对于unstructured grid非格式化网格图形vtk数据,是没有办法在浏览器上展示的。用paraview对vtk进行extract surface后再另存为vtk可以转成polydata类型的vtk,可以在three.js上显示,但不能在vtk.js里显示。
vtk+qt的c++开发是比较热门的,不在本文讨论之列。
在静态页面中,而不是vue中,可以这样来使用three.js:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - vtk loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="/static/sim/main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
vtk formats loader test<br />
Legacy vtk model from <a href="http://www.cc.gatech.edu/projects/large_models/" target="_blank" rel="noopener">The GeorgiaTech Lagre Geometric Model Archive</a>
</div>
<script type="module">
import * as THREE from '/static/sim/js/three.module.js';
import Stats from '/static/sim/jsm/libs/stats.module.js';
import { TrackballControls } from '/static/sim/jsm/controls/TrackballControls.js';
import { VTKLoader } from '/static/sim/jsm/loaders/VTKLoader.js';
let container, stats;
let camera, controls, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 1e10 );
camera.position.z = 0.2;
scene = new THREE.Scene();
scene.add( camera );
// light
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x000000, 1 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
dirLight.position.set( 2, 2, 2 );
scene.add( dirLight );
const loader = new VTKLoader();
loader.load( "/static/sim/models/vtk/ex2.vtk", function ( geometry ) {
// loader.load( "/static/sim/models/vtk/asc.vtu", function ( geometry ) {
//ansys输出的rst经过python读取二进制文件,输出非格式化网格数据后用paraview转成格式化网格数据,可以显示
geometry.center();
geometry.computeVertexNormals();
const material = new THREE.MeshLambertMaterial( { color: 0xffffff } );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( - 0.075, 0.005, 0 );
mesh.scale.multiplyScalar( 0.0002 );// 调整显示比例
scene.add( mesh );
} );
const loader1 = new VTKLoader();
loader1.load( '/static/sim/models/vtk/cube_ascii.vtp', function ( geometry ) {
geometry.computeVertexNormals();
geometry.center();
const material = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( - 0.025, 0, 0 );
mesh.scale.multiplyScalar( 0.01 );
scene.add( mesh );
} );
const loader2 = new VTKLoader();
loader2.load( '/static/sim/models/vtk/cube_binary.vtp', function ( geometry ) {
geometry.computeVertexNormals();
geometry.center();
const material = new THREE.MeshLambertMaterial( { color: 0x0000ff } );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0.025, 0, 0 );
mesh.scale.multiplyScalar( 0.01 );
scene.add( mesh );
} );
const loader3 = new VTKLoader();
loader3.load( '/static/sim/models/vtk/cube_no_compression.vtp', function ( geometry ) {
geometry.computeVertexNormals();
geometry.center();
const material = new THREE.MeshLambertMaterial( { color: 0xff0000 } );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0.075, 0, 0 );
mesh.scale.multiplyScalar( 0.01 );
scene.add( mesh );
} );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
// controls
controls = new TrackballControls( camera, renderer.domElement );
controls.minDistance = .1;
controls.maxDistance = 0.5;
controls.rotateSpeed = 5.0;
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
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