vtk.js是如何通过js旋转模型90度的
时间: 2023-11-11 15:03:33 浏览: 28
可以通过设置模型的旋转矩阵来实现旋转。旋转矩阵可以通过vtk.js中的vtkMatrixBuilder类创建,然后通过设置模型的matrix属性来应用旋转矩阵。
以下是通过js将模型顺时针旋转90度的示例代码:
```javascript
// 获取模型Actor
var actor = renderer.getActiveCamera();
// 创建旋转矩阵
var rotationMatrix = vtk.MatrixBuilder.buildFromDegree(90, 0, 0);
// 应用旋转矩阵到Actor的matrix属性
actor.setMatrix(rotationMatrix);
// 渲染器重新渲染
renderer.resetCameraClippingRange();
renderWindow.render();
```
注意这里旋转矩阵的参数是角度而非弧度。如果需要逆时针旋转可以将角度改为负值。
相关问题
vtk.js是如何播放模型数组的
vtk.js可以使用vtkRenderWindow和vtkRenderer将模型数组渲染到屏幕上。
步骤如下:
1. 创建vtkRenderWindow和vtkRenderer对象。
```javascript
const renderWindow = vtkRenderWindow.newInstance();
const renderer = vtkRenderer.newInstance();
renderWindow.addRenderer(renderer);
```
2. 创建vtkActor和vtkMapper对象。
```javascript
const actor = vtkActor.newInstance();
const mapper = vtkMapper.newInstance();
mapper.setInputData(modelArray);
actor.setMapper(mapper);
```
其中,modelArray是包含模型数据的数组。
3. 将vtkActor添加到vtkRenderer中。
```javascript
renderer.addActor(actor);
```
4. 设置vtkRenderWindow的大小和位置。
```javascript
renderWindow.setSize(600, 400);
renderWindow.setContainer(container);
```
其中,container是一个HTML元素,用于渲染vtkRenderWindow。
5. 渲染模型。
```javascript
renderWindow.render();
```
完整代码如下:
```javascript
const renderWindow = vtkRenderWindow.newInstance();
const renderer = vtkRenderer.newInstance();
renderWindow.addRenderer(renderer);
const actor = vtkActor.newInstance();
const mapper = vtkMapper.newInstance();
mapper.setInputData(modelArray);
actor.setMapper(mapper);
renderer.addActor(actor);
renderWindow.setSize(600, 400);
renderWindow.setContainer(container);
renderWindow.render();
```
其中,modelArray可以是任何包含模型数据的数组,例如vtkPolyData数组、vtkImageData数组等。
vtk.js 14版本 加载obj模型并显示模型贴图
以下是加载OBJ模型并显示模型贴图的示例代码:
```javascript
import 'vtk.js/Rendering/OpenGL';
import 'vtk.js/Rendering/OpenGL2';
import 'vtk.js/Rendering/Core';
import 'vtk.js/Filters/General';
import 'vtk.js/Filters/Sources';
import 'vtk.js/IO/Misc';
import 'vtk.js/Common/Core';
import 'vtk.js/Common/DataModel';
import 'vtk.js/Common/Math';
import vtkActor from 'vtk.js/Rendering/Core/Actor';
import vtkCamera from 'vtk.js/Rendering/Core/Camera';
import vtkColorTransferFunction from 'vtk.js/Rendering/Core/ColorTransferFunction';
import vtkFullScreenRenderWindow from 'vtk.js/Rendering/Misc/FullScreenRenderWindow';
import vtkMapper from 'vtk.js/Rendering/Core/Mapper';
import vtkOBJReader from 'vtk.js/IO/Misc/OBJReader';
import vtkPlaneSource from 'vtk.js/Filters/Sources/PlaneSource';
import vtkRenderer from 'vtk.js/Rendering/Core/Renderer';
import vtkTexture from 'vtk.js/Rendering/Core/Texture';
// Create the renderer and render window
const fullScreenRenderer = vtkFullScreenRenderWindow.newInstance();
const renderer = fullScreenRenderer.getRenderer();
renderer.setBackground(0.2, 0.2, 0.2);
const renderWindow = fullScreenRenderer.getRenderWindow();
renderWindow.setContainer(document.getElementById('vtk-container'));
// Add a plane to the scene for the texture to be applied to
const planeSource = vtkPlaneSource.newInstance();
const planeMapper = vtkMapper.newInstance();
const planeActor = vtkActor.newInstance();
planeSource.setOrigin(-10, -10, 0);
planeSource.setPoint1(10, -10, 0);
planeSource.setPoint2(-10, 10, 0);
planeMapper.setInputConnection(planeSource.getOutputPort());
planeActor.setMapper(planeMapper);
renderer.addActor(planeActor);
// Load the OBJ model
const objReader = vtkOBJReader.newInstance();
objReader.setUrl('model.obj').then(() => {
const objMapper = vtkMapper.newInstance();
const objActor = vtkActor.newInstance();
objMapper.setInputConnection(objReader.getOutputPort());
objActor.setMapper(objMapper);
// Apply the texture to the model
const texture = vtkTexture.newInstance();
texture.setInterpolate(true);
texture.setRepeat(false);
texture.setEdgeClamp(true);
texture.setInputConnection(objReader.getOutputPort(), 1);
objActor.addTexture(texture);
renderer.addActor(objActor);
// Update the camera position to view the entire scene
const bounds = objActor.getMapper().getBounds();
const center = objActor.getCenter();
const distance = vtkMath.distance(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]);
const angle = Math.atan2(distance, vtkMath.distance(...center)) * 2;
const camera = renderer.getActiveCamera();
camera.setPosition(center[0], center[1] - distance, center[2]);
camera.setFocalPoint(...center);
camera.setViewUp(0, 0, 1);
camera.setDistance(distance);
camera.setClippingRange(distance / 10, distance * 10);
camera.setViewAngle(vtkMath.degreesFromRadians(angle));
renderer.resetCameraClippingRange();
});
// Create a color transfer function for the plane
const planeColorTransferFunction = vtkColorTransferFunction.newInstance();
planeColorTransferFunction.addRGBPoint(0, 1, 1, 1);
planeColorTransferFunction.addRGBPoint(1, 0, 0, 0);
// Apply the color transfer function to the plane
planeMapper.setLookupTable(planeColorTransferFunction);
planeMapper.setScalarRange(0, 1);
renderWindow.render();
```
在这个示例中,我们首先创建了一个全屏渲染窗口,并将其渲染器的背景设置为灰色。然后,我们添加了一个平面几何体,并创建了一个颜色传输函数来将其渲染为黑白相间的条纹纹理。
接下来,我们使用OBJReader来加载OBJ模型文件,并创建一个Actor和Mapper来显示模型。我们还创建了一个纹理对象,并将其应用于Actor以显示模型的贴图。
最后,我们更新了相机的位置和方向,以便在屏幕上完整地显示场景,并调用renderWindow.render()方法来渲染场景。