vtkrenderer如何渲染多个topods_shape的坐标轴
时间: 2024-02-28 17:55:09 浏览: 136
要在VTK Renderer中渲染多个TopoDS_Shape的坐标轴,可以按照以下步骤操作:
1. 创建多个vtkAxesActor对象,并将每个对象放置在对应的TopoDS_Shape的中心位置上。
2. 将每个vtkAxesActor对象添加到vtkRenderer中。
以下是一份示例代码,可以参考一下:
```cpp
// assume "shapes" is a vector of TopoDS_Shape objects
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
for (int i = 0; i < shapes.size(); i++) {
// create a vtkAxesActor object for each shape
vtkSmartPointer<vtkAxesActor> axes = vtkSmartPointer<vtkAxesActor>::New();
// determine the center of the shape
Bnd_Box bbox;
BRepBndLib::Add(shapes[i], bbox);
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
bbox.Get(xMin, yMin, zMin, xMax, yMax, zMax);
double center[3] = {(xMin+xMax)/2, (yMin+yMax)/2, (zMin+zMax)/2};
// set the center of the axes actor
axes->SetOrigin(center);
// add the axes actor to the renderer
renderer->AddActor(axes);
}
// render the scene
vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
renderWindowInteractor->Start();
```
上述代码中,我们首先在循环中为每个TopoDS_Shape创建了一个vtkAxesActor对象,并将其放置在TopoDS_Shape的中心位置上,然后将每个vtkAxesActor对象添加到vtkRenderer中,最终将vtkRenderer渲染出来。
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