netgen/libsrc/visualization/vssolution.hpp

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#ifndef FILE_VSSOLUTION
#define FILE_VSSOLUTION
#ifndef SMALLLIB
#ifndef NOTCL
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extern
void ImportSolution (const char * filename);
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extern int Ng_Vis_Set (ClientData clientData,
Tcl_Interp * interp,
int argc, tcl_const char *argv[]);
#endif
#endif
class FieldLineCalc;
class VisualSceneSolution : public VisualScene
{
friend class FieldLineCalc;
class ClipPlaneTrig
{
public:
struct ps
{
int pnr, locpnr;
};
ps points[3];
ElementIndex elnr;
};
class ClipPlanePoint
{
public:
ElementIndex elnr;
Point<3> lami;
Point<3> p;
};
int surfellist;
int linelist;
int clipplanelist;
int isolinelist;
int clipplane_isolinelist;
int surface_vector_list;
int cone_list;
int isosurface_list;
int pointcurvelist;
bool draw_fieldlines;
bool drawpointcurves;
bool draw_isosurface;
int num_fieldlines;
bool fieldlines_randomstart;
int fieldlineslist;
int num_fieldlineslists;
int fieldlines_startarea;
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Array<double> fieldlines_startarea_parameter;
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int fieldlines_startface;
string fieldlines_filename;
double fieldlines_reltolerance;
int fieldlines_rktype;
double fieldlines_rellength;
double fieldlines_relthickness;
int fieldlines_vecfunction;
bool fieldlines_fixedphase;
float fieldlines_phase;
int fieldlines_maxpoints;
int surfeltimestamp, clipplanetimestamp, solutiontimestamp;
int surfellinetimestamp;
int fieldlinestimestamp, surface_vector_timestamp;
int pointcurve_timestamp;
int isosurface_timestamp;
int subdivision_timestamp;
int timetimestamp;
double minval, maxval;
NgLock *lock;
#ifdef PARALLELGL
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Array<int> par_linelists;
Array<int> par_surfellists;
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#endif
public:
enum EvalFunc {
FUNC_ABS = 1,
FUNC_ABS_TENSOR = 2,
FUNC_MISES = 3,
FUNC_MAIN = 4
};
EvalFunc evalfunc;
enum SolType
{
SOL_NODAL = 1,
SOL_ELEMENT = 2,
SOL_SURFACE_ELEMENT = 3,
SOL_NONCONTINUOUS = 4,
SOL_SURFACE_NONCONTINUOUS = 5,
SOL_VIRTUALFUNCTION = 6,
SOL_MARKED_ELEMENTS = 10,
SOL_ELEMENT_ORDER = 11,
};
class SolData
{
public:
SolData ();
~SolData ();
char * name;
double * data;
int components;
int dist;
int order;
bool iscomplex;
bool draw_volume;
bool draw_surface;
SolType soltype;
SolutionData * solclass;
// internal variables:
int size;
};
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Array<SolData*> soldata;
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int usetexture; // 0..no, 1..1D texture (standard), 2..2D-texture (complex)
int clipsolution; // 0..no, 1..scal, 2..vec
int scalfunction, scalcomp, vecfunction;
int gridsize;
double xoffset, yoffset;
int autoscale, logscale;
double mminval, mmaxval;
int numisolines;
int subdivisions;
bool showclipsolution;
bool showsurfacesolution;
bool lineartexture;
int numtexturecols;
int multidimcomponent;
// bool fieldlineplot;
double time;
int deform;
double scaledeform;
bool imag_part;
private:
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void BuildFieldLinesFromFile(Array<Point3d> & startpoints);
void BuildFieldLinesFromFace(Array<Point3d> & startpoints);
void BuildFieldLinesFromBox(Array<Point3d> & startpoints);
void BuildFieldLinesFromLine(Array<Point3d> & startpoints);
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public:
VisualSceneSolution ();
virtual ~VisualSceneSolution ();
virtual void BuildScene (int zoomall = 0);
virtual void DrawScene ();
virtual void MouseDblClick (int px, int py);
void BuildFieldLinesPlot ();
void AddSolutionData (SolData * soldata);
void ClearSolutionData ();
void UpdateSolutionTimeStamp ();
SolData * GetSolData (int i);
int GetNSolData () { return soldata.Size(); }
void SaveSolutionData (const char * filename);
static void RealVec3d (const double * values, Vec3d & v,
bool iscomplex, bool imag);
static void RealVec3d (const double * values, Vec3d & v,
bool iscomplex, double phaser, double phasei);
void SetSubdivision (int sd)
{
subdivisions = sd;
subdivision_timestamp = solutiontimestamp = NextTimeStamp();
}
private:
void GetMinMax (int funcnr, int comp, double & minv, double & maxv) const;
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void GetClippingPlaneTrigs (Array<ClipPlaneTrig> & trigs, Array<ClipPlanePoint> & pts);
void GetClippingPlaneGrid (Array<ClipPlanePoint> & pts);
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void DrawCone (const Point<3> & p1, const Point<3> & p2, double r);
void DrawCylinder (const Point<3> & p1, const Point<3> & p2, double r);
// Get Function Value, local coordinates lam1, lam2, lam3,
bool GetValue (const SolData * data, ElementIndex elnr,
double lam1, double lam2, double lam3,
int comp, double & val) const;
bool GetValue (const SolData * data, ElementIndex elnr,
const double xref[], const double x[], const double dxdxref[],
int comp, double & val) const;
bool GetValueComplex (const SolData * data, ElementIndex elnr,
double lam1, double lam2, double lam3,
int comp, double & valr, double & vali) const;
bool GetValues (const SolData * data, ElementIndex elnr,
double lam1, double lam2, double lam3,
double * values) const;
bool GetValues (const SolData * data, ElementIndex elnr,
const double xref[], const double x[], const double dxdxref[],
double * values) const;
bool GetSurfValue (const SolData * data, SurfaceElementIndex elnr,
double lam1, double lam2,
int comp, double & val) const;
bool GetSurfValue (const SolData * data, SurfaceElementIndex elnr,
const double xref[], const double x[], const double dxdxref[],
int comp, double & val) const;
bool GetSurfValueComplex (const SolData * data, SurfaceElementIndex elnr,
double lam1, double lam2,
int comp, double & valr, double & vali) const;
bool GetSurfValues (const SolData * data, SurfaceElementIndex elnr,
double lam1, double lam2,
double * values) const;
bool GetSurfValues (const SolData * data, SurfaceElementIndex elnr,
const double xref[], const double x[], const double dxdxref[],
double * values) const;
Vec<3> GetDeformation (ElementIndex elnr, const Point<3> & p) const;
Vec<3> GetSurfDeformation (SurfaceElementIndex selnr, double lam1, double lam2) const;
void GetPointDeformation (int pnum, Point<3> & p, SurfaceElementIndex elnr = -1) const;
public:
/// draw elements (build lists)
void DrawSurfaceElements ();
void DrawSurfaceElementLines ();
void DrawSurfaceVectors ();
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void DrawTrigSurfaceVectors(const Array< Point<3> > & lp, const Point<3> & pmin, const Point<3> & pmax,
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const int sei, const SolData * vsol);
void DrawIsoSurface(const SolData * sol, const SolData * grad, int comp);
void DrawIsoLines (const Point<3> & p1,
const Point<3> & p2,
const Point<3> & p3,
double val1, double val2, double val3);
// double minval, double maxval, int n);
// draw isolines between lines (p1,p2) and (p3,p4)
void DrawIsoLines2 (const Point<3> & p1,
const Point<3> & p2,
const Point<3> & p3,
const Point<3> & p4,
double val1, double val2, double val3, double val4);
// double minval, double maxval, int n);
void DrawClipPlaneTrigs (const SolData * sol, int comp,
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const Array<ClipPlaneTrig> & trigs,
const Array<ClipPlanePoint> & points);
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void SetOpenGlColor(double val, double valmin, double valmax, int logscale = 0);
void SetOpenGlColor(double val);
#ifndef SMALLLIB
#ifndef NOTCL
friend int Ng_Vis_Set (ClientData clientData,
Tcl_Interp * interp,
int argc, tcl_const char *argv[]);
#endif
#endif
#ifdef PARALLELGL
void Broadcast ();
#endif
};
class RKStepper
{
private:
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Array<double> c,b;
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TABLE<double> *a;
int steps;
int order;
double tolerance;
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Array<Vec3d> K;
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int stepcount;
double h;
double startt;
double startt_bak;
Point3d startval;
Point3d startval_bak;
bool adaptive;
int adrun;
Point3d valh;
int notrestarted;
public:
~RKStepper();
RKStepper(int type = 0);
void SetTolerance(const double tol){tolerance = tol;}
void StartNextValCalc(const Point3d & astartval, const double astartt, const double ah, const bool aadaptive = false);
bool GetNextData(Point3d & val, double & t, double & ah);
bool FeedNextF(const Vec3d & f);
};
class FieldLineCalc
{
private:
const Mesh & mesh;
VisualSceneSolution & vss;
const VisualSceneSolution::SolData * vsol;
RKStepper stepper;
double maxlength;
int maxpoints;
int direction;
Point3d pmin, pmax;
double rad;
double phaser, phasei;
double critical_value;
bool randomized;
double thickness;
public:
FieldLineCalc(const Mesh & amesh, VisualSceneSolution & avss, const VisualSceneSolution::SolData * solution,
const double rel_length, const int amaxpoints = -1,
const double rel_thickness = -1, const double rel_tolerance = -1, const int rk_type = 0, const int adirection = 0);
void SetPhase(const double real, const double imag) { phaser = real; phasei = imag; }
void SetCriticalValue(const double val) { critical_value = val; }
void Randomized(void) { randomized = true; }
void NotRandomized(void) { randomized = false; }
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void Calc(const Point3d & startpoint, Array<Point3d> & points, Array<double> & vals, Array<bool> & drawelems, Array<int> & dirstart);
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void GenerateFieldLines(Array<Point3d> & potential_startpoints, const int numlines, const int gllist,
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const double minval, const double maxval, const int logscale, double phaser, double phasei);
};
extern VisualSceneSolution vssolution;
#endif