274 lines
9.1 KiB
C++
274 lines
9.1 KiB
C++
#include <vtkActor2D.h>
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#include <vtkCellData.h>
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#include <vtkGlyph2D.h>
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#include <vtkLookupTable.h>
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#include <vtkGlyphSource2D.h>
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#include <vtkNamedColors.h>
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#include <vtkPointData.h>
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#include <vtkPolyDataMapper2D.h>
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#include <vtkProperty.h>
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#include <vtkProperty2D.h>
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#include <vtkVertexGlyphFilter.h>
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#include <vtkInteractorStyle.h>
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#include <vtkInteractorStyleUser.h>
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#include <vtkTransform.h>
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#include <vtkTransformFilter.h>
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#include <vtkPolyDataMapper.h>
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#include <vtkRenderWindow.h>
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#include <vtkCamera.h>
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#include "LColLayer.h"
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#include "../commands/MassSpawnPointCallback.h"
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#include "../CartographicTransformation.h"
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#include "luts.h"
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using namespace std;
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// TODO: spawning one particle per event is nice and all, but for a colour map doesnt really look great
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// potential solution: spawn a number of particles randomly around the selected point instead.
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// Would involve a custom callback function probably.
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vtkSmartPointer<SpawnPointCallback> LColLayer::createSpawnPointCallback() {
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vtkNew<MassSpawnPointCallback> newPointCallBack;
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newPointCallBack->setPoints(this->points);
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newPointCallBack->setRen(this->ren);
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newPointCallBack->setUVGrid(this->uvGrid);
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newPointCallBack->setBeached(this->particlesBeached);
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newPointCallBack->setAge(this->particlesAge);
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newPointCallBack->setIdx(this->lutIdx);
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return newPointCallBack;
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}
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// There's two separate pipelines going on here: the one where we build a vtkPoints array for the spawnpointcallback,
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// and the one where we build a vtkPolyData with Cells for the colour map.
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// TODO: it would make sense to separate these pipelines out to their own functions.
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LColLayer::LColLayer(shared_ptr<UVGrid> uvGrid, unique_ptr<AdvectionKernel> advectionKernel) {
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buildLuts();
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// general management; probably should be the actual constructor.
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this->ren = vtkSmartPointer<vtkRenderer>::New();
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this->ren->SetLayer(2);
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this->uvGrid = uvGrid;
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this->numLats = uvGrid->latSize;
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this->numLons = uvGrid->lonSize;
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this->advector = std::move(advectionKernel);
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// pipeline 1
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this->points = vtkSmartPointer<vtkPoints>::New();
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this->particlesBeached = vtkSmartPointer<vtkIntArray>::New();
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this->particlesBeached->SetName("particlesBeached");
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this->particlesAge = vtkSmartPointer<vtkIntArray>::New();
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this->particlesAge->SetName("particlesAge");
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this->lutIdx = vtkSmartPointer<vtkIntArray>::New();
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this->lutIdx->SetName("lutIdx");
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this->lutIdx->SetNumberOfTuples((numLats-1)*(numLons-1));
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this->lutIdx->Fill(-1);
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// pipeline 2
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this->data = vtkSmartPointer<vtkPolyData>::New();
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vtkNew<vtkPoints> cellPoints;
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cellPoints->Allocate(numLats*numLons);
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this->data->SetPoints(cellPoints);
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data->Allocate((numLats-1)*(numLons-1));
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this->cellParticleDensity = vtkSmartPointer<vtkIntArray>::New();
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this->cellParticleDensity->SetNumberOfTuples((numLats-1)*(numLons-1));
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this->cellParticleDensity->Fill(0);
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this->cellParticleAge = vtkSmartPointer<vtkIntArray>::New();
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this->cellParticleAge->SetNumberOfTuples((numLats-1)*(numLons-1));
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this->cellParticleDensity->Fill(0);
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this->data->GetCellData()->AddArray(this->lutIdx);
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this->data->GetCellData()->SetActiveScalars("lutIdx");
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vtkSmartPointer<vtkTransformFilter> transformFilter = createCartographicTransformFilter(uvGrid);
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auto transform = transformFilter->GetTransform();
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int cellId = 0, pointId = 0;
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int latIndex = 0, lonIndex = 0;
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for (auto lon : uvGrid->lons) {
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latIndex = 0;
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for (auto lat : uvGrid->lats) {
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double out[3] = {lon, lat, 0};
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transform->TransformPoint(out, out);
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cellPoints->InsertPoint(pointId++, out[0], out[1], 0);
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// logic for adding cells
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if (latIndex > 0 and lonIndex > 0 ) {
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int idx = latIndex+lonIndex*numLats;
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vtkNew<vtkIdList> l;
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l->SetNumberOfIds(4);
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l->SetId(0, idx-1);
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l->SetId(1, idx-numLats-1);
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l->SetId(2, idx-numLats);
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l->SetId(3, idx);
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this->data->InsertNextCell(VTK_QUAD, l);
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}
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latIndex++;
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}
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lonIndex++;
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}
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this->mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
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this->mapper->SetInputData(data);
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setColourMode(COMPLEMENTARY);
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this->mapper->UseLookupTableScalarRangeOn();
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this->mapper->Update();
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vtkNew<vtkActor> actor;
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actor->SetMapper(this->mapper);
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actor->GetProperty()->SetOpacity(0.5);
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actor->GetProperty()->SetOpacity(1);
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this->ren->AddActor(actor);
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this->callback = createSpawnPointCallback();
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}
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void LColLayer::buildLuts() {
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this->tables.push_back(buildDensityComplementary());
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this->tables.push_back(buildDensityContrasting());
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this->tables.push_back(buildDensityMonochromatic());
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this->tables.push_back(buildDensityDesaturated());
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this->activeColourMode = COMPLEMENTARY;
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this->activeSaturationMode = SATURATED;
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}
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void LColLayer::spoofPoints() {
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for (int i=0; i < 330; i+=5) {
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for (int j=0; j < 330; j+=5) {
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this->points->InsertNextPoint(-15.875+(12.875+15.875)/330*j, 46.125+(62.625-46.125)/330*i, 0);
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this->particlesBeached->InsertNextValue(0);
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this->particlesAge->InsertNextValue(0);
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}
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}
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this->points->Modified();
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}
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// FIXME: delete this once done testing
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void printArray(vtkSmartPointer<vtkIntArray> data, int numLons, int numLats, int latsize) {
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for (int i=0; i < numLons-1; i++) {
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for (int j=0; j < numLats-1; j++) {
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int value = data->GetValue(j+i*latsize);
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if (value > 1)
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cout << "(" << i << ", " << j << ") ("<< j+i*latsize << "): " << value << endl;
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}
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}
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cout << endl;
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}
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void LColLayer::updateData(int t) {
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const int SUPERSAMPLINGRATE = 4;
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double point[3], oldX, oldY;
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this->cellParticleDensity->Fill(0);
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this->cellParticleAge->Fill(0);
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// iterate over every point.
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for (vtkIdType n=0; n < this->points->GetNumberOfPoints(); n++) {
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// first check: only update points within our grid's boundary.
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this->points->GetPoint(n, point);
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if (point[0] <= this->uvGrid->lonMin() or point[0] >= this->uvGrid->lonMax() or point[1] <= this->uvGrid->latMin() or point[1] >= this->uvGrid->latMax()) {
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// sets any particle out of bounds to be beached - so it gets assigned the right colour in the lookup table.
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this->particlesBeached->SetValue(n, this->beachedAtNumberOfTimes+1);
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this->particlesAge->SetValue(n, -1);
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continue;
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}
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// update particle age.
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int age = this->particlesAge->GetValue(n);
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if (age >= 0)
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this->particlesAge->SetValue(n, age+1);
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// second check: only update non-beached particles.
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int beachedFor = this->particlesBeached->GetValue(n);
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if (beachedFor < this->beachedAtNumberOfTimes-1) {
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oldX = point[0]; oldY = point[1];
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// supersampling
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for (int i=0; i < SUPERSAMPLINGRATE; i++) {
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tie(point[1], point[0]) = advector->advect(t, point[1], point[0], this->dt/SUPERSAMPLINGRATE);
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}
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// if the particle's location remains unchanged, increase beachedFor number. Else, decrease it and update point position.
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if (oldX == point[0] and oldY == point[1]) {
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this->particlesBeached->SetValue(n, beachedFor+1);
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} else {
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this->particlesBeached->SetValue(n, max(beachedFor-1, 0));
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this->points->SetPoint(n, point);
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}
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}
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// add point to cellparticleDensity
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int index = calcCellIndex(point[0], point[1], uvGrid);
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this->cellParticleDensity->SetValue(index, cellParticleDensity->GetValue(index)+1);
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this->cellParticleAge->SetValue(index, cellParticleAge->GetValue(index)+age+1);
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}
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for (int idx=0; idx < (numLons-1)*(numLats-1); idx++) {
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this->lutIdx->SetValue(idx, calcIndex(this->cellParticleAge->GetValue(idx), this->cellParticleDensity->GetValue(idx)));
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}
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this->lutIdx->Modified();
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}
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void LColLayer::addObservers(vtkSmartPointer<vtkRenderWindowInteractor> interactor) {
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interactor->AddObserver(vtkCommand::LeftButtonPressEvent, this->callback);
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interactor->AddObserver(vtkCommand::LeftButtonReleaseEvent, this->callback);
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interactor->AddObserver(vtkCommand::MouseMoveEvent, this->callback);
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}
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void LColLayer::removeObservers(vtkSmartPointer<vtkRenderWindowInteractor> interactor) {
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interactor->RemoveObserver(this->callback);
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interactor->RemoveObserver(this->callback);
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interactor->RemoveObserver(this->callback);
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}
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void LColLayer::setDt(int dt) {
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this->dt = dt;
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}
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void LColLayer::setColourMode(ColourMode mode) {
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this->activeColourMode = mode;
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if (this->activeSaturationMode == DESATURATED) return;
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this->mapper->SetLookupTable(this->tables[mode]);
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}
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void LColLayer::setSaturationMode(SaturationMode mode) {
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this->activeSaturationMode = mode;
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if (mode == DESATURATED) {
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this->mapper->SetLookupTable(this->tables[mode]);
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} else {
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this->mapper->SetLookupTable(this->tables[this->activeColourMode]);
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}
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}
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// TODO: this function can do with some improvement as well; it's completely heuristic right now.
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int calcIndex(const int age, const int density) {
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if (not density) return -1;
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int calcAge = (double)age/density/60;
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return min(9, calcAge)+min(9, density)*10;
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}
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int calcCellIndex(const double u, const double v, const shared_ptr<UVGrid> uvGrid) {
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int lonIndex = floor((u - uvGrid->lonMin()) / uvGrid->lonStep());
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int latIndex = floor((v - uvGrid->latMin()) / uvGrid->latStep());
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return latIndex+lonIndex*(uvGrid->latSize-1);
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}
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