ed43dad6ca
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.
305 lines
9.1 KiB
C++
305 lines
9.1 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//
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// Copyright 2014 Sandia Corporation.
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// Copyright 2014 UT-Battelle, LLC.
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// Copyright 2014 Los Alamos National Security.
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//
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// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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// the U.S. Government retains certain rights in this software.
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//
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// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
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// Laboratory (LANL), the U.S. Government retains certain rights in
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// this software.
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//============================================================================
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#ifndef VTKM_DEVICE_ADAPTER
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#define VTKM_DEVICE_ADAPTER VTKM_DEVICE_ADAPTER_SERIAL
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#endif
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#include <vtkm/worklet/StreamLineUniformGrid.h>
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#include <vtkm/worklet/DispatcherMapField.h>
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#include <vtkm/Math.h>
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#include <vtkm/cont/ArrayHandle.h>
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#include <vtkm/cont/DataSet.h>
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#include <vtkm/cont/testing/Testing.h>
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#include <fstream>
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#include <vector>
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#include <math.h>
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//Suppress warnings about glut being deprecated on OSX
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#if (defined(VTKM_GCC) || defined(VTKM_CLANG))
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# pragma GCC diagnostic push
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# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
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#endif
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#if defined (__APPLE__)
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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#include "../isosurface/quaternion.h"
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typedef VTKM_DEFAULT_DEVICE_ADAPTER_TAG DeviceAdapter;
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// Output data set shared with opengl
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vtkm::worklet::StreamLineFilterUniformGrid<vtkm::Float32, DeviceAdapter> *streamLineFilter;
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vtkm::cont::DataSet outDataSet;
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// Input parameters
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const vtkm::Id nSeeds = 25;
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const vtkm::Id nSteps = 2000;
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const vtkm::Float32 tStep = 0.5f;
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const vtkm::Id direction = vtkm::worklet::internal::BOTH;
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// Point location of vertices from a CastAndCall but needs a static cast eventually
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vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float32, 3> > vertexArray;
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// OpenGL display variables
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Quaternion qrot;
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int lastx, lasty;
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int mouse_state = 1;
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//
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// Functor to retrieve vertex locations from the CoordinateSystem
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// Actually need a static cast to ArrayHandle from DynamicArrayHandleCoordinateSystem
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// but haven't been able to figure out what that is
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//
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struct GetVertexArray
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{
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template <typename ArrayHandleType>
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VTKM_CONT_EXPORT
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void operator()(ArrayHandleType array) const
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{
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this->GetVertexPortal(array.GetPortalConstControl());
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}
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private:
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template <typename PortalType>
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VTKM_CONT_EXPORT
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void GetVertexPortal(const PortalType &portal) const
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{
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for (vtkm::Id index = 0; index < portal.GetNumberOfValues(); index++)
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{
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vertexArray.GetPortalControl().Set(index, portal.Get(index));
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}
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}
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};
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//
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// Initialize the OpenGL state
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//
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void initializeGL()
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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float white[] = { 0.8f, 0.8f, 0.8f, 1.0f };
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float black[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightPos[] = { 10.0f, 10.0f, 10.5f, 1.0f };
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glLightfv(GL_LIGHT0, GL_AMBIENT, white);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
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glLightfv(GL_LIGHT0, GL_SPECULAR, black);
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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//
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// Render the output using simple OpenGL
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//
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void displayCall()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective( 60.0f, 1.0f, 1.0f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
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glLineWidth(1.0f);
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glPushMatrix();
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float rotationMatrix[16];
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qrot.getRotMat(rotationMatrix);
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glMultMatrixf(rotationMatrix);
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glTranslatef(-0.5f, -0.5f, -0.5f);
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// Get the cell set, coordinate system and coordinate data
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vtkm::cont::CellSetExplicit<> cellSet;
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outDataSet.GetCellSet(0).CopyTo(cellSet);
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const vtkm::cont::DynamicArrayHandleCoordinateSystem &coordArray =
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outDataSet.GetCoordinateSystem(0).GetData();
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vtkm::Id numberOfCells = cellSet.GetNumberOfCells();
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vtkm::Id numberOfPoints = coordArray.GetNumberOfValues();
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// Need the actual vertex points from a static cast of the dynamic array but can't get it right
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// So use cast and call on a functor that stores that dynamic array into static array we created
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vertexArray.Allocate(numberOfPoints);
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coordArray.CastAndCall(GetVertexArray());
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// Each cell is a polyline
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glColor3f(1.0f, 0.0f, 0.0f);
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for (vtkm::Id polyline = 0; polyline < numberOfCells; polyline++)
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{
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vtkm::Vec<vtkm::Id, nSteps> polylineIndices;
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vtkm::IdComponent numIndices = cellSet.GetNumberOfPointsInCell(polyline);
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cellSet.GetIndices(polyline, polylineIndices);
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glBegin(GL_LINE_STRIP);
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for (vtkm::IdComponent i = 0; i < numIndices; i++)
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{
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vtkm::Vec<vtkm::Float32,3> pt = vertexArray.GetPortalConstControl().Get(polylineIndices[i]);
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glVertex3f(pt[0], pt[1], pt[2]);
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}
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glEnd();
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}
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glPopMatrix();
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glutSwapBuffers();
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}
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// Allow rotations of the view
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void mouseMove(int x, int y)
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{
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vtkm::Float32 dx = static_cast<vtkm::Float32>(x - lastx);
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vtkm::Float32 dy = static_cast<vtkm::Float32>(y - lasty);
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if (mouse_state == 0)
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{
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vtkm::Float32 pi = static_cast<float>(vtkm::Pi());
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Quaternion newRotX;
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newRotX.setEulerAngles(-0.2f * dx * pi / 180.0f, 0.0f, 0.0f);
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qrot.mul(newRotX);
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Quaternion newRotY;
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newRotY.setEulerAngles(0.0f, 0.0f, -0.2f * dy * pi / 180.0f);
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qrot.mul(newRotY);
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}
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lastx = x;
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lasty = y;
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glutPostRedisplay();
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}
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// Respond to mouse button
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void mouseCall(int button, int state, int x, int y)
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{
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if (button == 0) mouse_state = state;
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if ((button == 0) && (state == 0)) { lastx = x; lasty = y; }
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}
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namespace {
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template <typename T>
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VTKM_EXEC_CONT_EXPORT
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vtkm::Vec<T,3> Normalize(vtkm::Vec<T,3> v)
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{
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T magnitude = static_cast<T>(sqrt(vtkm::dot(v, v)));
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T zero = static_cast<T>(0.0);
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T one = static_cast<T>(1.0);
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if (magnitude == zero)
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return vtkm::make_Vec(zero, zero, zero);
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else
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return one / magnitude * v;
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}
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}
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// Run streamlines on a uniform grid of vector data
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int main(int argc, char* argv[])
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{
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std::cout << "StreamLineUniformGrid Example" << std::endl;
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std::cout << "Parameters are fileName [numSeeds maxSteps timeStep direction]" << std::endl << std::endl;
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std::cout << "Direction is FORWARD=0 BACKWARD=1 BOTH=2" << std::endl << std::endl;
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std::cout << "File is expected to be binary with xdim ydim zdim as 32 bit integers " << std::endl;
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std::cout << "followed by vector data per dimension point as 32 bit float" << std::endl;
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// Read in the vector data for testing
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FILE * pFile = fopen(argv[1], "rb");
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if (pFile == NULL) perror ("Error opening file");
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// Size of the dataset
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int dims[3];
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fread(dims, sizeof(int), 3, pFile);
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const vtkm::Id3 vdims(dims[0], dims[1], dims[2]);
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// Read vector data at each point of the uniform grid and store
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vtkm::Id nElements = vdims[0] * vdims[1] * vdims[2] * 3;
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float* data = new float[nElements];
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fread(data, sizeof(float), static_cast<std::size_t>(nElements), pFile);
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std::vector<vtkm::Vec<vtkm::Float32, 3> > field;
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for (vtkm::Id i = 0; i < nElements; i++)
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{
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vtkm::Float32 x = data[i];
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vtkm::Float32 y = data[++i];
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vtkm::Float32 z = data[++i];
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vtkm::Vec<vtkm::Float32, 3> vecData(x, y, z);
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field.push_back(Normalize(vecData));
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}
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vtkm::cont::ArrayHandle<vtkm::Vec<vtkm::Float32, 3> > fieldArray;
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fieldArray = vtkm::cont::make_ArrayHandle(field);
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// Construct the input dataset (uniform) to hold the input and set vector data
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vtkm::cont::DataSet inDataSet;
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vtkm::cont::ArrayHandleUniformPointCoordinates coordinates(vdims);
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inDataSet.AddCoordinateSystem(vtkm::cont::CoordinateSystem("coordinates", 1, coordinates));
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inDataSet.AddField(vtkm::cont::Field("vecData", 1, vtkm::cont::Field::ASSOC_POINTS, fieldArray));
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vtkm::cont::CellSetStructured<3> inCellSet("cells");
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inCellSet.SetPointDimensions(vtkm::make_Vec(vdims[0], vdims[1], vdims[2]));
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inDataSet.AddCellSet(inCellSet);
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// Create and run the filter
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streamLineFilter = new vtkm::worklet::StreamLineFilterUniformGrid<vtkm::Float32, DeviceAdapter>();
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outDataSet = streamLineFilter->Run(inDataSet,
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direction,
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nSeeds,
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nSteps,
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tStep);
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// Render the output dataset of polylines
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lastx = lasty = 0;
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitWindowSize(1000, 1000);
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glutCreateWindow("VTK-m Uniform 3D StreamLines");
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initializeGL();
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glutDisplayFunc(displayCall);
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glutMotionFunc(mouseMove);
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glutMouseFunc(mouseCall);
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glutMainLoop();
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return 0;
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}
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#if (defined(VTKM_GCC) || defined(VTKM_CLANG))
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# pragma GCC diagnostic pop
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#endif
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