vtk-m/examples/tetrahedra/TetrahedralizeUniformGrid.cxx
Kenneth Moreland ed43dad6ca Simplify and unify cast interface.
Previously, DynamicArrayHandle and DynamicCellSet had slightly different
interfaces to their CastTo feature. It was a bit confusing and not all
that easy to use.

This change simplifies and unifies them by making each class have a single
CopyTo method that takes a reference to a cast object (an ArrayHandle or
CellSet, respectively) and fills that object with the data contained if
the cast is successfull. This interface gets around having to declare
strange types.

Each object also has a Cast method that has to have a template parameter
specified and returns a reference of that type (if possible).

In addition, the old behavior is preserved for DynamicArrayHandle (but
not DynamicCellSet). To avoid confusion, the name of that cast method is
CastToTypeStorage. However, the method was chaned to not take parameters
to make it consistent with the other Cast method.

Also, the IsType methods have been modified to reflect changes in
cast/copy. IsType now no longer takes arguments. However, an alternate
IsSameType does the same thing but does take an argument.
2016-01-18 15:58:04 -07:00

329 lines
9.9 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2014 Sandia Corporation.
// Copyright 2014 UT-Battelle, LLC.
// Copyright 2014 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#ifndef VTKM_DEVICE_ADAPTER
#define VTKM_DEVICE_ADAPTER VTKM_DEVICE_ADAPTER_SERIAL
#endif
#include <vtkm/worklet/TetrahedralizeUniformGrid.h>
#include <vtkm/worklet/DispatcherMapField.h>
#include <vtkm/Math.h>
#include <vtkm/cont/DataSet.h>
#include <vtkm/cont/testing/Testing.h>
//Suppress warnings about glut being deprecated on OSX
#if (defined(VTKM_GCC) || defined(VTKM_CLANG))
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#endif
#if defined (__APPLE__)
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
#include "../isosurface/quaternion.h"
typedef VTKM_DEFAULT_DEVICE_ADAPTER_TAG DeviceAdapter;
// Default size of the example
vtkm::Id3 dims(4,4,4);
vtkm::Id cellsToDisplay = 64;
vtkm::Id numberOfInPoints;
// Takes input uniform grid and outputs unstructured grid of tets
vtkm::worklet::TetrahedralizeFilterUniformGrid<DeviceAdapter> *tetrahedralizeFilter;
vtkm::cont::DataSet tetDataSet;
// Point location of vertices from a CastAndCall but needs a static cast eventually
vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float64, 3> > vertexArray;
// OpenGL display variables
Quaternion qrot;
int lastx, lasty;
int mouse_state = 1;
//
// Construct an input data set with uniform grid of indicated dimensions, origin and spacing
//
vtkm::cont::DataSet MakeTetrahedralizeTestDataSet(vtkm::Id3 dim)
{
vtkm::cont::DataSet dataSet;
// Place uniform grid on a set physical space so OpenGL drawing is easier
const vtkm::Id3 vdims(dim[0] + 1, dim[1] + 1, dim[2] + 1);
const vtkm::Vec<vtkm::Float32, 3> origin = vtkm::make_Vec(0.0f, 0.0f, 0.0f);
const vtkm::Vec<vtkm::Float32, 3> spacing = vtkm::make_Vec(
1.0f/static_cast<vtkm::Float32>(dim[0]),
1.0f/static_cast<vtkm::Float32>(dim[1]),
1.0f/static_cast<vtkm::Float32>(dim[2]));
// Generate coordinate system
vtkm::cont::ArrayHandleUniformPointCoordinates coordinates(vdims, origin, spacing);
dataSet.AddCoordinateSystem(
vtkm::cont::CoordinateSystem("coordinates", 1, coordinates));
// Generate cell set
vtkm::cont::CellSetStructured<3> cellSet("cells");
cellSet.SetPointDimensions(vdims);
dataSet.AddCellSet(cellSet);
return dataSet;
}
//
// Functor to retrieve vertex locations from the CoordinateSystem
// Actually need a static cast to ArrayHandle from DynamicArrayHandleCoordinateSystem
// but haven't been able to figure out what that is
//
struct GetVertexArray
{
template <typename ArrayHandleType>
VTKM_CONT_EXPORT
void operator()(ArrayHandleType array) const
{
this->GetVertexPortal(array.GetPortalConstControl());
}
private:
template <typename PortalType>
VTKM_CONT_EXPORT
void GetVertexPortal(const PortalType &portal) const
{
for (vtkm::Id index = 0; index < portal.GetNumberOfValues(); index++)
{
vertexArray.GetPortalControl().Set(index, portal.Get(index));
}
}
};
//
// Initialize the OpenGL state
//
void initializeGL()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
float white[] = { 0.8f, 0.8f, 0.8f, 1.0f };
float black[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightPos[] = { 10.0f, 10.0f, 10.5f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, white);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
//
// Render the output using simple OpenGL
//
void displayCall()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective( 45.0f, 1.0f, 1.0f, 20.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glLineWidth(3.0f);
glPushMatrix();
float rotationMatrix[16];
qrot.getRotMat(rotationMatrix);
glMultMatrixf(rotationMatrix);
glTranslatef(-0.5f, -0.5f, -0.5f);
// Get the cell set, coordinate system and coordinate data
vtkm::cont::CellSetSingleType<> cellSet;
tetDataSet.GetCellSet(0).CopyTo(cellSet);
const vtkm::cont::DynamicArrayHandleCoordinateSystem &coordArray =
tetDataSet.GetCoordinateSystem(0).GetData();
// Need the actual vertex points from a static cast of the dynamic array but can't get it right
// So use cast and call on a functor that stores that dynamic array into static array we created
vertexArray.Allocate(numberOfInPoints);
coordArray.CastAndCall(GetVertexArray());
// Draw the five tetrahedra belonging to each hexadron
vtkm::Id tetra = 0;
vtkm::Float32 color[5][3] =
{
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 1.0f},
{1.0f, 1.0f, 0.0f}
};
for (vtkm::Id hex = 0; hex < cellsToDisplay; hex++)
{
for (vtkm::Id j = 0; j < 5; j++)
{
vtkm::Id indx = tetra % 5;
glColor3f(color[indx][0], color[indx][1], color[indx][2]);
// Get the indices of the vertices that make up this tetrahedron
vtkm::Vec<vtkm::Id, 4> tetIndices;
cellSet.GetIndices(tetra, tetIndices);
// Get the vertex points for this tetrahedron
vtkm::Vec<vtkm::Float64,3> pt0 = vertexArray.GetPortalConstControl().Get(tetIndices[0]);
vtkm::Vec<vtkm::Float64,3> pt1 = vertexArray.GetPortalConstControl().Get(tetIndices[1]);
vtkm::Vec<vtkm::Float64,3> pt2 = vertexArray.GetPortalConstControl().Get(tetIndices[2]);
vtkm::Vec<vtkm::Float64,3> pt3 = vertexArray.GetPortalConstControl().Get(tetIndices[3]);
// Draw the tetrahedron filled with alternating colors
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(pt0[0], pt0[1], pt0[2]);
glVertex3d(pt1[0], pt1[1], pt1[2]);
glVertex3d(pt2[0], pt2[1], pt2[2]);
glVertex3d(pt3[0], pt3[1], pt3[2]);
glVertex3d(pt0[0], pt0[1], pt0[2]);
glVertex3d(pt1[0], pt1[1], pt1[2]);
glEnd();
// Draw the tetrahedron wireframe
glColor3f(1.0f, 1.0f, 1.0f);
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(pt0[0], pt0[1], pt0[2]);
glVertex3d(pt1[0], pt1[1], pt1[2]);
glVertex3d(pt2[0], pt2[1], pt2[2]);
glVertex3d(pt3[0], pt3[1], pt3[2]);
glVertex3d(pt0[0], pt0[1], pt0[2]);
glVertex3d(pt1[0], pt1[1], pt1[2]);
glEnd();
tetra++;
}
}
glPopMatrix();
glutSwapBuffers();
}
// Allow rotations of the view
void mouseMove(int x, int y)
{
vtkm::Float32 dx = static_cast<vtkm::Float32>(x - lastx);
vtkm::Float32 dy = static_cast<vtkm::Float32>(y - lasty);
if (mouse_state == 0)
{
vtkm::Float32 pi = static_cast<float>(vtkm::Pi());
Quaternion newRotX;
newRotX.setEulerAngles(-0.2f * dx * pi / 180.0f, 0.0f, 0.0f);
qrot.mul(newRotX);
Quaternion newRotY;
newRotY.setEulerAngles(0.0f, 0.0f, -0.2f * dy * pi / 180.0f);
qrot.mul(newRotY);
}
lastx = x;
lasty = y;
glutPostRedisplay();
}
// Respond to mouse button
void mouseCall(int button, int state, int x, int y)
{
if (button == 0) mouse_state = state;
if ((button == 0) && (state == 0)) { lastx = x; lasty = y; }
}
// Tetrahedralize and render uniform grid example
int main(int argc, char* argv[])
{
std::cout << "TetrahedralizeUniformGrid Example" << std::endl;
std::cout << "Parameters are [xdim ydim zdim [# of cellsToDisplay]]" << std::endl << std::endl;
// Set the problem size and number of cells to display from command line
if (argc >= 4)
{
dims[0] = atoi(argv[1]);
dims[1] = atoi(argv[2]);
dims[2] = atoi(argv[3]);
cellsToDisplay = dims[0] * dims[1] * dims[2];
}
if (argc == 5) {
cellsToDisplay = atoi(argv[4]);
}
// Create the input uniform cell set
vtkm::cont::DataSet inDataSet = MakeTetrahedralizeTestDataSet(dims);
// Set number of cells and vertices in input dataset
numberOfInPoints = (dims[0] + 1) * (dims[1] + 1) * (dims[2] + 1);
// Create the output dataset explicit cell set with same coordinate system
vtkm::cont::CellSetSingleType<> cellSet(vtkm::CellShapeTagTetra(), "cells");
tetDataSet.AddCellSet(cellSet);
tetDataSet.AddCoordinateSystem(inDataSet.GetCoordinateSystem(0));
// Convert uniform hexahedra to tetrahedra
tetrahedralizeFilter = new vtkm::worklet::TetrahedralizeFilterUniformGrid<DeviceAdapter>
(inDataSet, tetDataSet);
tetrahedralizeFilter->Run();
// Render the output dataset of tets
lastx = lasty = 0;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(1000, 1000);
glutCreateWindow("VTK-m Uniform Tetrahedralize");
initializeGL();
glutDisplayFunc(displayCall);
glutMotionFunc(mouseMove);
glutMouseFunc(mouseCall);
glutMainLoop();
return 0;
}
#if (defined(VTKM_GCC) || defined(VTKM_CLANG))
# pragma GCC diagnostic pop
#endif