mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-11 16:49:16 +05:00
b694b4667a
move fieldlines code to meshing dir move visualization function pointers to meshing directory DLL_HEADER -> NGGUI_API in visualization lib move soldata.hpp to meshing update occ, no freetype necessary anymore
538 lines
11 KiB
C++
538 lines
11 KiB
C++
#include <mystdlib.h>
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#include "incopengl.hpp"
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#include <myadt.hpp>
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#include <meshing.hpp>
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#include <csg.hpp>
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#include <stlgeom.hpp>
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#include <visual.hpp>
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#include "vscsg.hpp"
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namespace netgen
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{
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/* *********************** Draw Geometry **************** */
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DLL_HEADER extern shared_ptr<Mesh> mesh;
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DLL_HEADER extern NgArray<SpecialPoint> global_specpoints;
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NgArray<SpecialPoint> & specpoints = global_specpoints;
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DLL_HEADER extern NgArray<Box<3> > boxes;
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VisualSceneGeometry :: VisualSceneGeometry ()
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: VisualScene()
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{
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selsurf = 0;
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}
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VisualSceneGeometry :: ~VisualSceneGeometry ()
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{
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;
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}
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void VisualSceneGeometry :: SelectSurface (int aselsurf)
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{
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selsurf = aselsurf;
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DrawScene();
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}
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void VisualSceneGeometry :: DrawScene ()
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{
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if (changeval != geometry->GetChangeVal())
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BuildScene();
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changeval = geometry->GetChangeVal();
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glClearColor(backcolor, backcolor, backcolor, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SetLight();
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glPushMatrix();
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glMultMatrixd (transformationmat);
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SetClippingPlane ();
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glShadeModel (GL_SMOOTH);
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glDisable (GL_COLOR_MATERIAL);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/*
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float mat_spec_col[] = { 1, 1, 1, 1 };
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glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col);
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*/
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double shine = vispar.shininess;
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double transp = vispar.transp;
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine);
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glLogicOp (GL_COPY);
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glEnable (GL_NORMALIZE);
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
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if (tlo->GetVisible() && !tlo->GetTransparent())
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{
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float mat_col[] = { float(tlo->GetRed()), float(tlo->GetGreen()),
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float(tlo->GetBlue()), 1 };
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
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glCallList (trilists[i]);
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}
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}
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glPolygonOffset (1, 1);
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glEnable (GL_POLYGON_OFFSET_FILL);
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glLogicOp (GL_NOOP);
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
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if (tlo->GetVisible() && tlo->GetTransparent())
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{
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float mat_col[] = { float(tlo->GetRed()), float(tlo->GetGreen()),
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float(tlo->GetBlue()), float(transp) };
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
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glCallList (trilists[i]);
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}
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}
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glDisable (GL_POLYGON_OFFSET_FILL);
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glPopMatrix();
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glDisable(GL_CLIP_PLANE0);
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DrawCoordinateCross ();
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DrawNetgenLogo ();
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glFinish();
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}
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void VisualSceneGeometry :: BuildScene (int zoomall)
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{
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VisualScene::BuildScene(zoomall); // setting light ...
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Box<3> box;
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int hasp = 0;
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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const TriangleApproximation * ta =
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geometry->GetTriApprox(i);
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if (!ta) continue;
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for (int j = 0; j < ta->GetNP(); j++)
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{
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if (hasp)
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box.Add (ta->GetPoint(j));
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else
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{
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hasp = 1;
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box.Set (ta->GetPoint(j));
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}
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}
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}
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if (hasp)
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{
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center = box.Center();
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rad = box.Diam() / 2;
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}
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else
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{
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center = Point3d(0,0,0);
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rad = 1;
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}
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CalcTransformationMatrices();
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for (int i = 0; i < trilists.Size(); i++)
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glDeleteLists (trilists[i], 1);
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trilists.SetSize(0);
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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trilists.Append (glGenLists (1));
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glNewList (trilists.Last(), GL_COMPILE);
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glEnable (GL_NORMALIZE);
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const TriangleApproximation * ta =
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geometry->GetTriApprox(i);
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if (ta)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_DOUBLE, 0, &ta->GetPoint(0)(0));
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_DOUBLE, 0, &ta->GetNormal(0)(0));
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for (int j = 0; j < ta->GetNT(); j++)
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, & (ta->GetTriangle(j)[0]));
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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/*
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for (int j = 0; j < ta.GetNT(); j++)
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{
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glBegin (GL_TRIANGLES);
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for (int k = 0; k < 3; k++)
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{
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int pi = ta.GetTriangle(j)[k];
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glNormal3dv (ta.GetNormal(pi));
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glVertex3dv (ta.GetPoint(pi));
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cout << "v = " << ta.GetPoint(pi) << endl;
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}
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glEnd ();
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}
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*/
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}
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glEndList ();
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}
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}
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VisualSceneSpecPoints :: VisualSceneSpecPoints ()
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: VisualScene()
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{
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;
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}
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VisualSceneSpecPoints :: ~VisualSceneSpecPoints ()
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{
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;
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}
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void VisualSceneSpecPoints :: DrawScene ()
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{
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if (!mesh)
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{
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VisualScene::DrawScene();
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return;
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}
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if (changeval != specpoints.Size())
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BuildScene();
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changeval = specpoints.Size();
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glClearColor(backcolor, backcolor, backcolor, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable (GL_COLOR_MATERIAL);
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glColor3f (1.0f, 1.0f, 1.0f);
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glLineWidth (1.0f);
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glPushMatrix();
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glMultMatrixd (transformationmat);
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// glEnable (GL_COLOR);
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// glDisable (GL_COLOR_MATERIAL);
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if (vispar.drawedtangents)
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{
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glColor3d (1, 0, 0);
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glBegin (GL_LINES);
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for (int i = 1; i <= specpoints.Size(); i++)
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{
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const Point3d p1 = specpoints.Get(i).p;
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const Point3d p2 = specpoints.Get(i).p + len * specpoints.Get(i).v;
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glVertex3d (p1.X(), p1.Y(), p1.Z());
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glVertex3d (p2.X(), p2.Y(), p2.Z());
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}
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glEnd();
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}
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if (vispar.drawededges)
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{
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glColor3d (1, 0, 0);
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glBegin (GL_LINES);
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for (int i = 1; i <= mesh->GetNSeg(); i++)
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{
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const Segment & seg = mesh -> LineSegment (i);
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glVertex3dv ( (*mesh)[seg[0]] );
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glVertex3dv ( (*mesh)[seg[1]] );
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// glVertex3dv ( &(*mesh)[seg[0]].X() );
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// glVertex3dv ( &(*mesh)[seg[1]].X() );
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}
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glEnd();
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}
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glColor3d (1, 0, 0);
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glBegin (GL_LINES);
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int edges[12][2] =
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{ { 0, 1 },
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{ 2, 3 },
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{ 4, 5 },
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{ 6, 7 },
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{ 0, 2 },
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{ 1, 3 },
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{ 4, 6 },
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{ 5, 7 },
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{ 0, 4 },
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{ 1, 5 },
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{ 2, 6 },
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{ 3, 7 } };
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for (int i = 0; i < boxes.Size(); i++)
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{
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for (int j = 0; j < 12; j++)
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{
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glVertex3dv ( boxes[i].GetPointNr(edges[j][0]) );
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glVertex3dv ( boxes[i].GetPointNr(edges[j][1]) );
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}
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/*
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glVertex3dv ( boxes[i].PMin() );
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glVertex3dv ( boxes[i].PMax() );
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*/
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}
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glEnd();
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if (vispar.drawededgenrs)
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{
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glEnable (GL_COLOR_MATERIAL);
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GLfloat textcol[3] = { GLfloat(1 - backcolor),
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GLfloat(1 - backcolor),
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GLfloat(1 - backcolor) };
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glColor3fv (textcol);
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glNormal3d (0, 0, 1);
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glPushAttrib (GL_LIST_BIT);
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// glListBase (fontbase);
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char buf[20];
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for (int i = 1; i <= mesh->GetNSeg(); i++)
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{
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const Segment & seg = mesh -> LineSegment (i);
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const Point3d p1 = mesh -> Point (seg[0]);
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const Point3d p2 = mesh -> Point (seg[1]);
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const Point3d p = Center (p1, p2);
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glRasterPos3d (p.X(), p.Y(), p.Z());
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sprintf (buf, "%d", seg.edgenr);
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// glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf);
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MyOpenGLText (buf);
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}
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glPopAttrib ();
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glDisable (GL_COLOR_MATERIAL);
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}
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if (vispar.drawedpoints)
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{
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glColor3d (0, 0, 1);
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/*
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glPointSize( 3.0 );
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float range[2];
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glGetFloatv(GL_POINT_SIZE_RANGE, &range[0]);
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cout << "max ptsize = " << range[0] << "-" << range[1] << endl;
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glBegin( GL_POINTS );
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for (int i = 1; i <= mesh -> GetNP(); i++)
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{
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const Point3d & p = mesh -> Point(i);
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if (i % 2)
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glVertex3f( p.X(), p.Y(), p.Z());
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}
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glEnd();
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*/
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static GLubyte knoedel[] =
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{
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0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe,
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};
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glDisable (GL_COLOR_MATERIAL);
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glDisable (GL_LIGHTING);
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glDisable (GL_CLIP_PLANE0);
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/*
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for (int i = 1; i <= mesh -> GetNP(); i++)
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{
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const Point3d & p = mesh -> Point(i);
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glRasterPos3d (p.X(), p.Y(), p.Z());
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glBitmap (7, 7, 3, 3, 0, 0, &knoedel[0]);
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}
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*/
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for (const Point3d & p : mesh->Points())
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{
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glRasterPos3d (p.X(), p.Y(), p.Z());
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glBitmap (7, 7, 3, 3, 0, 0, &knoedel[0]);
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}
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}
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if (vispar.drawedpointnrs)
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{
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glEnable (GL_COLOR_MATERIAL);
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GLfloat textcol[3] = { GLfloat(1 - backcolor),
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GLfloat(1 - backcolor),
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GLfloat(1 - backcolor) };
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glColor3fv (textcol);
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glNormal3d (0, 0, 1);
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glPushAttrib (GL_LIST_BIT);
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// glListBase (fontbase);
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char buf[20];
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// for (int i = 1; i <= mesh->GetNP(); i++)
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for (auto i : mesh->Points().Range())
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{
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const Point3d & p = mesh->Point(i);
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glRasterPos3d (p.X(), p.Y(), p.Z());
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sprintf (buf, "%d", int(i));
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// glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf);
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MyOpenGLText (buf);
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}
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glPopAttrib ();
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glDisable (GL_COLOR_MATERIAL);
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}
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glPopMatrix();
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if (vispar.drawcoordinatecross)
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DrawCoordinateCross ();
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DrawNetgenLogo ();
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glFinish();
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}
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void VisualSceneSpecPoints :: BuildScene (int zoomall)
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{
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if (!mesh)
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{
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VisualScene::BuildScene(zoomall);
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return;
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}
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Box3d box;
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if (mesh->GetNSeg())
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{
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box.SetPoint (mesh->Point (mesh->LineSegment(1)[0]));
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for (int i = 1; i <= mesh->GetNSeg(); i++)
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{
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box.AddPoint (mesh->Point (mesh->LineSegment(i)[0]));
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box.AddPoint (mesh->Point (mesh->LineSegment(i)[1]));
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}
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}
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else if (specpoints.Size() >= 2)
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{
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box.SetPoint (specpoints.Get(1).p);
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for (int i = 2; i <= specpoints.Size(); i++)
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box.AddPoint (specpoints.Get(i).p);
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}
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else
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{
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box = Box3d (Point3d (0,0,0), Point3d (1,1,1));
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}
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if (zoomall == 2 && ((vispar.centerpoint >= 1 && vispar.centerpoint <= mesh->GetNP()) ||
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vispar.use_center_coords))
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{
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if (vispar.use_center_coords)
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{
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center.X() = vispar.centerx; center.Y() = vispar.centery; center.Z() = vispar.centerz;
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}
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else
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center = mesh->Point (vispar.centerpoint);
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}
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else
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center = Center (box.PMin(), box.PMax());
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rad = 0.5 * Dist (box.PMin(), box.PMax());
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CalcTransformationMatrices();
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}
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}
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#ifdef NG_PYTHON
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#include <../general/ngpython.hpp>
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NGGUI_API void ExportCSGVis(py::module &m)
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{
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using namespace netgen;
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py::class_<VisualSceneGeometry, shared_ptr<VisualSceneGeometry>>
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(m, "VisualSceneGeometry")
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.def("Draw", &VisualSceneGeometry::DrawScene)
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;
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m.def("SetBackGroundColor", &VisualSceneGeometry::SetBackGroundColor);
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m.def("VS",
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[](CSGeometry & geom)
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{
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geom.FindIdenticSurfaces(1e-6);
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geom.CalcTriangleApproximation(0.01, 20);
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auto vs = make_shared<VisualSceneGeometry>();
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vs->SetGeometry(&geom);
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return vs;
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});
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m.def("MouseMove",
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[](VisualSceneGeometry &vsgeom, int oldx, int oldy, int newx, int newy, char mode)
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{
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vsgeom.MouseMove(oldx, oldy, newx, newy, mode);
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});
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}
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PYBIND11_MODULE(libcsgvis, m) {
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ExportCSGVis(m);
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}
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#endif
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