i, 1, normalizedY[i])
matrix.SetElement(i, 2, normalizedZ[i])
# Apply the transforms
transform = vtk.vtkTransform()
transform.Translate(startPoint) # translate to starting point
transform.Concatenate(matrix) # apply direction cosines
transform.RotateZ(-90.0) # align cylinder to x axis
transform.Scale(1.0, length, 1.0) # scale along the height vector
transform.Translate(0, .5, 0) # translate to start of cylinder
# Transform the polydata
transformPD = vtk.vtkTransformPolyDataFilter()
transformPD.SetTransform(transform)
transformPD.SetInputConnection(cylinderSource.GetOutputPort())
# Create a mapper and actor for the arrow
mapper = vtk.vtkPolyDataMapper()
actor = vtk.vtkActor()
if USER_MATRIX:
mapper.SetInputConnection(cylinderSource.GetOutputPort())
actor.SetUserMatrix(transform.GetMatrix())
else:
mapper.SetInputConnection(transformPD.GetOutputPort())
actor.SetMapper(mapper)
actor.GetProperty().SetColor(colors.GetColor3d(my_color))
return actor
def render_scene(my_actor_list):
renderer = vtk.vtkRenderer()
for arg in my_actor_list:
renderer.AddActor(arg)
namedColors = vtk.vtkNamedColors()
renderer.SetBackground(namedColors.GetColor3d("SlateGray"))
window = vtk.vtkRenderWindow()
window.SetWindowName("Oriented Cylinder")
window.AddRenderer(renderer)
interactor = vtk.vtkRenderWindowInteractor()
interactor.SetRenderWindow(window)
# Visualize
window.Render()
interactor.Start()
if __name__ == '__main__':
my_list = []
p0 = np.array([0, 0, 0])
p1 = np.array([0, 10, 0])
p2 = np.array([7, 17, 0])
p3 = np.array([-5, 15, 0])
my_list.append(cylinder_object(p0, p1, 1, "Red"))
my_list.append(cylinder_object(p1, p2, 0.8, "Green"))
my_list.append(cylinder_object(p1, p3, 0.75, "Navy"))
render_scene(my_list)
我有多个演员,所有演员都在一个渲染场景中一起渲染,我可以将每个演员传递到vtk.vtkSTLWriter
中吗?这似乎不起作用!
答案 0 :(得分:1)
您要查找的是vtkExporter
class的子类,根据链接的doco:
vtkExporter是一个抽象类,可将场景导出到文件中。它与vtkWriter非常相似,不同之处在于写入器只写出对象的几何和拓扑数据,而输出者可以在其中写出材料特性,照明,相机参数等。
从该类的继承图中可以看到,大约有15个类支持将此类场景导出到文件中,以便在适当的读者中查看。
恕我直言,最令您满意的是vtkVRMLExporter
class,因为它是一种相当普遍的格式。话虽这么说,但我不相信Paraview支持VRML文件(至少基于我发现的一些非常古老的帖子),但是我很确定MayaVi确实如此。
或者,如上所述,您可以将对象导出到STL文件中,但是STL文件仅包含三角形坐标和有关其连接方式的信息。这样的文件可能无法描述场景信息,例如相机或照明信息。最后我检查了一个STL文件只能包含一个对象,因此您的三个圆柱体最终将成为一个合并对象,因此它可能不是您想要的。
答案 1 :(得分:1)
我添加了这些代码,并从渲染的场景中创建了一个VRML
文件。
exporter = vtk.vtkVRMLExporter()
exporter.SetRenderWindow(window)
exporter.SetFileName("cylinders.wrl")
exporter.Write()
exporter.Update()