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* Generate reservoir element sets * Add support for materials * Add local coordinate system support for exported model
529 lines
20 KiB
C++
529 lines
20 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2023 Equinor ASA
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//
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// ResInsight is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
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// for more details.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "RigGriddedPart3d.h"
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#include "RigMainGrid.h"
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#include "RimFaultReactivationDataAccess.h"
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#include "cvfBoundingBox.h"
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#include "cvfTextureImage.h"
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RigGriddedPart3d::RigGriddedPart3d( bool flipFrontBack )
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: m_useLocalCoordinates( false )
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RigGriddedPart3d::~RigGriddedPart3d()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::reset()
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{
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m_boundaryElements.clear();
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m_boundaryNodes.clear();
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m_borderSurfaceElements.clear();
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m_nodes.clear();
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m_localNodes.clear();
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m_elementIndices.clear();
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m_meshLines.clear();
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m_elementSets.clear();
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clearModelData();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::clearModelData()
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{
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m_nodePorePressure.clear();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Vec3d RigGriddedPart3d::stepVector( cvf::Vec3d start, cvf::Vec3d stop, int nSteps )
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{
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cvf::Vec3d vec = stop - start;
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return vec.getNormalized() * ( vec.length() / nSteps );
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}
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//--------------------------------------------------------------------------------------------------
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/// Point index in input
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///
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///
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/// 3 ----------- 7 *
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/// | | *
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/// | | *
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/// | | *
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/// 2 |---------| 6 *
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/// | \ *
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/// | \ *
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/// | \ *
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/// 1 -------------| 5 *
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/// | | *
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/// | | *
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/// | | *
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/// | | *
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/// 0 -------------- 4 *
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///
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/// Assumes 0->4, 1->5, 2->6 and 3->7 is parallel
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///
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::generateGeometry( std::vector<cvf::Vec3d> inputPoints,
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int nHorzCells,
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int nVertCellsLower,
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int nVertCellsMiddle,
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int nVertCellsUpper,
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double thickness )
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{
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reset();
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const cvf::Vec3d step0to1 = stepVector( inputPoints[0], inputPoints[1], nVertCellsLower );
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const cvf::Vec3d step1to2 = stepVector( inputPoints[1], inputPoints[2], nVertCellsMiddle );
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const cvf::Vec3d step2to3 = stepVector( inputPoints[2], inputPoints[3], nVertCellsUpper );
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const cvf::Vec3d step4to5 = stepVector( inputPoints[4], inputPoints[5], nVertCellsLower );
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const cvf::Vec3d step5to6 = stepVector( inputPoints[5], inputPoints[6], nVertCellsMiddle );
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const cvf::Vec3d step6to7 = stepVector( inputPoints[6], inputPoints[7], nVertCellsUpper );
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const cvf::Vec3d step0to4 = stepVector( inputPoints[0], inputPoints[4], nHorzCells );
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cvf::Vec3d tVec = step0to4 ^ step0to1;
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tVec.normalize();
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tVec *= thickness;
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const std::vector<double> m_thicknessFactors = { -1.0, 0.0, 1.0 };
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const int nThicknessCells = 2;
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const int nVertCells = nVertCellsLower + nVertCellsMiddle + nVertCellsUpper;
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const std::vector<int> vertLines = { nVertCellsLower, nVertCellsMiddle, nVertCellsUpper + 1 };
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const std::vector<cvf::Vec3d> firstSteps = { step0to1, step1to2, step2to3 };
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const std::vector<cvf::Vec3d> lastSteps = { step4to5, step5to6, step6to7 };
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// ** generate nodes
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m_boundaryNodes[Boundary::Bottom] = {};
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m_boundaryNodes[Boundary::FarSide] = {};
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m_nodes.reserve( (size_t)( ( nVertCells + 1 ) * ( nHorzCells + 1 ) ) );
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cvf::Vec3d pFrom = inputPoints[0];
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cvf::Vec3d pTo = inputPoints[4];
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unsigned int layer = 0;
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unsigned int nodeIndex = 0;
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for ( int i = 0; i < (int)vertLines.size(); i++ )
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{
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for ( int v = 0; v < vertLines[i]; v++, layer++ )
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{
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cvf::Vec3d stepHorz = stepVector( pFrom, pTo, nHorzCells );
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cvf::Vec3d p = pFrom;
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for ( int h = 0; h <= nHorzCells; h++ )
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{
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for ( int t = 0; t <= nThicknessCells; t++, nodeIndex++ )
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{
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m_nodes.push_back( p + m_thicknessFactors[t] * tVec );
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if ( layer == 0 )
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{
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m_boundaryNodes[Boundary::Bottom].push_back( nodeIndex );
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}
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if ( h == 0 )
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{
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m_boundaryNodes[Boundary::FarSide].push_back( nodeIndex );
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}
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}
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p += stepHorz;
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}
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pFrom += firstSteps[i];
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pTo += lastSteps[i];
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}
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}
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// ** generate elements of type hex8
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m_elementIndices.resize( (size_t)( nVertCells * nHorzCells * nThicknessCells ) );
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m_borderSurfaceElements[RimFaultReactivation::BorderSurface::UpperSurface] = {};
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m_borderSurfaceElements[RimFaultReactivation::BorderSurface::FaultSurface] = {};
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m_borderSurfaceElements[RimFaultReactivation::BorderSurface::LowerSurface] = {};
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m_boundaryElements[Boundary::Bottom] = {};
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m_boundaryElements[Boundary::FarSide] = {};
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int layerIndexOffset = 0;
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int elementIdx = 0;
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layer = 0;
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RimFaultReactivation::BorderSurface currentSurfaceRegion = RimFaultReactivation::BorderSurface::LowerSurface;
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const int nextLayerIdxOff = ( nHorzCells + 1 ) * ( nThicknessCells + 1 );
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const int nThicknessOff = nThicknessCells + 1;
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for ( int v = 0; v < nVertCells; v++, layer++ )
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{
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if ( v >= nVertCellsLower ) currentSurfaceRegion = RimFaultReactivation::BorderSurface::FaultSurface;
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if ( v >= nVertCellsLower + nVertCellsMiddle ) currentSurfaceRegion = RimFaultReactivation::BorderSurface::UpperSurface;
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int i = layerIndexOffset;
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for ( int h = 0; h < nHorzCells; h++ )
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{
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for ( int t = 0; t < nThicknessCells; t++, elementIdx++ )
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{
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m_elementIndices[elementIdx].push_back( t + nextLayerIdxOff + i );
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m_elementIndices[elementIdx].push_back( t + nextLayerIdxOff + i + nThicknessOff );
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m_elementIndices[elementIdx].push_back( t + nextLayerIdxOff + i + nThicknessOff + 1 );
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m_elementIndices[elementIdx].push_back( t + nextLayerIdxOff + i + 1 );
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m_elementIndices[elementIdx].push_back( t + i );
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m_elementIndices[elementIdx].push_back( t + i + nThicknessOff );
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m_elementIndices[elementIdx].push_back( t + i + nThicknessOff + 1 );
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m_elementIndices[elementIdx].push_back( t + i + 1 );
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if ( layer == 0 )
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{
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m_boundaryElements[Boundary::Bottom].push_back( elementIdx );
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}
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if ( h == 0 )
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{
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m_boundaryElements[Boundary::FarSide].push_back( elementIdx );
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}
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}
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i += nThicknessOff;
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}
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// add elements to border surface in current region
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m_borderSurfaceElements[currentSurfaceRegion].push_back( elementIdx - 2 );
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m_borderSurfaceElements[currentSurfaceRegion].push_back( elementIdx - 1 );
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layerIndexOffset += nextLayerIdxOff;
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}
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// generate meshlines for 2d viz
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generateMeshlines( { inputPoints[0], inputPoints[1], inputPoints[5], inputPoints[4] }, nHorzCells, nVertCellsLower );
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generateMeshlines( { inputPoints[1], inputPoints[2], inputPoints[6], inputPoints[5] }, nHorzCells, nVertCellsMiddle );
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generateMeshlines( { inputPoints[2], inputPoints[3], inputPoints[7], inputPoints[6] }, nHorzCells, nVertCellsUpper );
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// store the reservoir part corners for later
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m_reservoirRect.clear();
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for ( auto i : { 1, 2, 6, 5 } )
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{
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m_reservoirRect.push_back( inputPoints[i] );
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Point index in input
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///
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/// 1 ____________ 2
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/// | /
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/// | /
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/// | /
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/// | /
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/// |_______/
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/// 0 3
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///
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/// Assumes 0->3 and 1->2 is parallel
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::generateMeshlines( const std::vector<cvf::Vec3d>& cornerPoints, int numHorzCells, int numVertCells )
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{
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cvf::Vec3d step0to1 = stepVector( cornerPoints[0], cornerPoints[1], numVertCells );
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cvf::Vec3d step0to3 = stepVector( cornerPoints[0], cornerPoints[3], numHorzCells );
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cvf::Vec3d step1to2 = stepVector( cornerPoints[1], cornerPoints[2], numHorzCells );
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cvf::Vec3d step3to2 = stepVector( cornerPoints[3], cornerPoints[2], numVertCells );
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// horizontal lines
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cvf::Vec3d startP = cornerPoints[0];
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cvf::Vec3d endP = cornerPoints[3];
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for ( int v = 0; v <= numVertCells; v++ )
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{
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m_meshLines.push_back( { startP, endP } );
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startP += step0to1;
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endP += step3to2;
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}
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// vertical lines
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startP = cornerPoints[0];
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endP = cornerPoints[1];
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for ( int h = 0; h <= numHorzCells; h++ )
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{
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m_meshLines.push_back( { startP, endP } );
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startP += step0to3;
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endP += step1to2;
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// returns node in either global or local coords depending on m_useLocalCoordinates flag
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//--------------------------------------------------------------------------------------------------
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const std::vector<cvf::Vec3d>& RigGriddedPart3d::nodes() const
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{
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if ( m_useLocalCoordinates ) return m_localNodes;
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return m_nodes;
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}
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//--------------------------------------------------------------------------------------------------
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/// Always returns nodes in global coordinates
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//--------------------------------------------------------------------------------------------------
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const std::vector<cvf::Vec3d>& RigGriddedPart3d::globalNodes() const
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{
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return m_nodes;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::setUseLocalCoordinates( bool useLocalCoordinates )
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{
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m_useLocalCoordinates = useLocalCoordinates;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool RigGriddedPart3d::useLocalCoordinates() const
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{
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return m_useLocalCoordinates;
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}
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//--------------------------------------------------------------------------------------------------
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/// Output elements will be of type HEX8
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///
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/// 7---------6
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/// /| /|
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/// / | / |
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/// 4---------5 | z
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/// | 3------|--2 | y
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/// | / | / | /
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/// |/ |/ |/
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/// 0---------1 ----- x
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///
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//--------------------------------------------------------------------------------------------------
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const std::vector<std::vector<unsigned int>>& RigGriddedPart3d::elementIndices() const
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{
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return m_elementIndices;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::map<RimFaultReactivation::BorderSurface, std::vector<unsigned int>>& RigGriddedPart3d::borderSurfaceElements() const
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{
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return m_borderSurfaceElements;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::vector<std::vector<cvf::Vec3d>>& RigGriddedPart3d::meshLines() const
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{
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return m_meshLines;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::map<RimFaultReactivation::Boundary, std::vector<unsigned int>>& RigGriddedPart3d::boundaryElements() const
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{
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return m_boundaryElements;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::map<RimFaultReactivation::Boundary, std::vector<unsigned int>>& RigGriddedPart3d::boundaryNodes() const
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{
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return m_boundaryNodes;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::map<RimFaultReactivation::ElementSets, std::vector<unsigned int>>& RigGriddedPart3d::elementSets() const
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{
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return m_elementSets;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const std::vector<double>& RigGriddedPart3d::nodePorePressure( size_t outputTimeStep ) const
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{
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if ( outputTimeStep >= m_nodePorePressure.size() ) return m_emptyData;
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return m_nodePorePressure[outputTimeStep];
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::extractModelData( RimFaultReactivationDataAccess* dataAccess, size_t outputTimeStep )
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{
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if ( m_nodePorePressure.size() <= outputTimeStep )
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{
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m_nodePorePressure.resize( outputTimeStep + 1 );
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}
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for ( auto& node : m_nodes )
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{
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double pressure = dataAccess->porePressureAtPosition( node, 1.0 );
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m_nodePorePressure[outputTimeStep].push_back( pressure );
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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std::pair<int, int> RigGriddedPart3d::reservoirZTopBottom( const RigMainGrid* grid ) const
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{
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cvf::BoundingBox resBb;
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for ( const auto& p : m_reservoirRect )
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{
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resBb.add( p );
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}
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std::vector<size_t> intersectingCells;
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grid->findIntersectingCells( resBb, &intersectingCells );
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resBb.reset();
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for ( auto cellIdx : intersectingCells )
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{
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resBb.add( grid->cell( cellIdx ).boundingBox() );
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}
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auto maxZ = resBb.max().z();
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auto minZ = resBb.min().z();
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return std::make_pair( maxZ, minZ );
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::generateElementSets( const RimFaultReactivationDataAccess* dataAccess, const RigMainGrid* grid )
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{
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m_elementSets[ElementSets::OverBurden] = {};
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m_elementSets[ElementSets::Reservoir] = {};
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m_elementSets[ElementSets::IntraReservoir] = {};
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m_elementSets[ElementSets::UnderBurden] = {};
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auto [topResZ, bottomResZ] = reservoirZTopBottom( grid );
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for ( unsigned int i = 0; i < m_elementIndices.size(); i++ )
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{
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auto corners = elementCorners( i );
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if ( dataAccess->elementHasValidData( corners ) )
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{
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m_elementSets[ElementSets::Reservoir].push_back( i );
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}
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else
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{
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if ( elementIsAboveReservoir( corners, topResZ ) )
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{
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m_elementSets[ElementSets::OverBurden].push_back( i );
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}
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else if ( elementIsBelowReservoir( corners, bottomResZ ) )
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{
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m_elementSets[ElementSets::UnderBurden].push_back( i );
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}
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else
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{
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m_elementSets[ElementSets::IntraReservoir].push_back( i );
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RigGriddedPart3d::generateLocalNodes( const cvf::Mat4d transform )
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{
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m_localNodes.clear();
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for ( auto& node : m_nodes )
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{
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m_localNodes.push_back( node.getTransformedPoint( transform ) );
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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std::vector<cvf::Vec3d> RigGriddedPart3d::elementCorners( size_t elementIndex ) const
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{
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if ( elementIndex >= m_elementIndices.size() ) return {};
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std::vector<cvf::Vec3d> corners;
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for ( auto nodeIdx : m_elementIndices[elementIndex] )
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{
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if ( nodeIdx >= m_nodes.size() ) continue;
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corners.push_back( m_nodes[nodeIdx] );
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}
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return corners;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool RigGriddedPart3d::elementIsAboveReservoir( const std::vector<cvf::Vec3d>& cornerPoints, double threshold ) const
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{
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int nValid = 0;
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for ( auto& p : cornerPoints )
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{
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if ( p.z() > threshold ) nValid++;
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}
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return nValid > 4;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool RigGriddedPart3d::elementIsBelowReservoir( const std::vector<cvf::Vec3d>& cornerPoints, double threshold ) const
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{
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int nValid = 0;
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for ( auto& p : cornerPoints )
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{
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if ( p.z() < threshold ) nValid++;
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}
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return nValid > 4;
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}
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