Subdivision
Repository source: Subdivision
Description¶
In this example a mesh is read from a file and then subdivided using linear subdivision. The SetNumberOfSubdivisions(n) function controls how many times the mesh is subdivided. For each n, the number of triangles will increase by approximately a factor of 4. For example, if n=2, the number of triangles in the resulting mesh will be 16x the number of triangles in the original mesh.
Different types of subdivisions can be obtained by replacing vtkLinearSubdivisionFilter with either vtkLoopSubdivisionFilter or vtkButterflySubdivisionFilter.
Other languages
See (CSharp)
Question
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Code¶
Subdivision.cxx
#include <vtkActor.h>
#include <vtkNamedColors.h>
#include <vtkNew.h>
#include <vtkPolyData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkRenderer.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkTriangleFilter.h>
#include <vtkXMLPolyDataReader.h>
#include <vtkButterflySubdivisionFilter.h>
#include <vtkLinearSubdivisionFilter.h>
#include <vtkLoopSubdivisionFilter.h>
// Readers
#include <vtkBYUReader.h>
#include <vtkOBJReader.h>
#include <vtkPLYReader.h>
#include <vtkPolyDataReader.h>
#include <vtkSTLReader.h>
#include <vtkXMLPolyDataReader.h>
#include <map>
#include <string>
namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(std::string const& fileName);
}
int main(int argc, char* argv[])
{
// Test with these parameters: footbones.ply 2.
vtkNew<vtkNamedColors> colors;
std::map<int, std::string> actorColors;
actorColors[0] = "BurlyWood";
actorColors[1] = "BurlyWood";
actorColors[2] = "BurlyWood";
std::map<int, std::string> rendererColors;
rendererColors[0] = "Gainsboro";
rendererColors[1] = "LightGrey";
rendererColors[2] = "Silver";
vtkSmartPointer<vtkPolyData> originalMesh;
if (argc > 1) // If a file name is specified, open and use the file.
{
auto polyData = ReadPolyData(argv[1]);
// Subdivision filters only work on triangles.
vtkNew<vtkTriangleFilter> triangles;
triangles->SetInputData(polyData);
triangles->Update();
originalMesh = triangles->GetOutput();
}
else // If a file name is not specified, create a sphere.
{
vtkNew<vtkSphereSource> sphereSource;
sphereSource->Update();
originalMesh = sphereSource->GetOutput();
}
std::cout << "Before subdivision" << std::endl;
std::cout << " There are " << originalMesh->GetNumberOfPoints()
<< " points." << std::endl;
std::cout << " There are " << originalMesh->GetNumberOfPolys()
<< " triangles." << std::endl;
double numberOfViewports = 3.0;
vtkNew<vtkRenderWindow> renderWindow;
renderWindow->SetSize(200 * numberOfViewports, 200); //(width, height)
renderWindow->SetWindowName("Subdivision");
vtkNew<vtkRenderWindowInteractor> renderWindowInteractor;
renderWindowInteractor->SetRenderWindow(renderWindow);
int numberOfSubdivisions = 2;
for (unsigned i = 0; i < numberOfViewports; i++)
{
// Note: Here we create a superclass pointer (vtkPolyDataAlgorithm) so that
// we can easily instantiate different types of subdivision filters.
// Typically you would not want to do this, but rather create the pointer to
// be the type filter you will actually use, e.g.
// vtkNew<vtkLinearSubdivisionFilter> subdivisionFilter;
vtkSmartPointer<vtkPolyDataAlgorithm> subdivisionFilter;
switch (i)
{
case 0:
subdivisionFilter = vtkSmartPointer<vtkLinearSubdivisionFilter>::New();
dynamic_cast<vtkLinearSubdivisionFilter*>(subdivisionFilter.GetPointer())
->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
case 1:
subdivisionFilter = vtkSmartPointer<vtkLoopSubdivisionFilter>::New();
dynamic_cast<vtkLoopSubdivisionFilter*>(subdivisionFilter.GetPointer())
->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
case 2:
subdivisionFilter = vtkSmartPointer<vtkButterflySubdivisionFilter>::New();
dynamic_cast<vtkButterflySubdivisionFilter*>(
subdivisionFilter.GetPointer())
->SetNumberOfSubdivisions(numberOfSubdivisions);
break;
default:
break;
}
subdivisionFilter->SetInputData(originalMesh);
subdivisionFilter->Update();
vtkNew<vtkRenderer> renderer;
renderWindow->AddRenderer(renderer);
renderer->SetViewport(static_cast<double>(i) / numberOfViewports, 0,
static_cast<double>(i + 1) / numberOfViewports, 1);
// Create a mapper and actor.
vtkNew<vtkPolyDataMapper> mapper;
mapper->SetInputConnection(subdivisionFilter->GetOutputPort());
vtkNew<vtkActor> actor;
actor->SetMapper(mapper);
actor->GetProperty()->SetColor(
colors->GetColor3d(actorColors[i]).GetData());
renderer->AddActor(actor);
renderer->SetBackground(colors->GetColor3d(rendererColors[i]).GetData());
renderer->ResetCamera();
renderWindow->Render();
}
renderWindowInteractor->Start();
return EXIT_SUCCESS;
}
namespace {
vtkSmartPointer<vtkPolyData> ReadPolyData(std::string const& fileName)
{
vtkSmartPointer<vtkPolyData> polyData;
std::string extension = "";
if (fileName.find_last_of(".") != std::string::npos)
{
extension = fileName.substr(fileName.find_last_of("."));
}
// Make the extension lowercase
std::transform(extension.begin(), extension.end(), extension.begin(),
::tolower);
if (extension == ".ply")
{
auto reader = vtkSmartPointer<vtkPLYReader>::New();
reader->SetFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".vtp")
{
auto reader = vtkSmartPointer<vtkXMLPolyDataReader>::New();
reader->SetFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".obj")
{
auto reader = vtkSmartPointer<vtkOBJReader>::New();
reader->SetFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".stl")
{
auto reader = vtkSmartPointer<vtkSTLReader>::New();
reader->SetFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".vtk")
{
auto reader = vtkSmartPointer<vtkPolyDataReader>::New();
reader->SetFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else if (extension == ".g")
{
auto reader = vtkSmartPointer<vtkBYUReader>::New();
reader->SetGeometryFileName(fileName.c_str());
reader->Update();
polyData = reader->GetOutput();
}
else
{
// Return a polydata sphere if the extension is unknown.
auto source = vtkSmartPointer<vtkSphereSource>::New();
source->SetThetaResolution(20);
source->SetPhiResolution(11);
source->Update();
polyData = source->GetOutput();
}
return polyData;
}
} // namespace
CMakeLists.txt¶
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(Subdivision)
find_package(VTK COMPONENTS
CommonColor
CommonCore
CommonDataModel
FiltersCore
FiltersModeling
FiltersSources
IOGeometry
IOLegacy
IOPLY
IOXML
InteractionStyle
RenderingContextOpenGL2
RenderingCore
RenderingFreeType
RenderingGL2PSOpenGL2
RenderingOpenGL2
)
if (NOT VTK_FOUND)
message(FATAL_ERROR "Subdivision: Unable to find the VTK build folder.")
endif()
# Prevent a "command line is too long" failure in Windows.
set(CMAKE_NINJA_FORCE_RESPONSE_FILE "ON" CACHE BOOL "Force Ninja to use response files.")
add_executable(Subdivision MACOSX_BUNDLE Subdivision.cxx )
target_link_libraries(Subdivision PRIVATE ${VTK_LIBRARIES}
)
# vtk_module_autoinit is needed
vtk_module_autoinit(
TARGETS Subdivision
MODULES ${VTK_LIBRARIES}
)
Download and Build Subdivision¶
Click here to download Subdivision and its CMakeLists.txt file. Once the tarball Subdivision.tar has been downloaded and extracted,
cd Subdivision/build
If VTK is installed:
cmake ..
If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:
cmake -DVTK_DIR:PATH=/home/me/vtk_build ..
Build the project:
make
and run it:
./Subdivision
WINDOWS USERS
Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.