vtk-m/examples/tetrahedra/TriangulateExplicitGrid.cxx
Kenneth Moreland c3a3184d51 Update copyright for Sandia
Sandia National Laboratories recently changed management from the
Sandia Corporation to the National Technology & Engineering Solutions
of Sandia, LLC (NTESS). The copyright statements need to be updated
accordingly.
2017-09-20 15:33:44 -06:00

249 lines
7.3 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 National Technology & Engineering Solutions of Sandia, LLC (NTESS).
// Copyright 2014 UT-Battelle, LLC.
// Copyright 2014 Los Alamos National Security.
//
// Under the terms of Contract DE-NA0003525 with NTESS,
// 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/cont/CellSetExplicit.h>
#include <vtkm/cont/DataSet.h>
#include <vtkm/cont/DataSetBuilderExplicit.h>
#include <vtkm/filter/Triangulate.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
using DeviceAdapter = VTKM_DEFAULT_DEVICE_ADAPTER_TAG;
namespace
{
// Takes input uniform grid and outputs unstructured grid of triangles
static vtkm::cont::DataSet outDataSet;
static vtkm::Id numberOfInPoints;
// Point location of vertices from a CastAndCall but needs a static cast eventually
static vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float64, 3>> vertexArray;
} // anonymous namespace
//
// Construct an input data set with uniform grid of indicated dimensions, origin and spacing
//
vtkm::cont::DataSet MakeTriangulateExplicitDataSet()
{
vtkm::cont::DataSetBuilderExplicitIterative builder;
builder.Begin();
builder.AddPoint(0, 0, 0); // 0
builder.AddPoint(1, 0, 0); // 1
builder.AddPoint(2, 0, 0); // 2
builder.AddPoint(3, 0, 0); // 3
builder.AddPoint(0, 1, 0); // 4
builder.AddPoint(1, 1, 0); // 5
builder.AddPoint(2, 1, 0); // 6
builder.AddPoint(3, 1, 0); // 7
builder.AddPoint(0, 2, 0); // 8
builder.AddPoint(1, 2, 0); // 9
builder.AddPoint(2, 2, 0); // 10
builder.AddPoint(3, 2, 0); // 11
builder.AddPoint(0, 3, 0); // 12
builder.AddPoint(3, 3, 0); // 13
builder.AddPoint(1, 4, 0); // 14
builder.AddPoint(2, 4, 0); // 15
builder.AddCell(vtkm::CELL_SHAPE_TRIANGLE);
builder.AddCellPoint(0);
builder.AddCellPoint(1);
builder.AddCellPoint(5);
builder.AddCell(vtkm::CELL_SHAPE_QUAD);
builder.AddCellPoint(1);
builder.AddCellPoint(2);
builder.AddCellPoint(6);
builder.AddCellPoint(5);
builder.AddCell(vtkm::CELL_SHAPE_QUAD);
builder.AddCellPoint(5);
builder.AddCellPoint(6);
builder.AddCellPoint(10);
builder.AddCellPoint(9);
builder.AddCell(vtkm::CELL_SHAPE_QUAD);
builder.AddCellPoint(4);
builder.AddCellPoint(5);
builder.AddCellPoint(9);
builder.AddCellPoint(8);
builder.AddCell(vtkm::CELL_SHAPE_TRIANGLE);
builder.AddCellPoint(2);
builder.AddCellPoint(3);
builder.AddCellPoint(7);
builder.AddCell(vtkm::CELL_SHAPE_QUAD);
builder.AddCellPoint(6);
builder.AddCellPoint(7);
builder.AddCellPoint(11);
builder.AddCellPoint(10);
builder.AddCell(vtkm::CELL_SHAPE_POLYGON);
builder.AddCellPoint(9);
builder.AddCellPoint(10);
builder.AddCellPoint(13);
builder.AddCellPoint(15);
builder.AddCellPoint(14);
builder.AddCellPoint(12);
return builder.Create();
}
//
// 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 void operator()(ArrayHandleType array) const
{
this->GetVertexPortal(array.GetPortalConstControl());
}
private:
template <typename PortalType>
VTKM_CONT 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);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5f, 3.5f, -0.5f, 4.5f, -1.0f, 1.0f);
}
//
// Render the output using simple OpenGL
//
void displayCall()
{
glClear(GL_COLOR_BUFFER_BIT);
glLineWidth(3.0f);
// Get cell set and the number of cells and vertices
vtkm::cont::CellSetSingleType<> cellSet;
outDataSet.GetCellSet(0).CopyTo(cellSet);
vtkm::Id numberOfCells = cellSet.GetNumberOfCells();
// 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);
vtkm::cont::CastAndCall(outDataSet.GetCoordinateSystem(), GetVertexArray());
// Draw the two triangles belonging to each quad
vtkm::Float32 color[4][3] = {
{ 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f }
};
for (vtkm::Id triangle = 0; triangle < numberOfCells; triangle++)
{
vtkm::Id indx = triangle % 4;
glColor3f(color[indx][0], color[indx][1], color[indx][2]);
// Get the indices of the vertices that make up this triangle
vtkm::Vec<vtkm::Id, 3> triIndices;
cellSet.GetIndices(triangle, triIndices);
// Get the vertex points for this triangle
vtkm::Vec<vtkm::Float64, 3> pt0 = vertexArray.GetPortalConstControl().Get(triIndices[0]);
vtkm::Vec<vtkm::Float64, 3> pt1 = vertexArray.GetPortalConstControl().Get(triIndices[1]);
vtkm::Vec<vtkm::Float64, 3> pt2 = vertexArray.GetPortalConstControl().Get(triIndices[2]);
// Draw the triangle filled with alternating colors
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_TRIANGLES);
glVertex3d(pt0[0], pt0[1], pt0[2]);
glVertex3d(pt1[0], pt1[1], pt1[2]);
glVertex3d(pt2[0], pt2[1], pt2[2]);
glEnd();
}
glFlush();
}
// Triangulate and render explicit grid example
int main(int argc, char* argv[])
{
std::cout << "TrianguleExplicitGrid Example" << std::endl;
// Create the input uniform cell set
vtkm::cont::DataSet inDataSet = MakeTriangulateExplicitDataSet();
vtkm::cont::CellSetExplicit<> inCellSet;
inDataSet.GetCellSet(0).CopyTo(inCellSet);
numberOfInPoints = inCellSet.GetNumberOfPoints();
// Convert 2D explicit cells to triangles
vtkm::filter::Triangulate triangulate;
vtkm::filter::Result result = triangulate.Execute(inDataSet);
outDataSet = result.GetDataSet();
// Render the output dataset of tets
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowSize(1000, 1000);
glutInitWindowPosition(100, 100);
glutCreateWindow("VTK-m Explicit Triangulate");
initializeGL();
glutDisplayFunc(displayCall);
glutMainLoop();
outDataSet.Clear();
vertexArray.ReleaseResources();
return 0;
}
#if (defined(VTKM_GCC) || defined(VTKM_CLANG))
#pragma GCC diagnostic pop
#endif