mirror of
https://github.com/OPM/ResInsight.git
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bbebebadd5
Added the complete VizFwk from the ResInsight branch in Perforce as of changelist 190.
144 lines
6.5 KiB
C++
144 lines
6.5 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library 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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// This library 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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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfObject.h"
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#include "cvfArray.h"
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#include "cvfCollection.h"
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namespace cvf {
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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class RectilinearGrid : public Object
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{
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public:
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enum Face
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{
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BOTTOM, // -K
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TOP, // +K
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FRONT, // -J
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RIGHT, // +I
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BACK, // +J
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LEFT // -I
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};
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public:
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RectilinearGrid();
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ref<RectilinearGrid> shallowCopy() const;
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void allocateGrid(uint numGridPointsI, uint numGridPointsJ, uint numGridPointsK);
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uint gridPointCountI() const;
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uint gridPointCountJ() const;
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uint gridPointCountK() const;
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size_t gridPointCount() const;
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bool isLegalGridPoint(uint i, uint j, uint k) const;
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uint cellCountI() const;
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uint cellCountJ() const;
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uint cellCountK() const;
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size_t cellCount() const;
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bool isLegalCell(uint i, uint j, uint k) const;
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void setCoordinatesI(const DoubleArray& coords);
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void setCoordinatesJ(const DoubleArray& coords);
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void setCoordinatesK(const DoubleArray& coords);
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void setCoordinatesToRegularGrid(const Vec3d& origo, const Vec3d& spacing);
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const DoubleArray& coordinatesI() const;
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const DoubleArray& coordinatesJ() const;
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const DoubleArray& coordinatesK() const;
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Vec3d minCoordinate() const;
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Vec3d maxCoordinate() const;
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bool cellNeighbor(size_t cellIndex, Face face, size_t* neighborCellIndex) const;
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size_t cellIndexFromIJK(uint i, uint j, uint k) const;
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bool ijkFromCellIndex(size_t cellIndex, uint* i, uint* j, uint* k) const;
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bool cellIJKFromCoordinate(const Vec3d& coord, uint* i, uint* j, uint* k) const;
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void cellCornerVertices(size_t cellIndex, Vec3d vertices[8]) const;
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static void cellFaceVertexIndices(Face face, ubyte vertexIndices[4]);
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Vec3d cellCentroid(size_t cellIndex) const;
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void cellMinMaxCordinates(size_t cellIndex, Vec3d* minCoordinate, Vec3d* maxCoordinate) const;
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size_t gridPointIndexFromIJK(uint i, uint j, uint k) const;
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Vec3d gridPointCoordinate(uint i, uint j, uint k) const;
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uint gridPointNeighborCells(uint i, uint j, uint k, size_t neighborCellIndices[8]) const;
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// Scalar results
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uint addScalarSet(DoubleArray* scalarValues);
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uint scalarSetCount() const;
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const DoubleArray* scalarSet(uint scalarSetIndex) const;
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ref<DoubleArray> computeGridPointScalarSet(uint scalarSetIndex) const;
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void setGridPointScalarSet(uint scalarSetIndex, DoubleArray* gridPointScalarValues);
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double cellScalar(uint scalarSetIndex, uint i, uint j, uint k) const;
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void cellCornerScalars(uint scalarSetIndex, uint i, uint j, uint k, double scalars[8]) const;
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double gridPointScalar(uint scalarSetIndex, uint i, uint j, uint k) const;
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bool pointScalar(uint scalarSetIndex, const Vec3d& p, double* scalarValue) const;
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// Vector results
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uint addVectorSet(Vec3dArray* vectorValues);
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uint vectorSetCount() const;
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const Vec3dArray* vectorSet(uint vectorSetIndex) const;
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//void filteredCellCenterResultVectors(Vec3dArray& positions, Vec3dArray& resultVectors, const double minPositionDistance, const double resultVectorLengthThreshold) const;
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void filteredCellCenterResultVectors(Vec3dArray& positions, Vec3dArray& resultVectors, uint vectorSetIndex, uint stride, const double resultVectorLengthThreshold) const;
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private:
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uint m_iCount; // Number of grid points in I direction (number of cells is numGridPoints - 1)
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uint m_jCount;
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uint m_kCount;
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DoubleArray m_iCoordinates; // Grid point coordinates in I direction, one entry per grid point in I direction
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DoubleArray m_jCoordinates;
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DoubleArray m_kCoordinates;
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Collection<DoubleArray> m_scalarSets; // Set of scalar results
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Collection<DoubleArray> m_gridPointScalarSets; // Set of scalar results for grid points. Corresponds to the scalarSets
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Collection<Vec3dArray> m_vectorSets; // Set of vector results
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};
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}
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