ResInsight/ApplicationLibCode/ReservoirDataModel/RigGriddedPart3d.h
2023-09-06 13:51:59 +02:00

84 lines
2.9 KiB
C++

/////////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) 2023 Equinor ASA
//
// ResInsight is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
// for more details.
//
/////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "cvfObject.h"
#include "cvfVector3.h"
#include <map>
#include <vector>
//==================================================================================================
///
///
//==================================================================================================
class RigGriddedPart3d : public cvf::Object
{
public:
enum class BorderSurface
{
UpperSurface = 0,
FaultSurface,
LowerSurface
};
enum class Boundary
{
Front = 0,
Back,
FarSide,
Bottom
};
public:
RigGriddedPart3d( bool flipFrontBack );
~RigGriddedPart3d() override;
void reset();
void generateGeometry( std::vector<cvf::Vec3d> inputPoints,
int nHorzCells,
int nVertCellsLower,
int nVertCellsMiddle,
int nVertCellsUpper,
double thickness );
const std::vector<cvf::Vec3d>& nodes() const;
const std::vector<std::vector<unsigned int>>& elementIndices() const;
const std::map<BorderSurface, std::vector<unsigned int>>& borderSurfaceElements() const;
const std::vector<std::vector<cvf::Vec3d>>& meshLines() const;
const std::map<Boundary, std::vector<unsigned int>>& boundaryElements() const;
const std::map<Boundary, std::vector<unsigned int>>& boundaryNodes() const;
protected:
cvf::Vec3d stepVector( cvf::Vec3d start, cvf::Vec3d stop, int nSteps );
void generateMeshlines( std::vector<cvf::Vec3d> cornerPoints, int numHorzCells, int numVertCells );
private:
bool m_flipFrontBack;
std::vector<cvf::Vec3d> m_nodes;
std::vector<std::vector<unsigned int>> m_elementIndices;
std::map<BorderSurface, std::vector<unsigned int>> m_borderSurfaceElements;
std::vector<std::vector<cvf::Vec3d>> m_meshLines;
std::map<Boundary, std::vector<unsigned int>> m_boundaryElements;
std::map<Boundary, std::vector<unsigned int>> m_boundaryNodes;
};