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@vs4sh

VTKによる3Dオブジェクトの幾何学変換

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VTKによる3Dオブジェクトの幾何学変換

はじめに

VTKで3Dオブジェクト(vtkPolyData)を並進や回転などの
幾何学変換を行う方法について,公式サンプルを元にして解説する.
手順としてはまず変換に関するクラスのオブジェクトを生成し,変換に関するプロパティを設定する.その変換を行うオブジェクト(vtkTransformPolyDataFilter)で変換を実行する.

並進と回転の変換

3Dオブジェクト(vtkPolyData)を並進・回転させるためには,vtkTransformを用いる.

vtkSmartPointer<vtkTransform> tra = vtkSmartPointer<vtkTransform>::New();

//並進
tra->Translate(5.0,5.0,5.0);//x, y, z方向の並進量
//回転
tra->RotateWXYZ(45, 0, 1, 0);//回転軸と回転量を指定.
tra->Update();

vtkMatrix4x4* matrix = tra->GetMatrix();//変換行列を取得.

3Dオブジェクト(vtkPolyData)を変換を実行

vtkTransformPolyDataFilterを用いる.

変換元のオブジェクト(vtkPolyData)と変換(vtkTransform, vtkLandmarkTransform,vtkIterativeClosestPointTransformなど)をセットして,vtkTransformPolyDataFilter::GetOutput()で変換したオブジェクトを得る.

vtkSmartPointer<vtkTransformPolyDataFilter> filter = vtkSmartPointer<vtkTransformPolyDataFilter>::New();

filter->SetInputData(polydata);//変換元のvtkPolyDataをセット.
filter->SetTransform(transform);//変換をセット..
filter->Update();

vtkPolyData* output = filter->GetOutput();//変換後

対応関係を用いた変換

vtkLandmarkTransformを用いる.変形前後における対応関係が既知の点をvtkPointsとして,入力する.公式サンプル

vtkSmartPointer<vtkLandmarkTransform> landmark = vtkSmartPointer<vtkLandmarkTransform>::New();

//対応関係をセットする.
landmark->SetSourceLandmarks(sourcePoints);
landmark->SetTargetLandmarks(targetPoints);

landmark->SetModeToRigidBody();
landmark->Update();

vtkMatrix4x4* matrix = landmark->GetOutput();
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