NDDEM
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Handles all the computation for the textures. More...
#include <Texturing.h>
Public Member Functions | |
int | initialise (map< string, string > args) |
Loads all the data for the requested simulation in memory. More... | |
int | clean () |
Clean the data to get ready for another simulation rendering. More... | |
int | set_grid (int nb) |
Set the grid in latitude-longitude. More... | |
void | spaceloop (v1d View, uint tsint, int nrotate, int dim) |
Run all the rendering in the current location, at all timesteps. More... | |
void | timeloop (v1d View, uint tsint, int nrotate) |
Run all the rendering for the curent timestep, for all other location in dimensions higher than 3D view (ie. 4th dim, 5dim etc), varying only 1 dimension at a time. More... | |
void | hereandnow (v1d View, uint tsint, int nrotate) |
Render the current location at the current timestep. More... | |
int | MasterRender () |
Handle the rendering threads. More... | |
int | SetNewViewPoint (map< string, string > args) |
Modify the current location and/or timestep en render. More... | |
bool | isrendered () |
Verify if the current location/timestep is already rendered. More... | |
void | Render (vector< string > &filerendered, cv1d &View, int nrotate, int time, cv2d &X, cv1d &R, cv2d &A) |
Do the actual rendering of the textures. More... | |
int | viewpermute (v1d &View) |
Rotate the viewpoint so that the rendered view is using the first 3 dimensions. Effectively unused since the visualisation only handles the rendring of the first 3 dimensions currently. More... | |
void | rescale (v1f &c, cv1f sum) |
Coloring rescaling. More... | |
void | filepathname (char *path, int n, int time, cv1d &View) |
Generates the proper texture name. More... | |
void | filepathname (char *path, int time, cv1d &View) |
Generates the proper texture name. More... | |
int | write_vtkmap (map< string, string > args) |
Outputs the texture as a vtk surface. More... | |
int | write_colormap_vtk_base () |
Output the colormap as a vtk volume. More... | |
int | write_colormap_nrrd_base (map< string, string > args) |
Output the texture as an NRRD file. More... | |
Public Attributes | |
int | Nlambda =32 |
Resolution in latitude. More... | |
int | Ntheta =32 |
Resolution in longitude. More... | |
vector< vector< float > > | colors |
Colors vector for the different dimensions. More... | |
const vector< vector< float > > | allcolorslist |
Default colors. More... | |
const vector< vector< vector< float > > > | allcolors |
Default colors. More... | |
v1d | lambdagrid |
Pixel grid in latitude. More... | |
v1d | thetagrid |
Pixel grid in longitude. More... | |
string | BasePath = "../Samples/" |
Default directory for simulation results. More... | |
string | DirectorySave = "../Textures/" |
Default directory for saving the resulting textures. More... | |
int | N |
Number of grains. More... | |
v2d | Boundaries |
List of boundaries. More... | |
vector< Timestep > | Ts |
List of Timestep. More... | |
vector< int > | TsName |
Actual integer timestep. More... | |
v1d | R |
Particle radii. More... | |
v1d | View |
Location of the rendering in the ND space. More... | |
vector< int > | ViewPoint |
Current location×tep for rendering. More... | |
vector< int > | NewViewPoint |
Used if the location×tep require a modification. Eventually transfered to ViewPoint when the rendering has been processed. More... | |
vector< int > | RenderedAlready |
Keeps track of what location/timesteps have already been rendered and do not need to be recomputed. More... | |
bool | runfast |
Render only the current location×tep, not doing any additional rendering for caching purposes. More... | |
bool | singlerendered |
Render a single location×tep. More... | |
bool | justloaded |
Keep track if no render happened yet (used for the 3D simulation) More... | |
int | nrotate |
vector< vector< string > > | FileList |
Data file list. More... | |
vector< std::thread > | Threads |
Rendering thread list. More... | |
const bool | singlefiles = true |
Handles all the computation for the textures.
Default colors.
Default colors.
Default directory for simulation results.
Colors vector for the different dimensions.
Default directory for saving the resulting textures.
Keep track if no render happened yet (used for the 3D simulation)
Used if the location×tep require a modification. Eventually transfered to ViewPoint when the rendering has been processed.
Keeps track of what location/timesteps have already been rendered and do not need to be recomputed.
Render only the current location×tep, not doing any additional rendering for caching purposes.