mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-26 22:00:33 +05:00
615 lines
13 KiB
C++
615 lines
13 KiB
C++
#ifndef NOTCL
|
|
|
|
#include <mystdlib.h>
|
|
|
|
#include <meshing.hpp>
|
|
|
|
// #include "incvis.hpp"
|
|
|
|
|
|
#include <visual.hpp>
|
|
|
|
|
|
namespace netgen
|
|
{
|
|
// #include "meshdoc.hpp"
|
|
|
|
|
|
MeshDoctorParameters meshdoctor;
|
|
VisualSceneMeshDoctor vsmeshdoc;
|
|
|
|
extern AutoPtr<Mesh> mesh;
|
|
|
|
int Ng_MeshDoctor (ClientData clientData,
|
|
Tcl_Interp * interp,
|
|
int argc, tcl_const char *argv[])
|
|
{
|
|
cout << "Mesh Doctor:" << endl;
|
|
int i;
|
|
for (i = 0; i < argc; i++)
|
|
cout << argv[i] << " ";
|
|
cout << endl;
|
|
|
|
meshdoctor.active =
|
|
atoi (Tcl_GetVar (interp, "::meshdoctor.active", 0));
|
|
|
|
|
|
if (argc >= 2)
|
|
{
|
|
if (strcmp (argv[1], "markedgedist") == 0)
|
|
{
|
|
vsmeshdoc.SetMarkEdgeDist (atoi (argv[2]));
|
|
}
|
|
|
|
if (strcmp (argv[1], "deletemarkedsegments") == 0)
|
|
{
|
|
for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
if (vsmeshdoc.IsSegmentMarked (i))
|
|
mesh->DeleteSegment (i);
|
|
|
|
// for (i = 1; i <= mesh->GetNSE(); i++)
|
|
// mesh->SurfaceElement(i).SetIndex (1);
|
|
mesh->Compress();
|
|
}
|
|
}
|
|
|
|
|
|
vsmeshdoc.UpdateTables ();
|
|
vsmeshdoc.BuildScene();
|
|
return TCL_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
VisualSceneMeshDoctor :: VisualSceneMeshDoctor ()
|
|
: VisualScene()
|
|
{
|
|
filledlist = 0;
|
|
outlinelist = 0;
|
|
edgelist = 0;
|
|
selelement = 0;
|
|
locpi = 1;
|
|
selpoint = 0;
|
|
selpoint2 = 0;
|
|
markedgedist = 1;
|
|
|
|
UpdateTables ();
|
|
}
|
|
|
|
VisualSceneMeshDoctor :: ~VisualSceneMeshDoctor ()
|
|
{
|
|
;
|
|
}
|
|
|
|
void VisualSceneMeshDoctor :: DrawScene ()
|
|
{
|
|
if (!mesh) return;
|
|
|
|
int hchval = mesh->GetNP() + mesh->GetNE() + mesh->GetNSE();
|
|
if (changeval != hchval)
|
|
{
|
|
changeval = hchval;
|
|
BuildScene();
|
|
}
|
|
|
|
|
|
glClearColor(backcolor, backcolor, backcolor, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glEnable (GL_COLOR_MATERIAL);
|
|
glColor3f (1.0f, 1.0f, 1.0f);
|
|
glLineWidth (1.0f);
|
|
|
|
SetLight();
|
|
|
|
glPushMatrix();
|
|
glMultMatrixf (transformationmat);
|
|
|
|
glInitNames ();
|
|
glPushName (0);
|
|
|
|
glPolygonOffset (1, 1);
|
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
SetClippingPlane ();
|
|
|
|
if (vispar.drawfilledtrigs)
|
|
glCallList (filledlist);
|
|
|
|
glDisable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
if (vispar.drawoutline)
|
|
glCallList (outlinelist);
|
|
|
|
glPolygonOffset (-1, -1);
|
|
glEnable (GL_POLYGON_OFFSET_LINE);
|
|
|
|
if (vispar.drawedges)
|
|
glCallList (edgelist);
|
|
|
|
|
|
glDisable (GL_POLYGON_OFFSET_LINE);
|
|
|
|
|
|
|
|
glPopName();
|
|
|
|
if (selpoint > 0 && selpoint <= mesh->GetNP())
|
|
{
|
|
GLfloat matcolblue[] = { 0, 0, 1, 1 };
|
|
|
|
glPointSize (10);
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolblue);
|
|
glBegin (GL_POINTS);
|
|
|
|
const Point3d p = mesh->Point(selpoint);
|
|
glVertex3f (p.X(), p.Y(), p.Z());
|
|
glEnd();
|
|
}
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
|
|
|
|
glPopMatrix();
|
|
glFinish();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMeshDoctor :: BuildScene (int zoomall)
|
|
{
|
|
int i, j;
|
|
|
|
|
|
if (zoomall)
|
|
{
|
|
Point3d pmin, pmax;
|
|
mesh->GetBox (pmin, pmax, -1);
|
|
|
|
if (vispar.centerpoint)
|
|
center = mesh->Point (vispar.centerpoint);
|
|
else
|
|
center = Center (pmin, pmax);
|
|
|
|
rad = 0.5 * Dist (pmin, pmax);
|
|
|
|
glEnable (GL_NORMALIZE);
|
|
|
|
CalcTransformationMatrices();
|
|
}
|
|
|
|
|
|
|
|
|
|
if (filledlist)
|
|
{
|
|
glDeleteLists (filledlist, 1);
|
|
glDeleteLists (outlinelist, 1);
|
|
glDeleteLists (edgelist, 1);
|
|
}
|
|
|
|
|
|
filledlist = glGenLists (1);
|
|
glNewList (filledlist, GL_COMPILE);
|
|
|
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
glLineWidth (1.0f);
|
|
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
|
|
for (i = 1; i <= mesh->GetNSE(); i++)
|
|
{
|
|
glLoadName (i);
|
|
|
|
// copy to be thread-safe
|
|
Element2d el = mesh->SurfaceElement (i);
|
|
|
|
int drawel = 1;
|
|
for (j = 1; j <= el.GetNP(); j++)
|
|
{
|
|
if (!el.PNum(j))
|
|
drawel = 0;
|
|
}
|
|
|
|
if (!drawel)
|
|
continue;
|
|
|
|
GLfloat matcol[] = { 0, 1, 0, 1 };
|
|
GLfloat matcolsel[] = { 1, 0, 0, 1 };
|
|
|
|
if (i == selelement)
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
|
|
else
|
|
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 /= (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());
|
|
}
|
|
else
|
|
{
|
|
double h1 = mesh->GetH (lp1);
|
|
double h2 = mesh->GetH (lp2);
|
|
double h3 = mesh->GetH (lp3);
|
|
|
|
SetOpenGlColor (h1, 0.1, 10);
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
|
|
SetOpenGlColor (h2, 0.1, 10);
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
|
|
SetOpenGlColor (h3, 0.1, 10);
|
|
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 /= (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 /= (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();
|
|
}
|
|
}
|
|
glLoadName (0);
|
|
|
|
glEndList ();
|
|
|
|
|
|
|
|
outlinelist = glGenLists (1);
|
|
glNewList (outlinelist, GL_COMPILE);
|
|
|
|
glLineWidth (1.0f);
|
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
glColor3f (0.0f, 0.0f, 0.0f);
|
|
glEnable (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.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 /= (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();
|
|
}
|
|
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 /= (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_LINES);
|
|
|
|
const Point3d & lp1 = mesh->Point (el.PNum(1));
|
|
const Point3d & lp2 = mesh->Point (el.PNum(2));
|
|
const Point3d & lp3 = mesh->Point (el.PNum(3));
|
|
const Point3d & lp4 = mesh->Point (el.PNum(4));
|
|
const Point3d & lp5 = mesh->Point (el.PNum(5));
|
|
const Point3d & lp6 = mesh->Point (el.PNum(6));
|
|
|
|
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 (lp6.X(), lp6.Y(), lp6.Z());
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp6.X(), lp6.Y(), lp6.Z());
|
|
|
|
glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
|
|
glVertex3d (lp5.X(), lp5.Y(), lp5.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
glVertex3d (lp5.X(), lp5.Y(), lp5.Z());
|
|
|
|
glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
|
|
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
|
|
glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
|
|
glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
|
|
glEnd();
|
|
}
|
|
}
|
|
glLoadName (0);
|
|
glEndList ();
|
|
|
|
|
|
|
|
|
|
|
|
edgelist = glGenLists (1);
|
|
glNewList (edgelist, GL_COMPILE);
|
|
|
|
glDisable (GL_COLOR_MATERIAL);
|
|
|
|
GLfloat matcoledge[] = { 0, 0, 1, 1 };
|
|
GLfloat matcolseledge[] = { 1, 0, 1, 1 };
|
|
|
|
glLineWidth (2.0f);
|
|
|
|
for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
{
|
|
const Segment & seg = mesh->LineSegment(i);
|
|
const Point3d & p1 = mesh->Point(seg[0]);
|
|
const Point3d & p2 = mesh->Point(seg[1]);
|
|
|
|
if (edgedist.Get(seg[0]) <= markedgedist &&
|
|
edgedist.Get(seg[1]) <= markedgedist)
|
|
{
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
matcolseledge);
|
|
glLineWidth (4.0f);
|
|
}
|
|
else
|
|
{
|
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
matcoledge);
|
|
glLineWidth (2.0f);
|
|
}
|
|
glBegin (GL_LINES);
|
|
glVertex3f (p1.X(), p1.Y(), p1.Z());
|
|
glVertex3f (p2.X(), p2.Y(), p2.Z());
|
|
glEnd();
|
|
}
|
|
|
|
glLineWidth (1.0f);
|
|
glEndList ();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMeshDoctor :: MouseDblClick (int px, int py)
|
|
{
|
|
cout << "dblclick: " << px << " - " << py << endl;
|
|
|
|
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);
|
|
|
|
glInitNames();
|
|
glPushName (1);
|
|
|
|
glPolygonOffset (1, 1);
|
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
|
|
|
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;
|
|
for (i = 0; i < hits; i++)
|
|
{
|
|
int curname = selbuf[4*i+3];
|
|
GLuint curdepth = selbuf[4*i+1];
|
|
|
|
if (curname &&
|
|
(curdepth < mindepth || !minname))
|
|
{
|
|
mindepth = curdepth;
|
|
minname = curname;
|
|
}
|
|
}
|
|
|
|
cout << "clicked element: " << minname << endl;
|
|
|
|
ClickElement (minname);
|
|
|
|
BuildScene ();
|
|
}
|
|
|
|
|
|
|
|
|
|
void VisualSceneMeshDoctor :: SetMarkEdgeDist (int dist)
|
|
{
|
|
markedgedist = dist;
|
|
BuildScene();
|
|
}
|
|
|
|
void VisualSceneMeshDoctor :: ClickElement (int elnr)
|
|
{
|
|
selelement = elnr;
|
|
|
|
int oldlocpi = locpi;
|
|
locpi = locpi % 3 + 1;
|
|
|
|
if (selelement > 0 && selelement <= mesh->GetNSE())
|
|
{
|
|
selpoint = mesh->SurfaceElement(selelement).PNum(locpi);
|
|
selpoint2 = mesh->SurfaceElement(selelement).PNum(oldlocpi);
|
|
cout << "selpts = " << selpoint << ", " << selpoint2 << endl;
|
|
}
|
|
|
|
UpdateTables();
|
|
}
|
|
|
|
|
|
void VisualSceneMeshDoctor :: UpdateTables ()
|
|
{
|
|
if (!mesh) return;
|
|
|
|
edgedist.SetSize(mesh->GetNP());
|
|
int i, changed;
|
|
|
|
for (i = 1; i <= mesh->GetNP(); i++)
|
|
edgedist.Elem(i) = 10000;
|
|
|
|
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) )
|
|
{
|
|
edgedist.Elem(selpoint) = 1;
|
|
edgedist.Elem(selpoint2) = 1;
|
|
}
|
|
}
|
|
|
|
do
|
|
{
|
|
changed = 0;
|
|
|
|
for (i = 1; i <= mesh->GetNSeg(); i++)
|
|
{
|
|
const Segment & seg = mesh->LineSegment(i);
|
|
|
|
int edist = min2 (edgedist.Get(seg[0]), edgedist.Get(seg[1]));
|
|
edist++;
|
|
|
|
if (edgedist.Get(seg[0]) > edist)
|
|
{
|
|
edgedist.Elem(seg[0]) = edist;
|
|
changed = 1;
|
|
}
|
|
if (edgedist.Get(seg[1]) > edist)
|
|
{
|
|
edgedist.Elem(seg[1]) = edist;
|
|
changed = 1;
|
|
}
|
|
}
|
|
}
|
|
while (changed);
|
|
}
|
|
|
|
int VisualSceneMeshDoctor :: IsSegmentMarked (int segnr) const
|
|
{
|
|
const Segment & seg = mesh->LineSegment(segnr);
|
|
return (edgedist.Get(seg[0]) <= markedgedist &&
|
|
edgedist.Get(seg[1]) <= markedgedist);
|
|
}
|
|
}
|
|
|
|
|
|
#endif // NOTCL
|