netgen/libsrc/visualization/vsmesh.cpp

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#ifndef NOTCL
#include <mystdlib.h>
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#include <myadt.hpp>
#include <meshing.hpp>
#include <csg.hpp>
#include <stlgeom.hpp>
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// #include <parallel.hpp>
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#include <visual.hpp>
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namespace netgen
{
extern AutoPtr<Mesh> mesh;
extern STLGeometry * stlgeometry;
VisualSceneMesh vsmesh;
VisualSceneMesh :: VisualSceneMesh ()
: VisualScene()
{
filledlist = 0;
linelist = 0;
edgelist = 0;
badellist = 0;
tetlist = 0;
prismlist = 0;
hexlist = 0;
pyramidlist = 0;
identifiedlist = 0;
pointnumberlist = 0;
domainsurflist = 0;
vstimestamp = GetTimeStamp();
selecttimestamp = GetTimeStamp();
filledtimestamp = GetTimeStamp();
linetimestamp = GetTimeStamp();
edgetimestamp = GetTimeStamp();
pointnumbertimestamp = GetTimeStamp();
tettimestamp = GetTimeStamp();
prismtimestamp = GetTimeStamp();
hextimestamp = GetTimeStamp();
pyramidtimestamp = GetTimeStamp();
badeltimestamp = GetTimeStamp();
identifiedtimestamp = GetTimeStamp();
domainsurftimestamp = GetTimeStamp();
selface = -1;
selelement = -1;
locpi = 1;
selpoint = -1;
selpoint2 = -1;
seledge = -1;
minh = 0.0;
maxh = 0.0;
}
VisualSceneMesh :: ~VisualSceneMesh ()
{
;
}
void VisualSceneMesh :: DrawScene ()
{
if (!mesh)
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{
VisualScene::DrawScene();
return;
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}
lock = NULL;
clock_t starttime, endtime;
starttime = clock();
BuildScene();
glClearColor(backcolor, backcolor, backcolor, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable (GL_COLOR_MATERIAL);
glColor3f (1.0f, 1.0f, 1.0f);
glLineWidth (1.0f);
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SetLight();
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glPushMatrix();
glMultMatrixf (transformationmat);
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GLdouble projmat[16];
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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#ifdef PARALLEL
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
glInitNames ();
glPushName (0);
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// glEnable (GL_LINE_SMOOTH);
// glEnable (GL_BLEND);
// glEnable (GL_POLYGON_SMOOTH);
// glDisable (GL_DEPTH_TEST);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glDisable (GL_COLOR_MATERIAL);
GLfloat matcol0[] = { 0, 0, 0, 1 };
GLfloat matcol1[] = { 1, 1, 1, 1 };
GLfloat matcolf[] = { 0, 1, 0, 1 };
GLfloat matcolb[] = { 0.5, 0, 0, 1 };
// GLfloat matcolblue[] = { 0, 0, 1, 1 };
glMatrixMode (GL_MODELVIEW);
glMaterialfv(GL_FRONT, GL_EMISSION, matcol0);
glMaterialfv(GL_BACK, GL_EMISSION, matcol0);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matcol1);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolf);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, matcolb);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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// glPolygonOffset (1,10);
glPolygonOffset (2,2);
glEnable (GL_POLYGON_OFFSET_FILL);
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SetClippingPlane ();
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if (vispar.drawfilledtrigs)
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{
if (filledtimestamp < mesh->GetTimeStamp () ||
filledtimestamp < selecttimestamp)
{
BuildFilledList ();
}
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#ifdef PARALLELGL
if (ntasks > 1 && vispar.drawtetsdomain > 0 && vispar.drawtetsdomain < ntasks)
glCallList (par_filledlists[vispar.drawtetsdomain]);
else
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#endif
glCallList (filledlist);
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}
if (vispar.drawbadels)
glCallList (badellist);
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if (vispar.drawprisms)
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{
BuildPrismList ();
glCallList (prismlist);
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}
if (vispar.drawpyramids)
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{
BuildPyramidList ();
glCallList (pyramidlist);
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}
if (vispar.drawhexes)
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{
BuildHexList ();
glCallList (hexlist);
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}
if (vispar.drawtets)
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{
BuildTetList ();
glCallList (tetlist);
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}
if (vispar.drawdomainsurf)
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{
BuildDomainSurfList();
glCallList (domainsurflist);
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}
glDisable (GL_POLYGON_OFFSET_FILL);
// draw lines
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glMatrixMode (GL_MODELVIEW);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcol0);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, matcol0);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matcol0);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glLineWidth (1.0f);
glColor3f (0.0f, 0.0f, 0.0f);
glDisable (GL_LINE_SMOOTH);
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if (vispar.drawoutline)
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{
glPolygonOffset (1, 1);
glEnable (GL_POLYGON_OFFSET_LINE);
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if (linetimestamp < mesh->GetTimeStamp ())
BuildLineList ();
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#ifdef PARALLELGL
if (ntasks > 1 && vispar.drawtetsdomain > 0 && vispar.drawtetsdomain < ntasks)
// for (int dest = 1; dest < ntasks; dest++)
// if (vispar.drawtetsdomain == dest)
glCallList (par_linelists[vispar.drawtetsdomain]);
else
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#endif
glCallList (linelist);
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glDisable (GL_POLYGON_OFFSET_LINE);
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}
if (vispar.drawidentified)
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{
glPolygonOffset (1, -1);
glEnable (GL_POLYGON_OFFSET_LINE);
glCallList (identifiedlist);
glDisable (GL_POLYGON_OFFSET_LINE);
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}
if (vispar.drawpointnumbers ||
vispar.drawedgenumbers ||
vispar.drawfacenumbers ||
vispar.drawelementnumbers)
glCallList (pointnumberlist);
glPopName();
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if (vispar.drawedges)
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{
BuildEdgeList();
glCallList (edgelist);
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}
if (selpoint > 0 && selpoint <= mesh->GetNP())
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{
/*
glPointSize (3.0);
glColor3d (0, 0, 1);
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolblue);
glBegin (GL_POINTS);
const Point3d p = mesh->Point(selpoint);
glVertex3f (p.X(), p.Y(), p.Z());
glEnd();
*/
glColor3d (0, 0, 1);
static GLubyte cross[] =
{
0xc6, 0xee, 0x7c, 0x38, 0x7c, 0xee, 0xc6
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDisable (GL_COLOR_MATERIAL);
glDisable (GL_LIGHTING);
glDisable (GL_CLIP_PLANE0);
const Point3d p = mesh->Point(selpoint);
glRasterPos3d (p.X(), p.Y(), p.Z());
glBitmap (7, 7, 3, 3, 0, 0, &cross[0]);
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}
glDisable(GL_CLIP_PLANE0);
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glPopMatrix();
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if (vispar.colormeshsize)
DrawColorBar (minh, maxh, 1);
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DrawCoordinateCross ();
DrawNetgenLogo ();
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if (lock)
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{
lock -> UnLock();
delete lock;
lock = NULL;
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}
glFinish();
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endtime = clock();
// cout << 1.0 / (double(endtime - starttime)/CLOCKS_PER_SEC) << " frames/sec" << endl;
}
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void VisualSceneMesh :: BuildScene (int zoomall)
{
if (!mesh)
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{
VisualScene::BuildScene (zoomall);
return;
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}
if (!lock)
{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
}
int i, j;
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Point3d pmin, pmax;
static double oldrad = 0;
Array<Element2d> faces;
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int meshtimestamp = mesh->GetTimeStamp();
if (meshtimestamp > vstimestamp || zoomall)
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{
if (mesh->GetDimension() == 2)
{
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// works in NGSolve, mesh view
mesh->GetBox (pmin, pmax);
}
else
{
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// otherwise strange zooms douring mesh generation
mesh->GetBox (pmin, pmax, SURFACEPOINT);
}
if (vispar.use_center_coords && zoomall == 2)
{
center.X() = vispar.centerx; center.Y() = vispar.centery; center.Z() = vispar.centerz;
}
else if (selpoint >= 1 && zoomall == 2)
center = mesh->Point (selpoint);
else if (vispar.centerpoint >= 1 && zoomall == 2)
center = mesh->Point (vispar.centerpoint);
else
center = Center (pmin, pmax);
rad = 0.5 * Dist (pmin, pmax);
if(rad == 0) rad = 1e-6;
if (rad > 1.2 * oldrad ||
mesh->GetMajorTimeStamp() > vstimestamp ||
zoomall)
{
CalcTransformationMatrices();
oldrad = rad;
}
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}
glEnable (GL_NORMALIZE);
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if (pointnumberlist)
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{
glDeleteLists (pointnumberlist, 1);
pointnumberlist = 0;
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}
if (badellist)
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{
glDeleteLists (badellist, 1);
badellist = 0;
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}
/*
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if (prismlist)
{
glDeleteLists (prismlist, 1);
prismlist = 0;
}
if (pyramidlist)
{
glDeleteLists (pyramidlist, 1);
pyramidlist = 0;
}
if (hexlist)
{
glDeleteLists (hexlist, 1);
hexlist = 0;
}
*/
if (identifiedlist)
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{
glDeleteLists (identifiedlist, 1);
identifiedlist = 0;
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}
pointnumberlist = glGenLists (1);
glNewList (pointnumberlist, GL_COMPILE);
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if (vispar.drawpointnumbers ||
vispar.drawedgenumbers ||
vispar.drawfacenumbers ||
vispar.drawelementnumbers)
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{
// glEnable (GL_COLOR_MATERIAL);
GLfloat textcol[3] = { 1 - backcolor,
1 - backcolor,
1 - backcolor };
glColor3fv (textcol);
glNormal3d (0, 0, 1);
glPushAttrib (GL_LIST_BIT);
// glListBase (fontbase);
char buf[30];
if (vispar.drawpointnumbers)
for (i = 1; i <= mesh->GetNP(); i++)
{
const Point3d & p = mesh->Point(i);
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", i);
// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
if (vispar.drawedgenumbers)
{
/*
for (SegmentIndex i = 0; i < mesh->GetNSeg(); i++)
{
const Segment & seg = (*mesh)[i];
const Point3d & p1 = mesh->Point(seg[0]);
const Point3d & p2 = mesh->Point(seg[1]);
const Point3d p = Center (p1, p2);
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", seg.edgenr);
glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
}
*/
const MeshTopology & top = mesh->GetTopology();
for (i = 1; i <= top.GetNEdges(); i++)
{
int v1, v2;
top.GetEdgeVertices (i, v1, v2);
const Point3d & p1 = mesh->Point(v1);
const Point3d & p2 = mesh->Point(v2);
const Point3d p = Center (p1, p2);
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", i);
// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
}
if (vispar.drawfacenumbers)
{
const MeshTopology & top = mesh->GetTopology();
Array<int> v;
for (i = 1; i <= top.GetNFaces(); i++)
{
top.GetFaceVertices (i, v);
const Point3d & p1 = mesh->Point(v.Elem(1));
const Point3d & p2 = mesh->Point(v.Elem(2));
const Point3d & p3 = mesh->Point(v.Elem(3));
Point3d p;
if (v.Elem(4) == 0)
{
p = Center (p1, p2, p3);
}
else
{
const Point3d & p4 = mesh->Point(v.Elem(4));
Point3d hp1 = Center (p1, p2);
Point3d hp2 = Center (p3, p4);
p = Center (hp1, hp2);
}
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", i);
// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
}
if (vispar.drawelementnumbers)
{
Array<int> v;
for (i = 1; i <= mesh->GetNE(); i++)
{
// const ELEMENTTYPE & eltype = mesh->ElementType(i);
Array<int> pnums;
Point3d p;
const Element & el = mesh->VolumeElement (i);
if ( ! el.PNum(5)) // eltype == TET )
{
pnums.SetSize(4);
for( int j = 0; j < pnums.Size(); j++)
pnums[j] = mesh->VolumeElement(i).PNum(j+1);
const Point3d & p1 = mesh->Point(pnums[0]);
const Point3d & p2 = mesh->Point(pnums[1]);
const Point3d & p3 = mesh->Point(pnums[2]);
const Point3d & p4 = mesh->Point(pnums[3]);
p = Center (p1, p2, p3, p4);
}
else if ( ! el.PNum(6)) // eltype == PYRAMID
{
pnums.SetSize(5);
for( int j = 0; j < pnums.Size(); j++)
pnums[j] = mesh->VolumeElement(i).PNum(j+1);
const Point3d & p1 = mesh->Point(pnums[0]);
const Point3d & p2 = mesh->Point(pnums[1]);
const Point3d & p3 = mesh->Point(pnums[2]);
const Point3d & p4 = mesh->Point(pnums[3]);
const Point3d & p5 = mesh->Point(pnums[4]);
p.X() = 0.3 * p5.X() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . X();
p.Y() = 0.3 * p5.Y() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . Y();
p.Z() = 0.3 * p5.Z() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . Z();
}
else if ( ! el.PNum(7) ) // eltype == PRISM
{
pnums.SetSize(6);
for( int j = 0; j < pnums.Size(); j++)
pnums[j] = mesh->VolumeElement(i).PNum(j+1);
const Point3d & p1 = mesh->Point(pnums[0]);
const Point3d & p2 = mesh->Point(pnums[1]);
const Point3d & p3 = mesh->Point(pnums[2]);
const Point3d & p11 = mesh->Point(pnums[3]);
const Point3d & p12 = mesh->Point(pnums[4]);
const Point3d & p13 = mesh->Point(pnums[5]);
p = Center ( Center (p1, p2, p3) , Center(p11, p12, p13) ) ;
}
else if (! el.PNum(9) ) // eltype == HEX
{
pnums.SetSize(8);
for( int j = 0; j < pnums.Size(); j++)
pnums[j] = mesh->VolumeElement(i).PNum(j+1);
const Point3d & p1 = mesh->Point(pnums[0]);
const Point3d & p2 = mesh->Point(pnums[1]);
const Point3d & p3 = mesh->Point(pnums[2]);
const Point3d & p4 = mesh->Point(pnums[3]);
const Point3d & p5 = mesh->Point(pnums[4]);
const Point3d & p6 = mesh->Point(pnums[5]);
const Point3d & p7 = mesh->Point(pnums[6]);
const Point3d & p8 = mesh->Point(pnums[7]);
p = Center ( Center ( Center(p1, p3), Center(p2, p4) ) , Center( Center(p5, p7) , Center(p6, p8 ) ) );
}
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", i);
// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
}
glPopAttrib ();
// glDisable (GL_COLOR_MATERIAL);
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}
glEndList ();
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badellist = glGenLists (1);
glNewList (badellist, GL_COMPILE);
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if (vispar.drawbadels)
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{
// SetClippingPlane ();
static float badelcol[] = { 1.0f, 0.0f, 1.0f, 1.0f };
glLineWidth (1.0f);
for (i = 1; i <= mesh->GetNE(); i++)
{
if (mesh->VolumeElement(i).flags.badel ||
mesh->VolumeElement(i).flags.illegal ||
(i == vispar.drawelement))
{
// copy to be thread-safe
Element el = mesh->VolumeElement (i);
el.GetSurfaceTriangles (faces);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, badelcol);
// if ( (el.GetNP() == 4) || (el.GetNP() == 10))
if (el.PNum(1))
{
glBegin (GL_TRIANGLES);
for (j = 1; j <= faces.Size(); j++)
{
Element2d & face = faces.Elem(j);
const Point3d & lp1 = mesh->Point (el.PNum(face.PNum(1)));
const Point3d & lp2 = mesh->Point (el.PNum(face.PNum(2)));
const Point3d & lp3 = mesh->Point (el.PNum(face.PNum(3)));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= (n.Length()+1e-12);
glNormal3d (n.X(), n.Y(), n.Z());
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
}
glEnd();
}
}
}
for (i = 1; i <= mesh->GetNE(); i++)
{
if (mesh->VolumeElement(i).flags.badel)
{
// copy to be thread-safe
Element el = mesh->VolumeElement (i);
if ( (el.GetNP() == 4) || (el.GetNP() == 10))
{
glBegin (GL_LINES);
glVertex3d (0,0,0);
const Point3d & p = mesh->Point(el.PNum(1));
glVertex3d (p.X(), p.Y(), p.Z());
glEnd();
}
}
}
for (i = 1; i <= mesh->GetNE(); i++)
{
Element el = mesh->VolumeElement (i);
int hascp = 0;
for (j = 1; j <= el.GetNP(); j++)
if (el.PNum(j) == vispar.centerpoint)
hascp = 1;
if (hascp)
{
(*testout) << "draw el " << i << " : ";
for (j = 1; j <= el.GetNP(); j++)
(*testout) << el.PNum(j) << " ";
(*testout) << endl;
if (el.GetNP() == 4)
{
int et[6][2] =
{ { 1, 2 },
{ 1, 3 },
{ 1, 4 },
{ 2, 3 },
{ 2, 4 },
{ 3, 4 } } ;
for (j = 0; j < 6; j++)
{
glBegin (GL_LINES);
const Point3d & p1 = mesh->Point (el.PNum(et[j][0]));
const Point3d & p2 = mesh->Point (el.PNum(et[j][1]));
glVertex3d (p1.X(), p1.Y(), p1.Z());
glVertex3d (p2.X(), p2.Y(), p2.Z());
glEnd ();
}
}
if (el.GetNP() == 10)
{
int et[12][2] =
{ { 1, 5 },
{ 2, 5 },
{ 1, 6 },
{ 3, 6 },
{ 1, 7 },
{ 4, 7 },
{ 2, 8 },
{ 3, 8 },
{ 2, 9 },
{ 4, 9 },
{ 3, 10 },
{ 4, 10 } };
for (j = 0; j < 12; j++)
{
glBegin (GL_LINES);
const Point3d & p1 = mesh->Point (el.PNum(et[j][0]));
const Point3d & p2 = mesh->Point (el.PNum(et[j][1]));
glVertex3d (p1.X(), p1.Y(), p1.Z());
glVertex3d (p2.X(), p2.Y(), p2.Z());
glEnd ();
}
}
}
}
for (i = 1; i <= mesh->GetNSE(); i++)
{
Element2d el = mesh->SurfaceElement(i);
if (!el.BadElement())
continue;
int drawel = 1;
for (j = 1; j <= el.GetNP(); j++)
if (!el.PNum(j))
drawel = 0;
if (!drawel)
continue;
cout << int (el.GetType()) << " " << flush;
switch (el.GetType())
{
case TRIG:
{
glBegin (GL_TRIANGLES);
Point3d lp1 = mesh->Point (el.PNum(1));
Point3d lp2 = mesh->Point (el.PNum(2));
Point3d lp3 = mesh->Point (el.PNum(3));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= (n.Length() + 1e-12);
glNormal3dv (&n.X());
glVertex3dv (&lp1.X());
glVertex3dv (&lp2.X());
glVertex3dv (&lp3.X());
glEnd();
break;
}
case QUAD:
{
glBegin (GL_QUADS);
const Point3d & lp1 = mesh->Point (el.PNum(1));
const Point3d & lp2 = mesh->Point (el.PNum(2));
const Point3d & lp3 = mesh->Point (el.PNum(4));
const Point3d & lp4 = mesh->Point (el.PNum(3));
Vec3d n = Cross (Vec3d (lp1, lp2),
Vec3d (lp1, Center (lp3, lp4)));
n /= (n.Length() + 1e-12);
glNormal3d (n.X(), n.Y(), n.Z());
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
glEnd();
break;
}
case TRIG6:
{
int lines[6][2] = {
{ 1, 6 }, { 2, 6 },
{ 1, 5 }, { 3, 5 },
{ 2, 4 }, { 3, 4 } };
glBegin (GL_LINES);
for (j = 0; j < 6; j++)
{
glVertex3dv ( mesh->Point (el.PNum(lines[j][0])) );
glVertex3dv ( mesh->Point (el.PNum(lines[j][0])) );
}
glEnd();
break;
}
case QUAD6:
{
int lines[6][2] = {
{ 1, 5 }, { 2, 5 },
{ 3, 6 }, { 4, 6 },
{ 1, 4 }, { 2, 3 } };
glBegin (GL_LINES);
for (j = 0; j < 6; j++)
{
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
}
glEnd ();
break;
}
default:
PrintSysError ("Cannot draw surface element of type ",
int(el.GetType()));
}
}
glLoadName (0);
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}
glEndList ();
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if (1)
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{
identifiedlist = glGenLists (1);
glNewList (identifiedlist, GL_COMPILE);
GLfloat identifiedcol[] = { 1, 0, 1, 1 };
glLineWidth (3);
// for (i = 1; i <= mesh->GetNSeg(); i++)
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if (& mesh -> GetIdentifications() )
{
INDEX_2_HASHTABLE<int> & idpts =
mesh->GetIdentifications().GetIdentifiedPoints();
if (&idpts)
{
for (i = 1; i <= idpts.GetNBags(); i++)
for (j = 1; j <= idpts.GetBagSize(i); j++)
{
INDEX_2 pts;
int val;
idpts.GetData (i, j, pts, val);
const Point3d & p1 = mesh->Point(pts.I1());
const Point3d & p2 = mesh->Point(pts.I2());
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
identifiedcol);
glBegin (GL_LINES);
glVertex3f (p1.X(), p1.Y(), p1.Z());
glVertex3f (p2.X(), p2.Y(), p2.Z());
glEnd();
}
}
}
glEndList ();
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}
if (lock)
{
lock -> UnLock();
delete lock;
lock = NULL;
}
vstimestamp = meshtimestamp;
}
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void VisualSceneMesh :: BuildFilledList()
{
static int timer = NgProfiler::CreateTimer ("Mesh::BuildFilledList");
NgProfiler::RegionTimer reg (timer);
// cout << "buildilled" << endl;
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#ifdef PARALLELGL
cout << "buildfillelist, id = " << id << ", nse = " << mesh -> GetNSE() << endl;
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if (id == 0 && ntasks > 1)
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{
InitParallelGL();
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par_filledlists.SetSize (ntasks);
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for ( int dest = 1; dest < ntasks; dest++ )
{
MyMPI_Send ("redraw", dest);
MyMPI_Send ("filledlist", dest);
}
for ( int dest = 1; dest < ntasks; dest++ )
{
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MyMPI_Recv (par_filledlists[dest], dest);
cout << "proc " << dest << " has drawn to list " << par_filledlists[dest] << endl;
}
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if (filledlist)
glDeleteLists (filledlist, 1);
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filledlist = glGenLists (1);
glNewList (filledlist, GL_COMPILE);
for ( int dest = 1; dest < ntasks; dest++ )
glCallList (par_filledlists[dest]);
glEndList();
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filledtimestamp = NextTimeStamp();
return;
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}
#endif
// clock_t starttime, endtime;
// starttime = clock();
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if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
filledtimestamp = NextTimeStamp();
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if (filledlist)
glDeleteLists (filledlist, 1);
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filledlist = glGenLists (1);
glNewList (filledlist, GL_COMPILE);
// cout << "I am p " << id << " and got filledlist " << filledlist << endl;
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bool checkvicinity = (stlgeometry != NULL) && stldoctor.showvicinity;
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glEnable (GL_NORMALIZE);
glLineWidth (1.0f);
Vector locms;
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if (vispar.colormeshsize)
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{
glEnable (GL_COLOR_MATERIAL);
glShadeModel (GL_SMOOTH);
locms.SetSize (mesh->GetNP());
maxh = -1;
minh = 1e99;
for (int i = 1; i <= locms.Size(); i++)
{
Point3d p = mesh->Point(i);
locms(i-1) = mesh->GetH (p);
if (locms(i-1) > maxh) maxh = locms(i-1);
if (locms(i-1) < minh) minh = locms(i-1);
}
if (!locms.Size())
{
minh = 1;
maxh = 10;
}
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}
else
glDisable (GL_COLOR_MATERIAL);
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GLfloat matcol[] = { 0, 1, 0, 1 };
GLfloat matcolsel[] = { 1, 0, 0, 1 };
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#ifdef PARALLEL
GLfloat mat_coll_transp[] = { 0, 1, 0, 0.3 };
GLfloat mat_coll_transp_sel[] = { 1, 0, 0, 0.3 };
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#endif
CurvedElements & curv = mesh->GetCurvedElements();
int hoplotn = 1 << vispar.subdivisions;
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for (int col = 1; col <= 2; col++)
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{
if (col == 2)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
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for (SurfaceElementIndex sei = 0; sei < mesh->GetNSE(); sei++)
{
const Element2d & el = (*mesh)[sei];
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#ifdef PARALLEL
if ( el.IsGhost() )
{
if ( col == 2 )
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll_transp_sel);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll_transp);
}
else
{
if (col == 2)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
}
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#endif
// Philippose - 06/07/2009
// Modified the colour system to integrate the face colours into
// the mesh data structure, rather than limit it to the OCC geometry
// structure... allows other geometry types to use face colours too
if(col == 1)
{
matcol[0] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().X();
matcol[1] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().Y();
matcol[2] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().Z();
matcol[3] = 1.0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
}
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bool drawel = (!el.IsDeleted() & el.IsVisible());
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if (checkvicinity)
for (int j = 0; j < el.GetNP(); j++)
if (!stlgeometry->Vicinity(el.GeomInfoPi(j+1).trignum))
drawel = 0;
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if (!drawel)
continue;
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if (vispar.colormeshsize && col == 2)
continue;
if (!vispar.colormeshsize &&
(col == 2) != (el.GetIndex() == selface))
continue;
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glLoadName (sei+1);
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switch (el.GetType())
{
case TRIG:
{
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
{
if (hoplotn > 128) hoplotn = 128;
Point<3> xa[129];
Vec<3> na[129];
for (int i = 0; i < hoplotn; i++)
{
glBegin (GL_TRIANGLE_STRIP);
for (int j = 0; j <= hoplotn-i; j++)
for (int k = 0; k < 2; k++)
{
if (j == hoplotn-i && k == 1) continue;
if (i > 0 && k == 0)
{
glNormal3dv (na[j]);
glVertex3dv (xa[j]);
continue;
}
Point<2> xref (double(j) / hoplotn, double(i+k) / hoplotn);
Point<3> xglob;
Mat<3,2> dxdxi;
Vec<3> dx, dy, n;
curv.CalcSurfaceTransformation (xref, sei, xglob, dxdxi);
for (int i = 0; i < 3; i++)
{
dx(i) = dxdxi(i,0);
dy(i) = dxdxi(i,1);
}
n = Cross (dx, dy);
glNormal3dv (n);
glVertex3dv (xglob);
if (k == 1)
{
na[j] = n;
xa[j] = xglob;
}
}
glEnd();
}
}
else // not high order
{
glBegin (GL_TRIANGLES);
const Point<3> & lp0 = (*mesh) [el[0]];
const Point<3> & lp1 = (*mesh) [el[1]];
const Point<3> & lp2 = (*mesh) [el[2]];
Vec<3> n = Cross (lp1-lp0, lp2-lp0).Normalize();
glNormal3dv (n);
if (vispar.colormeshsize)
{
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
glVertex3dv (lp0);
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
glVertex3dv (lp1);
SetOpenGlColor (locms(el[2]-1), minh, maxh, 0);
glVertex3dv (lp2);
}
else
{
glVertex3dv (lp0);
glVertex3dv (lp1);
glVertex3dv (lp2);
}
glEnd();
}
break;
}
case QUAD:
{
// cout << "BuildFilledList: QUAD" << endl;
// CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
{
Point<2> xr[4];
Point<3> xg;
Vec<3> dx, dy, n;
glBegin (GL_QUADS);
for (int i = 0; i < hoplotn; i++)
for (int j = 0; j < hoplotn; j++)
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{
xr[0](0) = (double) i/hoplotn; xr[0](1) = (double) j/hoplotn;
xr[1](0) = (double)(i+1)/hoplotn; xr[1](1) = (double) j/hoplotn;
xr[2](0) = (double)(i+1)/hoplotn; xr[2](1) = (double)(j+1)/hoplotn;
xr[3](0) = (double) i/hoplotn; xr[3](1) = (double)(j+1)/hoplotn;
for (int l=0; l<4; l++)
{
Mat<3,2> dxdxi;
curv.CalcSurfaceTransformation (xr[l], sei, xg, dxdxi);
for (int i = 0; i < 3; i++)
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{
dx(i) = dxdxi(i,0);
dy(i) = dxdxi(i,1);
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}
n = Cross (dx, dy);
n.Normalize();
glNormal3d (n(0), n(1), n(2));
glVertex3d (xg(0), xg(1), xg(2));
}
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}
glEnd();
}
else // not high order
{
glBegin (GL_QUADS);
const Point<3> & lp1 = mesh->Point (el.PNum(1));
const Point<3> & lp2 = mesh->Point (el.PNum(2));
const Point<3> & lp3 = mesh->Point (el.PNum(4));
const Point<3> & lp4 = mesh->Point (el.PNum(3));
Vec<3> n = Cross (lp2-lp1, Center (lp3, lp4)-lp1);
n.Normalize();
glNormal3dv (n);
glVertex3dv (lp1);
glVertex3dv (lp2);
glVertex3dv (lp4);
glVertex3dv (lp3);
glEnd ();
}
break;
}
case TRIG6:
{
glBegin (GL_TRIANGLES);
static int trigs[4][3] = {
{ 1, 6, 5 },
{ 2, 4, 6 },
{ 3, 5, 4 },
{ 4, 5, 6 } };
for (int j = 0; j < 4; j++)
{
const Point<3> & lp1 = mesh->Point (el.PNum(trigs[j][0]));
const Point<3> & lp2 = mesh->Point (el.PNum(trigs[j][1]));
const Point<3> & lp3 = mesh->Point (el.PNum(trigs[j][2]));
// Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
Vec<3> n = Cross (lp2-lp1, lp3-lp1);
glNormal3dv (n);
glVertex3dv (lp1);
glVertex3dv (lp2);
glVertex3dv (lp3);
}
glEnd();
break;
}
case QUAD6:
{
glBegin (GL_QUADS);
static int quads[2][4] = {
{ 1, 5, 6, 4 },
{ 5, 2, 3, 6 } };
for (int j = 0; j < 2; j++)
{
Point3d lp1 = mesh->Point (el.PNum(quads[j][0]));
Point3d lp2 = mesh->Point (el.PNum(quads[j][1]));
Point3d lp3 = mesh->Point (el.PNum(quads[j][2]));
Point3d lp4 = mesh->Point (el.PNum(quads[j][3]));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= (n.Length() + 1e-12);
glNormal3dv (&n.X());
glVertex3dv (&lp1.X());
glVertex3dv (&lp2.X());
glVertex3dv (&lp3.X());
glVertex3dv (&lp4.X());
}
glEnd();
break;
}
case QUAD8:
{
glBegin (GL_TRIANGLES);
static int boundary[] =
{ 1, 5, 2, 8, 3, 6, 4, 7, 1 };
Point3d c(0,0,0);
for (int j = 0; j < 4; j++)
{
const Point3d & hp = mesh->Point (el[j]);
c.X() -= 0.25 * hp.X();
c.Y() -= 0.25 * hp.Y();
c.Z() -= 0.25 * hp.Z();
}
for (int j = 4; j < 8; j++)
{
const Point3d & hp = mesh->Point (el[j]);
c.X() += 0.5 * hp.X();
c.Y() += 0.5 * hp.Y();
c.Z() += 0.5 * hp.Z();
}
for (int j = 0; j < 8; j++)
{
Point3d lp1 = mesh->Point (el.PNum(boundary[j]));
Point3d lp2 = mesh->Point (el.PNum(boundary[j+1]));
Vec3d n = Cross (Vec3d (c, lp1), Vec3d (c, lp2));
n /= (n.Length() + 1e-12);
glNormal3dv (&n.X());
glVertex3dv (&lp1.X());
glVertex3dv (&lp2.X());
glVertex3dv (&c.X());
}
glEnd();
break;
}
default:
PrintSysError ("Cannot draw (2) surface element of type ",
int(el.GetType()));
}
}
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}
glLoadName (0);
glEndList ();
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#ifdef PARALLELGL
glFinish();
if (id > 0)
MyMPI_Send (filledlist, 0);
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#endif
// endtime = clock();
// cout << "BuildFillList time = " << double(endtime - starttime)/CLOCKS_PER_SEC << endl;
}
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void VisualSceneMesh :: BuildLineList()
{
static int timer = NgProfiler::CreateTimer ("Mesh::BuildLineList");
NgProfiler::RegionTimer reg (timer);
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#ifdef PARALLELGL
if (id == 0 && ntasks > 1)
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{
InitParallelGL();
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par_linelists.SetSize (ntasks);
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for ( int dest = 1; dest < ntasks; dest++ )
{
MyMPI_Send ("redraw", dest);
MyMPI_Send ("linelist", dest);
}
for ( int dest = 1; dest < ntasks; dest++ )
MyMPI_Recv (par_linelists[dest], dest);
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if (linelist)
glDeleteLists (linelist, 1);
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linelist = glGenLists (1);
glNewList (linelist, GL_COMPILE);
for ( int dest = 1; dest < ntasks; dest++ )
glCallList (par_linelists[dest]);
glEndList();
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linetimestamp = NextTimeStamp();
return;
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}
#endif
if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
linetimestamp = NextTimeStamp();
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bool checkvicinity = (stlgeometry != NULL) && stldoctor.showvicinity;
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if (linelist)
glDeleteLists (linelist, 1);
linelist = glGenLists (1);
glNewList (linelist, GL_COMPILE);
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// cout << "linelist = " << linelist << endl;
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glLineWidth (1.0f);
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int hoplotn = 1 << vispar.subdivisions;
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// PrintMessage (3, "nse = ", mesh->GetNSE());
for (SurfaceElementIndex sei = 0; sei < mesh->GetNSE(); sei++)
2009-01-13 04:40:13 +05:00
{
const Element2d & el = (*mesh)[sei];
bool drawel = (!el.IsDeleted() & el.IsVisible());
if (checkvicinity)
for (int j = 0; j < el.GetNP(); j++)
if (!stlgeometry->Vicinity(el.GeomInfoPi(j+1).trignum))
drawel = 0;
if (!drawel)
continue;
switch (el.GetType())
{
case TRIG:
{
CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
{
Point<3> xg;
glBegin (GL_LINE_LOOP);
for (int i = 0; i < hoplotn; i++)
{
Point<2> xr (double(i) / hoplotn, 0);
curv.CalcSurfaceTransformation (xr, sei, xg);
glVertex3dv (xg);
}
for (int i = 0; i < hoplotn; i++)
{
Point<2> xr (double(hoplotn-i) / hoplotn, double(i)/hoplotn);
curv.CalcSurfaceTransformation (xr, sei, xg);
glVertex3dv (xg);
}
for (int i = 0; i < hoplotn; i++)
{
Point<2> xr (0, double(hoplotn-i) / hoplotn);
curv.CalcSurfaceTransformation (xr, sei, xg);
glVertex3dv (xg);
}
glEnd();
}
else
{
glBegin (GL_TRIANGLES);
const Point<3> & lp0 = (*mesh) [el[0]];
const Point<3> & lp1 = (*mesh) [el[1]];
const Point<3> & lp2 = (*mesh) [el[2]];
glVertex3dv (lp0);
glVertex3dv (lp1);
glVertex3dv (lp2);
glEnd();
}
break;
}
case QUAD:
{
CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
{
Point<2> xr;
Point<3> xg;
glBegin (GL_LINE_STRIP);
for (int side = 0; side < 4; side++)
{
for (int i = 0; i <= hoplotn; i++)
{
switch (side)
{
case 0:
xr(0) = (double) i/hoplotn;
xr(1) = 0.;
break;
case 1:
xr(0) = 1.;
xr(1) = (double) i/hoplotn;
break;
case 2:
xr(0) = (double) (hoplotn-i)/hoplotn;
xr(1) = 1.;
break;
case 3:
xr(0) = 0.;
xr(1) = (double) (hoplotn-i)/hoplotn;
break;
}
curv.CalcSurfaceTransformation (xr, sei, xg);
glVertex3d (xg(0), xg(1), xg(2));
}
}
glEnd();
} else {
glBegin (GL_QUADS);
const Point3d & lp1 = mesh->Point (el.PNum(1));
const Point3d & lp2 = mesh->Point (el.PNum(2));
const Point3d & lp3 = mesh->Point (el.PNum(4));
const Point3d & lp4 = mesh->Point (el.PNum(3));
Vec3d n = Cross (Vec3d (lp1, lp2),
Vec3d (lp1, Center (lp3, lp4)));
glNormal3d (n.X(), n.Y(), n.Z());
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
glEnd();
}
break;
}
case TRIG6:
{
int lines[6][2] = {
{ 1, 6 }, { 2, 6 },
{ 1, 5 }, { 3, 5 },
{ 2, 4 }, { 3, 4 } };
glBegin (GL_LINES);
for (int j = 0; j < 6; j++)
{
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
}
glEnd();
break;
}
case QUAD6:
{
int lines[6][2] = {
{ 1, 5 }, { 2, 5 },
{ 3, 6 }, { 4, 6 },
{ 1, 4 }, { 2, 3 } };
glBegin (GL_LINES);
for (int j = 0; j < 6; j++)
{
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
}
glEnd ();
break;
}
case QUAD8:
{
int lines[8][2] = {
{ 1, 5 }, { 2, 5 }, { 3, 6 }, { 4, 6 },
{ 1, 7 }, { 4, 7 }, { 2, 8 }, { 3, 8 }
};
glBegin (GL_LINES);
for (int j = 0; j < 8; j++)
{
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
}
glEnd ();
break;
}
default:
PrintSysError ("Cannot draw (4) surface element of type ",
int(el.GetType()));
}
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}
glEndList ();
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#ifdef PARALLELGL
glFinish();
if (id > 0)
MyMPI_Send (linelist, 0);
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#endif
}
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void VisualSceneMesh :: BuildEdgeList()
{
if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
if (edgetimestamp > mesh->GetTimeStamp () && vispar.shrink == 1)
return;
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edgetimestamp = NextTimeStamp();
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if (edgelist)
glDeleteLists (edgelist, 1);
edgelist = glGenLists (1);
glNewList (edgelist, GL_COMPILE);
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GLfloat matcoledge[] = { 0, 0, 1, 1 };
GLfloat matcolsingedge[] = { 1, 0, 1, 1 };
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glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset (1, -1);
glEnable (GL_COLOR_MATERIAL);
glDisable (GL_LIGHTING);
for (int i = 1; i <= mesh->GetNSeg(); i++)
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{
const Segment & seg = mesh->LineSegment(i);
const Point3d & p1 = (*mesh)[seg[0]];
const Point3d & p2 = (*mesh)[seg[1]];
if (seg.singedge_left || seg.singedge_right)
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
matcolsingedge);
else
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
matcoledge);
if (seg.singedge_left || seg.singedge_right)
glColor3fv (matcolsingedge);
else
glColor3fv (matcoledge);
if (seg.edgenr == seledge)
glLineWidth(5);
else
glLineWidth(2);
if (mesh->GetCurvedElements().IsHighOrder())
{
int hoplotn = 1 << vispar.subdivisions;
// mesh->GetCurvedElements().GetNVisualSubsecs();
Point<3> x;
glBegin (GL_LINE_STRIP);
for (int j = 0; j <= hoplotn; j++)
{
mesh->GetCurvedElements().CalcSegmentTransformation ((double) j/hoplotn, i-1, x);
glVertex3d (x(0), x(1), x(2));
/*
cout << "x = " << x(0) << ", " << x(1) << ", " << x(2)
<< ", norm = 1+" << sqrt(x(0)*x(0)+x(1)*x(1))-1
<< ", phi = " << atan2(x(1), x(0))/M_PI << endl;
*/
}
glEnd();
}
else
{
glBegin (GL_LINES);
Point<3> hp1 = p1;
Point<3> hp2 = p2;
Point<3> c = Center(p1, p2);
if (vispar.shrink < 1)
{
hp1 = c + vispar.shrink * (hp1 - c);
hp2 = c + vispar.shrink * (hp2 - c);
}
glVertex3dv (hp1);
glVertex3dv (hp2); // p2.X(), p2.Y(), p2.Z());
glEnd();
}
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}
glLineWidth (2);
glDisable (GL_POLYGON_OFFSET_LINE);
glDisable (GL_COLOR_MATERIAL);
glEnable (GL_LIGHTING);
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glEndList();
}
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void VisualSceneMesh :: BuildPointNumberList()
{
;
}
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// Bernstein Pol B_{n,i}(x) = n! / i! / (n-i)! (1-x)^{n-i} x^i
static inline double Bernstein (int n, int i, double x)
{
double val = 1;
for (int j = 1; j <= i; j++)
val *= x;
for (int j = 1; j <= n-i; j++)
val *= (1-x) * (j+i) / j;
return val;
}
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void ToBernstein (int order, Point<3> * pts, int stride)
{
static DenseMatrix mat, inv;
static Vector vec1, vec2;
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if (mat.Height () != order+1)
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{
mat.SetSize (order+1);
inv.SetSize (order+1);
vec1.SetSize (order+1);
vec2.SetSize (order+1);
for (int i = 0; i <= order; i++)
{
double x = double(i) / order;
for (int j = 0; j <= order; j++)
mat(i,j) = Bernstein (order, j, x);
}
CalcInverse (mat, inv);
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}
for (int i = 0; i < 3; i++)
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{
for (int j = 0; j <= order; j++)
vec1(j) = pts[j*stride](i);
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inv.Mult (vec1, vec2);
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for (int j = 0; j <= order; j++)
pts[j*stride](i) = vec2(j);
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}
}
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void VisualSceneMesh :: BuildTetList()
{
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if (tettimestamp > mesh->GetTimeStamp () &&
tettimestamp > vispar.clipplanetimestamp )
return;
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if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
tettimestamp = NextTimeStamp();
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if (tetlist)
glDeleteLists (tetlist, 1);
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tetlist = glGenLists (1);
glNewList (tetlist, GL_COMPILE);
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Vector locms;
// Philippose - 16/02/2010
// Add Mesh size based coloring of
// meshes also for the volume elements
if (vispar.colormeshsize)
{
glEnable (GL_COLOR_MATERIAL);
locms.SetSize (mesh->GetNP());
maxh = -1;
minh = 1e99;
for (int i = 1; i <= locms.Size(); i++)
{
Point3d p = mesh->Point(i);
locms(i-1) = mesh->GetH (p);
if (locms(i-1) > maxh) maxh = locms(i-1);
if (locms(i-1) < minh) minh = locms(i-1);
}
if (!locms.Size())
{
minh = 1;
maxh = 10;
}
}
else
glDisable (GL_COLOR_MATERIAL);
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Array<Element2d> faces;
BitArray shownode(mesh->GetNP());
if (vispar.clipenable)
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{
shownode.Clear();
for (int i = 1; i <= shownode.Size(); i++)
{
Point<3> p = mesh->Point(i);
double val =
p[0] * clipplane[0] +
p[1] * clipplane[1] +
p[2] * clipplane[2] +
clipplane[3];
if (val > 0) shownode.Set (i);
}
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}
else
shownode.Set();
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#ifdef PARALLEL
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static float tetcols[][8] =
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{
{ 1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, 0.3f },
{ 1.0f, 0.0f, 0.0f, 0.3f },
{ 0.0f, 1.0f, 0.0f, 0.3f },
{ 0.0f, 0.0f, 1.0f, 0.3f }
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};
#else
static float tetcols[][4] =
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{
{ 1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 1.0f, 1.0f }
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};
#endif
CurvedElements & curv = mesh->GetCurvedElements();
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if (!curv.IsHighOrder())
glShadeModel (GL_FLAT);
else
glShadeModel (GL_SMOOTH);
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int hoplotn = max (2, 1 << vispar.subdivisions);
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for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
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{
if (vispar.drawtetsdomain > 0 &&
vispar.drawtetsdomain != (*mesh)[ei].GetIndex())
continue;
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const Element & el = (*mesh)[ei];
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if ((el.GetType() == TET || el.GetType() == TET10) && !el.IsDeleted())
{
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bool drawtet = 1;
for (int j = 0; j < 4; j++)
if (!shownode.Test(el[j]))
drawtet = 0;
if (!drawtet) continue;
int ind = el.GetIndex() % 4;
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#ifdef PARALLEL
if (vispar.drawmetispartition && (el.GetPartition()!=-1))
ind = el.GetPartition() % 4;
// (*testout) << "ind (" << i << ") = " << ind << endl;
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if ( el.IsGhost() )
{
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, tetcols[ind+4]);
}
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else
{
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tetcols[ind]);
}
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#else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tetcols[ind]);
#endif
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if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
{
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (TET);
const Point3d * vertices = MeshTopology :: GetVertices (TET);
/*
Point<3> grid[11][11];
Point<3> fpts[3];
int order = vispar.subdivisions+1;
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for (int trig = 0; trig < 4; trig++)
{
for (int j = 0; j < 3; j++)
fpts[j] = vertices[faces[trig][j]-1];
static Point<3> c(0.25, 0.25, 0.25);
if (vispar.shrink < 1)
for (int j = 0; j < 3; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[3] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
double(iy)/order };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l);
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 0.999, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
*/
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int order = curv.GetOrder();
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Array<Point<3> > ploc ( (order+1)*(order+1) );
Array<Point<3> > pglob ( (order+1)*(order+1) );
Point<3> fpts[3];
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for (int trig = 0; trig < 4; trig++)
{
for (int j = 0; j < 3; j++)
fpts[j] = vertices[faces[trig][j]-1];
static Point<3> c(0.25, 0.25, 0.25);
if (vispar.shrink < 1)
for (int j = 0; j < 3; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0, ii = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++, ii++)
{
double lami[3] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
double(iy)/order };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l);
ploc[ii] = xl;
}
curv.CalcMultiPointElementTransformation (&ploc, ei, &pglob, 0);
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Point<3> grid[11][11];
for (int ix = 0, ii = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++, ii++)
grid[ix][iy] = pglob[ii];
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for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(hoplotn, 0.0, 0.9999f, hoplotn, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, hoplotn, 0, hoplotn);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
}
else // Not High Order
{
Point<3> pts[4];
for (int j = 0; j < 4; j++)
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pts[j] = (*mesh)[el[j]];
if (vispar.shrink < 1)
{
Point<3> c = Center (pts[0], pts[1], pts[2], pts[3]);
for (int j = 0; j < 4; j++)
pts[j] = c + vispar.shrink * (pts[j]-c);
}
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Vec<3> n;
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glBegin (GL_TRIANGLE_STRIP);
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// Philippose - 16/02/2010
// Add Mesh size based coloring of
// meshes also for the volume elements
if(vispar.colormeshsize)
{
n = Cross (pts[1]-pts[0], pts[2]-pts[0]);
glNormal3dv (n);
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
glVertex3dv (pts[0]);
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
glVertex3dv (pts[1]);
SetOpenGlColor (locms(el[2]-1), minh, maxh, 0);
glVertex3dv (pts[2]);
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n = Cross (pts[3]-pts[1], pts[2]-pts[1]);
glNormal3dv (n);
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SetOpenGlColor (locms(el[3]-1), minh, maxh, 0);
glVertex3dv (pts[3]);
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n = Cross (pts[3]-pts[2], pts[0]-pts[2]);
glNormal3dv (n);
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
glVertex3dv (pts[0]);
n = Cross (pts[1]-pts[3], pts[0]-pts[3]);
glNormal3dv (n);
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
glVertex3dv (pts[1]);
}
else // Do not color mesh based on mesh size
{
n = Cross (pts[1]-pts[0], pts[2]-pts[0]);
glNormal3dv (n);
glVertex3dv (pts[0]);
glVertex3dv (pts[1]);
glVertex3dv (pts[2]);
n = Cross (pts[3]-pts[1], pts[2]-pts[1]);
glNormal3dv (n);
glVertex3dv (pts[3]);
n = Cross (pts[3]-pts[2], pts[0]-pts[2]);
glNormal3dv (n);
glVertex3dv (pts[0]);
n = Cross (pts[1]-pts[3], pts[0]-pts[3]);
glNormal3dv (n);
glVertex3dv (pts[1]);
}
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glEnd();
}
}
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}
glEndList ();
}
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void VisualSceneMesh :: BuildPrismList()
{
if (prismtimestamp > mesh->GetTimeStamp () &&
prismtimestamp > vispar.clipplanetimestamp )
return;
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if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
prismtimestamp = NextTimeStamp();
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if (prismlist)
glDeleteLists (prismlist, 1);
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prismlist = glGenLists (1);
glNewList (prismlist, GL_COMPILE);
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static float prismcol[] = { 0.0f, 1.0f, 1.0f, 1.0f };
glLineWidth (1.0f);
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Array<Element2d> faces;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, prismcol);
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for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
2009-01-13 04:40:13 +05:00
{
const Element & el = (*mesh)[ei];
if (el.GetType() == PRISM && !el.IsDeleted())
{
int j;
int i = ei + 1;
CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
{
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (PRISM);
const Point3d * vertices = MeshTopology :: GetVertices (PRISM);
Point<3> grid[11][11];
Point<3> fpts[4];
int order = vispar.subdivisions+1;
for (int trig = 0; trig < 2; trig++)
{
for (int j = 0; j < 3; j++)
fpts[j] = vertices[faces[trig][j]-1];
static Point<3> c(1.0/3.0, 1.0/3.0, 0.5);
if (vispar.shrink < 1)
for (int j = 0; j < 3; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[3] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
double(iy)/order };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l);
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 0.999f, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
for (int quad = 2; quad < 5; quad++)
{
for (int j = 0; j < 4; j++)
fpts[j] = vertices[faces[quad][j]-1];
static Point<3> c(1.0/3.0, 1.0/3.0, 0.5);
if (vispar.shrink < 1)
for (int j = 0; j < 4; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[4] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * ( double(iy)/order),
(1-double(ix)/order) * ( double(iy)/order) };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) =
lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
/*
int hoplotn = 1 << vispar.subdivisions;
// int hoplotn = curv.GetNVisualSubsecs();
const Point3d * facepoint = MeshTopology :: GetVertices (TRIG);
const ELEMENT_FACE * elface = MeshTopology :: GetFaces(TRIG);
glBegin (GL_TRIANGLES);
for (int trig = 0; trig<2; trig++)
{
Vec<3> x0,x1,d0,d1;
x0 = facepoint[1] - facepoint[2];
x1 = facepoint[0] - facepoint[2];
x0.Normalize();
x1.Normalize();
if (trig == 1) swap (x0,x1);
Point<3> xr[3];
Point<3> xg;
Vec<3> dx, dy, dz, n;
for (int i1 = 0; i1 < hoplotn; i1++)
for (int j1 = 0; j1 < hoplotn-i1; j1++)
for (int k = 0; k < 2; k++)
{
if (k == 0)
{
xr[0](0) = (double) i1/hoplotn; xr[0](1) = (double) j1/hoplotn;
xr[1](0) = (double)(i1+1)/hoplotn; xr[1](1) = (double) j1/hoplotn;
xr[2](0) = (double) i1/hoplotn; xr[2](1) = (double)(j1+1)/hoplotn;
} else
{
if (j1 == hoplotn-i1-1) continue;
xr[0](0) = (double)(i1+1)/hoplotn; xr[0](1) = (double) j1/hoplotn;
xr[1](0) = (double)(i1+1)/hoplotn; xr[1](1) = (double)(j1+1)/hoplotn;
xr[2](0) = (double) i1/hoplotn; xr[2](1) = (double)(j1+1)/hoplotn;
};
for (int l=0; l<3; l++)
{
Mat<3,3> dxdxi;
xr[l](2) = (double) trig;
curv.CalcElementTransformation (xr[l], i-1, xg, dxdxi);
for (int i = 0; i < 3; i++)
{
dx(i) = dxdxi(i,0);
dy(i) = dxdxi(i,1);
dz(i) = dxdxi(i,2);
}
Vec<3> d0 = x0(0)*dx + x0(1)*dy + x0(2)*dz;
Vec<3> d1 = x1(0)*dx + x1(1)*dy + x1(2)*dz;
n = Cross (d1, d0);
glNormal3d (n(0), n(1), n(2));
glVertex3d (xg(0), xg(1), xg(2));
}
}
}
glEnd ();
glBegin (GL_QUADS);
for (int quad = 0; quad<3; quad++)
{
const Point3d * facepoint = MeshTopology :: GetVertices (PRISM);
Vec<3> x0,x1;
int xyz;
switch (quad)
{
case 0:
x0 = facepoint[5] - facepoint[2];
x1 = facepoint[0] - facepoint[2];
xyz = 0;
break;
case 1:
x0 = facepoint[4] - facepoint[0];
x1 = facepoint[1] - facepoint[0];
xyz = 0;
break;
case 2:
x0 = facepoint[1] - facepoint[2];
x1 = facepoint[5] - facepoint[2];
xyz = 1;
break;
}
x0.Normalize();
x1.Normalize();
swap (x0,x1);
Point<3> xr[4];
Point<3> xg;
Vec<3> dx, dy, dz, n;
for (int i1 = 0; i1 < hoplotn; i1++)
for (int j1 = 0; j1 < hoplotn; j1++)
{
xr[0](xyz) = (double) i1/hoplotn; xr[0](2) = (double) j1/hoplotn;
xr[1](xyz) = (double)(i1+1)/hoplotn; xr[1](2) = (double) j1/hoplotn;
xr[2](xyz) = (double)(i1+1)/hoplotn; xr[2](2) = (double)(j1+1)/hoplotn;
xr[3](xyz) = (double) i1/hoplotn; xr[3](2) = (double)(j1+1)/hoplotn;
for (int l=0; l<4; l++)
{
switch (quad)
{
case 0: xr[l](1) = 0; break;
case 1: xr[l](1) = 1-xr[l](0); break;
case 2: xr[l](0) = 0; break;
}
Mat<3,3> dxdxi;
curv.CalcElementTransformation (xr[l], i-1, xg, dxdxi);
for (int i = 0; i < 3; i++)
{
dx(i) = dxdxi(i,0);
dy(i) = dxdxi(i,1);
dz(i) = dxdxi(i,2);
}
Vec<3> d0 = x0(0)*dx + x0(1)*dy + x0(2)*dz;
Vec<3> d1 = x1(0)*dx + x1(1)*dy + x1(2)*dz;
n = Cross (d1, d0);
glNormal3d (n(0), n(1), n(2));
glVertex3d (xg(0), xg(1), xg(2));
}
}
}
glEnd ();
*/
}
else
{
Point3d c(0,0,0);
if (vispar.shrink < 1)
{
for (j = 1; j <= 6; j++)
{
Point3d p = mesh->Point(el.PNum(j));
c.X() += p.X() / 6;
c.Y() += p.Y() / 6;
c.Z() += p.Z() / 6;
}
}
el.GetSurfaceTriangles (faces);
glBegin (GL_TRIANGLES);
for (j = 1; j <= faces.Size(); j++)
{
Element2d & face = faces.Elem(j);
Point3d lp1 = mesh->Point (el.PNum(face.PNum(1)));
Point3d lp2 = mesh->Point (el.PNum(face.PNum(2)));
Point3d lp3 = mesh->Point (el.PNum(face.PNum(3)));
Vec3d n = Cross (Vec3d (lp1, lp3), Vec3d (lp1, lp2));
n /= (n.Length()+1e-12);
glNormal3d (n.X(), n.Y(), n.Z());
if (vispar.shrink < 1)
{
lp1 = c + vispar.shrink * (lp1 - c);
lp2 = c + vispar.shrink * (lp2 - c);
lp3 = c + vispar.shrink * (lp3 - c);
}
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
}
glEnd();
}
}
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}
glEndList ();
}
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void VisualSceneMesh :: BuildHexList()
{
if (hextimestamp > mesh->GetTimeStamp () &&
hextimestamp > vispar.clipplanetimestamp )
return;
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if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
hextimestamp = NextTimeStamp();
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if (hexlist) glDeleteLists (hexlist, 1);
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hexlist = glGenLists (1);
glNewList (hexlist, GL_COMPILE);
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static float hexcol[] = { 1.0f, 1.0f, 0.0f, 1.0f };
glLineWidth (1.0f);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, hexcol);
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Array<Element2d> faces;
// int hoplotn = 1 << vispar.subdivisions;
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for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
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{
const Element & el = (*mesh)[ei];
if (el.GetType() == HEX && !el.IsDeleted())
{
CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
{
/* // classical
glBegin (GL_QUADS);
const ELEMENT_FACE * faces = MeshTopology :: GetFaces (HEX);
const Point3d * vertices = MeshTopology :: GetVertices (HEX);
Point<3> grid[33][33];
Vec<3> gridn[33][33];
Point<3> fpts[4];
for (int quad = 0; quad<6; quad++)
{
for (int j = 0; j < 4; j++)
fpts[j] = vertices[faces[quad][j]-1];
static Point<3> c(0.5, 0.5, 0.5);
if (vispar.shrink < 1)
for (int j = 0; j < 4; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
Vec<3> taux = fpts[1]-fpts[0];
Vec<3> tauy = fpts[3]-fpts[0];
for (int ix = 0; ix <= hoplotn; ix++)
for (int iy = 0; iy <= hoplotn; iy++)
{
Point<3> xl;
Mat<3,3> dxdxi;
double lami[4] =
{ (1-double(ix)/hoplotn) * (1-double(iy)/hoplotn),
( double(ix)/hoplotn) * (1-double(iy)/hoplotn),
( double(ix)/hoplotn) * ( double(iy)/hoplotn),
(1-double(ix)/hoplotn) * ( double(iy)/hoplotn) };
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
curv.CalcElementTransformation (xl, ei, grid[ix][iy], dxdxi);
Vec<3> gtaux = dxdxi * taux;
Vec<3> gtauy = dxdxi * tauy;
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
}
for (int ix = 0; ix < hoplotn; ix++)
for (int iy = 0; iy < hoplotn; iy++)
{
glNormal3dv (gridn[ix][iy]);
glVertex3dv (grid[ix][iy]);
glNormal3dv (gridn[ix+1][iy]);
glVertex3dv (grid[ix+1][iy]);
glNormal3dv (gridn[ix+1][iy+1]);
glVertex3dv (grid[ix+1][iy+1]);
glNormal3dv (gridn[ix][iy+1]);
glVertex3dv (grid[ix][iy+1]);
}
}
glEnd ();
*/
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (HEX);
const Point3d * vertices = MeshTopology :: GetVertices (HEX);
Point<3> grid[11][11];
Point<3> fpts[4];
int order = vispar.subdivisions+1;
for (int quad = 0; quad<6; quad++)
{
for (int j = 0; j < 4; j++)
fpts[j] = vertices[faces[quad][j]-1];
static Point<3> c(0.5, 0.5, 0.5);
if (vispar.shrink < 1)
for (int j = 0; j < 4; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[4] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * ( double(iy)/order),
(1-double(ix)/order) * ( double(iy)/order) };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
}
else
{
Point3d c(0,0,0);
if (vispar.shrink < 1)
{
for (int j = 1; j <= 8; j++)
{
Point3d p = mesh->Point(el.PNum(j));
c.X() += p.X();
c.Y() += p.Y();
c.Z() += p.Z();
}
c.X() /= 8;
c.Y() /= 8;
c.Z() /= 8;
}
glBegin (GL_TRIANGLES);
el.GetSurfaceTriangles (faces);
for (int j = 1; j <= faces.Size(); j++)
{
Element2d & face = faces.Elem(j);
Point<3> lp1 = mesh->Point (el.PNum(face.PNum(1)));
Point<3> lp2 = mesh->Point (el.PNum(face.PNum(2)));
Point<3> lp3 = mesh->Point (el.PNum(face.PNum(3)));
Vec<3> n = Cross (lp3-lp1, lp2-lp1);
n.Normalize();
glNormal3dv (n);
if (vispar.shrink < 1)
{
lp1 = c + vispar.shrink * (lp1 - c);
lp2 = c + vispar.shrink * (lp2 - c);
lp3 = c + vispar.shrink * (lp3 - c);
}
glVertex3dv (lp1);
glVertex3dv (lp2);
glVertex3dv (lp3);
}
glEnd();
}
}
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}
glEndList ();
}
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void VisualSceneMesh :: BuildPyramidList()
{
if (pyramidtimestamp > mesh->GetTimeStamp () &&
pyramidtimestamp > vispar.clipplanetimestamp )
return;
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if (!lock)
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{
lock = new NgLock (mesh->Mutex());
lock -> Lock();
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}
pyramidtimestamp = NextTimeStamp();
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if (pyramidlist)
glDeleteLists (pyramidlist, 1);
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pyramidlist = glGenLists (1);
glNewList (pyramidlist, GL_COMPILE);
static float pyramidcol[] = { 1.0f, 0.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, pyramidcol);
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glLineWidth (1.0f);
Array<Element2d> faces;
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for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
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{
const Element & el = (*mesh)[ei];
if (el.GetType() == PYRAMID && !el.IsDeleted())
{
int i = ei + 1;
CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
{
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (PYRAMID);
const Point3d * vertices = MeshTopology :: GetVertices (PYRAMID);
Point<3> grid[11][11];
Point<3> fpts[4];
int order = vispar.subdivisions+1;
for (int trig = 0; trig < 4; trig++)
{
for (int j = 0; j < 3; j++)
fpts[j] = vertices[faces[trig][j]-1];
static Point<3> c(0.375, 0.375, 0.25);
if (vispar.shrink < 1)
for (int j = 0; j < 3; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[3] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
double(iy)/order };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l);
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 0.999f, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
for (int quad = 4; quad < 5; quad++)
{
for (int j = 0; j < 4; j++)
fpts[j] = vertices[faces[quad][j]-1];
static Point<3> c(0.375, 0.375, 0.25);
if (vispar.shrink < 1)
for (int j = 0; j < 4; j++)
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
for (int ix = 0; ix <= order; ix++)
for (int iy = 0; iy <= order; iy++)
{
double lami[4] =
{ (1-double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * (1-double(iy)/order),
( double(ix)/order) * ( double(iy)/order),
(1-double(ix)/order) * ( double(iy)/order) };
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) =
lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
}
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
for (int j = 0; j <= order; j++)
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
glMap2d(GL_MAP2_VERTEX_3,
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
&grid[0][0](0));
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glDisable (GL_AUTO_NORMAL);
glDisable (GL_MAP2_VERTEX_3);
}
/*
int hoplotn = 1 << vispar.subdivisions;
const ELEMENT_FACE * faces = MeshTopology :: GetFaces (PYRAMID);
const Point3d * vertices = MeshTopology :: GetVertices (PYRAMID);
Point<3> grid[33][33];
Vec<3> gridn[33][33];
glBegin (GL_TRIANGLES);
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for (int trig = 0; trig < 4; trig++)
{
Point<3> p0 = vertices[faces[trig][0]-1];
Point<3> p1 = vertices[faces[trig][1]-1];
Point<3> p2 = vertices[faces[trig][2]-1];
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if (vispar.shrink < 1)
{
static Point<3> c(0.375, 0.375, 0.25);
p0 = c + vispar.shrink * (p0 - c);
p1 = c + vispar.shrink * (p1 - c);
p2 = c + vispar.shrink * (p2 - c);
}
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Vec<3> taux = p0-p2;
Vec<3> tauy = p1-p2;
Vec<3> gtaux, gtauy;
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Point<3> xl;
Mat<3,3> dxdxi;
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for (int ix = 0; ix <= hoplotn; ix++)
for (int iy = 0; iy <= hoplotn-ix; iy++)
{
for (int l = 0; l < 3; l++)
xl(l) =
(1-double(ix+iy)/hoplotn) * p2(l) +
(double(ix)/hoplotn) * p0(l) +
(double(iy)/hoplotn) * p1(l);
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curv.CalcElementTransformation (xl, i-1, grid[ix][iy], dxdxi);
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gtaux = dxdxi * taux;
gtauy = dxdxi * tauy;
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
}
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for (int ix = 0; ix < hoplotn; ix++)
for (int iy = 0; iy < hoplotn-ix; iy++)
{
glNormal3dv (gridn[ix][iy]);
glVertex3dv (grid[ix][iy]);
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glNormal3dv (gridn[ix+1][iy]);
glVertex3dv (grid[ix+1][iy]);
glNormal3dv (gridn[ix][iy+1]);
glVertex3dv (grid[ix][iy+1]);
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if (iy < hoplotn-ix-1)
{
glNormal3dv (gridn[ix][iy+1]);
glVertex3dv (grid[ix][iy+1]);
glNormal3dv (gridn[ix+1][iy]);
glVertex3dv (grid[ix+1][iy]);
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glNormal3dv (gridn[ix+1][iy+1]);
glVertex3dv (grid[ix+1][iy+1]);
}
}
}
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glEnd ();
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glBegin (GL_QUADS);
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for (int quad = 4; quad < 5; quad++)
{
Point<3> p0 = vertices[faces[quad][0]-1];
Point<3> p1 = vertices[faces[quad][1]-1];
Point<3> p2 = vertices[faces[quad][2]-1];
Point<3> p3 = vertices[faces[quad][3]-1];
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if (vispar.shrink < 1)
{
static Point<3> c(0.375, 0.375, 0.25);
p0 = c + vispar.shrink * (p0 - c);
p1 = c + vispar.shrink * (p1 - c);
p2 = c + vispar.shrink * (p2 - c);
p3 = c + vispar.shrink * (p3 - c);
}
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Vec<3> taux = p1-p0;
Vec<3> tauy = p3-p0;
Vec<3> gtaux, gtauy;
Point<3> xl, xg;
Mat<3,3> dxdxi;
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for (int ix = 0; ix <= hoplotn; ix++)
for (int iy = 0; iy <= hoplotn; iy++)
{
Point<3> xl;
for (int l = 0; l < 3; l++)
xl(l) =
(1-double(ix)/hoplotn)*(1-double(iy)/hoplotn) * p0(l) +
( double(ix)/hoplotn)*(1-double(iy)/hoplotn) * p1(l) +
( double(ix)/hoplotn)*( double(iy)/hoplotn) * p2(l) +
(1-double(ix)/hoplotn)*( double(iy)/hoplotn) * p3(l);
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curv.CalcElementTransformation (xl, i-1, grid[ix][iy], dxdxi);
gtaux = dxdxi * taux;
gtauy = dxdxi * tauy;
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
}
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for (int ix = 0; ix < hoplotn; ix++)
for (int iy = 0; iy < hoplotn; iy++)
{
glNormal3dv (gridn[ix][iy]);
glVertex3dv (grid[ix][iy]);
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glNormal3dv (gridn[ix+1][iy]);
glVertex3dv (grid[ix+1][iy]);
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glNormal3dv (gridn[ix+1][iy+1]);
glVertex3dv (grid[ix+1][iy+1]);
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glNormal3dv (gridn[ix][iy+1]);
glVertex3dv (grid[ix][iy+1]);
}
}
glEnd ();
*/
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}
else
{
Point3d c(0,0,0);
if (vispar.shrink < 1)
{
for (int j = 1; j <= 5; j++)
{
Point3d p = mesh->Point(el.PNum(j));
c.X() += p.X() / 5;
c.Y() += p.Y() / 5;
c.Z() += p.Z() / 5;
}
}
el.GetSurfaceTriangles (faces);
if (el.PNum(1))
{
glBegin (GL_TRIANGLES);
for (int j = 1; j <= faces.Size(); j++)
{
Element2d & face = faces.Elem(j);
Point3d lp1 = mesh->Point (el.PNum(face.PNum(1)));
Point3d lp2 = mesh->Point (el.PNum(face.PNum(2)));
Point3d lp3 = mesh->Point (el.PNum(face.PNum(3)));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= (n.Length()+1e-12);
n *= -1;
glNormal3d (n.X(), n.Y(), n.Z());
if (vispar.shrink < 1)
{
lp1 = c + vispar.shrink * (lp1 - c);
lp2 = c + vispar.shrink * (lp2 - c);
lp3 = c + vispar.shrink * (lp3 - c);
}
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
}
glEnd();
}
}
}
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}
glEndList ();
}
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void VisualSceneMesh :: BuildBadelList()
{
;
}
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void VisualSceneMesh :: BuildIdentifiedList()
{
;
}
void VisualSceneMesh :: BuildDomainSurfList()
{
if (domainsurflist)
glDeleteLists (domainsurflist, 1);
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domainsurflist = glGenLists (1);
glNewList (domainsurflist, GL_COMPILE);
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int i, j;
glLineWidth (1.0f);
glDisable (GL_COLOR_MATERIAL);
for (i = 1; i <= mesh->GetNSE(); i++)
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{
Element2d el = mesh->SurfaceElement (i);
int drawel = 1;
for (j = 1; j <= el.GetNP(); j++)
{
if (!el.PNum(j))
drawel = 0;
}
if (!drawel)
continue;
if (el.GetIndex() < 1 || el.GetIndex() > mesh->GetNFD())
continue;
int domin = mesh->GetFaceDescriptor(el.GetIndex()).DomainIn();
int domout = mesh->GetFaceDescriptor(el.GetIndex()).DomainOut();
int fac;
if (domin == vispar.drawdomainsurf)
fac = 1;
else if (domout == vispar.drawdomainsurf)
fac = -1;
else
continue;
GLfloat matcol[] = { 1, 0, 0, 1 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
if (el.GetNP() == 3)
{
glBegin (GL_TRIANGLES);
const Point3d & lp1 = mesh->Point (el.PNum(1));
const Point3d & lp2 = mesh->Point (el.PNum(2));
const Point3d & lp3 = mesh->Point (el.PNum(3));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= ( fac * (n.Length()+1e-12));
glNormal3d (n.X(), n.Y(), n.Z());
if (!vispar.colormeshsize)
{
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
}
glEnd();
}
else if (el.GetNP() == 4)
{
glBegin (GL_QUADS);
const Point3d & lp1 = mesh->Point (el.PNum(1));
const Point3d & lp2 = mesh->Point (el.PNum(2));
const Point3d & lp3 = mesh->Point (el.PNum(4));
const Point3d & lp4 = mesh->Point (el.PNum(3));
Vec3d n = Cross (Vec3d (lp1, lp2),
Vec3d (lp1, Center (lp3, lp4)));
n /= (fac * (n.Length()+1e-12));
glNormal3d (n.X(), n.Y(), n.Z());
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
glEnd();
}
else if (el.GetNP() == 6)
{
glBegin (GL_TRIANGLES);
static int trigs[4][3] = {
{ 1, 6, 5 },
{ 2, 4, 6 },
{ 3, 5, 4 },
{ 4, 5, 6 } };
for (j = 0; j < 4; j++)
{
const Point3d & lp1 = mesh->Point (el.PNum(trigs[j][0]));
const Point3d & lp2 = mesh->Point (el.PNum(trigs[j][1]));
const Point3d & lp3 = mesh->Point (el.PNum(trigs[j][2]));
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
n /= (fac * (n.Length() + 1e-12));
glNormal3d (n.X(), n.Y(), n.Z());
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
}
glEnd();
}
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}
glEndList ();
}
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void VisualSceneMesh :: MouseDblClick (int px, int py)
{
if(lock)
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{
lock->UnLock();
delete lock;
lock = NULL;
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}
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MouseDblClickSelect(px,py,clipplane,backcolor,transformationmat,center,rad,
filledlist,selelement,selface,seledge,selpoint,selpoint2,locpi);
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selecttimestamp = NextTimeStamp();
/*
int i, hits;
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// select surface triangle by mouse click
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GLuint selbuf[10000];
glSelectBuffer (10000, selbuf);
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glRenderMode (GL_SELECT);
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GLint viewport[4];
glGetIntegerv (GL_VIEWPORT, viewport);
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glMatrixMode (GL_PROJECTION);
glPushMatrix();
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GLdouble projmat[16];
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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glLoadIdentity();
gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
glMultMatrixd (projmat);
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glClearColor(backcolor, backcolor, backcolor, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
glMultMatrixf (transformationmat);
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// SetClippingPlane();
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glInitNames();
glPushName (1);
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glPolygonOffset (1, 1);
glEnable (GL_POLYGON_OFFSET_FILL);
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glDisable(GL_CLIP_PLANE0);
if (vispar.clipenable)
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{
Vec<3> n(clipplane[0], clipplane[1], clipplane[2]);
double len = Abs(n);
double mu = -clipplane[3] / (len*len);
Point<3> p (mu * n);
n /= len;
Vec<3> t1 = n.GetNormal ();
Vec<3> t2 = Cross (n, t1);
double xi1mid = (center - p) * t1;
double xi2mid = (center - p) * t2;
glLoadName (0);
glBegin (GL_QUADS);
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid-rad) * t2);
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid-rad) * t2);
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid+rad) * t2);
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid+rad) * t2);
glEnd ();
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}
// SetClippingPlane();
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glCallList (filledlist);
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glDisable (GL_POLYGON_OFFSET_FILL);
glPopName();
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glMatrixMode (GL_PROJECTION);
glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
glPopMatrix();
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glFlush();
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hits = glRenderMode (GL_RENDER);
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// cout << "hits = " << hits << endl;
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int minname = 0;
GLuint mindepth = 0;
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// find clippingplane
GLuint clipdepth = 0; // GLuint(-1);
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for (i = 0; i < hits; i++)
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{
int curname = selbuf[4*i+3];
if (!curname) clipdepth = selbuf[4*i+1];
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}
for (i = 0; i < hits; i++)
{
int curname = selbuf[4*i+3];
GLuint curdepth = selbuf[4*i+1];
if (curname && (curdepth > clipdepth) &&
(curdepth < mindepth || !minname))
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{
mindepth = curdepth;
minname = curname;
}
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}
seledge = -1;
if (minname)
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{
const Element2d & sel = mesh->SurfaceElement(minname);
cout << "select element " << minname
<< " on face " << sel.GetIndex() << endl;
cout << "Nodes: ";
for (i = 1; i <= sel.GetNP(); i++)
cout << sel.PNum(i) << " ";
cout << endl;
selelement = minname;
selface = mesh->SurfaceElement(minname).GetIndex();
locpi = (locpi % sel.GetNP()) + 1;
selpoint2 = selpoint;
selpoint = sel.PNum(locpi);
cout << "selected point " << selpoint
<< ", pos = " << mesh->Point (selpoint)
<< endl;
for (i = 1; i <= mesh->GetNSeg(); i++)
{
const Segment & seg = mesh->LineSegment(i);
if (seg[0] == selpoint && seg[1] == selpoint2 ||
seg[1] == selpoint && seg[0] == selpoint2)
{
seledge = seg.edgenr;
cout << "seledge = " << seledge << endl;
}
}
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}
else
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{
selface = -1;
selelement = -1;
selpoint = -1;
selpoint2 = -1;
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}
glDisable(GL_CLIP_PLANE0);
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selecttimestamp = NextTimeStamp();
*/
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}
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void MouseDblClickSelect (const int px, const int py,
const GLdouble * clipplane, const GLdouble backcolor,
const float * transformationmat,
const Point3d & center,
const double rad,
const int displaylist,
int & selelement, int & selface, int & seledge, int & selpoint,
int & selpoint2, int & locpi)
{
int i, hits;
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// select surface triangle by mouse click
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GLuint selbuf[10000];
glSelectBuffer (10000, selbuf);
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glRenderMode (GL_SELECT);
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GLint viewport[4];
glGetIntegerv (GL_VIEWPORT, viewport);
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glMatrixMode (GL_PROJECTION);
glPushMatrix();
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GLdouble projmat[16];
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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glLoadIdentity();
gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
glMultMatrixd (projmat);
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glClearColor(backcolor, backcolor, backcolor, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
glMultMatrixf (transformationmat);
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// SetClippingPlane();
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glInitNames();
glPushName (1);
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glPolygonOffset (1, 1);
glEnable (GL_POLYGON_OFFSET_FILL);
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glDisable(GL_CLIP_PLANE0);
if (vispar.clipenable)
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{
Vec<3> n(clipplane[0], clipplane[1], clipplane[2]);
double len = Abs(n);
double mu = -clipplane[3] / (len*len);
Point<3> p (mu * n);
n /= len;
Vec<3> t1 = n.GetNormal ();
Vec<3> t2 = Cross (n, t1);
double xi1mid = (center - p) * t1;
double xi2mid = (center - p) * t2;
glLoadName (0);
glBegin (GL_QUADS);
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid-rad) * t2);
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid-rad) * t2);
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid+rad) * t2);
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid+rad) * t2);
glEnd ();
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}
// SetClippingPlane();
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glCallList (displaylist);
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glDisable (GL_POLYGON_OFFSET_FILL);
glPopName();
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glMatrixMode (GL_PROJECTION);
glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
glPopMatrix();
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glFlush();
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hits = glRenderMode (GL_RENDER);
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//cout << "hits = " << hits << endl;
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int minname = 0;
GLuint mindepth = 0;
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// find clippingplane
GLuint clipdepth = 0; // GLuint(-1);
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for (i = 0; i < hits; i++)
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{
int curname = selbuf[4*i+3];
if (!curname) clipdepth = selbuf[4*i+1];
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}
for (i = 0; i < hits; i++)
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{
int curname = selbuf[4*i+3];
GLuint curdepth = selbuf[4*i+1];
/*
cout << selbuf[4*i] << " " << selbuf[4*i+1] << " "
<< selbuf[4*i+2] << " " << selbuf[4*i+3] << endl;
*/
if (curname && (curdepth > clipdepth) &&
(curdepth < mindepth || !minname))
{
mindepth = curdepth;
minname = curname;
}
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}
seledge = -1;
if (minname)
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{
const Element2d & sel = mesh->SurfaceElement(minname);
cout << "select element " << minname
<< " on face " << sel.GetIndex() << endl;
cout << "Nodes: ";
for (i = 1; i <= sel.GetNP(); i++)
cout << sel.PNum(i) << " ";
cout << endl;
selelement = minname;
selface = mesh->SurfaceElement(minname).GetIndex();
locpi = (locpi % sel.GetNP()) + 1;
selpoint2 = selpoint;
selpoint = sel.PNum(locpi);
cout << "selected point " << selpoint
<< ", pos = " << mesh->Point (selpoint)
<< endl;
for (i = 1; i <= mesh->GetNSeg(); i++)
{
const Segment & seg = mesh->LineSegment(i);
if ( (seg[0] == selpoint && seg[1] == selpoint2) ||
(seg[1] == selpoint && seg[0] == selpoint2) )
{
seledge = seg.edgenr;
cout << "seledge = " << seledge << endl;
}
}
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}
else
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{
selface = -1;
selelement = -1;
selpoint = -1;
selpoint2 = -1;
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}
glDisable(GL_CLIP_PLANE0);
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#ifdef PARALLELGL
vsmesh.Broadcast ();
#endif
}
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void VisualSceneMesh :: SetSelectedFace (int asf)
{
selface = asf;
selecttimestamp = NextTimeStamp();
}
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}
#endif // NOTCL