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#!/usr/bin/env python
############################################################
from __future__ import print_function
from vtk import *
from vtk.util.misc import vtkGetDataRoot
############################################################
# Create renderer and add actors to it
renderer = vtkRenderer()
renderer.SetBackground( .8, .8 ,.8 )
# Create render window
window = vtkRenderWindow()
window.AddRenderer( renderer )
window.SetSize( 500, 500 )
# Create interactor
interactor = vtkRenderWindowInteractor()
interactor.SetRenderWindow( window )
# Retrieve data root
VTK_DATA_ROOT = vtkGetDataRoot()
print(VTK_DATA_ROOT)
# Read from AVS UCD data in binary form
reader = vtkAVSucdReader()
reader.SetFileName( VTK_DATA_ROOT + "/Data/UCD2D/UCD_00005.inp" )
# Update reader and get mesh cell data
reader.Update()
mesh = reader.GetOutput()
cellData = mesh.GetCellData()
# Create normal vectors
cellData.SetActiveScalars( "norme[0]" )
normX = cellData.GetScalars()
cellData.SetActiveScalars( "norme[1]" )
normY = cellData.GetScalars()
n = normX.GetNumberOfTuples()
norm = vtkDoubleArray()
norm.SetNumberOfComponents( 3 )
norm.SetNumberOfTuples( n )
norm.SetName( "norme" )
for i in range( 0, n ):
norm.SetTuple3( i, normX.GetTuple1( i ), normY.GetTuple1( i ), 0.0 )
cellData.SetVectors( norm )
# Extract submeshes corresponding to 2 different material Ids
cellData.SetActiveScalars( "Material Id" )
threshold2 = vtkThreshold()
threshold2.SetInputData( mesh )
threshold2.SetInputArrayToProcess(0, 0, 0, vtkDataObject.FIELD_ASSOCIATION_CELLS, vtkDataSetAttributes.SCALARS );
threshold2.ThresholdByLower( 2 )
threshold2.Update()
meshMat2 = threshold2.GetOutput()
threshold3 = vtkThreshold()
threshold3.SetInputData( mesh )
threshold3.SetInputArrayToProcess(0, 0, 0, vtkDataObject.FIELD_ASSOCIATION_CELLS, vtkDataSetAttributes.SCALARS );
threshold3.ThresholdByUpper( 3 )
threshold3.Update()
meshMat3 = threshold3.GetOutput()
# Make multiblock from extracted submeshes
meshMB = vtkMultiBlockDataSet()
meshMB.SetNumberOfBlocks( 1 )
meshMB.GetMetaData( 0 ).Set( vtkCompositeDataSet.NAME(), "Material 2" )
meshMB.SetBlock( 0, meshMat2 )
# Create mapper for submesh corresponding to material 3
matRange = cellData.GetScalars().GetRange()
meshMapper = vtkDataSetMapper()
meshMapper.SetInputData( meshMat3 )
meshMapper.SetScalarRange( matRange )
meshMapper.SetScalarModeToUseCellData()
meshMapper.SetColorModeToMapScalars()
meshMapper.ScalarVisibilityOn()
meshMapper.SetResolveCoincidentTopologyPolygonOffsetParameters( 0, 1 )
meshMapper.SetResolveCoincidentTopologyToPolygonOffset()
# Create wireframe actor for submesh
meshActor = vtkActor()
meshActor.SetMapper( meshMapper )
meshActor.GetProperty().SetRepresentationToWireframe()
renderer.AddViewProp( meshActor )
cellData.SetActiveScalars("frac_pres[1]")
# Reconstruct material interface
interface = vtkYoungsMaterialInterface()
interface.SetInputData( meshMB )
interface.SetNumberOfMaterials( 1 )
interface.SetMaterialVolumeFractionArray( 0, "frac_pres[1]" )
interface.SetMaterialNormalArray( 0, "norme" )
interface.FillMaterialOn()
interface.UseAllBlocksOn()
interface.Update()
# Create mappers and actors for surface rendering of all reconstructed interfaces
interfaceIterator = vtkDataObjectTreeIterator()
interfaceIterator.SetDataSet( interface.GetOutput() )
interfaceIterator.VisitOnlyLeavesOn()
interfaceIterator.SkipEmptyNodesOn()
interfaceIterator.InitTraversal()
interfaceIterator.GoToFirstItem()
while ( interfaceIterator.IsDoneWithTraversal() == 0 ):
idx = interfaceIterator.GetCurrentFlatIndex()
# Create mapper for leaf node
print("Creating mapper and actor for object with flat index", idx)
interfaceMapper = vtkDataSetMapper()
interfaceMapper.SetInputData( interfaceIterator.GetCurrentDataObject() )
interfaceIterator.GoToNextItem()
interfaceMapper.ScalarVisibilityOff()
interfaceMapper.SetResolveCoincidentTopologyPolygonOffsetParameters( 1, 1 )
interfaceMapper.SetResolveCoincidentTopologyToPolygonOffset()
# Create surface actor and add it to view
interfaceActor = vtkActor()
interfaceActor.SetMapper( interfaceMapper )
if ( idx == 2 ):
interfaceActor.GetProperty().SetColor( 0, 1, 0 )
else:
interfaceActor.GetProperty().SetColor( 0, 0, 1 )
renderer.AddViewProp( interfaceActor )
# Start interaction
window.Render()
interactor.Start()
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