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/*CWBoon 2015 */
#ifdef YADE_POTENTIAL_PARTICLES
#include "Gl1_PotentialParticle.hpp"
#ifdef YADE_OPENGL
#include <lib/opengl/OpenGLWrapper.hpp>
#endif
#include <pkg/dem/ScGeom.hpp>
#include <pkg/potential/KnKsLaw.hpp>
//#include<pkg/dem/Clump.hpp>
#include <core/Aabb.hpp>
#ifdef YADE_VTK
#include <lib/compatibility/VTKCompatibility.hpp> // fix InsertNextTupleValue → InsertNextTuple name change (and others in the future)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas"
#pragma GCC diagnostic ignored "-Wsuggest-override"
#include <vtkActor2D.h>
#include <vtkAppendPolyData.h>
#include <vtkCamera.h>
#include <vtkCellArray.h>
#include <vtkCellData.h>
#include <vtkConeSource.h>
#include <vtkContourFilter.h>
#include <vtkDiskSource.h>
#include <vtkExtractVOI.h>
#include <vtkFloatArray.h>
#include <vtkImplicitBoolean.h>
#include <vtkIntArray.h>
#include <vtkLabeledDataMapper.h>
#include <vtkLine.h>
#include <vtkLinearExtrusionFilter.h>
#include <vtkLookupTable.h>
#include <vtkPointData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRegularPolygonSource.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkSampleFunction.h>
#include <vtkSmartPointer.h>
#include <vtkSphereSource.h>
#include <vtkStructuredPoints.h>
#include <vtkStructuredPointsWriter.h>
#include <vtkTransform.h>
#include <vtkTransformPolyDataFilter.h>
#include <vtkTriangle.h>
#include <vtkUnsignedCharArray.h>
#include <vtkUnstructuredGrid.h>
#include <vtkVectorText.h>
#include <vtkWriter.h>
#include <vtkXMLDataSetWriter.h>
#include <vtkXMLImageDataWriter.h>
#include <vtkXMLPolyDataWriter.h>
#include <vtkXMLStructuredGridWriter.h>
#include <vtkXMLUnstructuredGridWriter.h>
#pragma GCC diagnostic pop
#endif // YADE_VTK
namespace yade { // Cannot have #include directive inside.
#ifdef YADE_OPENGL
void Gl1_PotentialParticle::calcMinMax(const PotentialParticle& pp)
{
// int planeNo = pp.d.size();
// Real maxD = pp.d[0];
// for (int i=0; i<planeNo; ++i) {
// if (pp.d[i] > maxD) {
// maxD = pp.d[i];
// }
// }
min = -aabbEnlargeFactor * pp.minAabb;
max = aabbEnlargeFactor * pp.maxAabb;
Real dx = (max[0] - min[0]) / ((Real)(sizeX - 1));
Real dy = (max[1] - min[1]) / ((Real)(sizeY - 1));
Real dz = (max[2] - min[2]) / ((Real)(sizeZ - 1));
isoStep = Vector3r(dx, dy, dz);
}
void Gl1_PotentialParticle::generateScalarField(const PotentialParticle& pp)
{
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
for (int k = 0; k < sizeZ; k++) {
scalarField[i][j][k]
= evaluateF(pp, min[0] + Real(i) * isoStep[0], min[1] + Real(j) * isoStep[1], min[2] + Real(k) * isoStep[2]);
}
}
}
}
vector<Gl1_PotentialParticle::scalarF> Gl1_PotentialParticle::SF;
int Gl1_PotentialParticle::sizeX, Gl1_PotentialParticle::sizeY, Gl1_PotentialParticle::sizeZ;
Real Gl1_PotentialParticle::aabbEnlargeFactor;
bool Gl1_PotentialParticle::store;
bool Gl1_PotentialParticle::initialized;
bool Gl1_PotentialParticle::wire;
void Gl1_PotentialParticle::go(const shared_ptr<Shape>& cm, const shared_ptr<State>& /*state*/, bool wire2, const GLViewInfo&)
{
PotentialParticle* pp = static_cast<PotentialParticle*>(cm.get());
int shapeId = pp->id;
if (store == false) {
if (SF.size() > 0) {
SF.clear();
initialized = false;
}
}
if (initialized == false) {
for (const auto& b : *scene->bodies) {
if (!b) continue;
PotentialParticle* cmbody = dynamic_cast<PotentialParticle*>(b->shape.get());
if (!cmbody) continue;
calcMinMax(*cmbody);
mc.init(sizeX, sizeY, sizeZ, min, max);
mc.resizeScalarField(scalarField, sizeX, sizeY, sizeZ);
SF.push_back(scalarF());
generateScalarField(*cmbody);
mc.computeTriangulation(scalarField, 0.0);
SF[b->id].triangles = mc.getTriangles();
SF[b->id].normals = mc.getNormals();
SF[b->id].nbTriangles = mc.getNbTriangles();
for (unsigned int i = 0; i < scalarField.size(); i++) {
for (unsigned int j = 0; j < scalarField[i].size(); j++)
scalarField[i][j].clear();
scalarField[i].clear();
}
scalarField.clear();
}
initialized = true;
}
const vector<Vector3r>& triangles = SF[shapeId].triangles; //mc.getTriangles();
int nbTriangles = SF[shapeId].nbTriangles; // //mc.getNbTriangles();
const vector<Vector3r>& normals = SF[shapeId].normals; //mc.getNormals();
glColor3v(cm->color); //glColor3v is used when lighting is not enabled
if (wire || wire2) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Turn on wireframe mode. Render front and back faces of the wireframe
} else {
//TODO: Using glMaterialv(GL_FRONT,...) in conjunction with: glCullFace(GL_BACK); glEnable(GL_CULL_FACE); is the most cost-effective approach, since culling the back faces makes the visualisation lighter. An example why I don't activate this for now, is that in cubePPscaled.py we visualise the faces of the box as hollow, even with wire=False and culling the back faces makes the visualisation of the hollow particles confusing. Thus, for the time being I chose to keep and color the back faces; to be revisited @vsangelidakis
// glEnable(GL_NORMALIZE); //Not needed for vertex-based shading. The normals have been normalised inside the Marching Cubes script
glMaterialv(
GL_FRONT_AND_BACK,
GL_AMBIENT_AND_DIFFUSE,
Vector3r(cm->color[0], cm->color[1], cm->color[2])); //glMaterialv is used when lighting is enabled
glDisable(GL_CULL_FACE);
// glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING); // 2D
glPolygonMode(GL_FRONT, GL_FILL); // Turn off wireframe mode
}
// // FACE-BASED SHADING: Use the normal vector of each triangle (makes the shading of each face look sharper)
// Vector3r centroid=Vector3r(0,0,0);
// glBegin(GL_TRIANGLES);
// for(int i=0; i<3*nbTriangles; i+=3) {
// const auto a = triangles[i+0];
// const auto b = triangles[i+1];
// const auto c = triangles[i+2];
//
// Vector3r n=(b-a).cross(c-a); n.normalize();
// Vector3r faceCenter=(a+b+c)/3.;
// if((faceCenter-centroid).dot(n)<0) n=-n;
//
// glNormal3v(n);
// glVertex3v(c); //vertex #2
// glVertex3v(b); //vertex #1
// glVertex3v(a); //vertex #0
// }
// glEnd();
// // VERTEX-BASED SHADING: Use the normal vector of each vertex of each triangle (makes the shading of each face look smoother)
glBegin(GL_TRIANGLES)
;
for (int i = 0; i < 3 * nbTriangles; i += 3) {
glNormal3v(normals[i + 2]);
glVertex3v(triangles[i + 2]); //vertex #2 The sequence of the vertices specifies which side of the faces is front and which is back
glNormal3v(normals[i + 1]);
glVertex3v(triangles[i + 1]); //vertex #1
glNormal3v(normals[i + 0]);
glVertex3v(triangles[i + 0]); //vertex #0
}
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return;
}
Real Gl1_PotentialParticle::evaluateF(const PotentialParticle& pp, Real x, Real y, Real z)
{
Real k = pp.k;
Real r = pp.r;
Real R = pp.R;
int planeNo = pp.a.size();
vector<Real> a;
vector<Real> b;
vector<Real> c;
vector<Real> d;
vector<Real> p;
Real pSum3 = 0.0;
for (int i = 0; i < planeNo; i++) {
a.push_back(pp.a[i]);
b.push_back(pp.b[i]);
c.push_back(pp.c[i]);
d.push_back(pp.d[i]);
Real plane = a[i] * x + b[i] * y + c[i] * z - d[i];
if (plane < pow(10, -15)) { plane = 0.0; }
p.push_back(plane);
pSum3 += pow(p[i], 2);
}
Real sphere = (pow(x, 2) + pow(y, 2) + pow(z, 2));
Real f = (1.0 - k) * (pSum3 / pow(r, 2) - 1.0) + k * (sphere / pow(R, 2) - 1.0);
return f;
}
YADE_PLUGIN((Gl1_PotentialParticle));
#endif // YADE_OPENGL
#ifdef YADE_VTK
ImpFunc* ImpFunc::New()
{
// Skip factory stuff - create class
return new ImpFunc;
}
// Create the function
ImpFunc::ImpFunc()
{
clump = false;
// Initialize members here if you need
}
ImpFunc::~ImpFunc()
{
// Initialize members here if you need
}
// Evaluate function
Real ImpFunc::FunctionValue(Real x[3])
{
int planeNo = a.size();
vector<Real> p;
Real pSum2 = 0.0;
if (!clump) {
Vector3r xori(x[0], x[1], x[2]);
Vector3r xlocal = rotationMatrix * xori;
xlocal[0] = rotationMatrix(0, 0) * x[0] + rotationMatrix(0, 1) * x[1] + rotationMatrix(0, 2) * x[2];
xlocal[1] = rotationMatrix(1, 0) * x[0] + rotationMatrix(1, 1) * x[1] + rotationMatrix(1, 2) * x[2];
xlocal[2] = rotationMatrix(2, 0) * x[0] + rotationMatrix(2, 1) * x[1] + rotationMatrix(2, 2) * x[2];
//std::cout<<"rotationMatrix: "<<endl<<rotationMatrix<<endl;
//x[0]=xlocal[0]; x[1]=xlocal[1]; x[2]=xlocal[2];
for (int i = 0; i < planeNo; i++) {
Real plane = a[i] * xlocal[0] + b[i] * xlocal[1] + c[i] * xlocal[2] - d[i];
if (plane < pow(10, -15)) { plane = 0.0; }
p.push_back(plane);
pSum2 += pow(p[i], 2);
}
Real sphere = (pow(xlocal[0], 2) + pow(xlocal[1], 2) + pow(xlocal[2], 2));
Real f = (1.0 - k) * (pSum2 / pow(r, 2) - 1.0) + k * (sphere / pow(R, 2) - 1.0);
return f;
} else {
Vector3r xori(x[0], x[1], x[2]);
Vector3r clumpMemberCentre(clumpMemberCentreX, clumpMemberCentreY, clumpMemberCentreZ);
Vector3r xlocal = xori - clumpMemberCentre;
//xlocal[0] = rotationMatrix[0]*x[0] + rotationMatrix[3]*x[1] + rotationMatrix[6]*x[2];
//xlocal[1] = rotationMatrix[1]*x[0] + rotationMatrix[4]*x[1] + rotationMatrix[7]*x[2];
//xlocal[2] = rotationMatrix[2]*x[0] + rotationMatrix[5]*x[1] + rotationMatrix[8]*x[2];
//std::cout<<"rotationMatrix: "<<endl<<rotationMatrix<<endl;
//x[0]=xlocal[0]; x[1]=xlocal[1]; x[2]=xlocal[2];
for (int i = 0; i < planeNo; i++) {
Real plane = a[i] * xlocal[0] + b[i] * xlocal[1] + c[i] * xlocal[2] - d[i];
if (plane < pow(10, -15)) { plane = 0.0; }
p.push_back(plane);
pSum2 += pow(p[i], 2);
}
Real sphere = (pow(xlocal[0], 2) + pow(xlocal[1], 2) + pow(xlocal[2], 2));
Real f = (1.0 - k) * (pSum2 / pow(r, 2) - 1.0) + k * (sphere / pow(R, 2) - 1.0);
return f;
// return 0;
}
// the value of the function
}
void PotentialParticleVTKRecorder::action()
{
if (fileName.size() == 0) return;
auto pbPos = vtkSmartPointer<vtkPointsReal>::New();
auto appendFilter = vtkSmartPointer<vtkAppendPolyData>::New();
auto appendFilterID = vtkSmartPointer<vtkAppendPolyData>::New();
//auto transformFilter = vtkSmartPointer<vtkTransformPolyDataFilter>::New();
//auto transform = vtkSmartPointer<vtkTransform>::New();
// interactions ###############################################
auto intrBodyPos = vtkSmartPointer<vtkPoints>::New();
auto intrCells = vtkSmartPointer<vtkCellArray>::New();
auto intrForceN = vtkSmartPointer<vtkFloatArray>::New();
intrForceN->SetNumberOfComponents(3);
intrForceN->SetName("forceN");
auto intrAbsForceT = vtkSmartPointer<vtkFloatArray>::New();
intrAbsForceT->SetNumberOfComponents(1);
intrAbsForceT->SetName("absForceT");
// interactions ###############################################
// interaction contact point ###############################################
auto pbContactPoint = vtkSmartPointer<vtkPointsReal>::New();
auto pbCellsContact = vtkSmartPointer<vtkCellArray>::New();
auto pbNormalForce = vtkSmartPointer<vtkFloatArray>::New();
pbNormalForce->SetNumberOfComponents(3);
pbNormalForce->SetName("normalForce"); //Linear velocity in Vector3 form
auto pbShearForce = vtkSmartPointer<vtkFloatArray>::New();
pbShearForce->SetNumberOfComponents(3);
pbShearForce->SetName("shearForce"); //Angular velocity in Vector3 form
// interactions contact point###############################################
// velocity ###################################################
auto pbCells = vtkSmartPointer<vtkCellArray>::New();
auto pbLinVelVec = vtkSmartPointer<vtkFloatArray>::New();
pbLinVelVec->SetNumberOfComponents(3);
pbLinVelVec->SetName("linVelVec"); //Linear velocity in Vector3 form
auto pbLinVelLen = vtkSmartPointer<vtkFloatArray>::New();
pbLinVelLen->SetNumberOfComponents(1);
pbLinVelLen->SetName("linVelLen"); //Length (magnitude) of linear velocity
auto pbAngVelVec = vtkSmartPointer<vtkFloatArray>::New();
pbAngVelVec->SetNumberOfComponents(3);
pbAngVelVec->SetName("angVelVec"); //Angular velocity in Vector3 form
auto pbAngVelLen = vtkSmartPointer<vtkFloatArray>::New();
pbAngVelLen->SetNumberOfComponents(1);
pbAngVelLen->SetName("angVelLen"); //Length (magnitude) of angular velocity
// velocity ####################################################
// bodyId ##############################################################
auto pbPosID = vtkSmartPointer<vtkPointsReal>::New();
auto pbIdCells = vtkSmartPointer<vtkCellArray>::New();
auto blockId = vtkSmartPointer<vtkIntArray>::New();
blockId->SetNumberOfComponents(1);
blockId->SetName("id");
// bodyId ##############################################################
int countID = 0;
vtkSmartPointer<vtkVectorText> textArray2[scene->bodies->size()];
vtkSmartPointer<vtkPolyDataMapper> txtMapper[scene->bodies->size()];
vtkSmartPointer<vtkLinearExtrusionFilter> extrude[scene->bodies->size()];
vtkSmartPointer<vtkActor> textActor[scene->bodies->size()];
for (const auto& b : *scene->bodies) {
if (!b) continue;
if (b->isClump() == true) continue;
const PotentialParticle* pb = dynamic_cast<PotentialParticle*>(b->shape.get());
if (!pb) continue;
if (REC_ID == true) {
blockId->InsertNextValue(b->getId());
vtkIdType pid[1];
Vector3r pos(b->state->pos);
pid[0] = pbPosID->InsertNextPoint(pos);
pbIdCells->InsertNextCell(1, pid);
countID++;
}
//vtkSmartPointer<ImpFunc> function = ImpFunc::New();
function->a = pb->a;
function->b = pb->b;
function->c = pb->c;
function->d = pb->d;
function->R = pb->R;
function->r = pb->r;
function->k = pb->k;
Matrix3r directionCos = b->state->ori.conjugate().toRotationMatrix();
int count = 0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
//function->rotationMatrix[count] = directionCos(j,i);
function->rotationMatrix(i, j) = directionCos(j, i);
count++;
}
}
auto sample = vtkSmartPointer<vtkSampleFunctionReal>::New();
sample->SetImplicitFunction(function);
Real xmin = -std::max(pb->minAabb.x(), pb->maxAabb.x());
Real xmax = -xmin;
Real ymin = -std::max(pb->minAabb.y(), pb->maxAabb.y());
Real ymax = -ymin;
Real zmin = -std::max(pb->minAabb.z(), pb->maxAabb.z());
Real zmax = -zmin;
if (twoDimension == true) {
if (sampleY < 2) {
ymin = 0.0;
ymax = 0.0;
} else if (sampleZ < 2) {
zmin = 0.0;
zmax = 0.0;
}
}
sample->SetModelBounds(Vector3r(xmin, ymin, zmin), Vector3r(xmax, ymax, zmax));
//sample->SetModelBounds(pb->minAabb.x(), pb->maxAabb.x(), pb->minAabb.y(), pb->maxAabb.y(), pb->minAabb.z(), pb->maxAabb.z());
int sampleXno = sampleX;
int sampleYno = sampleY;
int sampleZno = sampleZ;
if (fabs(xmax - xmin) / static_cast<Real>(sampleX) > maxDimension) { sampleXno = static_cast<int>(fabs(xmax - xmin) / maxDimension); }
if (fabs(ymax - ymin) / static_cast<Real>(sampleY) > maxDimension) { sampleYno = static_cast<int>(fabs(ymax - ymin) / maxDimension); }
if (fabs(zmax - zmin) / static_cast<Real>(sampleZ) > maxDimension) { sampleZno = static_cast<int>(fabs(zmax - zmin) / maxDimension); }
if (twoDimension == true) {
if (sampleY < 2) {
sampleYno = 1;
} else if (sampleZ < 2) {
sampleZno = 1;
}
}
sample->SetSampleDimensions(sampleXno, sampleYno, sampleZno);
sample->ComputeNormalsOff();
//sample->Update();
auto contours = vtkSmartPointer<vtkContourFilter>::New();
contours->SetInputConnection(sample->GetOutputPort());
contours->SetNumberOfContours(1);
contours->SetValue(0, 0.0);
auto polydata = vtkSmartPointer<vtkPolyData>::New();
contours->Update();
polydata->DeepCopy(contours->GetOutput());
//polydata->Update();
auto pbColors = vtkSmartPointer<vtkUnsignedCharArray>::New();
pbColors->SetName("pbColors");
pbColors->SetNumberOfComponents(3);
Vector3r color = pb->color; //Vector3r(0,100,0);
if (b->isDynamic() == false) { color = Vector3r(157, 157, 157); }
unsigned char c[3]; //c = {color[0],color[1],color[2]};
c[0] = (unsigned char)(color[0]);
c[1] = (unsigned char)(color[1]);
c[2] = (unsigned char)(color[2]);
int nbCells = polydata->GetNumberOfPoints();
for (int i = 0; i < nbCells; i++) {
pbColors->INSERT_NEXT_TYPED_TUPLE(c);
}
polydata->GetPointData()->SetScalars(pbColors);
//polydata->Update();
Vector3r centre(b->state->pos[0], b->state->pos[1], b->state->pos[2]);
Quaternionr orientation = b->state->ori;
orientation.normalize();
AngleAxisr aa(orientation);
//Vector3r axis = aa.axis();
auto transformFilter = vtkSmartPointer<vtkTransformPolyDataFilter>::New();
transformFilter->SetInputData(polydata);
auto transform = vtkSmartPointer<vtkTransformReal>::New();
transformFilter->SetTransform(transform);
transform->PostMultiply();
transform->Translate(centre);
//transform->RotateWXYZ(angle,xAxis, yAxis, zAxis);
//transformFilter->Update();
appendFilter->AddInputConnection(transformFilter->GetOutputPort());
// ################## velocity ####################
if (REC_VELOCITY == true) {
vtkIdType pid[1];
Vector3r pos(b->state->pos);
pid[0] = pbPos->InsertNextPoint(pos);
pbCells->InsertNextCell(1, pid);
const Vector3r& vel = b->state->vel;
float v[3]; //v = { vel[0],vel[1],vel[2] };
v[0] = (float)(vel[0]);
v[1] = (float)(vel[1]);
v[2] = (float)(vel[2]);
pbLinVelVec->INSERT_NEXT_TUPLE(v);
pbLinVelLen->InsertNextValue((float)(vel.norm()));
const Vector3r& angVel = b->state->angVel;
float av[3]; //av = { angVel[0],angVel[1],angVel[2] };
av[0] = (float)(angVel[0]);
av[1] = (float)(angVel[1]);
av[2] = (float)(angVel[2]);
pbAngVelVec->INSERT_NEXT_TUPLE(av);
pbAngVelLen->InsertNextValue((float)(angVel.norm()));
}
// ################ velocity ###########################
polydata->DeleteCells();
//function->Delete();
}
if (REC_VELOCITY == true) {
auto pbUg = vtkSmartPointer<vtkUnstructuredGrid>::New();
pbUg->SetPoints(pbPos);
pbUg->SetCells(VTK_VERTEX, pbCells);
pbUg->GetPointData()->AddArray(pbLinVelVec);
pbUg->GetPointData()->AddArray(pbAngVelVec);
pbUg->GetPointData()->AddArray(pbLinVelLen);
pbUg->GetPointData()->AddArray(pbAngVelLen);
auto writerA = vtkSmartPointer<vtkXMLUnstructuredGridWriter>::New();
writerA->SetDataModeToAscii();
string fv = fileName + "vel." + std::to_string(scene->iter) + ".vtu";
writerA->SetFileName(fv.c_str());
writerA->SetInputData(pbUg);
writerA->Write();
}
//###################### bodyId ###############################
if (REC_ID == true) {
auto pbUg = vtkSmartPointer<vtkUnstructuredGrid>::New();
pbUg->SetPoints(pbPosID);
pbUg->SetCells(VTK_VERTEX, pbIdCells);
pbUg->GetPointData()->AddArray(blockId);
auto writerA = vtkSmartPointer<vtkXMLUnstructuredGridWriter>::New();
writerA->SetDataModeToAscii();
string fv = fileName + "Id." + std::to_string(scene->iter) + ".vtu";
writerA->SetFileName(fv.c_str());
writerA->SetInputData(pbUg);
writerA->Write();
}
// ################## contact point ####################
if (REC_INTERACTION == true) {
int count = 0;
FOREACH(const shared_ptr<Interaction>& I, *scene->interactions)
{
if (!I->isReal()) { continue; }
const KnKsPhys* phys = YADE_CAST<KnKsPhys*>(I->phys.get());
const ScGeom* geom = YADE_CAST<ScGeom*>(I->geom.get());
vtkIdType pid[1];
Vector3r pos(geom->contactPoint);
pid[0] = pbContactPoint->InsertNextPoint(pos);
pbCellsContact->InsertNextCell(1, pid);
//intrBodyPos->InsertNextPoint(geom->contactPoint[0],geom->contactPoint[1],geom->contactPoint[2]);
// gives _signed_ scalar of normal force, following the convention used in the respective constitutive law
float fn[3] = { (float)phys->normalForce[0], (float)phys->normalForce[1], (float)phys->normalForce[2] };
float fs[3] = { (float)phys->shearForce[0], (float)phys->shearForce[1], (float)phys->shearForce[2] };
pbNormalForce->INSERT_NEXT_TUPLE(fn);
pbShearForce->INSERT_NEXT_TUPLE(fs);
count++;
}
if (count > 0) {
auto pbUgCP = vtkSmartPointer<vtkUnstructuredGrid>::New();
pbUgCP->SetPoints(pbContactPoint);
pbUgCP->SetCells(VTK_VERTEX, pbCellsContact);
pbUgCP->GetPointData()->AddArray(pbNormalForce);
pbUgCP->GetPointData()->AddArray(pbShearForce);
auto writerB = vtkSmartPointer<vtkXMLUnstructuredGridWriter>::New();
writerB->SetDataModeToAscii();
string fcontact = fileName + "contactPoint." + std::to_string(scene->iter) + ".vtu";
writerB->SetFileName(fcontact.c_str());
writerB->SetInputData(pbUgCP);
writerB->Write();
}
}
// ################ contact point ###########################
auto writer = vtkSmartPointer<vtkXMLPolyDataWriter>::New();
writer->SetDataModeToAscii();
string fn = fileName + "-pb." + std::to_string(scene->iter) + ".vtp";
writer->SetFileName(fn.c_str());
writer->SetInputConnection(appendFilter->GetOutputPort());
writer->Write();
//intrBodyPos->Delete();
//intrForceN->Delete();
//intrAbsForceT->Delete();
//pbContactPoint->Delete();
//pbCellsContact->Delete();
//pbNormalForce->Delete();
//pbShearForce->Delete();
//pbCells->Delete();
//pbLinVelVec->Delete();
//pbLinVelLen->Delete();
//pbAngVelVec->Delete();
//pbAngVelLen->Delete();
}
YADE_PLUGIN((PotentialParticleVTKRecorder));
#endif // YADE_VTK
} // namespace yade
#endif // YADE_POTENTIAL_PARTICLES
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