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https://github.com/NGSolve/netgen.git
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730 lines
17 KiB
C++
730 lines
17 KiB
C++
#ifndef NOTCL
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#include <mystdlib.h>
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#include "incvis.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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namespace netgen
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{
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extern AutoPtr<Mesh> mesh;
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RKStepper :: ~RKStepper()
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{
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delete a;
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}
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RKStepper :: RKStepper(int type) : a(NULL), tolerance(1e100)
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{
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notrestarted = 0;
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if (type == 0) // explicit Euler
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{
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c.SetSize(1); c[0] = 0;
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b.SetSize(1); b[0] = 1;
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steps = order = 1;
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}
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else if (type == 1) // Euler-Cauchy
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{
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c.SetSize(2); c[0] = 0; c[1] = 0.5;
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b.SetSize(2); b[0] = 0; b[1] = 1;
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Array<int> size(2);
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size[0] = 0; size[1] = 1;
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a = new TABLE<double>(size);
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a->Set(2,1,0.5); // Set, Get: 1-based!
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steps = order = 2;
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}
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else if (type == 2) // Simpson
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{
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c.SetSize(3); c[0] = 0; c[1] = 1; c[2] = 0.5;
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b.SetSize(3); b[0] = b[1] = 1./6.; b[2] = 2./3.;
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Array<int> size(3);
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size[0] = 0; size[1] = 1; size[2] = 2;
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a = new TABLE<double>(size);
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a->Set(2,1,1);
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a->Set(3,1,0.25); a->Set(3,2,0.25);
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steps = order = 3;
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}
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else if (type == 3) // classical Runge-Kutta
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{
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c.SetSize(4); c[0] = 0; c[1] = c[2] = 0.5; c[3] = 1;
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b.SetSize(4); b[0] = b[3] = 1./6.; b[1] = b[2] = 1./3.;
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Array<int> size(4);
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size[0] = 0; size[1] = 1; size[2] = 2; size[3] = 3;
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a = new TABLE<double>(size);
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a->Set(2,1,0.5);
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a->Set(3,1,0); a->Set(3,2,0.5);
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a->Set(4,1,0); a->Set(4,2,0); a->Set(4,3,1);
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steps = order = 4;
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}
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K.SetSize(steps);
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}
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void RKStepper :: StartNextValCalc(const Point3d & astartval, const double astartt, const double ah, const bool aadaptive)
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{
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//cout << "Starting RK-Step with h=" << ah << endl;
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stepcount = 0;
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h = ah;
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startt = astartt;
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startval = astartval;
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adaptive = aadaptive;
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adrun = 0;
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}
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bool RKStepper :: GetNextData(Point3d & val, double & t, double & ah)
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{
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bool finished(false);
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//cout << "stepcount " << stepcount << endl;
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if(stepcount <= steps)
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{
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t = startt + c[stepcount-1]*h;
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val = startval;
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for(int i=0; i<stepcount-1; i++)
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val += h * a->Get(stepcount,i+1) * K[i];
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}
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if(stepcount == steps)
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{
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val = startval;
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for(int i=0; i<steps; i++)
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val += h * b[i] * K[i];
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if(adaptive)
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{
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if(adrun == 0)
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{
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stepcount = 0;
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h *= 0.5;
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adrun = 1;
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valh = val;
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}
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else if (adrun == 1)
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{
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stepcount = 0;
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startval_bak = startval;
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startval = val;
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startt_bak = startt;
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startt += h;//0.5*h;
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adrun = 2;
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}
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else if (adrun == 2)
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{
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Point3d valh2 = val;
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val = valh2 + 1./(pow(2.,order)-1.) * (valh2 - valh);
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Vec3d errvec = val - valh;
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double err = errvec.Length();
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double fac = 0.7 * pow(tolerance/err,1./(order+1.));
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if(fac > 1.3) fac = 1.3;
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if(fac < 1 || notrestarted >= 2)
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ah = 2.*h * fac;
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if(err < tolerance)
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{
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finished = true;
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notrestarted++;
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//(*testout) << "finished RK-Step, new h=" << ah << " tolerance " << tolerance << " err " << err << endl;
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}
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else
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{
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//ah *= 0.9;
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notrestarted = 0;
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//(*testout) << "restarting h " << 2.*h << " ah " << ah << " tolerance " << tolerance << " err " << err << endl;
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StartNextValCalc(startval_bak,startt_bak, ah, adaptive);
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}
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}
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}
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else
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{
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t = startt + h;
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finished = true;
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}
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}
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if(stepcount == 0)
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{
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t = startt + c[stepcount]*h;
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val = startval;
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for(int i=0; i<stepcount; i++)
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val += h * a->Get(stepcount,i) * K[i];
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}
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return finished;
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}
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bool RKStepper :: FeedNextF(const Vec3d & f)
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{
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K[stepcount] = f;
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stepcount++;
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return true;
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}
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void FieldLineCalc :: 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)
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{
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Array<Point3d> points;
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Array<double> values;
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Array<bool> drawelems;
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Array<int> dirstart;
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if(vsol -> iscomplex)
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SetPhase(phaser,phasei);
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double crit = 1.0;
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if(randomized)
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{
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double sum = 0;
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double lami[3];
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double values[6];
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Vec3d v;
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for(int i=0; i<potential_startpoints.Size(); i++)
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{
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int elnr = mesh.GetElementOfPoint(potential_startpoints[i],lami,true) - 1;
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if(elnr == -1)
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continue;
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mesh.SetPointSearchStartElement(elnr);
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if (mesh.GetDimension()==3)
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vss.GetValues ( vsol, elnr, lami[0], lami[1], lami[2], values);
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else
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vss.GetSurfValues ( vsol, elnr, lami[0], lami[1], values);
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VisualSceneSolution::RealVec3d ( values, v, vsol->iscomplex, phaser, phasei);
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sum += v.Length();
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}
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crit = sum/double(numlines);
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}
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int calculated = 0;
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cout << endl;
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for(int i=0; i<potential_startpoints.Size(); i++)
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{
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cout << "\rFieldline Calculation " << int(100.*i/potential_startpoints.Size()) << "%"; cout.flush();
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if(randomized)
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SetCriticalValue((double(rand())/RAND_MAX)*crit);
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if(calculated >= numlines) break;
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Calc(potential_startpoints[i],points,values,drawelems,dirstart);
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bool usable = false;
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for(int j=1; j<dirstart.Size(); j++)
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for(int k=dirstart[j-1]; k<dirstart[j]-1; k++)
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{
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if(!drawelems[k] || !drawelems[k+1]) continue;
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usable = true;
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// vss.SetOpenGlColor (0.5*(values[k]+values[k+1]), minval, maxval, logscale);
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/*
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if (vss.usetexture == 1)
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glTexCoord1f ( 0.5*(values[k]+values[k+1]) );
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else
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*/
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vss.SetOpenGlColor (0.5*(values[k]+values[k+1]) );
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vss.DrawCylinder (points[k], points[k+1], thickness);
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}
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if(usable) calculated++;
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}
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cout << "\rFieldline Calculation " << 100 << "%" << endl;
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}
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FieldLineCalc :: FieldLineCalc(const Mesh & amesh, VisualSceneSolution & avss, const VisualSceneSolution::SolData * solution,
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const double rel_length, const int amaxpoints,
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const double rel_thickness, const double rel_tolerance, const int rk_type, const int adirection) :
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mesh(amesh), vss(avss), vsol(solution), stepper(rk_type)
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{
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mesh.GetBox (pmin, pmax);
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rad = 0.5 * Dist (pmin, pmax);
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maxlength = (rel_length > 0) ? rel_length : 0.5;
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maxlength *= 2.*rad;
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thickness = (rel_thickness > 0) ? rel_thickness : 0.0015;
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thickness *= 2.*rad;
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double auxtolerance = (rel_tolerance > 0) ? rel_tolerance : 1.5e-3;
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auxtolerance *= 2.*rad;
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stepper.SetTolerance(auxtolerance);
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direction = adirection;
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maxpoints = amaxpoints;
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if(direction == 0)
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{
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maxlength *= 0.5;
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maxpoints /= 2;
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}
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phaser = 1;
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phasei = 0;
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critical_value = -1;
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randomized = false;
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}
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void FieldLineCalc :: Calc(const Point3d & startpoint, Array<Point3d> & points, Array<double> & vals, Array<bool> & drawelems, Array<int> & dirstart)
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{
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double lami[3], startlami[3];
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double values[6];
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double dummyt(0);
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Vec3d v;
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Vec3d startv;
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Point3d newp;
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double h;
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double startval;
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bool startdraw;
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bool drawelem = false;
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int elnr;
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for (int i=0; i<6; i++) values[i]=0.0;
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for (int i=0; i<3; i++) lami[i]=0.0;
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for (int i=0; i<3; i++) startlami[i]=0.0;
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points.SetSize(0);
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vals.SetSize(0);
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drawelems.SetSize(0);
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dirstart.SetSize(0);
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dirstart.Append(0);
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int startelnr = mesh.GetElementOfPoint(startpoint,startlami,true) - 1;
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(*testout) << "p = " << startpoint << "; elnr = " << startelnr << endl;
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if (startelnr == -1)
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return;
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mesh.SetPointSearchStartElement(startelnr);
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if (mesh.GetDimension()==3)
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startdraw = vss.GetValues ( vsol, startelnr, startlami[0], startlami[1], startlami[2], values);
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else
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startdraw = vss.GetSurfValues ( vsol, startelnr, startlami[0], startlami[1], values);
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VisualSceneSolution::RealVec3d ( values, startv, vsol->iscomplex, phaser, phasei);
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startval = startv.Length();
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if(critical_value > 0 && fabs(startval) < critical_value)
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return;
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//cout << "p = " << startpoint << "; elnr = " << startelnr << endl;
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for(int dir = 1; dir >= -1; dir -= 2)
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{
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if(dir*direction < 0) continue;
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points.Append(startpoint);
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vals.Append(startval);
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drawelems.Append(startdraw);
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h = 0.001*rad/startval; // otherwise no nice lines; should be made accessible from outside
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v = startv;
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if(dir == -1) v *= -1.;
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elnr = startelnr;
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lami[0] = startlami[0]; lami[1] = startlami[1]; lami[2] = startlami[2];
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for(double length = 0; length < maxlength; length += h*vals.Last())
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{
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if(v.Length() < 1e-12*rad)
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{
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(*testout) << "Current fieldlinecalculation came to a stillstand at " << points.Last() << endl;
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break;
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}
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stepper.StartNextValCalc(points.Last(),dummyt,h,true);
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stepper.FeedNextF(v);
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while(!stepper.GetNextData(newp,dummyt,h) && elnr != -1)
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{
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elnr = mesh.GetElementOfPoint(newp,lami,true) - 1;
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if(elnr != -1)
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{
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mesh.SetPointSearchStartElement(elnr);
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if (mesh.GetDimension()==3)
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drawelem = vss.GetValues (vsol, elnr, lami[0], lami[1], lami[2], values);
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else
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drawelem = vss.GetSurfValues (vsol, elnr, lami[0], lami[1], values);
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VisualSceneSolution::RealVec3d (values, v, vsol->iscomplex, phaser, phasei);
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if(dir == -1) v *= -1.;
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stepper.FeedNextF(v);
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}
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}
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if (elnr == -1)
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{
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//cout << "direction " <<dir << " reached the wall." << endl;
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break;
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}
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points.Append(newp);
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vals.Append(v.Length());
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drawelems.Append(drawelem);
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if(points.Size() % 40 == 0 && points.Size() > 1)
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(*testout) << "Points in current fieldline: " << points.Size() << ", current position: " << newp << endl;
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if(maxpoints > 0 && points.Size() >= maxpoints)
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{
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break;
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}
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//cout << "length " << length << " h " << h << " vals.Last() " << vals.Last() << " maxlength " << maxlength << endl;
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}
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dirstart.Append(points.Size());
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}
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}
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void VisualSceneSolution :: BuildFieldLinesFromBox(Array<Point3d> & startpoints)
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{
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if(fieldlines_startarea_parameter[0] > fieldlines_startarea_parameter[3] ||
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fieldlines_startarea_parameter[1] > fieldlines_startarea_parameter[4] ||
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fieldlines_startarea_parameter[2] > fieldlines_startarea_parameter[5])
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{
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Point3d pmin, pmax;
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mesh->GetBox (pmin, pmax);
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fieldlines_startarea_parameter[0] = pmin.X();
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fieldlines_startarea_parameter[1] = pmin.Y();
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fieldlines_startarea_parameter[2] = pmin.Z();
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fieldlines_startarea_parameter[3] = pmax.X();
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fieldlines_startarea_parameter[4] = pmax.Y();
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fieldlines_startarea_parameter[5] = pmax.Z();
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}
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for (int i = 1; i <= startpoints.Size(); i++)
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{
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Point3d p (fieldlines_startarea_parameter[0] + double (rand()) / RAND_MAX * (fieldlines_startarea_parameter[3]-fieldlines_startarea_parameter[0]),
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fieldlines_startarea_parameter[1] + double (rand()) / RAND_MAX * (fieldlines_startarea_parameter[4]-fieldlines_startarea_parameter[1]),
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fieldlines_startarea_parameter[2] + double (rand()) / RAND_MAX * (fieldlines_startarea_parameter[5]-fieldlines_startarea_parameter[2]));
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startpoints[i-1] = p;
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}
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}
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void VisualSceneSolution :: BuildFieldLinesFromLine(Array<Point3d> & startpoints)
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{
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for (int i = 1; i <= startpoints.Size(); i++)
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{
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double s = double (rand()) / RAND_MAX;
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Point3d p (fieldlines_startarea_parameter[0] + s * (fieldlines_startarea_parameter[3]-fieldlines_startarea_parameter[0]),
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fieldlines_startarea_parameter[1] + s * (fieldlines_startarea_parameter[4]-fieldlines_startarea_parameter[1]),
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fieldlines_startarea_parameter[2] + s * (fieldlines_startarea_parameter[5]-fieldlines_startarea_parameter[2]));
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startpoints[i-1] = p;
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}
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}
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void VisualSceneSolution :: BuildFieldLinesFromFile(Array<Point3d> & startpoints)
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{
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ifstream * infile;
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infile = new ifstream(fieldlines_filename.c_str());
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//cout << "reading from file " << fieldlines_filename << endl;
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int numpoints = 0;
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string keyword;
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double dparam;
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int iparam;
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while(infile->good())
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{
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(*infile) >> keyword;
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if(keyword == "point") numpoints++;
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else if(keyword == "line" || keyword == "box")
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{
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for(int i=0; i<6; i++) (*infile) >> dparam;
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(*infile) >> iparam;
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numpoints += iparam;
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}
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}
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delete infile;
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//cout << numpoints << " startpoints" << endl;
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startpoints.SetSize(numpoints);
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infile = new ifstream(fieldlines_filename.c_str());
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numpoints = 0;
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while(infile->good())
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{
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(*infile) >> keyword;
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if (keyword == "point")
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{
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(*infile) >> startpoints[numpoints].X(); (*infile) >> startpoints[numpoints].Y(); (*infile) >> startpoints[numpoints].Z();
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numpoints++;
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}
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else if (keyword == "line" || keyword == "box")
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{
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for(int i=0; i<6; i++) (*infile) >> fieldlines_startarea_parameter[i];
|
|
(*infile) >> iparam;
|
|
|
|
Array<Point3d> auxpoints(iparam);
|
|
|
|
if (keyword == "box")
|
|
BuildFieldLinesFromBox(auxpoints);
|
|
else if (keyword == "line")
|
|
BuildFieldLinesFromLine(auxpoints);
|
|
|
|
for(int i=0; i<iparam; i++)
|
|
{
|
|
startpoints[numpoints] = auxpoints[i];
|
|
numpoints++;
|
|
}
|
|
}
|
|
|
|
//cout << "startpoints " << startpoints << endl;
|
|
}
|
|
|
|
delete infile;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
void VisualSceneSolution :: BuildFieldLinesFromFace(Array<Point3d> & startpoints)
|
|
{
|
|
Array<SurfaceElementIndex> elements_2d;
|
|
|
|
//cout << "fieldlines_startface " << fieldlines_startface << endl;
|
|
mesh->GetSurfaceElementsOfFace(fieldlines_startface,elements_2d);
|
|
if(elements_2d.Size() == 0)
|
|
{
|
|
cerr << "No Elements on selected face (?)" << endl;
|
|
return;
|
|
}
|
|
Vec3d v1,v2,cross;
|
|
|
|
double area = 0;
|
|
|
|
int i;
|
|
for(i=0; i<elements_2d.Size(); i++)
|
|
{
|
|
const Element2d & elem = mesh->SurfaceElement(elements_2d[i]);
|
|
|
|
v1 = mesh->Point(elem[1]) - mesh->Point(elem[0]);
|
|
v2 = mesh->Point(elem[2]) - mesh->Point(elem[0]);
|
|
cross = Cross(v1,v2);
|
|
area += cross.Length();
|
|
|
|
if(elem.GetNV() == 4)
|
|
{
|
|
v1 = mesh->Point(elem[2]) - mesh->Point(elem[0]);
|
|
v2 = mesh->Point(elem[3]) - mesh->Point(elem[0]);
|
|
cross = Cross(v1,v2);
|
|
area += cross.Length();
|
|
}
|
|
}
|
|
|
|
int startpointsp = 0;
|
|
i = 0;
|
|
|
|
while(startpointsp < startpoints.Size())
|
|
{
|
|
const Element2d & elem = mesh->SurfaceElement(elements_2d[i]);
|
|
|
|
int numtri = (elem.GetNV() == 3) ? 1 : 2;
|
|
|
|
for(int tri = 0; startpointsp < startpoints.Size() && tri<numtri; tri++)
|
|
{
|
|
|
|
if(tri == 0)
|
|
{
|
|
v1 = mesh->Point(elem[1]) - mesh->Point(elem[0]);
|
|
v2 = mesh->Point(elem[2]) - mesh->Point(elem[0]);
|
|
cross = Cross(v1,v2);
|
|
}
|
|
else if(tri == 1)
|
|
{
|
|
v1 = mesh->Point(elem[2]) - mesh->Point(elem[0]);
|
|
v2 = mesh->Point(elem[3]) - mesh->Point(elem[0]);
|
|
cross = Cross(v1,v2);
|
|
}
|
|
|
|
double thisarea = cross.Length();
|
|
|
|
int numloc = int(startpoints.Size()*thisarea/area);
|
|
if(double (rand()) / RAND_MAX < startpoints.Size()*thisarea/area - numloc)
|
|
numloc++;
|
|
|
|
for(int j=0; startpointsp < startpoints.Size() && j<numloc; j++)
|
|
{
|
|
double s = double (rand()) / RAND_MAX;
|
|
double t = double (rand()) / RAND_MAX;
|
|
if(s+t > 1)
|
|
{
|
|
s = 1.-s; t = 1.-t;
|
|
}
|
|
startpoints[startpointsp] = mesh->Point(elem[0]) + s*v1 +t*v2;
|
|
startpointsp++;
|
|
}
|
|
}
|
|
i++;
|
|
if(i == elements_2d.Size()) i = 0;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void VisualSceneSolution :: BuildFieldLinesPlot ()
|
|
{
|
|
if (fieldlinestimestamp >= solutiontimestamp)
|
|
return;
|
|
fieldlinestimestamp = solutiontimestamp;
|
|
|
|
|
|
if (fieldlineslist)
|
|
glDeleteLists (fieldlineslist, num_fieldlineslists);
|
|
|
|
if (vecfunction == -1)
|
|
return;
|
|
|
|
const SolData * vsol = soldata[fieldlines_vecfunction];
|
|
|
|
num_fieldlineslists = (vsol -> iscomplex && !fieldlines_fixedphase) ? 100 : 1;
|
|
|
|
|
|
FieldLineCalc linecalc(*mesh,*this,vsol,
|
|
fieldlines_rellength,fieldlines_maxpoints,fieldlines_relthickness,fieldlines_reltolerance,fieldlines_rktype);
|
|
|
|
if(fieldlines_randomstart)
|
|
linecalc.Randomized();
|
|
|
|
fieldlineslist = glGenLists (num_fieldlineslists);
|
|
|
|
int num_startpoints = num_fieldlines / num_fieldlineslists;
|
|
if (num_fieldlines % num_fieldlineslists != 0) num_startpoints++;
|
|
|
|
if(fieldlines_randomstart)
|
|
num_startpoints *= 10;
|
|
|
|
|
|
Array<Point3d> startpoints(num_startpoints);
|
|
|
|
|
|
for (int ln = 0; ln < num_fieldlineslists; ln++)
|
|
{
|
|
if(fieldlines_startarea == 0)
|
|
BuildFieldLinesFromBox(startpoints);
|
|
else if(fieldlines_startarea == 1)
|
|
BuildFieldLinesFromFile(startpoints);
|
|
else if(fieldlines_startarea == 2)
|
|
BuildFieldLinesFromFace(startpoints);
|
|
|
|
|
|
|
|
double phi;
|
|
|
|
if(vsol -> iscomplex)
|
|
{
|
|
if(fieldlines_fixedphase)
|
|
phi = fieldlines_phase;
|
|
else
|
|
phi = 2*M_PI*ln / num_fieldlineslists;
|
|
}
|
|
else
|
|
phi = 0;
|
|
|
|
cout << "phi = " << phi << endl;
|
|
|
|
double phaser = cos(phi), phasei = sin(phi);
|
|
|
|
|
|
glNewList(fieldlineslist+ln, GL_COMPILE);
|
|
|
|
SetTextureMode (usetexture);
|
|
linecalc.GenerateFieldLines(startpoints,num_fieldlines / num_fieldlineslists+1,
|
|
fieldlineslist+ln,minval,maxval,logscale,phaser,phasei);
|
|
|
|
glEndList ();
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
#endif // NOTCL
|