Brings scientific visualization into the Unity game engine. Goal of this project is to interactively control visualization parameters in a VR environment (powered by MiddleVR).
- Unity 4.6.x
- Windows only
- Install ActiViz 5.8 x32
- Add the ActiViz Installation Dir/bin to the
PATH
environment variable
All C#-Dlls (Kitware.*) from ActiViz' bin-folder have to be in a Plugins-folder in Unity. Have a look at the example scene. For more infos regarding VTK in C# check out the examples.
- In Player Settings set API Compatibility Level to .NET 2.0
- Either all Dlls are in the same directory as the player exe or simply have ActiViz installed and its bin-dir appended to the
PATH
You can build arbitrary VTK filter pipelines but at the end the VtkToUnity
-class accepts a vtkAlgorithmOutput
with vtkPolyData
. It then runs a vtkTriangleFilter
on it. Points and Lines are rendered via Vectrosity which is not included. All primitves (points, lines, triangles) can be colored by a solid color, a point data scalar (1d) field or by a cell data scalar (1d) field. Some lookup table presets can be used.
- When instantiating a VTK class use its
New()
-method instead of C#snew
- C#s automatic garbage collection should work as expected. Calling
Dispose()
on VTK objects should not be necessary. - Vtk data files should be placed in Assets/StreamingAssets so that they get included into the standalone build (the Resources-folder does not work because it is used only for Unity-known file formats)