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  • 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:





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