// 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. #ifndef GLVIS_VSDATA_HPP #define GLVIS_VSDATA_HPP #include #include "mfem.hpp" #include "openglvis.hpp" using namespace mfem; extern thread_local std::string plot_caption; // defined in glvis.cpp extern thread_local std::string extra_caption; // defined in glvis.cpp class Plane { private: double eqn[4]; double phi, theta, rho; double x0,y0,z0; void CartesianToSpherical(); void SphericalToCartesian(); double bbox_diam; double phi_step, theta_step, rho_step; public: Plane(double A,double B,double C,double D); inline double * Equation() { return eqn; } inline double Transform(double x, double y, double z) { return eqn[0]*x+eqn[1]*y+eqn[2]*z+eqn[3]; } inline double Transform(double * x) { return eqn[0]*x[0]+eqn[1]*x[1]+eqn[2]*x[2]+eqn[3]; } void IncreasePhi(); void DecreasePhi(); void IncreaseTheta(); void DecreaseTheta(); void IncreaseDistance(); void DecreaseDistance(); }; class VisualizationSceneScalarData : public VisualizationScene { protected: Mesh *mesh; Vector *sol; double minv, maxv; std::string a_label_x, a_label_y, a_label_z; int scaling, colorbar, drawaxes; int auto_ref_max, auto_ref_max_surf_elem; vector updated_bufs; gl3::GlDrawable axes_buf; gl3::GlDrawable coord_cross_buf; gl3::GlDrawable color_bar; gl3::GlDrawable ruler_buf; gl3::GlDrawable caption_buf; int caption_w, caption_h; void Init(); int arrow_type, arrow_scaling_type; int nl; Array level; int ruler_on; double ruler_x, ruler_y, ruler_z; // autoscale controls the behavior when the mesh/solution are updated: // 0 - do not change the bounding box and the value range // 1 - recompute both the bounding box and the value range (default) // 2 - recompute only the value range // 3 - recompute only the bounding box int autoscale; bool logscale; bool LogscaleRange() { return (minv > 0.0 && maxv > minv); } void PrintLogscale(bool warn); double log_a, unit_a; void SetLogA() { if (logscale) { unit_a = 1.0/log(maxv/minv), log_a = (maxv - minv)*unit_a; } else { unit_a = 1.0/(maxv - minv), log_a = 1.0; } } double _ULogVal(const double &u) { return minv*pow(maxv/minv, u); } double ULogVal(const double &u) { return (logscale ? _ULogVal(u) : minv + (maxv - minv)*u); } double LogUVal(const double &z) { return ((logscale && z >= minv && z <= maxv) ? (log(z/minv)*unit_a) : (z - minv)*unit_a); } double _LogVal_(const double &z) { return (log(z/minv)*log_a + minv); } double _LogVal(const double &z) { return ((z >= minv && z <= maxv) ? _LogVal_(z) : (z)); } double LogVal(const double &z, const bool &log_val) { return (log_val ? _LogVal(z) : z); } double LogVal(const double &z) { return LogVal(z, logscale); } void FixValueRange(); void Cone(gl3::GlDrawable& buf, glm::mat4 transform, double cval); public: Plane *CuttingPlane; int key_r_state; /** Shrink factor with respect to the center of each element (2D) or the center of each boundary attribute (3D) */ double shrink; /// Shrink factor with respect to the element (material) attributes centers double shrinkmat; VisualizationSceneScalarData() : a_label_x("x"), a_label_y("y"), a_label_z("z") {} VisualizationSceneScalarData (Mesh & m, Vector & s); virtual ~VisualizationSceneScalarData(); virtual std::string GetHelpString() const { return ""; } // Determine 'xscale', 'yscale', and 'zscale' using the current bounding // box, depending on the value of 'scaling'. virtual void SetNewScalingFromBox(); // Compute the bounding box, call UpdateBoundingBox. // In 2D the z range is the value range, so FixValueRange and // UpdateValueRange are also called. virtual void FindNewBox(bool prepare) = 0; // Compute the value range based on the current solution, adjust it by // calling FixValueRange and then call UpdateValueRange. virtual void FindNewValueRange(bool prepare) = 0; // Redefined in 2D to call just FindNewBox virtual void FindNewBoxAndValueRange(bool prepare) { FindNewBox(prepare); FindNewValueRange(prepare); } // Redefined in 2D to update only the x- and y-ranges. virtual void FindMeshBox(bool prepare) { FindNewBox(prepare); } // Perform autoscaling depending on the value of 'autoscale': // 0 - do nothing // 1 - call FindNewBoxAndValueRange // 2 - call FindNewValueRange // 3 - call FindMeshBox void DoAutoscale(bool prepare); // Similar to the above but force recomputation of the value range void DoAutoscaleValue(bool prepare); virtual void Prepare() = 0; virtual void PrepareLines() = 0; void UpdateBoundingBox() { SetNewScalingFromBox(); PrepareAxes(); } virtual void EventUpdateBackground() { }; virtual void EventUpdateColors() { Prepare(); } virtual void UpdateLevelLines() = 0; virtual void UpdateValueRange(bool prepare) = 0; void SetValueRange(double, double); virtual void SetShading(int, bool) = 0; virtual void SetRefineFactors(int, int) = 0; void SetAutoRefineLimits(int max_ref, int max_surf_elem) { auto_ref_max = max_ref; auto_ref_max_surf_elem = max_surf_elem; } virtual void AutoRefine() = 0; virtual void ToggleAttributes(Array &attr_list) = 0; virtual void PrintState(); Mesh *GetMesh() { return mesh; } virtual gl3::SceneInfo GetSceneObjs(); void ProcessUpdatedBufs(gl3::SceneInfo& scene); void glTF_ExportBox(glTF_Builder &bld, glTF_Builder::buffer_id buffer, glTF_Builder::material_id black_mat); void glTF_ExportElements(glTF_Builder &bld, glTF_Builder::buffer_id buffer, glTF_Builder::material_id palette_mat, const gl3::GlDrawable &gl_drawable); void glTF_ExportMesh(glTF_Builder &bld, glTF_Builder::buffer_id buffer, glTF_Builder::material_id black_mat, const gl3::GlDrawable &gl_drawable); virtual void glTF_Export(); double &GetMinV() { return minv; } double &GetMaxV() { return maxv; } void SetLevelLines(double min, double max, int n, int adj = 1); void Arrow(gl3::GlDrawable& buffer, double px, double py, double pz, double vx, double vy, double vz, double length, double cone_scale = 0.075, double cval = HUGE_VAL); void Arrow2(gl3::GlDrawable& buffer, double px, double py, double pz, double vx, double vy, double vz, double length, double cone_scale = 0.075, double cval = HUGE_VAL); void Arrow3(gl3::GlDrawable& buffer, double px, double py, double pz, double vx, double vy, double vz, double length, double cone_scale = 0.075, double cval = HUGE_VAL); void DrawPolygonLevelLines(gl3::GlBuilder& builder, double *point, int n, Array &level, bool log_vals); void ToggleLight() { use_light = !use_light; } void SetLight(bool light_set) { use_light = light_set; } void ToggleDrawColorbar() { // colorbar states are: 0) no colorbar, no caption; 1) colorbar with // caption; 2) colorbar without caption. static const int next[2][3] = { { 1, 2, 0 }, { 2, 0, 0 } }; colorbar = next[plot_caption.empty()][colorbar]; } // Turn on or off the caption void PrepareCaption(); void PrepareColorBar(double minval, double maxval, Array * level = NULL, Array * levels = NULL); void SetAxisLabels(const char * a_x, const char * a_y, const char * a_z); void PrepareAxes(); void ToggleDrawAxes() { drawaxes = (drawaxes+1)%4; if (drawaxes) { PrepareAxes(); } } void ToggleScaling() { scaling = !scaling; SetNewScalingFromBox(); } virtual void ToggleLogscale(bool print); void ToggleRuler(); void RulerPosition(); virtual void PrepareRuler() { PrepareRuler(logscale); } void PrepareRuler(bool log_z); void ToggleTexture(); void Toggle2DView(); void SetAutoscale(int _autoscale); int GetAutoscale() const { return autoscale; } /// Shrink the set of points towards attributes centers of gravity void ShrinkPoints(DenseMatrix &pointmat, int i, int fn, int di); // Centers of gravity based on the boundary/element attributes DenseMatrix bdrc, matc; /// Compute the center of gravity for each boundary attribute void ComputeBdrAttrCenter(); /// Compute the center of gravity for each element attribute void ComputeElemAttrCenter(); }; #endif