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受约束的 Delaunay 2D

标题小Tips: GetOutputPort()和 GetOutput()注意事项:GetOutput()需要使用Updata()方法 ,GetOutputPort()不需要

受约束剖分原理:可参考博客

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约束条件:线

int main()
{
	vtkNew<vtkNamedColors> colors;
	vtkNew<vtkPoints> points;
	
	points->InsertNextPoint(0, 0, 0);
	points->InsertNextPoint(0, 10, 0);
	points->InsertNextPoint(10, 0, 0);
	points->InsertNextPoint(10, 10, 0);
	points->InsertNextPoint(5, 0, 0);
	points->InsertNextPoint(5, 10, 0);

	points->InsertNextPoint(1.5, 1.5, 0);
	points->InsertNextPoint(1.7, 1.7, 0);
	points->InsertNextPoint(6.5, 1.5, 0);
	points->InsertNextPoint(7.7, 1.7, 0);
	points->InsertNextPoint(9, 9.5, 0);
	points->InsertNextPoint(7.7, 6, 0);
	points->InsertNextPoint(8, 5.5, 0);
	points->InsertNextPoint(8.2, 4.7, 0);
	points->InsertNextPoint(4, 9.5, 0);
	points->InsertNextPoint(3.7, 6, 0);
	points->InsertNextPoint(2, 5.5, 0);
	points->InsertNextPoint(3.2, 4.7, 0);
	points->InsertNextPoint(1.2, 8.6, 0);
	points->InsertNextPoint(9.2, 8.6, 0);
	points->InsertNextPoint(5.2, 6, 0);
	points->InsertNextPoint(1.2, 4.6, 0);
	points->InsertNextPoint(9.2, 4.6, 0);

	vtkNew<vtkPolyData> originPolyData;
	originPolyData->SetPoints(points);

	vtkSmartPointer<vtkVertexGlyphFilter> glyphFilter = vtkSmartPointer<vtkVertexGlyphFilter>::New();
	glyphFilter->SetInputData(originPolyData);
	glyphFilter->Update();
	vtkPolyDataWriter *w = vtkPolyDataWriter::New();
	w->SetFileName("points.vtk");
	w->SetInputData(glyphFilter->GetOutput());
	w->Write();
	w->Delete();

	// UnConstrained Delaunay2D
	vtkSmartPointer<vtkDelaunay2D> delaunay = vtkSmartPointer<vtkDelaunay2D>::New();
	delaunay->SetInputData(originPolyData);
	delaunay->Update();
	vtkPolyDataWriter *w1 = vtkPolyDataWriter::New();
	w1->SetFileName("triangle.vtk");
	w1->SetInputData(delaunay->GetOutput());
	w1->Write();
	w1->Delete();


	// Constrained Line
	vtkNew<vtkCellArray> aCellArray;
	vtkNew<vtkPolyLine> PolyLine;
	PolyLine->GetPointIds()->InsertNextId(4);
	PolyLine->GetPointIds()->InsertNextId(5);
	aCellArray->InsertNextCell(PolyLine);	
	vtkNew<vtkPolyData> boundary;
	boundary->SetPoints(originPolyData->GetPoints());
	boundary->SetLines(aCellArray);

	vtkPolyDataWriter *w2 = vtkPolyDataWriter::New();
	w2->SetFileName("line.vtk");
	w2->SetInputData(boundary);
	w2->Write();
	w2->Delete();



	// Constrained Delaunay2D
	vtkNew<vtkDelaunay2D> KMdelaunay;
	KMdelaunay->SetInputData(originPolyData);
	KMdelaunay->SetSourceData(boundary);
	KMdelaunay->Update();

	vtkPolyDataWriter *w3 = vtkPolyDataWriter::New();
	w3->SetFileName("yueshudel.vtk");
	w3->SetInputData(KMdelaunay->GetOutput());
	w3->Write();
	w3->Delete();

	return;



	// Visualize
	vtkNew<vtkPolyDataMapper> meshMapper;
	meshMapper->SetInputData(KMdelaunay->GetOutput());

	vtkNew<vtkActor> meshActor;
	meshActor->SetMapper(meshMapper);
	meshActor->GetProperty()->EdgeVisibilityOn();
	meshActor->GetProperty()->SetEdgeColor(
		colors->GetColor3d("Peacock").GetData());
	meshActor->GetProperty()->SetInterpolationToFlat();

	vtkNew<vtkPolyDataMapper> boundaryMapper;
	boundaryMapper->SetInputData(boundary);

	vtkNew<vtkActor> boundaryActor;
	boundaryActor->SetMapper(boundaryMapper);
	boundaryActor->GetProperty()->SetColor(
		colors->GetColor3d("Raspberry").GetData());
	boundaryActor->GetProperty()->SetLineWidth(3);
	boundaryActor->GetProperty()->EdgeVisibilityOn();
	boundaryActor->GetProperty()->SetEdgeColor(
		colors->GetColor3d("Red").GetData());
	boundaryActor->GetProperty()->SetRepresentationToWireframe();

	// Create a renderer, render window, and interactor
	vtkNew<vtkRenderer> renderer;
	vtkNew<vtkRenderWindow> renderWindow;
	renderWindow->AddRenderer(renderer);
	vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
	renderWindowInteractor->SetRenderWindow(renderWindow);

	// Add the actor to the scene
	renderer->AddActor(meshActor);
	renderer->AddActor(boundaryActor);
	renderer->SetBackground(colors->GetColor3d("Mint").GetData());

	// Render and interact
	renderWindow->SetSize(640, 480);
	renderWindow->SetWindowName("ConstrainedDelaunay2D");
	renderWindow->Render();
	renderWindowInteractor->Start();

	return EXIT_SUCCESS;
}

结果输出:
红色线为约束边界线,白色点为原始点集
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约束条件:洞多边形

#include <vtkActor.h>
#include <vtkCellArray.h>
#include <vtkDelaunay2D.h>
#include <vtkMath.h>
#include <vtkMinimalStandardRandomSequence.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPoints.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkPolygon.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>

int main(int, char*[])
{
  vtkNew<vtkNamedColors> colors;

  // Generate a 10 x 10 grid of points
  vtkNew<vtkPoints> points;
  unsigned int gridSize = 10;
  unsigned int seed = 0;
  vtkNew<vtkMinimalStandardRandomSequence> randomSequence;
  randomSequence->Initialize(seed);
  for (unsigned int x = 0; x < gridSize; x++)
  {
    for (unsigned int y = 0; y < gridSize; y++)
    {
      auto d1 = randomSequence->GetValue() / 2.0 - 0.25;
      randomSequence->Next();
      auto d2 = randomSequence->GetValue() / 2.0 - 0.25;
      randomSequence->Next();
      points->InsertNextPoint(x + d1, y + d2, 0);
    }
  }

  vtkNew<vtkPolyData> aPolyData;
  aPolyData->SetPoints(points);

  // Create a cell array to store the polygon in
  vtkNew<vtkCellArray> aCellArray;

  // Define a polygonal hole with a clockwise polygon
  vtkNew<vtkPolygon> aPolygon;

  aPolygon->GetPointIds()->InsertNextId(22);
  aPolygon->GetPointIds()->InsertNextId(23);
  aPolygon->GetPointIds()->InsertNextId(24);
  aPolygon->GetPointIds()->InsertNextId(25);
  aPolygon->GetPointIds()->InsertNextId(35);
  aPolygon->GetPointIds()->InsertNextId(45);
  aPolygon->GetPointIds()->InsertNextId(44);
  aPolygon->GetPointIds()->InsertNextId(43);
  aPolygon->GetPointIds()->InsertNextId(42);
  aPolygon->GetPointIds()->InsertNextId(32);

  aCellArray->InsertNextCell(aPolygon);

  // Create a polydata to store the boundary. The points must be the
  // same as the points we will triangulate.
  vtkNew<vtkPolyData> boundary;
  boundary->SetPoints(aPolyData->GetPoints());
  boundary->SetPolys(aCellArray);

  // Triangulate the grid points
  vtkNew<vtkDelaunay2D> delaunay;
  delaunay->SetInputData(aPolyData);
  delaunay->SetSourceData(boundary);

  // Visualize
  vtkNew<vtkPolyDataMapper> meshMapper;
  meshMapper->SetInputConnection(delaunay->GetOutputPort());

  vtkNew<vtkActor> meshActor;
  meshActor->SetMapper(meshMapper);
  meshActor->GetProperty()->EdgeVisibilityOn();
  meshActor->GetProperty()->SetEdgeColor(
      colors->GetColor3d("Peacock").GetData());
  meshActor->GetProperty()->SetInterpolationToFlat();

  vtkNew<vtkPolyDataMapper> boundaryMapper;
  boundaryMapper->SetInputData(boundary);

  vtkNew<vtkActor> boundaryActor;
  boundaryActor->SetMapper(boundaryMapper);
  boundaryActor->GetProperty()->SetColor(
      colors->GetColor3d("Raspberry").GetData());
  boundaryActor->GetProperty()->SetLineWidth(3);
  boundaryActor->GetProperty()->EdgeVisibilityOn();
  boundaryActor->GetProperty()->SetEdgeColor(
      colors->GetColor3d("Red").GetData());
  boundaryActor->GetProperty()->SetRepresentationToWireframe();

  // Create a renderer, render window, and interactor
  vtkNew<vtkRenderer> renderer;
  vtkNew<vtkRenderWindow> renderWindow;
  renderWindow->AddRenderer(renderer);
  vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
  renderWindowInteractor->SetRenderWindow(renderWindow);

  // Add the actor to the scene
  renderer->AddActor(meshActor);
  renderer->AddActor(boundaryActor);
  renderer->SetBackground(colors->GetColor3d("Mint").GetData());

  // Render and interact
  renderWindow->SetSize(640, 480);
  renderWindow->SetWindowName("ConstrainedDelaunay2D");
  renderWindow->Render();
  renderWindowInteractor->Start();

  return EXIT_SUCCESS;
}

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