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)
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)
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)