mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-25 21:40:33 +05:00
373 lines
9.3 KiB
C++
373 lines
9.3 KiB
C++
#ifndef FILE_VSSOLUTION
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#define FILE_VSSOLUTION
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#include "fieldlines.hpp"
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typedef void * ClientData;
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struct Tcl_Interp;
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namespace netgen
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{
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DLL_HEADER extern void ImportSolution (const char * filename);
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extern int Ng_Vis_Set (ClientData clientData,
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Tcl_Interp * interp,
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int argc, const char *argv[]);
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class DLL_HEADER VisualSceneSolution : public VisualScene
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{
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friend class FieldLineCalc;
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class ClipPlaneTrig
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{
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public:
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struct ps
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{
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int pnr, locpnr;
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};
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ps points[3];
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ElementIndex elnr;
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};
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class ClipPlanePoint
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{
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public:
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ElementIndex elnr;
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Point<3> lami;
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Point<3> p;
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};
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#ifndef WIN32
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// use OpenGL vertex buffers from OpenGL 2.x
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// not supported by some drivers on windows
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// try on your own responsibility
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#define USE_BUFFERS
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#endif
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#ifdef USE_BUFFERS
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bool has_surfel_vbo = false;
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GLuint surfel_vbo[4]; //
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size_t surfel_vbo_size;
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#endif
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int surfellist;
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int linelist;
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int element1dlist;
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int clipplanelist_scal;
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int clipplanelist_vec;
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int isolinelist;
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int clipplane_isolinelist;
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int surface_vector_list;
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// int cone_list;
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int isosurface_list;
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int pointcurvelist;
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bool draw_fieldlines;
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bool drawpointcurves;
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bool draw_isosurface;
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int num_fieldlines;
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bool fieldlines_randomstart;
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int fieldlineslist;
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int num_fieldlineslists;
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int fieldlines_startarea;
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NgArray<double> fieldlines_startarea_parameter;
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int fieldlines_startface;
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string fieldlines_filename;
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double fieldlines_reltolerance;
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int fieldlines_rktype;
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double fieldlines_rellength;
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double fieldlines_relthickness;
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int fieldlines_vecfunction;
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bool fieldlines_fixedphase;
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float fieldlines_phase;
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int fieldlines_maxpoints;
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int surfeltimestamp, clipplanetimestamp, solutiontimestamp;
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int surfellinetimestamp;
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int fieldlinestimestamp, surface_vector_timestamp;
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int pointcurve_timestamp;
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int isosurface_timestamp;
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int subdivision_timestamp;
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int timetimestamp;
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double minval, maxval;
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NgLock *lock;
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#ifdef PARALLELGL
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NgArray<int> par_linelists;
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NgArray<int> par_surfellists;
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#endif
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NgArray<UserVisualizationObject*> user_vis;
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public:
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enum EvalFunc {
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FUNC_ABS = 1,
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FUNC_ABS_TENSOR = 2,
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FUNC_MISES = 3,
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FUNC_MAIN = 4
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};
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int evalfunc;
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enum SolType
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{
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SOL_NODAL = 1,
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SOL_ELEMENT = 2,
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SOL_SURFACE_ELEMENT = 3,
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SOL_NONCONTINUOUS = 4,
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SOL_SURFACE_NONCONTINUOUS = 5,
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SOL_VIRTUALFUNCTION = 6,
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SOL_MARKED_ELEMENTS = 10,
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SOL_ELEMENT_ORDER = 11,
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};
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class SolData
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{
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public:
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SolData ();
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~SolData ();
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string name;
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double * data;
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int components;
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int dist;
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int order;
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bool iscomplex;
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bool draw_volume;
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bool draw_surface;
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SolType soltype;
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SolutionData * solclass;
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// internal variables:
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int size;
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};
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NgArray<SolData*> soldata;
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int usetexture; // 0..no, 1..1D texture (standard), 2..2D-texture (complex)
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int clipsolution; // 0..no, 1..scal, 2..vec
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int scalfunction, scalcomp, vecfunction;
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int gridsize;
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double xoffset, yoffset;
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int autoscale, logscale;
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double mminval, mmaxval;
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int numisolines;
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int subdivisions;
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bool showclipsolution;
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bool showsurfacesolution;
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bool lineartexture;
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int numtexturecols;
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int multidimcomponent;
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// bool fieldlineplot;
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double time;
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int deform;
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double scaledeform;
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bool imag_part;
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private:
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void BuildFieldLinesFromFile(Array<Point<3>> & startpoints);
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void BuildFieldLinesFromFace(Array<Point<3>> & startpoints);
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void BuildFieldLinesFromBox(Array<Point<3>> & startpoints);
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void BuildFieldLinesFromLine(Array<Point<3>> & startpoints);
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// weak_ptr<Mesh> wp_mesh;
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public:
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VisualSceneSolution ();
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virtual ~VisualSceneSolution ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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virtual void MouseDblClick (int px, int py);
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// void SetMesh (shared_ptr<Mesh> amesh);
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// shared_ptr<Mesh> GetMesh () { return shared_ptr<Mesh>(wp_mesh); }
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shared_ptr<Mesh> GetMesh () const { return shared_ptr<Mesh>(global_mesh); }
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void BuildFieldLinesPlot ();
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void AddSolutionData (SolData * soldata);
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void ClearSolutionData ();
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void UpdateSolutionTimeStamp ();
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SolData * GetSolData (int i);
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int GetNSolData () { return soldata.Size(); }
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void SaveSolutionData (const char * filename);
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/*
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static void RealVec3d (const double * values, Vec3d & v,
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bool iscomplex, bool imag);
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*/
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static Vec<3> RealVec3d (const double * values,
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bool iscomplex, bool imag);
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static void RealVec3d (const double * values, Vec3d & v,
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bool iscomplex, double phaser, double phasei);
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void SetSubdivision (int sd)
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{
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subdivisions = sd;
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subdivision_timestamp = solutiontimestamp = NextTimeStamp();
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}
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void GetMinMax (int funcnr, int comp, double & minv, double & maxv) const;
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void AddUserVisualizationObject (UserVisualizationObject * vis)
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{
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user_vis.Append (vis);
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}
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void DeleteUserVisualizationObject (UserVisualizationObject * vis)
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{
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int pos = user_vis.Pos(vis);
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if (pos >= 0)
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user_vis.Delete(pos);
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}
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private:
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void GetClippingPlaneTrigs (NgArray<ClipPlaneTrig> & trigs, NgArray<ClipPlanePoint> & pts);
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void GetClippingPlaneGrid (NgArray<ClipPlanePoint> & pts);
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void DrawCone (const Point<3> & p1, const Point<3> & p2, double r);
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void DrawCylinder (const Point<3> & p1, const Point<3> & p2, double r);
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// Get Function Value, local coordinates lam1, lam2, lam3,
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bool GetValue (const SolData * data, ElementIndex elnr,
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double lam1, double lam2, double lam3,
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int comp, double & val) const;
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bool GetValue (const SolData * data, ElementIndex elnr,
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const double xref[], const double x[], const double dxdxref[],
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int comp, double & val) const;
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bool GetValueComplex (const SolData * data, ElementIndex elnr,
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double lam1, double lam2, double lam3,
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int comp, complex<double> & val) const;
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bool GetValues (const SolData * data, ElementIndex elnr,
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double lam1, double lam2, double lam3,
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double * values) const;
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bool GetValues (const SolData * data, ElementIndex elnr,
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const double xref[], const double x[], const double dxdxref[],
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double * values) const;
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bool GetMultiValues (const SolData * data, ElementIndex elnr, int facetnr, int npt,
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const double * xref, int sxref,
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const double * x, int sx,
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const double * dxdxref, int sdxdxref,
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double * val, int sval) const;
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bool GetSurfValue (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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double lam1, double lam2,
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int comp, double & val) const;
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bool GetSurfValue (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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const double xref[], const double x[], const double dxdxref[],
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int comp, double & val) const;
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bool GetSurfValueComplex (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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double lam1, double lam2,
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int comp, complex<double> & val) const;
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bool GetSurfValues (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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double lam1, double lam2,
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double * values) const;
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bool GetSurfValues (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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const double xref[], const double x[], const double dxdxref[],
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double * values) const;
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bool GetMultiSurfValues (const SolData * data, SurfaceElementIndex elnr, int facetnr,
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int npt,
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const double * xref, int sxref,
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const double * x, int sx,
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const double * dxdxref, int sdxdxref,
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double * val, int sval) const;
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double ExtractValue (const SolData * data, int comp, double * values) const;
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complex<double> ExtractValueComplex (const SolData * data, int comp, double * values) const;
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Vec<3> GetDeformation (ElementIndex elnr, const Point<3> & p) const;
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Vec<3> GetSurfDeformation (SurfaceElementIndex selnr, int facetnr, double lam1, double lam2) const;
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void GetPointDeformation (int pnum, Point<3> & p, SurfaceElementIndex elnr = -1) const;
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public:
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/// draw elements (build lists)
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void DrawSurfaceElements ();
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void DrawSurfaceElementLines ();
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void Draw1DElements();
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void DrawSurfaceVectors ();
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void DrawTrigSurfaceVectors(const NgArray< Point<3> > & lp, const Point<3> & pmin, const Point<3> & pmax,
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const int sei, const SolData * vsol);
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void DrawIsoSurface(const SolData * sol, const SolData * grad, int comp);
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void DrawIsoLines (const Point<3> & p1,
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const Point<3> & p2,
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const Point<3> & p3,
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double val1, double val2, double val3);
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// draw isolines between lines (p1,p2) and (p3,p4)
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void DrawIsoLines2 (const Point<3> & p1,
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const Point<3> & p2,
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const Point<3> & p3,
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const Point<3> & p4,
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double val1, double val2, double val3, double val4);
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void DrawClipPlaneTrigs (); // const SolData * sol, int comp);
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void SetOpenGlColor(double val);
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// 0 .. non, 1 .. scalar, 2 .. complex
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void SetTextureMode (int texturemode) const;
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friend int Ng_Vis_Set (ClientData clientData,
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Tcl_Interp * interp,
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int argc, const char *argv[]);
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#ifdef PARALLELGL
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void Broadcast ();
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#endif
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};
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// DLL_HEADER extern VisualSceneSolution vssolution;
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DLL_HEADER extern VisualSceneSolution & GetVSSolution();
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}
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#endif
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