Clip prisms/hexes/pyramids as a whole (like tets)

This commit is contained in:
Matthias Hochsteger 2023-10-19 21:45:33 +02:00
parent 1f218835df
commit 5931376a57
2 changed files with 53 additions and 39 deletions

View File

@ -228,10 +228,10 @@ namespace netgen
void BuildEdgeList(); void BuildEdgeList();
void BuildPointNumberList(); void BuildPointNumberList();
void BuildTetList(); void BuildTetList(const BitArray & shownode);
void BuildPrismList(); void BuildPrismList(const BitArray & shownode);
void BuildPyramidList(); void BuildPyramidList(const BitArray & shownode);
void BuildHexList(); void BuildHexList(const BitArray & shownode);
void BuildBadelList(); void BuildBadelList();
void BuildIdentifiedList(); void BuildIdentifiedList();

View File

@ -134,27 +134,46 @@ namespace netgen
if (vispar.drawbadels) if (vispar.drawbadels)
glCallList (badellist); glCallList (badellist);
BitArray shownode(mesh->GetNP()+1);
if (vispar.clipping.enable)
{
shownode.Clear();
for (PointIndex pi : mesh->Points().Range())
{
Point<3> p = (*mesh)[pi];
double val =
p[0] * clipplane[0] +
p[1] * clipplane[1] +
p[2] * clipplane[2] +
clipplane[3];
if (val > 0) shownode.SetBit (pi);
}
}
else
shownode.Set();
if (vispar.drawprisms) if (vispar.drawprisms)
{ {
BuildPrismList (); BuildPrismList (shownode);
glCallList (prismlist); glCallList (prismlist);
} }
if (vispar.drawpyramids) if (vispar.drawpyramids)
{ {
BuildPyramidList (); BuildPyramidList (shownode);
glCallList (pyramidlist); glCallList (pyramidlist);
} }
if (vispar.drawhexes) if (vispar.drawhexes)
{ {
BuildHexList (); BuildHexList (shownode);
glCallList (hexlist); glCallList (hexlist);
} }
if (vispar.drawtets) if (vispar.drawtets)
{ {
BuildTetList (); BuildTetList (shownode);
glCallList (tetlist); glCallList (tetlist);
} }
@ -1789,7 +1808,7 @@ namespace netgen
void VisualSceneMesh :: BuildTetList() void VisualSceneMesh :: BuildTetList(const BitArray & shownode)
{ {
shared_ptr<Mesh> mesh = GetMesh(); shared_ptr<Mesh> mesh = GetMesh();
@ -1844,27 +1863,6 @@ namespace netgen
NgArray<Element2d> faces; NgArray<Element2d> faces;
NgBitArray shownode(mesh->GetNP());
if (vispar.clipping.enable)
{
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);
}
}
else
shownode.Set();
static float tetcols[][4] = static float tetcols[][4] =
{ {
{ 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 1.0f },
@ -1907,12 +1905,11 @@ namespace netgen
if ((el.GetType() == TET || el.GetType() == TET10) && !el.IsDeleted()) if ((el.GetType() == TET || el.GetType() == TET10) && !el.IsDeleted())
{ {
bool visible = true;
bool drawtet = 1; for (auto pi: el.PNums())
for (int j = 0; j < 4; j++) if (!shownode[pi])
if (!shownode.Test(el[j])) visible = false;
drawtet = 0; if(!visible) continue;
if (!drawtet) continue;
int ind = el.GetIndex() % 4; int ind = el.GetIndex() % 4;
@ -2141,7 +2138,7 @@ namespace netgen
void VisualSceneMesh :: BuildPrismList() void VisualSceneMesh :: BuildPrismList(const BitArray & shownode)
{ {
shared_ptr<Mesh> mesh = GetMesh(); shared_ptr<Mesh> mesh = GetMesh();
@ -2179,6 +2176,12 @@ namespace netgen
const Element & el = (*mesh)[ei]; const Element & el = (*mesh)[ei];
if (el.GetType() == PRISM && !el.IsDeleted()) if (el.GetType() == PRISM && !el.IsDeleted())
{ {
bool visible = true;
for (auto pi: el.PNums())
if (!shownode[pi])
visible = false;
if(!visible) continue;
int j; int j;
int i = ei + 1; int i = ei + 1;
@ -2472,7 +2475,7 @@ namespace netgen
void VisualSceneMesh :: BuildHexList() void VisualSceneMesh :: BuildHexList(const BitArray & shownode)
{ {
shared_ptr<Mesh> mesh = GetMesh(); shared_ptr<Mesh> mesh = GetMesh();
@ -2507,6 +2510,11 @@ namespace netgen
const Element & el = (*mesh)[ei]; const Element & el = (*mesh)[ei];
if (el.GetType() == HEX && !el.IsDeleted()) if (el.GetType() == HEX && !el.IsDeleted())
{ {
bool visible = true;
for (auto pi: el.PNums())
if (!shownode[pi])
visible = false;
if(!visible) continue;
CurvedElements & curv = mesh->GetCurvedElements(); CurvedElements & curv = mesh->GetCurvedElements();
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei)) if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
{ {
@ -2798,7 +2806,7 @@ namespace netgen
void VisualSceneMesh :: BuildPyramidList() void VisualSceneMesh :: BuildPyramidList(const BitArray & shownode)
{ {
shared_ptr<Mesh> mesh = GetMesh(); shared_ptr<Mesh> mesh = GetMesh();
@ -2834,6 +2842,12 @@ namespace netgen
const Element & el = (*mesh)[ei]; const Element & el = (*mesh)[ei];
if ((el.GetType() == PYRAMID || el.GetType() == PYRAMID13) && !el.IsDeleted()) if ((el.GetType() == PYRAMID || el.GetType() == PYRAMID13) && !el.IsDeleted())
{ {
bool visible = true;
for (auto pi: el.PNums())
if (!shownode[pi])
visible = false;
if(!visible) continue;
int i = ei + 1; int i = ei + 1;
CurvedElements & curv = mesh->GetCurvedElements(); CurvedElements & curv = mesh->GetCurvedElements();