// Copyright (c) 2010-2022, Lawrence Livermore National Security, LLC. Produced // at the Lawrence Livermore National Laboratory. All Rights reserved. See files // LICENSE and NOTICE for details. LLNL-CODE-443271. // // This file is part of the GLVis visualization tool and library. For more // information and source code availability see https://glvis.org. // // GLVis is free software; you can redistribute it and/or modify it under the // terms of the BSD-3 license. We welcome feedback and contributions, see file // CONTRIBUTING.md for details. #include #include #include #include #include "mfem.hpp" #include "visual.hpp" using namespace mfem; using namespace std; // Reference geometry with a cut in the middle, which subdivides GeometryRefiner // when cut_lambda is updated, see keys Ctrl+F3/F4. These variables are defined // in lib/vssolution3d.cpp. extern thread_local IntegrationRule cut_QuadPts; extern thread_local Array cut_QuadGeoms; extern thread_local IntegrationRule cut_TriPts; extern thread_local Array cut_TriGeoms; extern void CutReferenceElements(int TimesToRefine, double lambda); std::string VisualizationSceneVector3d::GetHelpString() const { std::stringstream os; os << endl << "+------------------------------------+" << endl << "| Keys |" << endl << "+------------------------------------+" << endl << "| a - Displays/Hides the axes |" << endl << "| A - Turns antialiasing on/off |" << endl << "| b - Displacements step back |" << endl << "| c - Toggle colorbar and caption |" << endl << "| C - Change the main plot caption |" << endl << "| d - Displays/Hides displacements |" << endl << "| e - Displays/Hides the elements |" << endl << "| E - Toggle the elements in the CP |" << endl << "| f - Smooth/Flat shading |" << endl << "| F - Display mag./x/y/z component |" << endl << "| g - Toggle background |" << endl << "| h - Displays help menu |" << endl << "| i - Toggle cutting plane |" << endl << "| j - Turn on/off perspective |" << endl << "| k/K Adjust the transparency level |" << endl << "| ,/< Adjust color transparency |" << endl << "| l - Turns on/off the light |" << endl << "| L - Toggle logarithmic scale |" << endl << "| m - Displays/Hides the mesh |" << endl << "| M - Toggle the mesh in the CP |" << endl << "| n - Displacements step forward |" << endl << "| o/O (De)refine elem, disc shading |" << endl << "| p/P Cycle through color palettes |" << endl << "| q - Quits |" << endl << "| r - Reset the plot to 3D view |" << endl << "| R - Reset the plot to 2D view |" << endl << "| s - Turn on/off unit cube scaling |" << endl << "| S - Take snapshot/Record a movie |" << endl << "| t - Cycle materials and lights |" << endl << "| u/U Move the level field vectors |" << endl << "| v/V Vector field |" << endl << "| w/W Add/Delete level field vector |" << endl << "| x/X Rotate cutting plane (phi) |" << endl << "| y/Y Rotate cutting plane (theta) |" << endl << "| z/Z Translate cutting plane |" << endl << "| \\ - Set light source position |" << endl << "| Ctrl+p - Print to a PDF file |" << endl << "+------------------------------------+" << endl << "| Function keys |" << endl << "+------------------------------------+" << endl << "| F1 - X window info and keystrokes |" << endl << "| F2 - Update colors, etc. |" << endl << "| F3/F4 - Shrink/Zoom bdr elements |" << endl << "| Ctrl+F3/F4 - Cut face bdr elements |" << endl << "| F6 - Palette options |" << endl << "| F7 - Manually set min/max value |" << endl << "| F8 - List of subdomains to show |" << endl << "| F9/F10 - Walk through subdomains |" << endl << "| F11/F12 - Shrink/Zoom subdomains |" << endl << "+------------------------------------+" << endl << "| Keypad |" << endl << "+------------------------------------+" << endl << "| 1-9 Small rotation, reset with 5 |" << endl << "| *,/ Scale up/down |" << endl << "| +/- Change z-scaling |" << endl << "| . - Start/stop spinning |" << endl << "| 0/Enter - Spinning speed and dir. |" << endl << "+------------------------------------+" << endl << "| Mouse |" << endl << "+------------------------------------+" << endl << "| left btn - Rotation |" << endl << "| middle btn - Translation |" << endl << "| right btn - Scaling |" << endl << "| left + Alt - Tilt |" << endl << "| left + Shift - Spinning |" << endl << "| right + Shift - Change light pos. |" << endl << "| left + Ctrl - Spherical rotation |" << endl << "| middle+ Ctrl - Object translation |" << endl << "| right + Ctrl - Object scaling |" << endl << "| left + Ctrl + Shift - z-Spinning |" << endl << "+------------------------------------+" << endl; return os.str(); } thread_local VisualizationSceneVector3d *vsvector3d; extern thread_local VisualizationScene *locscene; extern thread_local GeometryRefiner GLVisGeometryRefiner; static void KeyDPressed() { vsvector3d -> ToggleDisplacements(); SendExposeEvent(); } static void KeyNPressed() { if (vsvector3d -> drawdisp) vsvector3d -> ianimd =( (vsvector3d ->ianimd + 1) % (vsvector3d -> ianimmax + 1) ); else vsvector3d -> ianim =( (vsvector3d ->ianim + 1) % (vsvector3d -> ianimmax + 1) ); vsvector3d -> NPressed(); } static void KeyBPressed() { if (vsvector3d -> drawdisp) vsvector3d ->ianimd = ((vsvector3d ->ianimd + vsvector3d ->ianimmax) % (vsvector3d ->ianimmax + 1)); else vsvector3d ->ianim = ((vsvector3d ->ianim + vsvector3d ->ianimmax) % (vsvector3d ->ianimmax + 1)); vsvector3d -> NPressed(); } static void KeyrPressed() { locscene -> spinning = 0; RemoveIdleFunc(MainLoop); vsvector3d -> CenterObject(); locscene -> ViewAngle = 45.0; locscene -> ViewScale = 1.0; locscene -> ViewCenterX = 0.0; locscene -> ViewCenterY = 0.0; vsvector3d -> ianim = vsvector3d -> ianimd = 0; vsvector3d -> Prepare(); vsvector3d -> PrepareLines(); vsvector3d -> PrepareDisplacedMesh(); vsvector3d -> key_r_state = 0; SendExposeEvent(); } static void KeyRPressed() { locscene->spinning = 0; RemoveIdleFunc(MainLoop); vsvector3d -> ianim = vsvector3d -> ianimd = 0; vsvector3d -> Prepare(); vsvector3d -> PrepareLines(); vsvector3d -> PrepareDisplacedMesh(); vsvector3d->Toggle2DView(); SendExposeEvent(); } void VisualizationSceneVector3d::NPressed() { if (drawdisp) { PrepareDisplacedMesh(); } else { Prepare(); PrepareLines(); } SendExposeEvent(); } static void KeyuPressed() { vsvector3d -> ToggleVectorFieldLevel(+1); SendExposeEvent(); } static void KeyUPressed() { vsvector3d -> ToggleVectorFieldLevel(-1); SendExposeEvent(); } void VisualizationSceneVector3d::ToggleVectorFieldLevel(int v) { int i; for (i = 0; i < vflevel.Size(); i++) if (vflevel[i] == 0 && v == -1) { vflevel[i] = nl; } else { vflevel[i] = (vflevel[i] + v) % (nl+1); } for (i = 0; i < vflevel.Size(); i++) { dvflevel[i] = level[vflevel[i]]; } vsvector3d -> PrepareVectorField(); } static void KeywPressed() { vsvector3d -> AddVectorFieldLevel(); SendExposeEvent(); } static void KeyWPressed() { vsvector3d -> RemoveVectorFieldLevel(); SendExposeEvent(); } void VisualizationSceneVector3d::AddVectorFieldLevel() { int next = vflevel[vflevel.Size()-1]; next = (next + 1) % (nl+1); vflevel.Append(next); dvflevel.Append(level[next]); vsvector3d -> PrepareVectorField(); } void VisualizationSceneVector3d::RemoveVectorFieldLevel() { vflevel.DeleteLast(); dvflevel.DeleteLast(); vsvector3d -> PrepareVectorField(); } static void KeyvPressed() { vsvector3d -> ToggleVectorField(1); SendExposeEvent(); } static void KeyVPressed() { vsvector3d -> ToggleVectorField(-1); SendExposeEvent(); } static void VectorKeyFPressed() { vsvector3d->ToggleScalarFunction(); SendExposeEvent(); } void VisualizationSceneVector3d::ToggleVectorField(int i) { drawvector = (drawvector+i+6)%6; PrepareVectorField(); } static const char *scal_func_name[] = {"magnitude", "x-component", "y-component", "z-component"}; void VisualizationSceneVector3d::SetScalarFunction() { FiniteElementSpace *fes = (VecGridF) ? VecGridF->FESpace() : NULL; switch (scal_func) { case 0: // magnitude for (int i = 0; i < sol->Size(); i++) (*sol)(i) = sqrt((*solx)(i) * (*solx)(i) + (*soly)(i) * (*soly)(i) + (*solz)(i) * (*solz)(i) ); if (GridF) { Array dofs(3); for (int i = 0; i < GridF->Size(); i++) { dofs.SetSize(1); dofs[0] = i; fes->DofsToVDofs(dofs); double x = (*VecGridF)(dofs[0]); double y = (*VecGridF)(dofs[1]); double z = (*VecGridF)(dofs[2]); (*GridF)(i) = sqrt(x*x+y*y+z*z); } } break; case 1: // x-component *sol = *solx; if (GridF) for (int i = 0; i < GridF->Size(); i++) { (*GridF)(i) = (*VecGridF)(fes->DofToVDof(i, 0)); } break; case 2: // y-component *sol = *soly; if (GridF) for (int i = 0; i < GridF->Size(); i++) { (*GridF)(i) = (*VecGridF)(fes->DofToVDof(i, 1)); } break; case 3: // z-component *sol = *solz; if (GridF) for (int i = 0; i < GridF->Size(); i++) { (*GridF)(i) = (*VecGridF)(fes->DofToVDof(i, 2)); } break; } extra_caption = scal_func_name[scal_func]; } void VisualizationSceneVector3d::ToggleScalarFunction() { scal_func = (scal_func + 1) % 4; cout << "Displaying " << scal_func_name[scal_func] << endl; SetScalarFunction(); FindNewValueRange(true); } VisualizationSceneVector3d::VisualizationSceneVector3d(Mesh &m, Vector &sx, Vector &sy, Vector &sz) { mesh = &m; solx = &sx; soly = &sy; solz = &sz; sol = new Vector(mesh->GetNV()); sfes = NULL; VecGridF = NULL; Init(); } VisualizationSceneVector3d::VisualizationSceneVector3d(GridFunction &vgf) { FiniteElementSpace *fes = vgf.FESpace(); if (fes == NULL || fes->GetVDim() != 3) { cout << "VisualizationSceneVector3d::VisualizationSceneVector3d" << endl; exit(1); } VecGridF = &vgf; mesh = fes->GetMesh(); sfes = new FiniteElementSpace(mesh, fes->FEColl(), 1, fes->GetOrdering()); GridF = new GridFunction(sfes); solx = new Vector(mesh->GetNV()); soly = new Vector(mesh->GetNV()); solz = new Vector(mesh->GetNV()); vgf.GetNodalValues(*solx, 1); vgf.GetNodalValues(*soly, 2); vgf.GetNodalValues(*solz, 3); sol = new Vector(mesh->GetNV()); Init(); } void VisualizationSceneVector3d::Init() { key_r_state = 0; drawdisp = 0; drawvector = 0; scal_func = 0; ianim = ianimd = 0; ianimmax = 10; SetScalarFunction(); VisualizationSceneSolution3d::Init(); PrepareVectorField(); PrepareDisplacedMesh(); vflevel.Append(0); dvflevel.Append(level[0]); vsvector3d = this; // static int init = 0; // if (!init) { // init = 1; wnd->setOnKeyDown('d', KeyDPressed); wnd->setOnKeyDown('D', KeyDPressed); wnd->setOnKeyDown('n', KeyNPressed); wnd->setOnKeyDown('N', KeyNPressed); wnd->setOnKeyDown('b', KeyBPressed); wnd->setOnKeyDown('B', KeyBPressed); wnd->setOnKeyDown('r', KeyrPressed); // adds another function to 'r' and 'R' wnd->setOnKeyDown('R', KeyRPressed); // the other function is in vsdata.cpp wnd->setOnKeyDown('u', KeyuPressed); // Keys u, U are also used in wnd->setOnKeyDown('U', KeyUPressed); // VisualizationSceneSolution3d wnd->setOnKeyDown('w', KeywPressed); // Keys w, W are also used in wnd->setOnKeyDown('W', KeyWPressed); // VisualizationSceneSolution3d wnd->setOnKeyDown('v', KeyvPressed); // Keys v, V are also used in wnd->setOnKeyDown('V', KeyVPressed); // VisualizationSceneSolution3d wnd->setOnKeyDown('F', VectorKeyFPressed); } } VisualizationSceneVector3d::~VisualizationSceneVector3d() { delete sol; if (VecGridF) { delete solz; delete soly; delete solx; delete GridF; delete sfes; } } void VisualizationSceneVector3d::NewMeshAndSolution( Mesh *new_m, GridFunction *new_v) { delete sol; if (VecGridF) { delete solz; delete soly; delete solx; delete GridF; delete sfes; } if (mesh->GetNV() != new_m->GetNV()) { delete [] node_pos; node_pos = new double[new_m->GetNV()]; } // If the number of surface elements changes, recompute the refinement factor if (mesh->Dimension() != new_m->Dimension() || (mesh->Dimension() == 2 && mesh->GetNE() != new_m->GetNE()) || (mesh->Dimension() == 3 && mesh->GetNBE() != new_m->GetNBE())) { mesh = new_m; int ref = GetAutoRefineFactor(); if (TimesToRefine != ref) { TimesToRefine = ref; cout << "Subdivision factor = " << TimesToRefine << endl; } } FiniteElementSpace *new_fes = new_v->FESpace(); VecGridF = new_v; mesh = new_m; FindNodePos(); sfes = new FiniteElementSpace(mesh, new_fes->FEColl(), 1, new_fes->GetOrdering()); GridF = new GridFunction(sfes); solx = new Vector(mesh->GetNV()); soly = new Vector(mesh->GetNV()); solz = new Vector(mesh->GetNV()); VecGridF->GetNodalValues(*solx, 1); VecGridF->GetNodalValues(*soly, 2); VecGridF->GetNodalValues(*solz, 3); sol = new Vector(mesh->GetNV()); SetScalarFunction(); DoAutoscale(false); Prepare(); PrepareLines(); CPPrepare(); PrepareLevelSurf(); PrepareVectorField(); PrepareDisplacedMesh(); } void VisualizationSceneVector3d::PrepareFlat() { int i, j; disp_buf.clear(); int dim = mesh->Dimension(); int ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); DenseMatrix pointmat; Array vertices; double p[4][3], c[4]; for (i = 0; i < ne; i++) { if (dim == 3) { if (!bdr_attr_to_show[mesh->GetBdrAttribute(i)-1]) { continue; } mesh->GetBdrPointMatrix(i, pointmat); mesh->GetBdrElementVertices(i, vertices); } else { if (!bdr_attr_to_show[mesh->GetAttribute(i)-1]) { continue; } mesh->GetPointMatrix(i, pointmat); mesh->GetElementVertices(i, vertices); } for (j = 0; j < pointmat.Width(); j++) { pointmat(0, j) += (*solx)(vertices[j])*(ianim)/ianimmax; pointmat(1, j) += (*soly)(vertices[j])*(ianim)/ianimmax; pointmat(2, j) += (*solz)(vertices[j])*(ianim)/ianimmax; } for (j = 0; j < pointmat.Width(); j++) { p[j][0] = pointmat(0, j); p[j][1] = pointmat(1, j); p[j][2] = pointmat(2, j); c[j] = (*sol)(vertices[j]); } if (j == 3) { if (cut_lambda > 0) { DrawCutTriangle(disp_buf, p, c, minv, maxv); } else { DrawTriangle(disp_buf, p, c, minv, maxv); } } else { if (cut_lambda > 0) { DrawCutQuad(disp_buf, p, c, minv, maxv); } else { DrawQuad(disp_buf, p, c, minv, maxv); } } } updated_bufs.emplace_back(&disp_buf); } void VisualizationSceneVector3d::PrepareFlat2() { int fn, fo, di = 0, have_normals; double bbox_diam, vmin, vmax; int dim = mesh->Dimension(); int ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); DenseMatrix pointmat, normals; DenseMatrix vec_vals; Vector values, normal; RefinedGeometry * RefG; Array vertices; double norm[3]; IsoparametricTransformation T; bbox_diam = sqrt( (bb.x[1]-bb.x[0])*(bb.x[1]-bb.x[0]) + (bb.y[1]-bb.y[0])*(bb.y[1]-bb.y[0]) + (bb.z[1]-bb.z[0])*(bb.z[1]-bb.z[0]) ); double sc = FaceShiftScale * bbox_diam; disp_buf.clear(); vmin = numeric_limits::infinity(); vmax = -vmin; for (int i = 0; i < ne; i++) { int sides; switch ((dim == 3) ? mesh->GetBdrElementType(i) : mesh->GetElementType(i)) { case Element::TRIANGLE: sides = 3; break; case Element::QUADRILATERAL: default: sides = 4; break; } if (dim == 3) { if (!bdr_attr_to_show[mesh->GetBdrAttribute(i)-1]) { continue; } if (cplane == 2) { // for cplane == 2, get vertices of the volume element, not bdr int f, o, e1, e2; mesh->GetBdrElementFace(i, &f, &o); mesh->GetFaceElements(f, &e1, &e2); mesh->GetElementVertices(e1, vertices); } else { mesh->GetBdrElementVertices(i, vertices); } } else { if (!bdr_attr_to_show[mesh->GetAttribute(i)-1]) { continue; } mesh->GetElementVertices(i, vertices); } if (cplane == 2 && CheckPositions(vertices)) { continue; } if (dim == 3) { mesh -> GetBdrElementFace (i, &fn, &fo); RefG = GLVisGeometryRefiner.Refine(mesh -> GetFaceBaseGeometry (fn), TimesToRefine); if (!cut_updated) { // Update the cut version of the reference geometries CutReferenceElements(TimesToRefine, cut_lambda); cut_updated = true; } // di = GridF->GetFaceValues(fn, 2, RefG->RefPts, values, pointmat); di = fo % 2; if (di == 1 && !mesh->FaceIsInterior(fn)) { di = 0; } IntegrationRule &RefPts = (cut_lambda > 0) ? ((sides == 3) ? cut_TriPts : cut_QuadPts) : RefG->RefPts; GridF->GetFaceValues(fn, di, RefPts, values, pointmat); if (ianim > 0) { VecGridF->GetFaceVectorValues(fn, di, RefPts, vec_vals, pointmat); pointmat.Add(double(ianim)/ianimmax, vec_vals); have_normals = 0; } else { GetFaceNormals(fn, di, RefPts, normals); have_normals = 1; } ShrinkPoints(pointmat, i, fn, di); } else // dim == 2 { RefG = GLVisGeometryRefiner.Refine(mesh->GetElementBaseGeometry(i), TimesToRefine); if (!cut_updated) { // Update the cut version of the reference geometries CutReferenceElements(TimesToRefine, cut_lambda); cut_updated = true; } IntegrationRule &RefPts = (cut_lambda > 0) ? ((sides == 3) ? cut_TriPts : cut_QuadPts) : RefG->RefPts; GridF->GetValues(i, RefPts, values, pointmat); if (ianim > 0) { VecGridF->GetVectorValues(i, RefPts, vec_vals, pointmat); pointmat.Add(double(ianim)/ianimmax, vec_vals); have_normals = 0; } else { const IntegrationRule &ir = (cut_lambda > 0) ? ((sides == 3) ? cut_TriPts : cut_QuadPts) : RefG->RefPts; normals.SetSize(3, values.Size()); mesh->GetElementTransformation(i, &T); for (int j = 0; j < values.Size(); j++) { T.SetIntPoint(&ir.IntPoint(j)); normals.GetColumnReference(j, normal); CalcOrtho(T.Jacobian(), normal); normal /= normal.Norml2(); } have_normals = 1; di = 0; } ShrinkPoints(pointmat, i, 0, 0); } vmin = fmin(vmin, values.Min()); vmax = fmax(vmax, values.Max()); if (sc != 0.0 && have_normals) { for (int j = 0; j < 3; j++) { norm[j] = 0.0; } Normalize(normals); for (int k = 0; k < normals.Width(); k++) for (int j = 0; j < 3; j++) { norm[j] += normals(j, k); } Normalize(norm); for (int k = 0; k < pointmat.Width(); k++) { double val = sc * (values(k) - minv) / (maxv - minv); for (int j = 0; j < 3; j++) { pointmat(j, k) += val * norm[j]; } } have_normals = 0; } have_normals = have_normals ? 2 : 0; if (di) { have_normals = -1 - have_normals; } Array &RefGeoms = (cut_lambda > 0) ? ((sides == 3) ? cut_TriGeoms : cut_QuadGeoms) : RefG->RefGeoms; int psides = (cut_lambda > 0) ? 4 : sides; DrawPatch(disp_buf, pointmat, values, normals, psides, RefGeoms, minv, maxv, have_normals); } updated_bufs.emplace_back(&disp_buf); cout << "VisualizationSceneVector3d::PrepareFlat2() : [min,max] = [" << vmin << "," << vmax << "]" << endl; } void VisualizationSceneVector3d::Prepare() { int i,j; switch (shading) { case 0: PrepareFlat(); return; case 2: PrepareFlat2(); return; default: break; } disp_buf.clear(); gl3::GlBuilder draw = disp_buf.createBuilder(); int dim = mesh->Dimension(); int ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); int nv = mesh -> GetNV(); DenseMatrix pointmat; Array vertices; double nor[3]; Vector nx(nv); Vector ny(nv); Vector nz(nv); const Array &attributes = ((dim == 3) ? mesh->bdr_attributes : mesh->attributes); for (int d = 0; d < attributes.Size(); d++) { if (!bdr_attr_to_show[attributes[d]-1]) { continue; } nx=0.; ny=0.; nz=0.; for (i = 0; i < ne; i++) { int attr = (dim == 3) ? mesh->GetBdrAttribute(i) : mesh->GetAttribute(i); if (attr != attributes[d]) { continue; } if (dim == 3) { mesh->GetBdrPointMatrix (i, pointmat); mesh->GetBdrElementVertices (i, vertices); } else { mesh->GetPointMatrix(i, pointmat); mesh->GetElementVertices(i, vertices); } for (j = 0; j < pointmat.Size(); j++) { pointmat(0, j) += (*solx)(vertices[j])*(ianim)/ianimmax; pointmat(1, j) += (*soly)(vertices[j])*(ianim)/ianimmax; pointmat(2, j) += (*solz)(vertices[j])*(ianim)/ianimmax; } if (pointmat.Width() == 3) j = Compute3DUnitNormal(&pointmat(0,0), &pointmat(0,1), &pointmat(0,2), nor); else j = Compute3DUnitNormal(&pointmat(0,0), &pointmat(0,1), &pointmat(0,2), &pointmat(0,3), nor); if (j == 0) for (j = 0; j < pointmat.Size(); j++) { nx(vertices[j]) += nor[0]; ny(vertices[j]) += nor[1]; nz(vertices[j]) += nor[2]; } } for (i = 0; i < ne; i++) { int attr = (dim == 3) ? mesh->GetBdrAttribute(i) : mesh->GetAttribute(i); if (attr != attributes[d]) { continue; } int el_type = (dim == 3) ? mesh->GetBdrElementType(i) : mesh->GetElementType(i); switch (el_type) { case Element::TRIANGLE: draw.glBegin (GL_TRIANGLES); break; case Element::QUADRILATERAL: draw.glBegin (GL_QUADS); break; } if (dim == 3) { mesh->GetBdrPointMatrix (i, pointmat); mesh->GetBdrElementVertices (i, vertices); } else { mesh->GetPointMatrix(i, pointmat); mesh->GetElementVertices(i, vertices); } for (j = 0; j < pointmat.Size(); j++) { pointmat(0, j) += (*solx)(vertices[j])*(ianim)/ianimmax; pointmat(1, j) += (*soly)(vertices[j])*(ianim)/ianimmax; pointmat(2, j) += (*solz)(vertices[j])*(ianim)/ianimmax; } for (j = 0; j < pointmat.Size(); j++) { MySetColor(draw, (*sol)(vertices[j]), minv, maxv); draw.glNormal3d(nx(vertices[j]), ny(vertices[j]), nz(vertices[j])); draw.glVertex3dv(&pointmat(0, j)); } draw.glEnd(); } } updated_bufs.emplace_back(&disp_buf); } void VisualizationSceneVector3d::PrepareLines() { if (!drawmesh) { return; } if (shading == 2) { PrepareLines2(); return; } int dim = mesh->Dimension(); int i, j, ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); DenseMatrix pointmat; Array vertices; double point[4][4]; line_buf.clear(); for (i = 0; i < ne; i++) { int attr = (dim == 3) ? mesh->GetBdrAttribute(i) : mesh->GetAttribute(i); if (!bdr_attr_to_show[attr-1]) { continue; } if (dim == 3) { if (cplane == 2) { // for cplane == 2, get vertices of the volume element, not bdr int f, o, e1, e2; mesh->GetBdrElementFace(i, &f, &o); mesh->GetFaceElements(f, &e1, &e2); mesh->GetElementVertices(e1, vertices); if (CheckPositions(vertices)) { continue; } } mesh->GetBdrElementVertices(i, vertices); mesh->GetBdrPointMatrix(i, pointmat); } else { mesh->GetElementVertices(i, vertices); mesh->GetPointMatrix(i, pointmat); } if (cplane == 2 && CheckPositions(vertices)) { continue; } for (j = 0; j < pointmat.Size(); j++) { pointmat(0, j) += (*solx)(vertices[j])*(ianim)/ianimmax; pointmat(1, j) += (*soly)(vertices[j])*(ianim)/ianimmax; pointmat(2, j) += (*solz)(vertices[j])*(ianim)/ianimmax; } gl3::GlBuilder line = line_buf.createBuilder(); switch (drawmesh) { case 1: line.glBegin(GL_LINE_LOOP); for (j = 0; j < pointmat.Size(); j++) { line.glVertex3d (pointmat(0, j), pointmat(1, j), pointmat(2, j)); } line.glEnd(); break; case 2: for (j = 0; j < pointmat.Size(); j++) { for (int k = 0; k < 3; k++) { point[j][k] = pointmat(k,j); } point[j][3] = (*sol)(vertices[j]); } DrawPolygonLevelLines(line, point[0], pointmat.Size(), level, false); break; } } updated_bufs.emplace_back(&line_buf); } void VisualizationSceneVector3d::PrepareLines2() { int i, j, k, fn, fo, di = 0; double bbox_diam; line_buf.clear(); gl3::GlBuilder line = line_buf.createBuilder(); int dim = mesh->Dimension(); int ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); DenseMatrix pointmat; DenseMatrix vec_vals; Vector values; RefinedGeometry * RefG; Array vertices; bbox_diam = sqrt ( (bb.x[1]-bb.x[0])*(bb.x[1]-bb.x[0]) + (bb.y[1]-bb.y[0])*(bb.y[1]-bb.y[0]) + (bb.z[1]-bb.z[0])*(bb.z[1]-bb.z[0]) ); double sc = FaceShiftScale * bbox_diam; for (i = 0; i < ne; i++) { int attr = (dim == 3) ? mesh->GetBdrAttribute(i) : mesh->GetAttribute(i); if (!bdr_attr_to_show[attr-1]) { continue; } if (dim == 3) { if (cplane == 2) { // for cplane == 2, get vertices of the volume element, not bdr int f, o, e1, e2; mesh->GetBdrElementFace(i, &f, &o); mesh->GetFaceElements(f, &e1, &e2); mesh->GetElementVertices(e1, vertices); } else { mesh->GetBdrElementVertices (i, vertices); } } else { mesh->GetElementVertices(i, vertices); } if (cplane == 2 && CheckPositions(vertices)) { continue; } if (dim == 3) { mesh -> GetBdrElementFace (i, &fn, &fo); RefG = GLVisGeometryRefiner.Refine(mesh -> GetFaceBaseGeometry (fn), TimesToRefine); // di = GridF->GetFaceValues(fn, 2, RefG->RefPts, values, pointmat); di = fo % 2; if (di == 1 && !mesh->FaceIsInterior(fn)) { di = 0; } GridF -> GetFaceValues (fn, di, RefG->RefPts, values, pointmat); VecGridF -> GetFaceVectorValues (fn, di, RefG->RefPts, vec_vals, pointmat); if (ianim > 0) { pointmat.Add (double(ianim)/ianimmax, vec_vals); } ShrinkPoints(pointmat, i, fn, di); } else { RefG = GLVisGeometryRefiner.Refine(mesh->GetElementBaseGeometry(i), TimesToRefine); GridF->GetValues(i, RefG->RefPts, values, pointmat); VecGridF->GetVectorValues(i, RefG->RefPts, vec_vals, pointmat); if (ianim > 0) { pointmat.Add(double(ianim)/ianimmax, vec_vals); } ShrinkPoints(pointmat, i, 0, 0); } int *RG = &(RefG->RefGeoms[0]); double pts[][3] = { { pointmat(0,RG[0]), pointmat(1,RG[0]), pointmat(2,RG[0]) }, { pointmat(0,RG[1]), pointmat(1,RG[1]), pointmat(2,RG[1]) }, { pointmat(0,RG[2]), pointmat(1,RG[2]), pointmat(2,RG[2]) } }; double norm[3]; Compute3DUnitNormal (pts[0], pts[1], pts[2], norm); if (di != 0 && sc != 0.0) { norm[0] = -norm[0]; norm[1] = -norm[1]; norm[2] = -norm[2]; } if (drawmesh == 1) { Array &REdges = RefG->RefEdges; line.glBegin (GL_LINES); for (k = 0; k < REdges.Size()/2; k++) { int *RE = &(REdges[2*k]); if (sc == 0.0) { for (j = 0; j < 2; j++) line.glVertex3d (pointmat(0, RE[j]), pointmat(1, RE[j]), pointmat(2, RE[j])); } else { for (j = 0; j < 2; j++) { double val = sc * (values(RE[j]) - minv) / (maxv - minv); line.glVertex3d (pointmat(0, RE[j])+val*norm[0], pointmat(1, RE[j])+val*norm[1], pointmat(2, RE[j])+val*norm[2]); } } } line.glEnd(); } else if (drawmesh == 2) { double point[4][4]; int sides; switch ((dim == 3) ? mesh->GetBdrElementType(i) : mesh->GetElementType(i)) { case Element::TRIANGLE: sides = 3; break; case Element::QUADRILATERAL: default: sides = 4; break; } for (k = 0; k < RefG->RefGeoms.Size()/sides; k++) { RG = &(RefG->RefGeoms[k*sides]); if (sc == 0.0) { for (j = 0; j < sides; j++) { for (int ii = 0; ii < 3; ii++) { point[j][ii] = pointmat(ii, RG[j]); } point[j][3] = values(RG[j]); } } else { for (j = 0; j < sides; j++) { double val = (values(RG[j]) - minv) / (maxv - minv); val *= sc; for (int ii = 0; ii < 3; ii++) { point[j][ii] = pointmat(ii, RG[j])+val*norm[ii]; } point[j][3] = values(RG[j]); } } DrawPolygonLevelLines(line, point[0], sides, level, false); } } } updated_bufs.emplace_back(&line_buf); } void VisualizationSceneVector3d::PrepareDisplacedMesh() { int dim = mesh->Dimension(); int i, j, ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); DenseMatrix pointmat; Array vertices; // prepare the displaced mesh displine_buf.clear(); gl3::GlBuilder builder = displine_buf.createBuilder(); for (i = 0; i < ne; i++) { builder.glBegin(GL_LINE_LOOP); if (dim == 3) { mesh->GetBdrPointMatrix (i, pointmat); mesh->GetBdrElementVertices (i, vertices); } else { mesh->GetPointMatrix(i, pointmat); mesh->GetElementVertices(i, vertices); } for (j = 0; j < pointmat.Size(); j++) { pointmat(0, j) += (*solx)(vertices[j])*(ianimd)/ianimmax; pointmat(1, j) += (*soly)(vertices[j])*(ianimd)/ianimmax; pointmat(2, j) += (*solz)(vertices[j])*(ianimd)/ianimmax; } for (j = 0; j < pointmat.Size(); j++) { builder.glVertex3d (pointmat(0, j), pointmat(1, j), pointmat(2, j) ); } builder.glEnd(); } updated_bufs.emplace_back(&displine_buf); } void ArrowsDrawOrNot (Array l[], int nv, Vector & sol, int nl, Array & level) { static int first_time = 1; static int nll = nl; if (!first_time && nll == nl) { return; } else { first_time = 1; nll = nl; } int i,j; double v; double eps = (level[1] - level[0])/2; for (i = 0; i <= nl; i++) { l[i].SetSize(0); } for (j = 0; j < nv; j++) { v = sol(j); for (i = 0; i <= nl; i++) { if (fabs(v-level[i]) < eps) { l[i].Append(j); break; } if (v < level[i] - eps) { break; } } } } int ArrowDrawOrNot (double v, int nl, Array & level) { double eps = (level[nl] - level[0])/10; for (int i = 0; i <= nl; i++) { if (fabs(v-level[i]) < eps) { return 1; } if (v < level[i] - eps) { return 0; } } return 0; } void VisualizationSceneVector3d::DrawVector(gl3::GlBuilder& builder, int type, double v0, double v1, double v2, double sx, double sy, double sz, double s) { static int nv = mesh -> GetNV(); static double volume = (bb.x[1]-bb.x[0])*(bb.y[1]-bb.y[0])*(bb.z[1]-bb.z[0]); static double h = pow(volume/nv, 0.333); static double hh = pow(volume, 0.333) / 10; switch (type) { case 1: { arrow_type = 0; arrow_scaling_type = 0; // glColor3f(0, 0, 0); // color is set in Draw() Arrow(builder,v0,v1,v2,sx,sy,sz,s); } break; case 2: { arrow_type = 1; arrow_scaling_type = 1; MySetColor(builder, s, minv, maxv); Arrow(builder,v0,v1,v2,sx,sy,sz,h,0.125); } break; case 3: { arrow_type = 1; arrow_scaling_type = 1; // MySetColor(s,maxv,minv); MySetColor(builder, s, minv, maxv); Arrow(builder,v0,v1,v2,sx,sy,sz,h*s/maxv,0.125); } break; case 4: case 5: { arrow_type = 1; arrow_scaling_type = 1; builder.glColor3f(0.3, 0.3, 0.3); Arrow(builder,v0,v1,v2,sx,sy,sz,hh*s/maxv,0.125); } break; } } void VisualizationSceneVector3d::PrepareVectorField() { int i, nv = mesh -> GetNV(); double *vertex; vector_buf.clear(); gl3::GlBuilder builder = vector_buf.createBuilder(); switch (drawvector) { case 0: break; case 1: for (i = 0; i < nv; i++) if (drawmesh != 2 || ArrowDrawOrNot((*sol)(i), nl, level)) { vertex = mesh->GetVertex(i); DrawVector(builder, drawvector, vertex[0], vertex[1], vertex[2], (*solx)(i), (*soly)(i), (*solz)(i), (*sol)(i)); } break; case 2: { arrow_type = 1; arrow_scaling_type = 1; for (i = 0; i < nv; i++) if (drawmesh != 2 || ArrowDrawOrNot((*sol)(i), nl, level)) { vertex = mesh->GetVertex(i); DrawVector(builder, drawvector, vertex[0], vertex[1], vertex[2], (*solx)(i), (*soly)(i), (*solz)(i), (*sol)(i)); } } break; case 3: { arrow_type = 1; arrow_scaling_type = 1; for (i = 0; i < nv; i++) if (drawmesh != 2 || ArrowDrawOrNot((*sol)(i), nl, level)) { vertex = mesh->GetVertex(i); DrawVector(builder, drawvector, vertex[0], vertex[1], vertex[2], (*solx)(i), (*soly)(i), (*solz)(i), (*sol)(i)); } } break; case 4: { Array *l = new Array[nl+1]; ArrowsDrawOrNot(l, nv, *sol, nl, level); int j,k; for (k = 0; k < vflevel.Size(); k++) { i = vflevel[k]; for (j = 0; j < l[i].Size(); j++) { vertex = mesh->GetVertex( l[i][j] ); DrawVector(builder, drawvector, vertex[0], vertex[1], vertex[2], (*solx)(l[i][j]), (*soly)(l[i][j]), (*solz)(l[i][j]), (*sol)(l[i][j])); } } delete [] l; } break; case 5: { int dim = mesh->Dimension(); int j, k, ne = (dim == 3) ? mesh->GetNBE() : mesh->GetNE(); Array vertices; Array vert_marker(nv); vert_marker = false; for (k = 0; k < ne; k++) { if (dim == 3) { mesh->GetBdrElementVertices(k, vertices); } else { mesh->GetElementVertices(k, vertices); } for (j = 0; j < vertices.Size(); j++) { i = vertices[j]; if (vert_marker[i]) { continue; } vertex = mesh->GetVertex(i); DrawVector(builder, drawvector, vertex[0], vertex[1], vertex[2], (*solx)(i), (*soly)(i), (*solz)(i), (*sol)(i)); vert_marker[i] = true; } } } break; } updated_bufs.emplace_back(&vector_buf); } void VisualizationSceneVector3d::PrepareCuttingPlane() { if (cp_drawelems == 0 || cplane != 1 || drawvector == 0 || mesh->Dimension() != 3) { VisualizationSceneSolution3d::PrepareCuttingPlane(); return; } int i, j, k, n = 0; int flag[4], ind[6][2]= {{0,3},{0,2},{0,1},{1,2},{1,3},{2,3}}; double t, point[4][4], val[4][3]; cplane_buf.clear(); gl3::GlBuilder builder = cplane_buf.createBuilder(); DenseMatrix pointmat(3,4); double * coord; Array nodes; for (i = 0; i < mesh->GetNE(); i++) { if (mesh->GetElementType(i) != Element::TETRAHEDRON) { continue; } // TODO: support for hex elements as in // VisualizationSceneSolution3d::CuttingPlaneFunc n = 0; // n will be the number of intersection points mesh -> GetElementVertices(i,nodes); mesh -> GetPointMatrix (i,pointmat); for (j=0; j<4; j++) if (node_pos[nodes[j]] == 0.0) { flag[j] = 1; coord = mesh -> GetVertex(nodes[j]); for (k=0; k<3; k++) { point[n][k] = coord[k]; } point[n][3] = (*sol)(nodes[j]); val[n][0] = (*solx)(nodes[j]); val[n][1] = (*soly)(nodes[j]); val[n][2] = (*solz)(nodes[j]); n++; } else if (node_pos[nodes[j]] < 0.) { flag[j] = -1; } else { flag[j] = 0; } for (j=0; j<6; j++) if (flag[ind[j][0]] != 1 && flag[ind[j][1]] != 1 && flag[ind[j][0]] != flag[ind[j][1]]) { t = node_pos[ nodes[ind[j][1]] ] / (node_pos[ nodes[ind[j][1]] ] - node_pos[ nodes[ind[j][0]] ] ); for (k=0; k<3; k++) point[n][k] = t*(pointmat(k,ind[j][0]) - pointmat(k,ind[j][1])) + pointmat(k,ind[j][1]); point[n][3] = t * ((*sol)(nodes[ind[j][0]]) - (*sol)(nodes[ind[j][1]])) + (*sol)(nodes[ind[j][1]]); val[n][0] = t * ((*solx)(nodes[ind[j][0]]) - (*solx)(nodes[ind[j][1]])) + (*solx)(nodes[ind[j][1]]); val[n][1] = t * ((*soly)(nodes[ind[j][0]]) - (*soly)(nodes[ind[j][1]])) + (*soly)(nodes[ind[j][1]]); val[n][2] = t * ((*solz)(nodes[ind[j][0]]) - (*solz)(nodes[ind[j][1]])) + (*solz)(nodes[ind[j][1]]); n++; } if (n > 2) { double v10[] = { point[1][0]-point[0][0], point[1][1]-point[0][1], point[1][2]-point[0][2] }; double v21[] = { point[2][0]-point[1][0], point[2][1]-point[1][1], point[2][2]-point[1][2] }; double norm[] = { v10[1]*v21[2]-v10[2]*v21[1], v10[2]*v21[0]-v10[0]*v21[2], v10[0]*v21[1]-v10[1]*v21[0] }; double * eq = CuttingPlane -> Equation(); if ( eq[0]*norm[0]+eq[1]*norm[1]+eq[2]*norm[2] > 0.0 ) { if (drawvector != 5) { builder.glBegin (GL_POLYGON); for (j=0; j Equation()); builder.glVertex3d (point[j][0],point[j][1],point[j][2]); } } builder.glEnd(); if (drawvector) for (j=0; j=0; j--) { MySetColor ( builder, point[j][3], minv, maxv); builder.glNormal3dv (CuttingPlane -> Equation()); builder.glVertex3d (point[j][0],point[j][1],point[j][2]); } } builder.glEnd(); if (drawvector) for (j=n-1; j>=0; j--) DrawVector(builder, drawvector, point[n][0], point[n][1], point[n][2], val[n][0],val[n][1], val[n][2], point[n][3]); } } } updated_bufs.emplace_back(&cplane_buf); } gl3::SceneInfo VisualizationSceneVector3d::GetSceneObjs() { if (colorbar) { Array* cb_level = nullptr; if (drawvector == 4) { cb_level = &dvflevel; } else if (drawmesh == 2 || cp_drawmesh >= 2) { cb_level = &level; } PrepareColorBar(minv, maxv, cb_level); } gl3::SceneInfo scene = VisualizationSceneScalarData::GetSceneObjs(); gl3::RenderParams params = GetMeshDrawParams(); params.use_clip_plane = cplane; double* cp_eqn = CuttingPlane->Equation(); params.clip_plane_eqn = {cp_eqn[0], cp_eqn[1], cp_eqn[2], cp_eqn[3]}; params.contains_translucent = matAlpha < 1.0; // draw vector field if (drawvector == 2 || drawvector == 3) { scene.queue.emplace_back(params, &vector_buf); } // draw elements if (drawelems) { scene.queue.emplace_back(params, &disp_buf); } if (cplane && cp_drawelems) { params.use_clip_plane = false; scene.queue.emplace_back(params, &cplane_buf); params.use_clip_plane = true; } params.contains_translucent = false; params.num_pt_lights = 0; if (drawvector > 3) { scene.queue.emplace_back(params, &vector_buf); } params.mesh_material = VisualizationScene::BLK_MAT; params.static_color = GetLineColor(); if (drawvector == 1) { scene.queue.emplace_back(params, &vector_buf); } // draw lines if (drawmesh) { scene.queue.emplace_back(params, &line_buf); } // draw displacement if (drawdisp) { params.static_color = {1.f, 0.f, 0.f, 1.f}; scene.queue.emplace_back(params, &displine_buf); params.static_color = GetLineColor(); } // ruler may have mixture of polygons and lines if (cp_drawmesh) { params.use_clip_plane = false; scene.queue.emplace_back(params, &cplines_buf); } return scene; }