Here is a way to remesh 3D model, for every triangle cell we can add a center point and create 3 new small cells. The old big triangle will be removed from the model.
You can read other relative posts about remesh model, VTK – Remesh Model By Flip Operation and VTK – Delete Cells And Create Model Without Invalid Points.



#include <iostream>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkActor.h>
#include <vtkConeSource.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkPolyDataMapper.h>
#include <vtkXMLPolyDataWriter.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkPolyData.h>
#include <vtkSTLWriter.h>
#include <vtkPlane.h>
#include <vtkImplicitPolyDataDistance.h>
#include <vtkProperty.h>
#include <vtkSelectEnclosedPoints.h>
#include <vtkTriangleFilter.h>
#include <vtkSTLReader.h>
#include <vtkPointData.h>
#include <vtkColorTransferFunction.h>
#include <vtkPolyDataConnectivityFilter.h>
#include <vtkLinearSubdivisionFilter.h>
#include <vtkButterflySubdivisionFilter.h>
#include <vtkNamedColors.h>
#include <vtkClipPolyData.h>

#include <map>
#include "point.hpp"

#define vtkSPtr vtkSmartPointer
#define vtkSPtrNew(Var, Type) vtkSPtr<Type> Var = vtkSPtr<Type>::New();

using namespace std;

bool SubdivideCell(vtkSPtr<vtkPolyData> data, int cellId, double edgeLenMax)
{
    vtkIdType nPoints;
    vtkIdType const *__pts;
    data->GetCellPoints(cellId, nPoints, __pts);
    vtkIdType pts[3] = { __pts[0], __pts[1], __pts[2] };

    cout << "\ncellId: " << cellId << ", cell count: " << data->GetNumberOfCells() << endl;
    cout << "pts: " << pts[0] << ", " << pts[1] << ", " << pts[2] << endl;

    if (nPoints != 3)
        return false;
    double totalDistance = 0.0;
    for (int j = 0; j < 3; j++)
    {
        double nextPos[3], curPos[3];
        data->GetPoint(pts[j], curPos);
        int nextId = pts[(j + 1) % 3];
        data->GetPoint(nextId, nextPos);
        double distance = sqrt(vtkMath::Distance2BetweenPoints(curPos, nextPos));
        totalDistance += distance;
    }


    double average = totalDistance / 3;
    if (average > edgeLenMax)
    {
        double cellCenterPos[3] = { 0, 0, 0 };
        for (int j = 0; j < 3; j++)
        {
            double curPos[3];
            data->GetPoint(pts[j], curPos);
            vtkMath::Add(cellCenterPos, curPos, cellCenterPos);
        }
        vtkMath::MultiplyScalar(cellCenterPos, 1.0/3);
        vtkIdType cellCenterPointId = data->InsertNextLinkedPoint(cellCenterPos, 3);

        vtkIdType tri[3] = { pts[0], pts[1], cellCenterPointId };
        data->RemoveReferenceToCell(pts[2], cellId);  // redefine the old cell
        data->ReplaceCell( cellId, 3, tri );
        data->ResizeCellList( cellCenterPointId, 1 );
        data->AddReferenceToCell(cellCenterPointId, cellId);

        vtkIdType tri1[3] = { pts[1], pts[2], cellCenterPointId };
        int cellId1 = data->InsertNextLinkedCell(VTK_TRIANGLE, 3, tri1);

        vtkIdType tri2[3] = { pts[2], pts[0], cellCenterPointId };
        int cellId2 = data->InsertNextLinkedCell(VTK_TRIANGLE, 3, tri2);

        data->Modified();
        return true;
    }
    return false;
}

int main()
{
    vtkSPtrNew( source, vtkSphereSource );
    source->SetRadius(3);
    source->Update();

    auto data = source->GetOutput();
    data->BuildCells();
    data->BuildLinks();

    int oldCellCount = data->GetNumberOfCells();
    for( int i = 0; i < oldCellCount; ++i )
    {
        SubdivideCell( data, i, 1 );
    }

    vtkSPtrNew( mapper0, vtkPolyDataMapper );
    mapper0->SetInputData( data );

    vtkSPtrNew( actor0, vtkActor );
    actor0->SetMapper( mapper0 );

    vtkSPtrNew( renderer, vtkRenderer );
    renderer->AddActor( actor0 );

    vtkSPtrNew( renderWindow, vtkRenderWindow );
    renderWindow->AddRenderer( renderer );

    vtkSPtrNew( renderWindowInteractor, vtkRenderWindowInteractor );
    renderWindowInteractor->SetRenderWindow( renderWindow );

    renderer->ResetCamera();
    renderWindow->Render();

    renderWindowInteractor->Start();
    return 0;
}

Compare the old model, the left one, and the handled model, the right one.



Categories: VTK

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