Beispiel #1
0
  def __init__(self, render_widget, mesh_item_data):
    #Not calling init for ExodusRenderer on purpose so we can override what it does
    MeshRenderer.__init__(self, render_widget, mesh_item_data)

    tmp_file_name = 'peacock_run_tmp_mesh.i'
    tmp_file = open(tmp_file_name,'w')
    tmp_file.write(render_widget.tree_widget.input_file_widget.input_file_textbox.buildInputString())
    tmp_file.close()

    os.system(render_widget.tree_widget.input_file_widget.app_path + ' -i peacock_run_tmp_mesh.i --mesh-only peacock_run_tmp_mesh.e > /dev/null')

    self.file_name = 'peacock_run_tmp_mesh.e'

    self.buildActors(self.file_name)
Beispiel #2
0
    def __init__(self, render_widget, mesh_item_data):
        #Not calling init for ExodusRenderer on purpose so we can override what it does
        MeshRenderer.__init__(self, render_widget, mesh_item_data)

        tmp_file_name = 'peacock_run_tmp_mesh.i'
        tmp_file = open(tmp_file_name, 'w')
        tmp_file.write(render_widget.tree_widget.input_file_widget.
                       input_file_textbox.buildInputString())
        tmp_file.close()

        os.system(
            render_widget.tree_widget.input_file_widget.app_path +
            ' -i peacock_run_tmp_mesh.i --mesh-only peacock_run_tmp_mesh.e > /dev/null'
        )

        self.file_name = 'peacock_run_tmp_mesh.e'

        self.buildActors(self.file_name)
Beispiel #3
0
    def __init__(self, render_widget, mesh_item_data):
        MeshRenderer.__init__(self, render_widget, mesh_item_data)
        self.file_name = mesh_item_data['file']

        self.buildActors(self.file_name)
    def __init__(self, render_widget, mesh_item_data):
        MeshRenderer.__init__(self, render_widget, mesh_item_data)

        self.blocks = [0]
        self.sidets = []
        self.nodesets = []

        self.block_id_to_name = {}
        self.sideset_id_to_name = {}
        self.nodeset_id_to_name = {}

        self.name_to_block_id = {}
        self.name_to_sideset_id = {}
        self.name_to_nodeset_id = {}

        self.dim = int(mesh_item_data['dim'])

        self.xmin = 0.0
        self.ymin = 0.0
        self.zmin = 0.0

        self.xmax = 1.0
        self.ymax = 1.0
        self.zmax = 1.0

        if 'xmin' in mesh_item_data:
            self.xmin = float(mesh_item_data['xmin'])
        if 'ymin' in mesh_item_data:
            self.ymin = float(mesh_item_data['ymin'])
        if 'zmin' in mesh_item_data:
            self.zmin = float(mesh_item_data['zmin'])

        if 'xmax' in mesh_item_data:
            self.xmax = float(mesh_item_data['xmax'])
        if 'ymax' in mesh_item_data:
            self.ymax = float(mesh_item_data['ymax'])
        if 'zmax' in mesh_item_data:
            self.zmax = float(mesh_item_data['zmax'])

        # This is actually going to be the number of nodes in each direction
        # The default is one element in each direction... meaning 2 nodes
        # But if we are in a lower dimension then there is just one node...
        self.nx = 2
        self.ny = 1
        self.nz = 1

        if self.dim >= 2:
            self.ny = 2

        if self.dim == 3:
            self.nz = 2

        # The plus 1's in here is because we're reading number of _elements_ but we need number of nodes
        if 'nx' in mesh_item_data:
            self.nx = int(mesh_item_data['nx'])+1
        if self.dim >= 2 and 'ny' in mesh_item_data:
            self.ny = int(mesh_item_data['ny'])+1
        if self.dim ==3 and 'nz' in mesh_item_data:
            self.nz = int(mesh_item_data['nz'])+1

        self.dx = 0.0
        self.dy = 0.0
        self.dz = 0.0

        if self.nx:
            self.dx = (self.xmax - self.xmin)/float(self.nx-1)

        if self.dim >= 2 and self.ny:
            self.dy = (self.ymax - self.ymin)/float(self.ny-1)

        if self.dim == 3 and self.nz:
            self.dz = (self.zmax - self.zmin)/float(self.nz-1)

        self.x_coords = vtk.vtkFloatArray()
        self.y_coords = vtk.vtkFloatArray()
        self.z_coords = vtk.vtkFloatArray()

        for i in xrange(self.nx):
            self.x_coords.InsertNextValue(self.xmin+(float(i)*self.dx))

        for j in xrange(self.ny):
            self.y_coords.InsertNextValue(self.ymin+(float(j)*self.dy))

        for k in xrange(self.nz):
            self.z_coords.InsertNextValue(self.zmin+(float(k)*self.dz))

        self.main_block = self.generateMesh(self.xmin,self.ymin,self.zmin,True,True,True)

        self.block_actors['0'] = GeneratedMeshActor(self.renderer, self.main_block)

        if self.dim == 3:
            self.sidesets = [0,1,2,3,4,5]
            self.sideset_actors['5'] = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,self.zmax,True,True,False))
            self.sideset_id_to_name[5] = 'front'
            self.name_to_sideset_id['front'] = 5

            self.sideset_actors['0']  = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,self.zmin,True,True,False))
            self.sideset_id_to_name[0] = 'back'
            self.name_to_sideset_id['back'] = 0

            self.sideset_actors['4']  = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmin,self.ymin,self.zmin,False,True,True))
            self.sideset_id_to_name[4] = 'left'
            self.name_to_sideset_id['left'] = 4
            self.sideset_actors['2'] = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymin,self.zmin,False,True,True))
            self.sideset_id_to_name[2] = 'right'
            self.name_to_sideset_id['right'] = 2

            self.sideset_actors['3']   = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,self.zmin,True,False,True))
            self.sideset_id_to_name[3] = 'top'
            self.name_to_sideset_id['top'] = 3
            self.sideset_actors['1']= GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymin,self.zmin,True,False,True))
            self.sideset_id_to_name[1] = 'bottom'
            self.name_to_sideset_id['bottom'] = 1

        if self.dim == 2:
            self.sidesets = [0,1,2,3]
            self.sideset_actors['3']   = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmin,self.ymax,0.0,False,True,False))
            self.sideset_id_to_name[3] = 'left'
            self.name_to_sideset_id['left'] = 3
            self.sideset_actors['1']  = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,0.0,False,True,False))
            self.sideset_id_to_name[1] = 'right'
            self.name_to_sideset_id['right'] = 1

            self.sideset_actors['2']    = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,0.0,True,False,False))
            self.sideset_id_to_name[2] = 'top'
            self.name_to_sideset_id['top'] = 2
            self.sideset_actors['0'] = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymin,0.0,True,False,False))
            self.sideset_id_to_name[0] = 'bottom'
            self.name_to_sideset_id['bottom'] = 0

        if self.dim == 1:
            self.sidesets = [0,1]
            self.sideset_actors['0']   = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmin,self.ymax,0.0,False,False,False))
            self.sideset_id_to_name[0] = 'left'
            self.name_to_sideset_id['left'] = 0
            self.sideset_actors['1']  = GeneratedMeshActor(self.renderer, self.generateMesh(self.xmax,self.ymax,0.0,False,False,False))
            self.sideset_id_to_name[1] = 'right'
            self.name_to_sideset_id['right'] = 1

        for actor_name, actor in self.block_actors.items():
            self.clipped_block_actors[actor_name] = ClippedActor(actor, self.plane)

        for actor_name, actor in self.sideset_actors.items():
            self.clipped_sideset_actors[actor_name] = ClippedActor(actor, self.plane)

        for actor_name, actor in self.nodeset_actors.items():
            self.clipped_nodeset_actors[actor_name] = ClippedActor(actor, self.plane)
Beispiel #5
0
  def __init__(self, render_widget, mesh_item_data):
    MeshRenderer.__init__(self, render_widget, mesh_item_data)
    self.file_name = mesh_item_data['file']

    self.buildActors(self.file_name)