mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-12 00:59:16 +05:00
3502 lines
101 KiB
C++
3502 lines
101 KiB
C++
#ifndef NOTCL
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#include <mystdlib.h>
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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 <parallel.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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extern STLGeometry * stlgeometry;
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VisualSceneMesh vsmesh;
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VisualSceneMesh :: VisualSceneMesh ()
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: VisualScene()
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{
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filledlist = 0;
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linelist = 0;
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edgelist = 0;
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badellist = 0;
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tetlist = 0;
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prismlist = 0;
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hexlist = 0;
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pyramidlist = 0;
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identifiedlist = 0;
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pointnumberlist = 0;
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domainsurflist = 0;
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vstimestamp = GetTimeStamp();
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selecttimestamp = GetTimeStamp();
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filledtimestamp = GetTimeStamp();
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linetimestamp = GetTimeStamp();
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edgetimestamp = GetTimeStamp();
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pointnumbertimestamp = GetTimeStamp();
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tettimestamp = GetTimeStamp();
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prismtimestamp = GetTimeStamp();
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hextimestamp = GetTimeStamp();
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pyramidtimestamp = GetTimeStamp();
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badeltimestamp = GetTimeStamp();
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identifiedtimestamp = GetTimeStamp();
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domainsurftimestamp = GetTimeStamp();
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selface = -1;
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selelement = -1;
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locpi = 1;
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selpoint = -1;
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selpoint2 = -1;
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seledge = -1;
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minh = 0.0;
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maxh = 0.0;
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}
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VisualSceneMesh :: ~VisualSceneMesh ()
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{
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;
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}
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void VisualSceneMesh :: 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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lock = NULL;
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clock_t starttime, endtime;
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starttime = clock();
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BuildScene();
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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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SetLight();
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glPushMatrix();
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glMultMatrixf (transformationmat);
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GLdouble projmat[16];
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glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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#ifdef PARALLEL
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
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glInitNames ();
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glPushName (0);
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// glEnable (GL_LINE_SMOOTH);
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// glEnable (GL_BLEND);
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// glEnable (GL_POLYGON_SMOOTH);
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// glDisable (GL_DEPTH_TEST);
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glDisable (GL_COLOR_MATERIAL);
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GLfloat matcol0[] = { 0, 0, 0, 1 };
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GLfloat matcol1[] = { 1, 1, 1, 1 };
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GLfloat matcolf[] = { 0, 1, 0, 1 };
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GLfloat matcolb[] = { 0.5, 0, 0, 1 };
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// GLfloat matcolblue[] = { 0, 0, 1, 1 };
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glMatrixMode (GL_MODELVIEW);
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glMaterialfv(GL_FRONT, GL_EMISSION, matcol0);
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glMaterialfv(GL_BACK, GL_EMISSION, matcol0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matcol1);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolf);
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glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, matcolb);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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// glPolygonOffset (1,10);
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glPolygonOffset (2,2);
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glEnable (GL_POLYGON_OFFSET_FILL);
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SetClippingPlane ();
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if (vispar.drawfilledtrigs)
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{
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if (filledtimestamp < mesh->GetTimeStamp () ||
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filledtimestamp < selecttimestamp)
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{
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BuildFilledList ();
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}
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#ifdef PARALLELGL
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if (ntasks > 1 && vispar.drawtetsdomain > 0 && vispar.drawtetsdomain < ntasks)
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glCallList (par_filledlists[vispar.drawtetsdomain]);
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else
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#endif
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glCallList (filledlist);
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}
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if (vispar.drawbadels)
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glCallList (badellist);
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if (vispar.drawprisms)
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{
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BuildPrismList ();
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glCallList (prismlist);
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}
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if (vispar.drawpyramids)
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{
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BuildPyramidList ();
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glCallList (pyramidlist);
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}
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if (vispar.drawhexes)
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{
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BuildHexList ();
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glCallList (hexlist);
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}
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if (vispar.drawtets)
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{
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BuildTetList ();
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glCallList (tetlist);
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}
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if (vispar.drawdomainsurf)
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{
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BuildDomainSurfList();
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glCallList (domainsurflist);
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}
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glDisable (GL_POLYGON_OFFSET_FILL);
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// draw lines
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glMatrixMode (GL_MODELVIEW);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcol0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, matcol0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matcol0);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glLineWidth (1.0f);
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glColor3f (0.0f, 0.0f, 0.0f);
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glDisable (GL_LINE_SMOOTH);
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if (vispar.drawoutline)
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{
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glPolygonOffset (1, 1);
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glEnable (GL_POLYGON_OFFSET_LINE);
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if (linetimestamp < mesh->GetTimeStamp ())
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BuildLineList ();
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#ifdef PARALLELGL
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if (ntasks > 1 && vispar.drawtetsdomain > 0 && vispar.drawtetsdomain < ntasks)
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// for (int dest = 1; dest < ntasks; dest++)
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// if (vispar.drawtetsdomain == dest)
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glCallList (par_linelists[vispar.drawtetsdomain]);
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else
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#endif
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glCallList (linelist);
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glDisable (GL_POLYGON_OFFSET_LINE);
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}
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if (vispar.drawidentified)
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{
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glPolygonOffset (1, -1);
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glEnable (GL_POLYGON_OFFSET_LINE);
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glCallList (identifiedlist);
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glDisable (GL_POLYGON_OFFSET_LINE);
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}
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if (vispar.drawpointnumbers ||
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vispar.drawedgenumbers ||
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vispar.drawfacenumbers ||
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vispar.drawelementnumbers)
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glCallList (pointnumberlist);
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glPopName();
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if (vispar.drawedges)
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{
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BuildEdgeList();
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glCallList (edgelist);
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}
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if (selpoint > 0 && selpoint <= mesh->GetNP())
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{
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/*
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glPointSize (3.0);
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glColor3d (0, 0, 1);
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolblue);
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glBegin (GL_POINTS);
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const Point3d p = mesh->Point(selpoint);
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glVertex3f (p.X(), p.Y(), p.Z());
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glEnd();
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*/
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glColor3d (0, 0, 1);
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static GLubyte cross[] =
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{
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0xc6, 0xee, 0x7c, 0x38, 0x7c, 0xee, 0xc6
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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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const Point3d p = mesh->Point(selpoint);
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glRasterPos3d (p.X(), p.Y(), p.Z());
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glBitmap (7, 7, 3, 3, 0, 0, &cross[0]);
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}
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glDisable(GL_CLIP_PLANE0);
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glPopMatrix();
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if (vispar.colormeshsize)
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DrawColorBar (minh, maxh, 1);
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DrawCoordinateCross ();
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DrawNetgenLogo ();
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if (lock)
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{
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lock -> UnLock();
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delete lock;
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lock = NULL;
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}
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glFinish();
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endtime = clock();
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// cout << 1.0 / (double(endtime - starttime)/CLOCKS_PER_SEC) << " frames/sec" << endl;
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}
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void VisualSceneMesh :: 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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if (!lock)
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{
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lock = new NgLock (mesh->Mutex());
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lock -> Lock();
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}
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int i, j;
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Point3d pmin, pmax;
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static double oldrad = 0;
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Array<Element2d> faces;
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int meshtimestamp = mesh->GetTimeStamp();
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if (meshtimestamp > vstimestamp || zoomall)
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{
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if (mesh->GetDimension() == 2)
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{
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// works in NGSolve, mesh view
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mesh->GetBox (pmin, pmax);
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}
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else
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{
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// otherwise strange zooms douring mesh generation
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mesh->GetBox (pmin, pmax, SURFACEPOINT);
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}
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if (vispar.use_center_coords && zoomall == 2)
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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 if (selpoint >= 1 && zoomall == 2)
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center = mesh->Point (selpoint);
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else if (vispar.centerpoint >= 1 && zoomall == 2)
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center = mesh->Point (vispar.centerpoint);
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else
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center = Center (pmin, pmax);
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rad = 0.5 * Dist (pmin, pmax);
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if(rad == 0) rad = 1e-6;
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if (rad > 1.2 * oldrad ||
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mesh->GetMajorTimeStamp() > vstimestamp ||
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zoomall)
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{
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CalcTransformationMatrices();
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oldrad = rad;
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}
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}
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glEnable (GL_NORMALIZE);
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if (pointnumberlist)
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{
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glDeleteLists (pointnumberlist, 1);
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pointnumberlist = 0;
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}
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if (badellist)
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{
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glDeleteLists (badellist, 1);
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badellist = 0;
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}
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/*
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if (prismlist)
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{
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glDeleteLists (prismlist, 1);
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prismlist = 0;
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}
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if (pyramidlist)
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{
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glDeleteLists (pyramidlist, 1);
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pyramidlist = 0;
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}
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if (hexlist)
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{
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glDeleteLists (hexlist, 1);
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hexlist = 0;
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}
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*/
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if (identifiedlist)
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{
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glDeleteLists (identifiedlist, 1);
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identifiedlist = 0;
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}
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pointnumberlist = glGenLists (1);
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glNewList (pointnumberlist, GL_COMPILE);
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if (vispar.drawpointnumbers ||
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vispar.drawedgenumbers ||
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vispar.drawfacenumbers ||
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vispar.drawelementnumbers)
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{
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// glEnable (GL_COLOR_MATERIAL);
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GLfloat textcol[3] = { 1 - backcolor,
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1 - backcolor,
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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[30];
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if (vispar.drawpointnumbers)
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for (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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sprintf (buf, "%d", i);
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// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
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MyOpenGLText (buf);
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}
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if (vispar.drawedgenumbers)
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{
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/*
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for (SegmentIndex i = 0; i < mesh->GetNSeg(); i++)
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{
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const Segment & seg = (*mesh)[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 (strlen (buf), GL_UNSIGNED_BYTE, buf);
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}
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*/
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const MeshTopology & top = mesh->GetTopology();
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for (i = 1; i <= top.GetNEdges(); i++)
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{
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int v1, v2;
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top.GetEdgeVertices (i, v1, v2);
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const Point3d & p1 = mesh->Point(v1);
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const Point3d & p2 = mesh->Point(v2);
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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", i);
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// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
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MyOpenGLText (buf);
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}
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}
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if (vispar.drawfacenumbers)
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{
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const MeshTopology & top = mesh->GetTopology();
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Array<int> v;
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for (i = 1; i <= top.GetNFaces(); i++)
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{
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top.GetFaceVertices (i, v);
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const Point3d & p1 = mesh->Point(v.Elem(1));
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const Point3d & p2 = mesh->Point(v.Elem(2));
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const Point3d & p3 = mesh->Point(v.Elem(3));
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Point3d p;
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if (v.Elem(4) == 0)
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{
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p = Center (p1, p2, p3);
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}
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else
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{
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const Point3d & p4 = mesh->Point(v.Elem(4));
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Point3d hp1 = Center (p1, p2);
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Point3d hp2 = Center (p3, p4);
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p = Center (hp1, hp2);
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}
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glRasterPos3d (p.X(), p.Y(), p.Z());
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sprintf (buf, "%d", i);
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// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
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MyOpenGLText (buf);
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}
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}
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if (vispar.drawelementnumbers)
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{
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Array<int> v;
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for (i = 1; i <= mesh->GetNE(); i++)
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{
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// const ELEMENTTYPE & eltype = mesh->ElementType(i);
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Array<int> pnums;
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Point3d p;
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const Element & el = mesh->VolumeElement (i);
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if ( ! el.PNum(5)) // eltype == TET )
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{
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pnums.SetSize(4);
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for( int j = 0; j < pnums.Size(); j++)
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pnums[j] = mesh->VolumeElement(i).PNum(j+1);
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const Point3d & p1 = mesh->Point(pnums[0]);
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const Point3d & p2 = mesh->Point(pnums[1]);
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const Point3d & p3 = mesh->Point(pnums[2]);
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const Point3d & p4 = mesh->Point(pnums[3]);
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p = Center (p1, p2, p3, p4);
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}
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else if ( ! el.PNum(6)) // eltype == PYRAMID
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{
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pnums.SetSize(5);
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for( int j = 0; j < pnums.Size(); j++)
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pnums[j] = mesh->VolumeElement(i).PNum(j+1);
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const Point3d & p1 = mesh->Point(pnums[0]);
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const Point3d & p2 = mesh->Point(pnums[1]);
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const Point3d & p3 = mesh->Point(pnums[2]);
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const Point3d & p4 = mesh->Point(pnums[3]);
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const Point3d & p5 = mesh->Point(pnums[4]);
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p.X() = 0.3 * p5.X() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . X();
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p.Y() = 0.3 * p5.Y() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . Y();
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p.Z() = 0.3 * p5.Z() + 0.7 * Center ( Center(p1, p3) , Center(p2, p4) ) . Z();
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}
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else if ( ! el.PNum(7) ) // eltype == PRISM
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{
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pnums.SetSize(6);
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for( int j = 0; j < pnums.Size(); j++)
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pnums[j] = mesh->VolumeElement(i).PNum(j+1);
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const Point3d & p1 = mesh->Point(pnums[0]);
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const Point3d & p2 = mesh->Point(pnums[1]);
|
|
const Point3d & p3 = mesh->Point(pnums[2]);
|
|
const Point3d & p11 = mesh->Point(pnums[3]);
|
|
const Point3d & p12 = mesh->Point(pnums[4]);
|
|
const Point3d & p13 = mesh->Point(pnums[5]);
|
|
p = Center ( Center (p1, p2, p3) , Center(p11, p12, p13) ) ;
|
|
|
|
}
|
|
else if (! el.PNum(9) ) // eltype == HEX
|
|
{
|
|
pnums.SetSize(8);
|
|
for( int j = 0; j < pnums.Size(); j++)
|
|
pnums[j] = mesh->VolumeElement(i).PNum(j+1);
|
|
|
|
const Point3d & p1 = mesh->Point(pnums[0]);
|
|
const Point3d & p2 = mesh->Point(pnums[1]);
|
|
const Point3d & p3 = mesh->Point(pnums[2]);
|
|
const Point3d & p4 = mesh->Point(pnums[3]);
|
|
const Point3d & p5 = mesh->Point(pnums[4]);
|
|
const Point3d & p6 = mesh->Point(pnums[5]);
|
|
const Point3d & p7 = mesh->Point(pnums[6]);
|
|
const Point3d & p8 = mesh->Point(pnums[7]);
|
|
|
|
p = Center ( Center ( Center(p1, p3), Center(p2, p4) ) , Center( Center(p5, p7) , Center(p6, p8 ) ) );
|
|
}
|
|
|
|
glRasterPos3d (p.X(), p.Y(), p.Z());
|
|
sprintf (buf, "%d", i);
|
|
// glCallLists (strlen (buf), GL_UNSIGNED_BYTE, buf);
|
|
MyOpenGLText (buf);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
glPopAttrib ();
|
|
// glDisable (GL_COLOR_MATERIAL);
|
|
}
|
|
glEndList ();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
badellist = glGenLists (1);
|
|
glNewList (badellist, GL_COMPILE);
|
|
|
|
if (vispar.drawbadels)
|
|
{
|
|
// SetClippingPlane ();
|
|
|
|
static float badelcol[] = { 1.0f, 0.0f, 1.0f, 1.0f };
|
|
glLineWidth (1.0f);
|
|
|
|
for (i = 1; i <= mesh->GetNE(); i++)
|
|
{
|
|
if (mesh->VolumeElement(i).flags.badel ||
|
|
mesh->VolumeElement(i).flags.illegal ||
|
|
(i == vispar.drawelement))
|
|
{
|
|
// copy to be thread-safe
|
|
Element el = mesh->VolumeElement (i);
|
|
el.GetSurfaceTriangles (faces);
|
|
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, badelcol);
|
|
|
|
|
|
// if ( (el.GetNP() == 4) || (el.GetNP() == 10))
|
|
if (el.PNum(1))
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
for (j = 1; j <= faces.Size(); j++)
|
|
{
|
|
Element2d & face = faces.Elem(j);
|
|
const Point3d & lp1 = mesh->Point (el.PNum(face.PNum(1)));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(face.PNum(2)));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(face.PNum(3)));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= (n.Length()+1e-12);
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
for (i = 1; i <= mesh->GetNE(); i++)
|
|
{
|
|
if (mesh->VolumeElement(i).flags.badel)
|
|
{
|
|
// copy to be thread-safe
|
|
Element el = mesh->VolumeElement (i);
|
|
if ( (el.GetNP() == 4) || (el.GetNP() == 10))
|
|
{
|
|
glBegin (GL_LINES);
|
|
glVertex3d (0,0,0);
|
|
const Point3d & p = mesh->Point(el.PNum(1));
|
|
glVertex3d (p.X(), p.Y(), p.Z());
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (i = 1; i <= mesh->GetNE(); i++)
|
|
{
|
|
Element el = mesh->VolumeElement (i);
|
|
int hascp = 0;
|
|
for (j = 1; j <= el.GetNP(); j++)
|
|
if (el.PNum(j) == vispar.centerpoint)
|
|
hascp = 1;
|
|
|
|
if (hascp)
|
|
{
|
|
(*testout) << "draw el " << i << " : ";
|
|
for (j = 1; j <= el.GetNP(); j++)
|
|
(*testout) << el.PNum(j) << " ";
|
|
(*testout) << endl;
|
|
|
|
if (el.GetNP() == 4)
|
|
{
|
|
int et[6][2] =
|
|
{ { 1, 2 },
|
|
{ 1, 3 },
|
|
{ 1, 4 },
|
|
{ 2, 3 },
|
|
{ 2, 4 },
|
|
{ 3, 4 } } ;
|
|
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
glBegin (GL_LINES);
|
|
const Point3d & p1 = mesh->Point (el.PNum(et[j][0]));
|
|
const Point3d & p2 = mesh->Point (el.PNum(et[j][1]));
|
|
glVertex3d (p1.X(), p1.Y(), p1.Z());
|
|
glVertex3d (p2.X(), p2.Y(), p2.Z());
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
|
|
if (el.GetNP() == 10)
|
|
{
|
|
int et[12][2] =
|
|
{ { 1, 5 },
|
|
{ 2, 5 },
|
|
{ 1, 6 },
|
|
{ 3, 6 },
|
|
{ 1, 7 },
|
|
{ 4, 7 },
|
|
{ 2, 8 },
|
|
{ 3, 8 },
|
|
{ 2, 9 },
|
|
{ 4, 9 },
|
|
{ 3, 10 },
|
|
{ 4, 10 } };
|
|
|
|
for (j = 0; j < 12; j++)
|
|
{
|
|
glBegin (GL_LINES);
|
|
const Point3d & p1 = mesh->Point (el.PNum(et[j][0]));
|
|
const Point3d & p2 = mesh->Point (el.PNum(et[j][1]));
|
|
glVertex3d (p1.X(), p1.Y(), p1.Z());
|
|
glVertex3d (p2.X(), p2.Y(), p2.Z());
|
|
glEnd ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (i = 1; i <= mesh->GetNSE(); i++)
|
|
{
|
|
Element2d el = mesh->SurfaceElement(i);
|
|
if (!el.BadElement())
|
|
continue;
|
|
|
|
int drawel = 1;
|
|
for (j = 1; j <= el.GetNP(); j++)
|
|
if (!el.PNum(j))
|
|
drawel = 0;
|
|
|
|
if (!drawel)
|
|
continue;
|
|
|
|
cout << int (el.GetType()) << " " << flush;
|
|
switch (el.GetType())
|
|
{
|
|
case TRIG:
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
Point3d lp1 = mesh->Point (el.PNum(1));
|
|
Point3d lp2 = mesh->Point (el.PNum(2));
|
|
Point3d lp3 = mesh->Point (el.PNum(3));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= (n.Length() + 1e-12);
|
|
glNormal3dv (&n.X());
|
|
glVertex3dv (&lp1.X());
|
|
glVertex3dv (&lp2.X());
|
|
glVertex3dv (&lp3.X());
|
|
glEnd();
|
|
break;
|
|
}
|
|
case QUAD:
|
|
{
|
|
glBegin (GL_QUADS);
|
|
|
|
const Point3d & lp1 = mesh->Point (el.PNum(1));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(2));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(4));
|
|
const Point3d & lp4 = mesh->Point (el.PNum(3));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2),
|
|
Vec3d (lp1, Center (lp3, lp4)));
|
|
n /= (n.Length() + 1e-12);
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
glEnd();
|
|
break;
|
|
}
|
|
case TRIG6:
|
|
{
|
|
int lines[6][2] = {
|
|
{ 1, 6 }, { 2, 6 },
|
|
{ 1, 5 }, { 3, 5 },
|
|
{ 2, 4 }, { 3, 4 } };
|
|
|
|
glBegin (GL_LINES);
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
glVertex3dv ( mesh->Point (el.PNum(lines[j][0])) );
|
|
glVertex3dv ( mesh->Point (el.PNum(lines[j][0])) );
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
case QUAD6:
|
|
{
|
|
int lines[6][2] = {
|
|
{ 1, 5 }, { 2, 5 },
|
|
{ 3, 6 }, { 4, 6 },
|
|
{ 1, 4 }, { 2, 3 } };
|
|
|
|
glBegin (GL_LINES);
|
|
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
}
|
|
glEnd ();
|
|
break;
|
|
}
|
|
default:
|
|
PrintSysError ("Cannot draw surface element of type ",
|
|
int(el.GetType()));
|
|
}
|
|
}
|
|
glLoadName (0);
|
|
|
|
}
|
|
glEndList ();
|
|
|
|
|
|
if (1)
|
|
{
|
|
|
|
identifiedlist = glGenLists (1);
|
|
glNewList (identifiedlist, GL_COMPILE);
|
|
|
|
GLfloat identifiedcol[] = { 1, 0, 1, 1 };
|
|
|
|
glLineWidth (3);
|
|
|
|
// for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
|
|
if (& mesh -> GetIdentifications() )
|
|
{
|
|
INDEX_2_HASHTABLE<int> & idpts =
|
|
mesh->GetIdentifications().GetIdentifiedPoints();
|
|
if (&idpts)
|
|
{
|
|
for (i = 1; i <= idpts.GetNBags(); i++)
|
|
for (j = 1; j <= idpts.GetBagSize(i); j++)
|
|
{
|
|
INDEX_2 pts;
|
|
int val;
|
|
|
|
idpts.GetData (i, j, pts, val);
|
|
const Point3d & p1 = mesh->Point(pts.I1());
|
|
const Point3d & p2 = mesh->Point(pts.I2());
|
|
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
identifiedcol);
|
|
|
|
glBegin (GL_LINES);
|
|
glVertex3f (p1.X(), p1.Y(), p1.Z());
|
|
glVertex3f (p2.X(), p2.Y(), p2.Z());
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
glEndList ();
|
|
}
|
|
|
|
if (lock)
|
|
{
|
|
lock -> UnLock();
|
|
delete lock;
|
|
lock = NULL;
|
|
}
|
|
|
|
vstimestamp = meshtimestamp;
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildFilledList()
|
|
{
|
|
static int timer = NgProfiler::CreateTimer ("Mesh::BuildFilledList");
|
|
NgProfiler::RegionTimer reg (timer);
|
|
|
|
// cout << "buildilled" << endl;
|
|
|
|
#ifdef PARALLELGL
|
|
cout << "buildfillelist, id = " << id << ", nse = " << mesh -> GetNSE() << endl;
|
|
|
|
if (id == 0 && ntasks > 1)
|
|
{
|
|
InitParallelGL();
|
|
|
|
par_filledlists.SetSize (ntasks);
|
|
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
{
|
|
MyMPI_Send ("redraw", dest);
|
|
MyMPI_Send ("filledlist", dest);
|
|
}
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
{
|
|
MyMPI_Recv (par_filledlists[dest], dest);
|
|
cout << "proc " << dest << " has drawn to list " << par_filledlists[dest] << endl;
|
|
}
|
|
|
|
if (filledlist)
|
|
glDeleteLists (filledlist, 1);
|
|
|
|
filledlist = glGenLists (1);
|
|
glNewList (filledlist, GL_COMPILE);
|
|
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
glCallList (par_filledlists[dest]);
|
|
|
|
glEndList();
|
|
|
|
|
|
|
|
filledtimestamp = NextTimeStamp();
|
|
return;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
// clock_t starttime, endtime;
|
|
// starttime = clock();
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
filledtimestamp = NextTimeStamp();
|
|
|
|
if (filledlist)
|
|
glDeleteLists (filledlist, 1);
|
|
|
|
filledlist = glGenLists (1);
|
|
glNewList (filledlist, GL_COMPILE);
|
|
|
|
// cout << "I am p " << id << " and got filledlist " << filledlist << endl;
|
|
|
|
bool checkvicinity = (stlgeometry != NULL) && stldoctor.showvicinity;
|
|
|
|
glEnable (GL_NORMALIZE);
|
|
|
|
glLineWidth (1.0f);
|
|
|
|
Vector locms;
|
|
|
|
if (vispar.colormeshsize)
|
|
{
|
|
glEnable (GL_COLOR_MATERIAL);
|
|
glShadeModel (GL_SMOOTH);
|
|
locms.SetSize (mesh->GetNP());
|
|
maxh = -1;
|
|
minh = 1e99;
|
|
for (int i = 1; i <= locms.Size(); i++)
|
|
{
|
|
Point3d p = mesh->Point(i);
|
|
locms(i-1) = mesh->GetH (p);
|
|
if (locms(i-1) > maxh) maxh = locms(i-1);
|
|
if (locms(i-1) < minh) minh = locms(i-1);
|
|
}
|
|
if (!locms.Size())
|
|
{
|
|
minh = 1;
|
|
maxh = 10;
|
|
}
|
|
}
|
|
else
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
|
|
|
|
GLfloat matcol[] = { 0, 1, 0, 1 };
|
|
GLfloat matcolsel[] = { 1, 0, 0, 1 };
|
|
#ifdef PARALLEL
|
|
GLfloat mat_coll_transp[] = { 0, 1, 0, 0.3 };
|
|
GLfloat mat_coll_transp_sel[] = { 1, 0, 0, 0.3 };
|
|
#endif
|
|
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
int hoplotn = 1 << vispar.subdivisions;
|
|
|
|
for (int col = 1; col <= 2; col++)
|
|
{
|
|
if (col == 2)
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
|
|
else
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
|
|
|
|
for (SurfaceElementIndex sei = 0; sei < mesh->GetNSE(); sei++)
|
|
{
|
|
const Element2d & el = (*mesh)[sei];
|
|
|
|
#ifdef PARALLEL
|
|
if ( el.IsGhost() )
|
|
{
|
|
if ( col == 2 )
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll_transp_sel);
|
|
else
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll_transp);
|
|
}
|
|
else
|
|
{
|
|
if (col == 2)
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
|
|
else
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
|
|
}
|
|
#endif
|
|
|
|
// Philippose - 06/07/2009
|
|
// Modified the colour system to integrate the face colours into
|
|
// the mesh data structure, rather than limit it to the OCC geometry
|
|
// structure... allows other geometry types to use face colours too
|
|
if(col == 1)
|
|
{
|
|
matcol[0] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().X();
|
|
matcol[1] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().Y();
|
|
matcol[2] = mesh->GetFaceDescriptor(el.GetIndex()).SurfColour().Z();
|
|
|
|
matcol[3] = 1.0;
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
|
|
}
|
|
|
|
bool drawel = !el.IsDeleted();
|
|
|
|
if (checkvicinity)
|
|
for (int j = 0; j < el.GetNP(); j++)
|
|
if (!stlgeometry->Vicinity(el.GeomInfoPi(j+1).trignum))
|
|
drawel = 0;
|
|
|
|
if (!drawel)
|
|
continue;
|
|
|
|
if (vispar.colormeshsize && col == 2)
|
|
continue;
|
|
if (!vispar.colormeshsize &&
|
|
(col == 2) != (el.GetIndex() == selface))
|
|
continue;
|
|
|
|
glLoadName (sei+1);
|
|
|
|
switch (el.GetType())
|
|
{
|
|
case TRIG:
|
|
{
|
|
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
|
|
{
|
|
if (hoplotn > 128) hoplotn = 128;
|
|
Point<3> xa[129];
|
|
Vec<3> na[129];
|
|
|
|
for (int i = 0; i < hoplotn; i++)
|
|
{
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
|
|
for (int j = 0; j <= hoplotn-i; j++)
|
|
for (int k = 0; k < 2; k++)
|
|
{
|
|
if (j == hoplotn-i && k == 1) continue;
|
|
|
|
if (i > 0 && k == 0)
|
|
{
|
|
glNormal3dv (na[j]);
|
|
glVertex3dv (xa[j]);
|
|
continue;
|
|
}
|
|
|
|
Point<2> xref (double(j) / hoplotn, double(i+k) / hoplotn);
|
|
Point<3> xglob;
|
|
Mat<3,2> dxdxi;
|
|
Vec<3> dx, dy, n;
|
|
|
|
curv.CalcSurfaceTransformation (xref, sei, xglob, dxdxi);
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
dx(i) = dxdxi(i,0);
|
|
dy(i) = dxdxi(i,1);
|
|
}
|
|
n = Cross (dx, dy);
|
|
glNormal3dv (n);
|
|
glVertex3dv (xglob);
|
|
|
|
if (k == 1)
|
|
{
|
|
na[j] = n;
|
|
xa[j] = xglob;
|
|
}
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
else // not high order
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
const Point<3> & lp0 = (*mesh) [el[0]];
|
|
const Point<3> & lp1 = (*mesh) [el[1]];
|
|
const Point<3> & lp2 = (*mesh) [el[2]];
|
|
|
|
Vec<3> n = Cross (lp1-lp0, lp2-lp0).Normalize();
|
|
glNormal3dv (n);
|
|
|
|
if (vispar.colormeshsize)
|
|
{
|
|
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
|
|
glVertex3dv (lp0);
|
|
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
|
|
glVertex3dv (lp1);
|
|
SetOpenGlColor (locms(el[2]-1), minh, maxh, 0);
|
|
glVertex3dv (lp2);
|
|
}
|
|
else
|
|
{
|
|
glVertex3dv (lp0);
|
|
glVertex3dv (lp1);
|
|
glVertex3dv (lp2);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
break;
|
|
}
|
|
case QUAD:
|
|
{
|
|
// cout << "BuildFilledList: QUAD" << endl;
|
|
// CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
|
|
{
|
|
Point<2> xr[4];
|
|
Point<3> xg;
|
|
Vec<3> dx, dy, n;
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
for (int i = 0; i < hoplotn; i++)
|
|
for (int j = 0; j < hoplotn; j++)
|
|
{
|
|
xr[0](0) = (double) i/hoplotn; xr[0](1) = (double) j/hoplotn;
|
|
xr[1](0) = (double)(i+1)/hoplotn; xr[1](1) = (double) j/hoplotn;
|
|
xr[2](0) = (double)(i+1)/hoplotn; xr[2](1) = (double)(j+1)/hoplotn;
|
|
xr[3](0) = (double) i/hoplotn; xr[3](1) = (double)(j+1)/hoplotn;
|
|
|
|
for (int l=0; l<4; l++)
|
|
{
|
|
Mat<3,2> dxdxi;
|
|
|
|
curv.CalcSurfaceTransformation (xr[l], sei, xg, dxdxi);
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
dx(i) = dxdxi(i,0);
|
|
dy(i) = dxdxi(i,1);
|
|
}
|
|
|
|
n = Cross (dx, dy);
|
|
n.Normalize();
|
|
glNormal3d (n(0), n(1), n(2));
|
|
glVertex3d (xg(0), xg(1), xg(2));
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
else // not high order
|
|
|
|
{
|
|
glBegin (GL_QUADS);
|
|
|
|
const Point<3> & lp1 = mesh->Point (el.PNum(1));
|
|
const Point<3> & lp2 = mesh->Point (el.PNum(2));
|
|
const Point<3> & lp3 = mesh->Point (el.PNum(4));
|
|
const Point<3> & lp4 = mesh->Point (el.PNum(3));
|
|
|
|
Vec<3> n = Cross (lp2-lp1, Center (lp3, lp4)-lp1);
|
|
n.Normalize();
|
|
glNormal3dv (n);
|
|
|
|
glVertex3dv (lp1);
|
|
glVertex3dv (lp2);
|
|
glVertex3dv (lp4);
|
|
glVertex3dv (lp3);
|
|
|
|
glEnd ();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TRIG6:
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
static int trigs[4][3] = {
|
|
{ 1, 6, 5 },
|
|
{ 2, 4, 6 },
|
|
{ 3, 5, 4 },
|
|
{ 4, 5, 6 } };
|
|
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
const Point<3> & lp1 = mesh->Point (el.PNum(trigs[j][0]));
|
|
const Point<3> & lp2 = mesh->Point (el.PNum(trigs[j][1]));
|
|
const Point<3> & lp3 = mesh->Point (el.PNum(trigs[j][2]));
|
|
// Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
Vec<3> n = Cross (lp2-lp1, lp3-lp1);
|
|
glNormal3dv (n);
|
|
|
|
glVertex3dv (lp1);
|
|
glVertex3dv (lp2);
|
|
glVertex3dv (lp3);
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
case QUAD6:
|
|
{
|
|
glBegin (GL_QUADS);
|
|
static int quads[2][4] = {
|
|
{ 1, 5, 6, 4 },
|
|
{ 5, 2, 3, 6 } };
|
|
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
Point3d lp1 = mesh->Point (el.PNum(quads[j][0]));
|
|
Point3d lp2 = mesh->Point (el.PNum(quads[j][1]));
|
|
Point3d lp3 = mesh->Point (el.PNum(quads[j][2]));
|
|
Point3d lp4 = mesh->Point (el.PNum(quads[j][3]));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= (n.Length() + 1e-12);
|
|
glNormal3dv (&n.X());
|
|
glVertex3dv (&lp1.X());
|
|
glVertex3dv (&lp2.X());
|
|
glVertex3dv (&lp3.X());
|
|
glVertex3dv (&lp4.X());
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
case QUAD8:
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
static int boundary[] =
|
|
{ 1, 5, 2, 8, 3, 6, 4, 7, 1 };
|
|
|
|
Point3d c(0,0,0);
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
const Point3d & hp = mesh->Point (el[j]);
|
|
c.X() -= 0.25 * hp.X();
|
|
c.Y() -= 0.25 * hp.Y();
|
|
c.Z() -= 0.25 * hp.Z();
|
|
}
|
|
for (int j = 4; j < 8; j++)
|
|
{
|
|
const Point3d & hp = mesh->Point (el[j]);
|
|
c.X() += 0.5 * hp.X();
|
|
c.Y() += 0.5 * hp.Y();
|
|
c.Z() += 0.5 * hp.Z();
|
|
}
|
|
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
Point3d lp1 = mesh->Point (el.PNum(boundary[j]));
|
|
Point3d lp2 = mesh->Point (el.PNum(boundary[j+1]));
|
|
|
|
Vec3d n = Cross (Vec3d (c, lp1), Vec3d (c, lp2));
|
|
n /= (n.Length() + 1e-12);
|
|
glNormal3dv (&n.X());
|
|
glVertex3dv (&lp1.X());
|
|
glVertex3dv (&lp2.X());
|
|
glVertex3dv (&c.X());
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
|
|
default:
|
|
PrintSysError ("Cannot draw (2) surface element of type ",
|
|
int(el.GetType()));
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|
|
glLoadName (0);
|
|
glEndList ();
|
|
|
|
|
|
#ifdef PARALLELGL
|
|
glFinish();
|
|
if (id > 0)
|
|
MyMPI_Send (filledlist, 0);
|
|
#endif
|
|
|
|
// endtime = clock();
|
|
// cout << "BuildFillList time = " << double(endtime - starttime)/CLOCKS_PER_SEC << endl;
|
|
}
|
|
|
|
|
|
void VisualSceneMesh :: BuildLineList()
|
|
{
|
|
static int timer = NgProfiler::CreateTimer ("Mesh::BuildLineList");
|
|
NgProfiler::RegionTimer reg (timer);
|
|
|
|
#ifdef PARALLELGL
|
|
|
|
if (id == 0 && ntasks > 1)
|
|
{
|
|
InitParallelGL();
|
|
|
|
par_linelists.SetSize (ntasks);
|
|
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
{
|
|
MyMPI_Send ("redraw", dest);
|
|
MyMPI_Send ("linelist", dest);
|
|
}
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
MyMPI_Recv (par_linelists[dest], dest);
|
|
|
|
if (linelist)
|
|
glDeleteLists (linelist, 1);
|
|
|
|
linelist = glGenLists (1);
|
|
glNewList (linelist, GL_COMPILE);
|
|
|
|
for ( int dest = 1; dest < ntasks; dest++ )
|
|
glCallList (par_linelists[dest]);
|
|
|
|
glEndList();
|
|
|
|
|
|
linetimestamp = NextTimeStamp();
|
|
return;
|
|
}
|
|
|
|
#endif
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
linetimestamp = NextTimeStamp();
|
|
|
|
bool checkvicinity = (stlgeometry != NULL) && stldoctor.showvicinity;
|
|
|
|
if (linelist)
|
|
glDeleteLists (linelist, 1);
|
|
|
|
linelist = glGenLists (1);
|
|
glNewList (linelist, GL_COMPILE);
|
|
|
|
// cout << "linelist = " << linelist << endl;
|
|
|
|
glLineWidth (1.0f);
|
|
|
|
|
|
int hoplotn = 1 << vispar.subdivisions;
|
|
|
|
// PrintMessage (3, "nse = ", mesh->GetNSE());
|
|
for (SurfaceElementIndex sei = 0; sei < mesh->GetNSE(); sei++)
|
|
{
|
|
const Element2d & el = (*mesh)[sei];
|
|
|
|
bool drawel = !el.IsDeleted();
|
|
if (checkvicinity)
|
|
for (int j = 0; j < el.GetNP(); j++)
|
|
if (!stlgeometry->Vicinity(el.GeomInfoPi(j+1).trignum))
|
|
drawel = 0;
|
|
|
|
if (!drawel)
|
|
continue;
|
|
|
|
switch (el.GetType())
|
|
{
|
|
case TRIG:
|
|
{
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
|
|
{
|
|
Point<3> xg;
|
|
glBegin (GL_LINE_LOOP);
|
|
for (int i = 0; i < hoplotn; i++)
|
|
{
|
|
Point<2> xr (double(i) / hoplotn, 0);
|
|
curv.CalcSurfaceTransformation (xr, sei, xg);
|
|
glVertex3dv (xg);
|
|
}
|
|
for (int i = 0; i < hoplotn; i++)
|
|
{
|
|
Point<2> xr (double(hoplotn-i) / hoplotn, double(i)/hoplotn);
|
|
curv.CalcSurfaceTransformation (xr, sei, xg);
|
|
glVertex3dv (xg);
|
|
}
|
|
for (int i = 0; i < hoplotn; i++)
|
|
{
|
|
Point<2> xr (0, double(hoplotn-i) / hoplotn);
|
|
curv.CalcSurfaceTransformation (xr, sei, xg);
|
|
glVertex3dv (xg);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
else
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
const Point<3> & lp0 = (*mesh) [el[0]];
|
|
const Point<3> & lp1 = (*mesh) [el[1]];
|
|
const Point<3> & lp2 = (*mesh) [el[2]];
|
|
|
|
glVertex3dv (lp0);
|
|
glVertex3dv (lp1);
|
|
glVertex3dv (lp2);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case QUAD:
|
|
{
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsSurfaceElementCurved(sei))
|
|
{
|
|
Point<2> xr;
|
|
Point<3> xg;
|
|
|
|
glBegin (GL_LINE_STRIP);
|
|
|
|
for (int side = 0; side < 4; side++)
|
|
{
|
|
for (int i = 0; i <= hoplotn; i++)
|
|
{
|
|
switch (side)
|
|
{
|
|
case 0:
|
|
xr(0) = (double) i/hoplotn;
|
|
xr(1) = 0.;
|
|
break;
|
|
case 1:
|
|
xr(0) = 1.;
|
|
xr(1) = (double) i/hoplotn;
|
|
break;
|
|
case 2:
|
|
xr(0) = (double) (hoplotn-i)/hoplotn;
|
|
xr(1) = 1.;
|
|
break;
|
|
case 3:
|
|
xr(0) = 0.;
|
|
xr(1) = (double) (hoplotn-i)/hoplotn;
|
|
break;
|
|
}
|
|
|
|
curv.CalcSurfaceTransformation (xr, sei, xg);
|
|
glVertex3d (xg(0), xg(1), xg(2));
|
|
|
|
}
|
|
|
|
}
|
|
glEnd();
|
|
|
|
} else {
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
const Point3d & lp1 = mesh->Point (el.PNum(1));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(2));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(4));
|
|
const Point3d & lp4 = mesh->Point (el.PNum(3));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2),
|
|
Vec3d (lp1, Center (lp3, lp4)));
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
glEnd();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TRIG6:
|
|
{
|
|
int lines[6][2] = {
|
|
{ 1, 6 }, { 2, 6 },
|
|
{ 1, 5 }, { 3, 5 },
|
|
{ 2, 4 }, { 3, 4 } };
|
|
|
|
glBegin (GL_LINES);
|
|
for (int j = 0; j < 6; j++)
|
|
{
|
|
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
}
|
|
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
case QUAD6:
|
|
{
|
|
int lines[6][2] = {
|
|
{ 1, 5 }, { 2, 5 },
|
|
{ 3, 6 }, { 4, 6 },
|
|
{ 1, 4 }, { 2, 3 } };
|
|
|
|
glBegin (GL_LINES);
|
|
|
|
for (int j = 0; j < 6; j++)
|
|
{
|
|
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
}
|
|
glEnd ();
|
|
break;
|
|
}
|
|
|
|
case QUAD8:
|
|
{
|
|
int lines[8][2] = {
|
|
{ 1, 5 }, { 2, 5 }, { 3, 6 }, { 4, 6 },
|
|
{ 1, 7 }, { 4, 7 }, { 2, 8 }, { 3, 8 }
|
|
};
|
|
|
|
glBegin (GL_LINES);
|
|
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
const Point3d & lp1 = mesh->Point (el.PNum(lines[j][0]));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(lines[j][1]));
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
}
|
|
glEnd ();
|
|
break;
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
PrintSysError ("Cannot draw (4) surface element of type ",
|
|
int(el.GetType()));
|
|
}
|
|
}
|
|
|
|
glEndList ();
|
|
|
|
|
|
#ifdef PARALLELGL
|
|
glFinish();
|
|
if (id > 0)
|
|
MyMPI_Send (linelist, 0);
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildEdgeList()
|
|
{
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
if (edgetimestamp > mesh->GetTimeStamp () && vispar.shrink == 1)
|
|
return;
|
|
|
|
edgetimestamp = NextTimeStamp();
|
|
|
|
if (edgelist)
|
|
glDeleteLists (edgelist, 1);
|
|
|
|
edgelist = glGenLists (1);
|
|
glNewList (edgelist, GL_COMPILE);
|
|
|
|
|
|
GLfloat matcoledge[] = { 0, 0, 1, 1 };
|
|
GLfloat matcolsingedge[] = { 1, 0, 1, 1 };
|
|
|
|
glEnable (GL_POLYGON_OFFSET_LINE);
|
|
glPolygonOffset (1, -1);
|
|
|
|
glEnable (GL_COLOR_MATERIAL);
|
|
glDisable (GL_LIGHTING);
|
|
|
|
for (int i = 1; i <= mesh->GetNSeg(); i++)
|
|
{
|
|
const Segment & seg = mesh->LineSegment(i);
|
|
const Point3d & p1 = (*mesh)[seg[0]];
|
|
const Point3d & p2 = (*mesh)[seg[1]];
|
|
|
|
if (seg.singedge_left || seg.singedge_right)
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
matcolsingedge);
|
|
else
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
matcoledge);
|
|
|
|
if (seg.singedge_left || seg.singedge_right)
|
|
glColor3fv (matcolsingedge);
|
|
else
|
|
glColor3fv (matcoledge);
|
|
|
|
if (seg.edgenr == seledge)
|
|
glLineWidth(5);
|
|
else
|
|
glLineWidth(2);
|
|
|
|
if (mesh->GetCurvedElements().IsHighOrder())
|
|
{
|
|
int hoplotn = 1 << vispar.subdivisions;
|
|
// mesh->GetCurvedElements().GetNVisualSubsecs();
|
|
|
|
Point<3> x;
|
|
glBegin (GL_LINE_STRIP);
|
|
|
|
for (int j = 0; j <= hoplotn; j++)
|
|
{
|
|
mesh->GetCurvedElements().CalcSegmentTransformation ((double) j/hoplotn, i-1, x);
|
|
glVertex3d (x(0), x(1), x(2));
|
|
/*
|
|
cout << "x = " << x(0) << ", " << x(1) << ", " << x(2)
|
|
<< ", norm = 1+" << sqrt(x(0)*x(0)+x(1)*x(1))-1
|
|
<< ", phi = " << atan2(x(1), x(0))/M_PI << endl;
|
|
*/
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
else
|
|
{
|
|
glBegin (GL_LINES);
|
|
Point<3> hp1 = p1;
|
|
Point<3> hp2 = p2;
|
|
Point<3> c = Center(p1, p2);
|
|
if (vispar.shrink < 1)
|
|
{
|
|
hp1 = c + vispar.shrink * (hp1 - c);
|
|
hp2 = c + vispar.shrink * (hp2 - c);
|
|
}
|
|
glVertex3dv (hp1);
|
|
glVertex3dv (hp2); // p2.X(), p2.Y(), p2.Z());
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
glLineWidth (2);
|
|
glDisable (GL_POLYGON_OFFSET_LINE);
|
|
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
glEnable (GL_LIGHTING);
|
|
|
|
glEndList();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildPointNumberList()
|
|
{
|
|
;
|
|
}
|
|
|
|
|
|
|
|
// Bernstein Pol B_{n,i}(x) = n! / i! / (n-i)! (1-x)^{n-i} x^i
|
|
static inline double Bernstein (int n, int i, double x)
|
|
{
|
|
double val = 1;
|
|
for (int j = 1; j <= i; j++)
|
|
val *= x;
|
|
for (int j = 1; j <= n-i; j++)
|
|
val *= (1-x) * (j+i) / j;
|
|
return val;
|
|
}
|
|
|
|
void ToBernstein (int order, Point<3> * pts, int stride)
|
|
{
|
|
static DenseMatrix mat, inv;
|
|
static Vector vec1, vec2;
|
|
|
|
if (mat.Height () != order+1)
|
|
{
|
|
mat.SetSize (order+1);
|
|
inv.SetSize (order+1);
|
|
vec1.SetSize (order+1);
|
|
vec2.SetSize (order+1);
|
|
for (int i = 0; i <= order; i++)
|
|
{
|
|
double x = double(i) / order;
|
|
for (int j = 0; j <= order; j++)
|
|
mat(i,j) = Bernstein (order, j, x);
|
|
}
|
|
|
|
CalcInverse (mat, inv);
|
|
}
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
for (int j = 0; j <= order; j++)
|
|
vec1(j) = pts[j*stride](i);
|
|
|
|
inv.Mult (vec1, vec2);
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
pts[j*stride](i) = vec2(j);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildTetList()
|
|
{
|
|
|
|
if (tettimestamp > mesh->GetTimeStamp () &&
|
|
tettimestamp > vispar.clipplanetimestamp )
|
|
return;
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
tettimestamp = NextTimeStamp();
|
|
|
|
if (tetlist)
|
|
glDeleteLists (tetlist, 1);
|
|
|
|
|
|
tetlist = glGenLists (1);
|
|
glNewList (tetlist, GL_COMPILE);
|
|
|
|
|
|
Vector locms;
|
|
|
|
// Philippose - 16/02/2010
|
|
// Add Mesh size based coloring of
|
|
// meshes also for the volume elements
|
|
if (vispar.colormeshsize)
|
|
{
|
|
glEnable (GL_COLOR_MATERIAL);
|
|
locms.SetSize (mesh->GetNP());
|
|
maxh = -1;
|
|
minh = 1e99;
|
|
for (int i = 1; i <= locms.Size(); i++)
|
|
{
|
|
Point3d p = mesh->Point(i);
|
|
locms(i-1) = mesh->GetH (p);
|
|
if (locms(i-1) > maxh) maxh = locms(i-1);
|
|
if (locms(i-1) < minh) minh = locms(i-1);
|
|
}
|
|
if (!locms.Size())
|
|
{
|
|
minh = 1;
|
|
maxh = 10;
|
|
}
|
|
}
|
|
else
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
|
|
|
|
|
|
Array<Element2d> faces;
|
|
|
|
BitArray shownode(mesh->GetNP());
|
|
if (vispar.clipenable)
|
|
{
|
|
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();
|
|
|
|
|
|
#ifdef PARALLEL
|
|
|
|
static float tetcols[][8] =
|
|
{
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f },
|
|
{ 1.0f, 0.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 1.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, 1.0f, 1.0f },
|
|
{ 1.0f, 1.0f, 0.0f, 0.3f },
|
|
{ 1.0f, 0.0f, 0.0f, 0.3f },
|
|
{ 0.0f, 1.0f, 0.0f, 0.3f },
|
|
{ 0.0f, 0.0f, 1.0f, 0.3f }
|
|
};
|
|
|
|
#else
|
|
static float tetcols[][4] =
|
|
{
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f },
|
|
{ 1.0f, 0.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 1.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, 1.0f, 1.0f }
|
|
};
|
|
#endif
|
|
|
|
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
|
|
|
|
if (!curv.IsHighOrder())
|
|
glShadeModel (GL_FLAT);
|
|
else
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
int hoplotn = max (2, 1 << vispar.subdivisions);
|
|
|
|
for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
|
|
{
|
|
if (vispar.drawtetsdomain > 0 &&
|
|
vispar.drawtetsdomain != (*mesh)[ei].GetIndex())
|
|
continue;
|
|
|
|
const Element & el = (*mesh)[ei];
|
|
|
|
if ((el.GetType() == TET || el.GetType() == TET10) && !el.IsDeleted())
|
|
{
|
|
|
|
bool drawtet = 1;
|
|
for (int j = 0; j < 4; j++)
|
|
if (!shownode.Test(el[j]))
|
|
drawtet = 0;
|
|
if (!drawtet) continue;
|
|
|
|
|
|
int ind = el.GetIndex() % 4;
|
|
|
|
|
|
#ifdef PARALLEL
|
|
if (vispar.drawmetispartition && (el.GetPartition()!=-1))
|
|
ind = el.GetPartition() % 4;
|
|
// (*testout) << "ind (" << i << ") = " << ind << endl;
|
|
|
|
|
|
if ( el.IsGhost() )
|
|
{
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, tetcols[ind+4]);
|
|
}
|
|
else
|
|
{
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tetcols[ind]);
|
|
}
|
|
#else
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tetcols[ind]);
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
|
|
{
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (TET);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (TET);
|
|
|
|
/*
|
|
Point<3> grid[11][11];
|
|
Point<3> fpts[3];
|
|
int order = vispar.subdivisions+1;
|
|
|
|
for (int trig = 0; trig < 4; trig++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] = vertices[faces[trig][j]-1];
|
|
|
|
static Point<3> c(0.25, 0.25, 0.25);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[3] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
double(iy)/order };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l);
|
|
|
|
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 0.999, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
int order = curv.GetOrder();
|
|
|
|
Array<Point<3> > ploc ( (order+1)*(order+1) );
|
|
Array<Point<3> > pglob ( (order+1)*(order+1) );
|
|
Point<3> fpts[3];
|
|
|
|
for (int trig = 0; trig < 4; trig++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] = vertices[faces[trig][j]-1];
|
|
|
|
static Point<3> c(0.25, 0.25, 0.25);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0, ii = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++, ii++)
|
|
{
|
|
double lami[3] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
double(iy)/order };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l);
|
|
|
|
ploc[ii] = xl;
|
|
}
|
|
|
|
curv.CalcMultiPointElementTransformation (&ploc, ei, &pglob, 0);
|
|
|
|
Point<3> grid[11][11];
|
|
for (int ix = 0, ii = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++, ii++)
|
|
grid[ix][iy] = pglob[ii];
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(hoplotn, 0.0, 0.9999f, hoplotn, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, hoplotn, 0, hoplotn);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
}
|
|
|
|
else // Not High Order
|
|
|
|
{
|
|
Point<3> pts[4];
|
|
for (int j = 0; j < 4; j++)
|
|
pts[j] = (*mesh)[el[j]];
|
|
|
|
if (vispar.shrink < 1)
|
|
{
|
|
Point<3> c = Center (pts[0], pts[1], pts[2], pts[3]);
|
|
for (int j = 0; j < 4; j++)
|
|
pts[j] = c + vispar.shrink * (pts[j]-c);
|
|
}
|
|
|
|
|
|
Vec<3> n;
|
|
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
|
|
// Philippose - 16/02/2010
|
|
// Add Mesh size based coloring of
|
|
// meshes also for the volume elements
|
|
if(vispar.colormeshsize)
|
|
{
|
|
n = Cross (pts[1]-pts[0], pts[2]-pts[0]);
|
|
glNormal3dv (n);
|
|
|
|
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[0]);
|
|
|
|
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[1]);
|
|
|
|
SetOpenGlColor (locms(el[2]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[2]);
|
|
|
|
n = Cross (pts[3]-pts[1], pts[2]-pts[1]);
|
|
glNormal3dv (n);
|
|
|
|
SetOpenGlColor (locms(el[3]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[3]);
|
|
|
|
n = Cross (pts[3]-pts[2], pts[0]-pts[2]);
|
|
glNormal3dv (n);
|
|
|
|
SetOpenGlColor (locms(el[0]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[0]);
|
|
|
|
n = Cross (pts[1]-pts[3], pts[0]-pts[3]);
|
|
glNormal3dv (n);
|
|
|
|
SetOpenGlColor (locms(el[1]-1), minh, maxh, 0);
|
|
glVertex3dv (pts[1]);
|
|
}
|
|
else // Do not color mesh based on mesh size
|
|
{
|
|
n = Cross (pts[1]-pts[0], pts[2]-pts[0]);
|
|
glNormal3dv (n);
|
|
|
|
glVertex3dv (pts[0]);
|
|
glVertex3dv (pts[1]);
|
|
glVertex3dv (pts[2]);
|
|
|
|
n = Cross (pts[3]-pts[1], pts[2]-pts[1]);
|
|
glNormal3dv (n);
|
|
glVertex3dv (pts[3]);
|
|
|
|
n = Cross (pts[3]-pts[2], pts[0]-pts[2]);
|
|
glNormal3dv (n);
|
|
glVertex3dv (pts[0]);
|
|
|
|
n = Cross (pts[1]-pts[3], pts[0]-pts[3]);
|
|
glNormal3dv (n);
|
|
glVertex3dv (pts[1]);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
glEndList ();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildPrismList()
|
|
{
|
|
if (prismtimestamp > mesh->GetTimeStamp () &&
|
|
prismtimestamp > vispar.clipplanetimestamp )
|
|
return;
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
prismtimestamp = NextTimeStamp();
|
|
|
|
|
|
|
|
if (prismlist)
|
|
glDeleteLists (prismlist, 1);
|
|
|
|
prismlist = glGenLists (1);
|
|
glNewList (prismlist, GL_COMPILE);
|
|
|
|
static float prismcol[] = { 0.0f, 1.0f, 1.0f, 1.0f };
|
|
glLineWidth (1.0f);
|
|
|
|
Array<Element2d> faces;
|
|
|
|
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, prismcol);
|
|
|
|
for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
|
|
{
|
|
const Element & el = (*mesh)[ei];
|
|
if (el.GetType() == PRISM && !el.IsDeleted())
|
|
{
|
|
int j;
|
|
int i = ei + 1;
|
|
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
|
|
{
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (PRISM);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (PRISM);
|
|
|
|
Point<3> grid[11][11];
|
|
Point<3> fpts[4];
|
|
int order = vispar.subdivisions+1;
|
|
|
|
for (int trig = 0; trig < 2; trig++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] = vertices[faces[trig][j]-1];
|
|
|
|
static Point<3> c(1.0/3.0, 1.0/3.0, 0.5);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[3] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
double(iy)/order };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l);
|
|
|
|
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 0.999f, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
|
|
for (int quad = 2; quad < 5; quad++)
|
|
{
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] = vertices[faces[quad][j]-1];
|
|
|
|
static Point<3> c(1.0/3.0, 1.0/3.0, 0.5);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[4] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * ( double(iy)/order),
|
|
(1-double(ix)/order) * ( double(iy)/order) };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) =
|
|
lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
|
|
|
|
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
int hoplotn = 1 << vispar.subdivisions;
|
|
// int hoplotn = curv.GetNVisualSubsecs();
|
|
|
|
const Point3d * facepoint = MeshTopology :: GetVertices (TRIG);
|
|
const ELEMENT_FACE * elface = MeshTopology :: GetFaces(TRIG);
|
|
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
for (int trig = 0; trig<2; trig++)
|
|
{
|
|
|
|
Vec<3> x0,x1,d0,d1;
|
|
x0 = facepoint[1] - facepoint[2];
|
|
x1 = facepoint[0] - facepoint[2];
|
|
x0.Normalize();
|
|
x1.Normalize();
|
|
if (trig == 1) swap (x0,x1);
|
|
|
|
Point<3> xr[3];
|
|
Point<3> xg;
|
|
Vec<3> dx, dy, dz, n;
|
|
|
|
for (int i1 = 0; i1 < hoplotn; i1++)
|
|
for (int j1 = 0; j1 < hoplotn-i1; j1++)
|
|
for (int k = 0; k < 2; k++)
|
|
{
|
|
if (k == 0)
|
|
{
|
|
xr[0](0) = (double) i1/hoplotn; xr[0](1) = (double) j1/hoplotn;
|
|
xr[1](0) = (double)(i1+1)/hoplotn; xr[1](1) = (double) j1/hoplotn;
|
|
xr[2](0) = (double) i1/hoplotn; xr[2](1) = (double)(j1+1)/hoplotn;
|
|
} else
|
|
{
|
|
if (j1 == hoplotn-i1-1) continue;
|
|
xr[0](0) = (double)(i1+1)/hoplotn; xr[0](1) = (double) j1/hoplotn;
|
|
xr[1](0) = (double)(i1+1)/hoplotn; xr[1](1) = (double)(j1+1)/hoplotn;
|
|
xr[2](0) = (double) i1/hoplotn; xr[2](1) = (double)(j1+1)/hoplotn;
|
|
};
|
|
|
|
for (int l=0; l<3; l++)
|
|
{
|
|
Mat<3,3> dxdxi;
|
|
xr[l](2) = (double) trig;
|
|
curv.CalcElementTransformation (xr[l], i-1, xg, dxdxi);
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
dx(i) = dxdxi(i,0);
|
|
dy(i) = dxdxi(i,1);
|
|
dz(i) = dxdxi(i,2);
|
|
}
|
|
|
|
Vec<3> d0 = x0(0)*dx + x0(1)*dy + x0(2)*dz;
|
|
Vec<3> d1 = x1(0)*dx + x1(1)*dy + x1(2)*dz;
|
|
n = Cross (d1, d0);
|
|
glNormal3d (n(0), n(1), n(2));
|
|
glVertex3d (xg(0), xg(1), xg(2));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
glEnd ();
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
for (int quad = 0; quad<3; quad++)
|
|
{
|
|
const Point3d * facepoint = MeshTopology :: GetVertices (PRISM);
|
|
|
|
Vec<3> x0,x1;
|
|
int xyz;
|
|
|
|
switch (quad)
|
|
{
|
|
case 0:
|
|
x0 = facepoint[5] - facepoint[2];
|
|
x1 = facepoint[0] - facepoint[2];
|
|
xyz = 0;
|
|
break;
|
|
case 1:
|
|
x0 = facepoint[4] - facepoint[0];
|
|
x1 = facepoint[1] - facepoint[0];
|
|
xyz = 0;
|
|
break;
|
|
case 2:
|
|
x0 = facepoint[1] - facepoint[2];
|
|
x1 = facepoint[5] - facepoint[2];
|
|
xyz = 1;
|
|
break;
|
|
}
|
|
|
|
x0.Normalize();
|
|
x1.Normalize();
|
|
|
|
swap (x0,x1);
|
|
|
|
Point<3> xr[4];
|
|
Point<3> xg;
|
|
Vec<3> dx, dy, dz, n;
|
|
|
|
for (int i1 = 0; i1 < hoplotn; i1++)
|
|
for (int j1 = 0; j1 < hoplotn; j1++)
|
|
{
|
|
xr[0](xyz) = (double) i1/hoplotn; xr[0](2) = (double) j1/hoplotn;
|
|
xr[1](xyz) = (double)(i1+1)/hoplotn; xr[1](2) = (double) j1/hoplotn;
|
|
xr[2](xyz) = (double)(i1+1)/hoplotn; xr[2](2) = (double)(j1+1)/hoplotn;
|
|
xr[3](xyz) = (double) i1/hoplotn; xr[3](2) = (double)(j1+1)/hoplotn;
|
|
|
|
for (int l=0; l<4; l++)
|
|
{
|
|
switch (quad)
|
|
{
|
|
case 0: xr[l](1) = 0; break;
|
|
case 1: xr[l](1) = 1-xr[l](0); break;
|
|
case 2: xr[l](0) = 0; break;
|
|
}
|
|
|
|
Mat<3,3> dxdxi;
|
|
curv.CalcElementTransformation (xr[l], i-1, xg, dxdxi);
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
dx(i) = dxdxi(i,0);
|
|
dy(i) = dxdxi(i,1);
|
|
dz(i) = dxdxi(i,2);
|
|
}
|
|
|
|
Vec<3> d0 = x0(0)*dx + x0(1)*dy + x0(2)*dz;
|
|
Vec<3> d1 = x1(0)*dx + x1(1)*dy + x1(2)*dz;
|
|
n = Cross (d1, d0);
|
|
glNormal3d (n(0), n(1), n(2));
|
|
glVertex3d (xg(0), xg(1), xg(2));
|
|
}
|
|
}
|
|
}
|
|
glEnd ();
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
Point3d c(0,0,0);
|
|
if (vispar.shrink < 1)
|
|
{
|
|
for (j = 1; j <= 6; j++)
|
|
{
|
|
Point3d p = mesh->Point(el.PNum(j));
|
|
c.X() += p.X() / 6;
|
|
c.Y() += p.Y() / 6;
|
|
c.Z() += p.Z() / 6;
|
|
}
|
|
}
|
|
|
|
el.GetSurfaceTriangles (faces);
|
|
glBegin (GL_TRIANGLES);
|
|
for (j = 1; j <= faces.Size(); j++)
|
|
{
|
|
Element2d & face = faces.Elem(j);
|
|
Point3d lp1 = mesh->Point (el.PNum(face.PNum(1)));
|
|
Point3d lp2 = mesh->Point (el.PNum(face.PNum(2)));
|
|
Point3d lp3 = mesh->Point (el.PNum(face.PNum(3)));
|
|
Vec3d n = Cross (Vec3d (lp1, lp3), Vec3d (lp1, lp2));
|
|
n /= (n.Length()+1e-12);
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
if (vispar.shrink < 1)
|
|
{
|
|
lp1 = c + vispar.shrink * (lp1 - c);
|
|
lp2 = c + vispar.shrink * (lp2 - c);
|
|
lp3 = c + vispar.shrink * (lp3 - c);
|
|
}
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
glEndList ();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildHexList()
|
|
{
|
|
if (hextimestamp > mesh->GetTimeStamp () &&
|
|
hextimestamp > vispar.clipplanetimestamp )
|
|
return;
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
hextimestamp = NextTimeStamp();
|
|
|
|
if (hexlist) glDeleteLists (hexlist, 1);
|
|
|
|
hexlist = glGenLists (1);
|
|
glNewList (hexlist, GL_COMPILE);
|
|
|
|
|
|
static float hexcol[] = { 1.0f, 1.0f, 0.0f, 1.0f };
|
|
glLineWidth (1.0f);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, hexcol);
|
|
|
|
Array<Element2d> faces;
|
|
// int hoplotn = 1 << vispar.subdivisions;
|
|
|
|
for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
|
|
{
|
|
const Element & el = (*mesh)[ei];
|
|
if (el.GetType() == HEX && !el.IsDeleted())
|
|
{
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
|
|
{
|
|
/* // classical
|
|
glBegin (GL_QUADS);
|
|
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces (HEX);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (HEX);
|
|
|
|
Point<3> grid[33][33];
|
|
Vec<3> gridn[33][33];
|
|
Point<3> fpts[4];
|
|
for (int quad = 0; quad<6; quad++)
|
|
{
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] = vertices[faces[quad][j]-1];
|
|
|
|
static Point<3> c(0.5, 0.5, 0.5);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
Vec<3> taux = fpts[1]-fpts[0];
|
|
Vec<3> tauy = fpts[3]-fpts[0];
|
|
|
|
for (int ix = 0; ix <= hoplotn; ix++)
|
|
for (int iy = 0; iy <= hoplotn; iy++)
|
|
{
|
|
Point<3> xl;
|
|
Mat<3,3> dxdxi;
|
|
double lami[4] =
|
|
{ (1-double(ix)/hoplotn) * (1-double(iy)/hoplotn),
|
|
( double(ix)/hoplotn) * (1-double(iy)/hoplotn),
|
|
( double(ix)/hoplotn) * ( double(iy)/hoplotn),
|
|
(1-double(ix)/hoplotn) * ( double(iy)/hoplotn) };
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
|
|
|
|
curv.CalcElementTransformation (xl, ei, grid[ix][iy], dxdxi);
|
|
|
|
Vec<3> gtaux = dxdxi * taux;
|
|
Vec<3> gtauy = dxdxi * tauy;
|
|
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
|
|
}
|
|
|
|
for (int ix = 0; ix < hoplotn; ix++)
|
|
for (int iy = 0; iy < hoplotn; iy++)
|
|
{
|
|
glNormal3dv (gridn[ix][iy]);
|
|
glVertex3dv (grid[ix][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy]);
|
|
glVertex3dv (grid[ix+1][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy+1]);
|
|
glVertex3dv (grid[ix+1][iy+1]);
|
|
|
|
glNormal3dv (gridn[ix][iy+1]);
|
|
glVertex3dv (grid[ix][iy+1]);
|
|
}
|
|
}
|
|
|
|
glEnd ();
|
|
*/
|
|
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (HEX);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (HEX);
|
|
|
|
Point<3> grid[11][11];
|
|
Point<3> fpts[4];
|
|
int order = vispar.subdivisions+1;
|
|
|
|
for (int quad = 0; quad<6; quad++)
|
|
{
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] = vertices[faces[quad][j]-1];
|
|
|
|
static Point<3> c(0.5, 0.5, 0.5);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[4] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * ( double(iy)/order),
|
|
(1-double(ix)/order) * ( double(iy)/order) };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
|
|
|
|
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Point3d c(0,0,0);
|
|
if (vispar.shrink < 1)
|
|
{
|
|
for (int j = 1; j <= 8; j++)
|
|
{
|
|
Point3d p = mesh->Point(el.PNum(j));
|
|
c.X() += p.X();
|
|
c.Y() += p.Y();
|
|
c.Z() += p.Z();
|
|
}
|
|
c.X() /= 8;
|
|
c.Y() /= 8;
|
|
c.Z() /= 8;
|
|
}
|
|
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
el.GetSurfaceTriangles (faces);
|
|
for (int j = 1; j <= faces.Size(); j++)
|
|
{
|
|
Element2d & face = faces.Elem(j);
|
|
Point<3> lp1 = mesh->Point (el.PNum(face.PNum(1)));
|
|
Point<3> lp2 = mesh->Point (el.PNum(face.PNum(2)));
|
|
Point<3> lp3 = mesh->Point (el.PNum(face.PNum(3)));
|
|
Vec<3> n = Cross (lp3-lp1, lp2-lp1);
|
|
n.Normalize();
|
|
glNormal3dv (n);
|
|
|
|
if (vispar.shrink < 1)
|
|
{
|
|
lp1 = c + vispar.shrink * (lp1 - c);
|
|
lp2 = c + vispar.shrink * (lp2 - c);
|
|
lp3 = c + vispar.shrink * (lp3 - c);
|
|
}
|
|
|
|
glVertex3dv (lp1);
|
|
glVertex3dv (lp2);
|
|
glVertex3dv (lp3);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
glEndList ();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: BuildPyramidList()
|
|
{
|
|
if (pyramidtimestamp > mesh->GetTimeStamp () &&
|
|
pyramidtimestamp > vispar.clipplanetimestamp )
|
|
return;
|
|
|
|
if (!lock)
|
|
{
|
|
lock = new NgLock (mesh->Mutex());
|
|
lock -> Lock();
|
|
}
|
|
|
|
pyramidtimestamp = NextTimeStamp();
|
|
|
|
|
|
if (pyramidlist)
|
|
glDeleteLists (pyramidlist, 1);
|
|
|
|
|
|
pyramidlist = glGenLists (1);
|
|
glNewList (pyramidlist, GL_COMPILE);
|
|
|
|
static float pyramidcol[] = { 1.0f, 0.0f, 1.0f, 1.0f };
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, pyramidcol);
|
|
|
|
glLineWidth (1.0f);
|
|
Array<Element2d> faces;
|
|
|
|
for (ElementIndex ei = 0; ei < mesh->GetNE(); ei++)
|
|
{
|
|
const Element & el = (*mesh)[ei];
|
|
if (el.GetType() == PYRAMID && !el.IsDeleted())
|
|
{
|
|
int i = ei + 1;
|
|
|
|
CurvedElements & curv = mesh->GetCurvedElements();
|
|
if (curv.IsHighOrder()) // && curv.IsElementCurved(ei))
|
|
{
|
|
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces1 (PYRAMID);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (PYRAMID);
|
|
|
|
Point<3> grid[11][11];
|
|
Point<3> fpts[4];
|
|
int order = vispar.subdivisions+1;
|
|
|
|
for (int trig = 0; trig < 4; trig++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] = vertices[faces[trig][j]-1];
|
|
|
|
static Point<3> c(0.375, 0.375, 0.25);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 3; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[3] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
double(iy)/order };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) = lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l);
|
|
|
|
curv.CalcElementTransformation (xl, i-1, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 0.999f, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
|
|
for (int quad = 4; quad < 5; quad++)
|
|
{
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] = vertices[faces[quad][j]-1];
|
|
|
|
static Point<3> c(0.375, 0.375, 0.25);
|
|
if (vispar.shrink < 1)
|
|
for (int j = 0; j < 4; j++)
|
|
fpts[j] += (1-vispar.shrink) * (c-fpts[j]);
|
|
|
|
for (int ix = 0; ix <= order; ix++)
|
|
for (int iy = 0; iy <= order; iy++)
|
|
{
|
|
double lami[4] =
|
|
{ (1-double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * (1-double(iy)/order),
|
|
( double(ix)/order) * ( double(iy)/order),
|
|
(1-double(ix)/order) * ( double(iy)/order) };
|
|
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) =
|
|
lami[0] * fpts[0](l) + lami[1] * fpts[1](l) +
|
|
lami[2] * fpts[2](l) + lami[3] * fpts[3](l);
|
|
|
|
curv.CalcElementTransformation (xl, ei, grid[ix][iy]);
|
|
}
|
|
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[j][0], &grid[0][1]-&grid[0][0]);
|
|
for (int j = 0; j <= order; j++)
|
|
ToBernstein (order, &grid[0][j], &grid[1][0]-&grid[0][0]);
|
|
|
|
glMap2d(GL_MAP2_VERTEX_3,
|
|
0.0, 1.0, &grid[0][1](0)-&grid[0][0](0), order+1,
|
|
0.0, 1.0, &grid[1][0](0)-&grid[0][0](0), order+1,
|
|
&grid[0][0](0));
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
glEnable(GL_AUTO_NORMAL);
|
|
|
|
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
|
|
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
|
|
|
|
glDisable (GL_AUTO_NORMAL);
|
|
glDisable (GL_MAP2_VERTEX_3);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
int hoplotn = 1 << vispar.subdivisions;
|
|
|
|
const ELEMENT_FACE * faces = MeshTopology :: GetFaces (PYRAMID);
|
|
const Point3d * vertices = MeshTopology :: GetVertices (PYRAMID);
|
|
|
|
Point<3> grid[33][33];
|
|
Vec<3> gridn[33][33];
|
|
|
|
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
for (int trig = 0; trig < 4; trig++)
|
|
{
|
|
Point<3> p0 = vertices[faces[trig][0]-1];
|
|
Point<3> p1 = vertices[faces[trig][1]-1];
|
|
Point<3> p2 = vertices[faces[trig][2]-1];
|
|
|
|
if (vispar.shrink < 1)
|
|
{
|
|
static Point<3> c(0.375, 0.375, 0.25);
|
|
p0 = c + vispar.shrink * (p0 - c);
|
|
p1 = c + vispar.shrink * (p1 - c);
|
|
p2 = c + vispar.shrink * (p2 - c);
|
|
}
|
|
|
|
|
|
Vec<3> taux = p0-p2;
|
|
Vec<3> tauy = p1-p2;
|
|
Vec<3> gtaux, gtauy;
|
|
|
|
Point<3> xl;
|
|
Mat<3,3> dxdxi;
|
|
|
|
for (int ix = 0; ix <= hoplotn; ix++)
|
|
for (int iy = 0; iy <= hoplotn-ix; iy++)
|
|
{
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) =
|
|
(1-double(ix+iy)/hoplotn) * p2(l) +
|
|
(double(ix)/hoplotn) * p0(l) +
|
|
(double(iy)/hoplotn) * p1(l);
|
|
|
|
curv.CalcElementTransformation (xl, i-1, grid[ix][iy], dxdxi);
|
|
|
|
gtaux = dxdxi * taux;
|
|
gtauy = dxdxi * tauy;
|
|
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
|
|
}
|
|
|
|
for (int ix = 0; ix < hoplotn; ix++)
|
|
for (int iy = 0; iy < hoplotn-ix; iy++)
|
|
{
|
|
glNormal3dv (gridn[ix][iy]);
|
|
glVertex3dv (grid[ix][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy]);
|
|
glVertex3dv (grid[ix+1][iy]);
|
|
|
|
glNormal3dv (gridn[ix][iy+1]);
|
|
glVertex3dv (grid[ix][iy+1]);
|
|
|
|
if (iy < hoplotn-ix-1)
|
|
{
|
|
glNormal3dv (gridn[ix][iy+1]);
|
|
glVertex3dv (grid[ix][iy+1]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy]);
|
|
glVertex3dv (grid[ix+1][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy+1]);
|
|
glVertex3dv (grid[ix+1][iy+1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
glEnd ();
|
|
|
|
|
|
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
for (int quad = 4; quad < 5; quad++)
|
|
{
|
|
Point<3> p0 = vertices[faces[quad][0]-1];
|
|
Point<3> p1 = vertices[faces[quad][1]-1];
|
|
Point<3> p2 = vertices[faces[quad][2]-1];
|
|
Point<3> p3 = vertices[faces[quad][3]-1];
|
|
|
|
if (vispar.shrink < 1)
|
|
{
|
|
static Point<3> c(0.375, 0.375, 0.25);
|
|
p0 = c + vispar.shrink * (p0 - c);
|
|
p1 = c + vispar.shrink * (p1 - c);
|
|
p2 = c + vispar.shrink * (p2 - c);
|
|
p3 = c + vispar.shrink * (p3 - c);
|
|
}
|
|
|
|
Vec<3> taux = p1-p0;
|
|
Vec<3> tauy = p3-p0;
|
|
Vec<3> gtaux, gtauy;
|
|
|
|
Point<3> xl, xg;
|
|
Mat<3,3> dxdxi;
|
|
|
|
for (int ix = 0; ix <= hoplotn; ix++)
|
|
for (int iy = 0; iy <= hoplotn; iy++)
|
|
{
|
|
Point<3> xl;
|
|
for (int l = 0; l < 3; l++)
|
|
xl(l) =
|
|
(1-double(ix)/hoplotn)*(1-double(iy)/hoplotn) * p0(l) +
|
|
( double(ix)/hoplotn)*(1-double(iy)/hoplotn) * p1(l) +
|
|
( double(ix)/hoplotn)*( double(iy)/hoplotn) * p2(l) +
|
|
(1-double(ix)/hoplotn)*( double(iy)/hoplotn) * p3(l);
|
|
|
|
curv.CalcElementTransformation (xl, i-1, grid[ix][iy], dxdxi);
|
|
|
|
gtaux = dxdxi * taux;
|
|
gtauy = dxdxi * tauy;
|
|
gridn[ix][iy] = Cross (gtauy, gtaux).Normalize();
|
|
}
|
|
|
|
for (int ix = 0; ix < hoplotn; ix++)
|
|
for (int iy = 0; iy < hoplotn; iy++)
|
|
{
|
|
glNormal3dv (gridn[ix][iy]);
|
|
glVertex3dv (grid[ix][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy]);
|
|
glVertex3dv (grid[ix+1][iy]);
|
|
|
|
glNormal3dv (gridn[ix+1][iy+1]);
|
|
glVertex3dv (grid[ix+1][iy+1]);
|
|
|
|
glNormal3dv (gridn[ix][iy+1]);
|
|
glVertex3dv (grid[ix][iy+1]);
|
|
}
|
|
}
|
|
|
|
glEnd ();
|
|
*/
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
|
|
|
|
Point3d c(0,0,0);
|
|
if (vispar.shrink < 1)
|
|
{
|
|
for (int j = 1; j <= 5; j++)
|
|
{
|
|
Point3d p = mesh->Point(el.PNum(j));
|
|
c.X() += p.X() / 5;
|
|
c.Y() += p.Y() / 5;
|
|
c.Z() += p.Z() / 5;
|
|
}
|
|
}
|
|
|
|
|
|
el.GetSurfaceTriangles (faces);
|
|
|
|
if (el.PNum(1))
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
for (int j = 1; j <= faces.Size(); j++)
|
|
{
|
|
Element2d & face = faces.Elem(j);
|
|
Point3d lp1 = mesh->Point (el.PNum(face.PNum(1)));
|
|
Point3d lp2 = mesh->Point (el.PNum(face.PNum(2)));
|
|
Point3d lp3 = mesh->Point (el.PNum(face.PNum(3)));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= (n.Length()+1e-12);
|
|
n *= -1;
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
|
|
if (vispar.shrink < 1)
|
|
{
|
|
lp1 = c + vispar.shrink * (lp1 - c);
|
|
lp2 = c + vispar.shrink * (lp2 - c);
|
|
lp3 = c + vispar.shrink * (lp3 - c);
|
|
}
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
glEndList ();
|
|
}
|
|
|
|
void VisualSceneMesh :: BuildBadelList()
|
|
{
|
|
;
|
|
}
|
|
|
|
void VisualSceneMesh :: BuildIdentifiedList()
|
|
{
|
|
;
|
|
}
|
|
|
|
void VisualSceneMesh :: BuildDomainSurfList()
|
|
{
|
|
if (domainsurflist)
|
|
glDeleteLists (domainsurflist, 1);
|
|
|
|
domainsurflist = glGenLists (1);
|
|
glNewList (domainsurflist, GL_COMPILE);
|
|
|
|
int i, j;
|
|
glLineWidth (1.0f);
|
|
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
|
|
for (i = 1; i <= mesh->GetNSE(); i++)
|
|
{
|
|
Element2d el = mesh->SurfaceElement (i);
|
|
|
|
int drawel = 1;
|
|
for (j = 1; j <= el.GetNP(); j++)
|
|
{
|
|
if (!el.PNum(j))
|
|
drawel = 0;
|
|
}
|
|
|
|
if (!drawel)
|
|
continue;
|
|
|
|
if (el.GetIndex() < 1 || el.GetIndex() > mesh->GetNFD())
|
|
continue;
|
|
int domin = mesh->GetFaceDescriptor(el.GetIndex()).DomainIn();
|
|
int domout = mesh->GetFaceDescriptor(el.GetIndex()).DomainOut();
|
|
|
|
int fac;
|
|
if (domin == vispar.drawdomainsurf)
|
|
fac = 1;
|
|
else if (domout == vispar.drawdomainsurf)
|
|
fac = -1;
|
|
else
|
|
continue;
|
|
|
|
|
|
GLfloat matcol[] = { 1, 0, 0, 1 };
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
|
|
|
|
|
|
if (el.GetNP() == 3)
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
const Point3d & lp1 = mesh->Point (el.PNum(1));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(2));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(3));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= ( fac * (n.Length()+1e-12));
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
|
|
if (!vispar.colormeshsize)
|
|
{
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
}
|
|
glEnd();
|
|
}
|
|
else if (el.GetNP() == 4)
|
|
{
|
|
glBegin (GL_QUADS);
|
|
|
|
const Point3d & lp1 = mesh->Point (el.PNum(1));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(2));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(4));
|
|
const Point3d & lp4 = mesh->Point (el.PNum(3));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2),
|
|
Vec3d (lp1, Center (lp3, lp4)));
|
|
n /= (fac * (n.Length()+1e-12));
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
glEnd();
|
|
}
|
|
else if (el.GetNP() == 6)
|
|
{
|
|
glBegin (GL_TRIANGLES);
|
|
static int trigs[4][3] = {
|
|
{ 1, 6, 5 },
|
|
{ 2, 4, 6 },
|
|
{ 3, 5, 4 },
|
|
{ 4, 5, 6 } };
|
|
|
|
for (j = 0; j < 4; j++)
|
|
{
|
|
const Point3d & lp1 = mesh->Point (el.PNum(trigs[j][0]));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(trigs[j][1]));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(trigs[j][2]));
|
|
Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
|
|
n /= (fac * (n.Length() + 1e-12));
|
|
glNormal3d (n.X(), n.Y(), n.Z());
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
glEndList ();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void VisualSceneMesh :: MouseDblClick (int px, int py)
|
|
{
|
|
if(lock)
|
|
{
|
|
lock->UnLock();
|
|
delete lock;
|
|
lock = NULL;
|
|
}
|
|
|
|
|
|
|
|
MouseDblClickSelect(px,py,clipplane,backcolor,transformationmat,center,rad,
|
|
filledlist,selelement,selface,seledge,selpoint,selpoint2,locpi);
|
|
|
|
selecttimestamp = NextTimeStamp();
|
|
|
|
/*
|
|
int i, hits;
|
|
|
|
// select surface triangle by mouse click
|
|
|
|
GLuint selbuf[10000];
|
|
glSelectBuffer (10000, selbuf);
|
|
|
|
|
|
glRenderMode (GL_SELECT);
|
|
|
|
GLint viewport[4];
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix();
|
|
|
|
GLdouble projmat[16];
|
|
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
|
|
|
|
glLoadIdentity();
|
|
gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
|
|
glMultMatrixd (projmat);
|
|
|
|
|
|
|
|
glClearColor(backcolor, backcolor, backcolor, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
glMultMatrixf (transformationmat);
|
|
|
|
|
|
// SetClippingPlane();
|
|
|
|
glInitNames();
|
|
glPushName (1);
|
|
|
|
glPolygonOffset (1, 1);
|
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
|
|
if (vispar.clipenable)
|
|
{
|
|
Vec<3> n(clipplane[0], clipplane[1], clipplane[2]);
|
|
double len = Abs(n);
|
|
double mu = -clipplane[3] / (len*len);
|
|
Point<3> p (mu * n);
|
|
n /= len;
|
|
Vec<3> t1 = n.GetNormal ();
|
|
Vec<3> t2 = Cross (n, t1);
|
|
|
|
double xi1mid = (center - p) * t1;
|
|
double xi2mid = (center - p) * t2;
|
|
|
|
glLoadName (0);
|
|
glBegin (GL_QUADS);
|
|
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid-rad) * t2);
|
|
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid-rad) * t2);
|
|
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid+rad) * t2);
|
|
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid+rad) * t2);
|
|
glEnd ();
|
|
}
|
|
|
|
// SetClippingPlane();
|
|
|
|
glCallList (filledlist);
|
|
|
|
glDisable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
glPopName();
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
glFlush();
|
|
|
|
|
|
hits = glRenderMode (GL_RENDER);
|
|
|
|
// cout << "hits = " << hits << endl;
|
|
|
|
int minname = 0;
|
|
GLuint mindepth = 0;
|
|
|
|
// find clippingplane
|
|
GLuint clipdepth = 0; // GLuint(-1);
|
|
|
|
for (i = 0; i < hits; i++)
|
|
{
|
|
int curname = selbuf[4*i+3];
|
|
if (!curname) clipdepth = selbuf[4*i+1];
|
|
}
|
|
|
|
for (i = 0; i < hits; i++)
|
|
{
|
|
int curname = selbuf[4*i+3];
|
|
GLuint curdepth = selbuf[4*i+1];
|
|
|
|
if (curname && (curdepth > clipdepth) &&
|
|
(curdepth < mindepth || !minname))
|
|
{
|
|
mindepth = curdepth;
|
|
minname = curname;
|
|
}
|
|
}
|
|
|
|
seledge = -1;
|
|
if (minname)
|
|
{
|
|
const Element2d & sel = mesh->SurfaceElement(minname);
|
|
|
|
|
|
cout << "select element " << minname
|
|
<< " on face " << sel.GetIndex() << endl;
|
|
cout << "Nodes: ";
|
|
for (i = 1; i <= sel.GetNP(); i++)
|
|
cout << sel.PNum(i) << " ";
|
|
cout << endl;
|
|
|
|
selelement = minname;
|
|
selface = mesh->SurfaceElement(minname).GetIndex();
|
|
|
|
locpi = (locpi % sel.GetNP()) + 1;
|
|
selpoint2 = selpoint;
|
|
selpoint = sel.PNum(locpi);
|
|
cout << "selected point " << selpoint
|
|
<< ", pos = " << mesh->Point (selpoint)
|
|
<< endl;
|
|
|
|
for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
{
|
|
const Segment & seg = mesh->LineSegment(i);
|
|
if (seg[0] == selpoint && seg[1] == selpoint2 ||
|
|
seg[1] == selpoint && seg[0] == selpoint2)
|
|
{
|
|
seledge = seg.edgenr;
|
|
cout << "seledge = " << seledge << endl;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
selface = -1;
|
|
selelement = -1;
|
|
selpoint = -1;
|
|
selpoint2 = -1;
|
|
}
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
|
|
selecttimestamp = NextTimeStamp();
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void MouseDblClickSelect (const int px, const int py,
|
|
const GLdouble * clipplane, const GLdouble backcolor,
|
|
const float * transformationmat,
|
|
const Point3d & center,
|
|
const double rad,
|
|
const int displaylist,
|
|
int & selelement, int & selface, int & seledge, int & selpoint,
|
|
int & selpoint2, int & locpi)
|
|
{
|
|
int i, hits;
|
|
|
|
// select surface triangle by mouse click
|
|
|
|
GLuint selbuf[10000];
|
|
glSelectBuffer (10000, selbuf);
|
|
|
|
|
|
glRenderMode (GL_SELECT);
|
|
|
|
GLint viewport[4];
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix();
|
|
|
|
GLdouble projmat[16];
|
|
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
|
|
|
|
glLoadIdentity();
|
|
gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
|
|
glMultMatrixd (projmat);
|
|
|
|
|
|
|
|
glClearColor(backcolor, backcolor, backcolor, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
glMultMatrixf (transformationmat);
|
|
|
|
|
|
// SetClippingPlane();
|
|
|
|
glInitNames();
|
|
glPushName (1);
|
|
|
|
glPolygonOffset (1, 1);
|
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
|
|
if (vispar.clipenable)
|
|
{
|
|
Vec<3> n(clipplane[0], clipplane[1], clipplane[2]);
|
|
double len = Abs(n);
|
|
double mu = -clipplane[3] / (len*len);
|
|
Point<3> p (mu * n);
|
|
n /= len;
|
|
Vec<3> t1 = n.GetNormal ();
|
|
Vec<3> t2 = Cross (n, t1);
|
|
|
|
double xi1mid = (center - p) * t1;
|
|
double xi2mid = (center - p) * t2;
|
|
|
|
glLoadName (0);
|
|
glBegin (GL_QUADS);
|
|
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid-rad) * t2);
|
|
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid-rad) * t2);
|
|
glVertex3dv (p + (xi1mid+rad) * t1 + (xi2mid+rad) * t2);
|
|
glVertex3dv (p + (xi1mid-rad) * t1 + (xi2mid+rad) * t2);
|
|
glEnd ();
|
|
}
|
|
|
|
// SetClippingPlane();
|
|
|
|
glCallList (displaylist);
|
|
|
|
glDisable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
glPopName();
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
glFlush();
|
|
|
|
|
|
hits = glRenderMode (GL_RENDER);
|
|
|
|
//cout << "hits = " << hits << endl;
|
|
|
|
int minname = 0;
|
|
GLuint mindepth = 0;
|
|
|
|
// find clippingplane
|
|
GLuint clipdepth = 0; // GLuint(-1);
|
|
|
|
for (i = 0; i < hits; i++)
|
|
{
|
|
int curname = selbuf[4*i+3];
|
|
if (!curname) clipdepth = selbuf[4*i+1];
|
|
}
|
|
|
|
for (i = 0; i < hits; i++)
|
|
{
|
|
int curname = selbuf[4*i+3];
|
|
GLuint curdepth = selbuf[4*i+1];
|
|
/*
|
|
cout << selbuf[4*i] << " " << selbuf[4*i+1] << " "
|
|
<< selbuf[4*i+2] << " " << selbuf[4*i+3] << endl;
|
|
*/
|
|
if (curname && (curdepth > clipdepth) &&
|
|
(curdepth < mindepth || !minname))
|
|
{
|
|
mindepth = curdepth;
|
|
minname = curname;
|
|
}
|
|
}
|
|
|
|
seledge = -1;
|
|
if (minname)
|
|
{
|
|
const Element2d & sel = mesh->SurfaceElement(minname);
|
|
|
|
|
|
cout << "select element " << minname
|
|
<< " on face " << sel.GetIndex() << endl;
|
|
cout << "Nodes: ";
|
|
for (i = 1; i <= sel.GetNP(); i++)
|
|
cout << sel.PNum(i) << " ";
|
|
cout << endl;
|
|
|
|
selelement = minname;
|
|
selface = mesh->SurfaceElement(minname).GetIndex();
|
|
|
|
locpi = (locpi % sel.GetNP()) + 1;
|
|
selpoint2 = selpoint;
|
|
selpoint = sel.PNum(locpi);
|
|
cout << "selected point " << selpoint
|
|
<< ", pos = " << mesh->Point (selpoint)
|
|
<< endl;
|
|
|
|
for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
{
|
|
const Segment & seg = mesh->LineSegment(i);
|
|
if ( (seg[0] == selpoint && seg[1] == selpoint2) ||
|
|
(seg[1] == selpoint && seg[0] == selpoint2) )
|
|
{
|
|
seledge = seg.edgenr;
|
|
cout << "seledge = " << seledge << endl;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
selface = -1;
|
|
selelement = -1;
|
|
selpoint = -1;
|
|
selpoint2 = -1;
|
|
}
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
|
|
|
|
|
|
#ifdef PARALLELGL
|
|
vsmesh.Broadcast ();
|
|
#endif
|
|
}
|
|
|
|
|
|
void VisualSceneMesh :: SetSelectedFace (int asf)
|
|
{
|
|
selface = asf;
|
|
selecttimestamp = GetTimeStamp();
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // NOTCL
|