ENH: extended runTimePostProcessing (#1206)
- Extended runTimePostProcessing to include access to "live"
simulation objects such a geometry patches and sampled surfaces
stored on the "functionObjectObjects" registry.
- Add 'live' runTimePostProcessing of cloud data.
Extracts position and fields from the cloud via its objectRegistry writer
- For the "live" simulation objects, there are two new volume filters
that work directly with the OpenFOAM volume fields:
* iso-surface
* cutting planes
Both use the VTK algorithms directly and support multiple values.
Eg, can make multiple iso-levels or multiple planes parallel to each
other.
- When VTK has been compiled with MPI-support, parallel rendering will
be used.
- Additional title text properties (shadow, italic etc)
- Simplified handling of scalar-bar and visibility switches
- Support multiple text positions. Eg, for adding watermark text.
This commit is contained in:
committed by
Andrew Heather
parent
03e6aa1a6d
commit
42fbf6d38c
@ -2,10 +2,8 @@
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========= |
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\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
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\\ / O peration |
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\\ / A nd | Copyright (C) 2015-2018 OpenCFD Ltd.
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\\ / A nd | Copyright (C) 2015-2019 OpenCFD Ltd.
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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| Copyright (C) 2015 OpenFOAM Foundation
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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@ -34,6 +32,7 @@ License
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#include "text.H"
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#include "Time.H"
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#include "sigFpe.H"
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#include "polySurfaceFields.H"
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#include "addToRunTimeSelectionTable.H"
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// VTK includes
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@ -43,6 +42,16 @@ License
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#include "vtkSmartPointer.h"
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#include "vtkLight.h"
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#ifdef FOAM_USING_VTK_MPI
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# include "vtkMPICommunicator.h"
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# include "vtkMPIController.h"
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#endif
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#include "vtkDummyController.h"
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#include "vtkSynchronizedRenderWindows.h"
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#include "vtkCompositedSynchronizedRenderers.h"
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// * * * * * * * * * * * * * * Static Data Members * * * * * * * * * * * * * //
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namespace Foam
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@ -103,6 +112,168 @@ static void cleanup(PtrList<Type>& objects)
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} // End namespace Foam
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// * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * //
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void Foam::functionObjects::runTimePostProcessing::render
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(
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vtkMultiProcessController* controller
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)
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{
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// Some feedback
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if (controller)
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{
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Log << name() << " render (" << controller->GetNumberOfProcesses()
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<< " processes)" << endl;
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}
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else
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{
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Log << name() << " render" << endl;
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}
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// Normal rendering elements
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vtkSmartPointer<vtkRenderer> renderer;
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vtkSmartPointer<vtkRenderWindow> renderWindow;
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// Multi-process synchronization
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vtkSmartPointer<vtkSynchronizedRenderWindows> syncWindows;
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vtkSmartPointer<vtkCompositedSynchronizedRenderers> syncRenderers;
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// Disable any floating point trapping
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// (some low-level rendering functionality does not like it)
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sigFpe::ignore sigFpeHandling; //<- disable in local scope
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// Initialise render window
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if (controller || Pstream::master())
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{
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renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
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renderer = vtkSmartPointer<vtkRenderer>::New();
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renderWindow->OffScreenRenderingOn();
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renderWindow->SetSize(output_.width_, output_.height_);
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// Legacy rendering - was deprecated for 8.1.0
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#if (VTK_MAJOR_VERSION < 8) || \
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((VTK_MAJOR_VERSION == 8) && (VTK_MINOR_VERSION < 2))
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renderWindow->SetAAFrames(10);
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#endif
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renderWindow->SetAlphaBitPlanes(true);
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renderWindow->SetMultiSamples(0);
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// renderWindow->PolygonSmoothingOn();
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renderWindow->AddRenderer(renderer);
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}
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// Synchronization
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if (controller)
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{
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syncWindows =
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vtkSmartPointer<vtkSynchronizedRenderWindows>::New();
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syncRenderers =
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vtkSmartPointer<vtkCompositedSynchronizedRenderers>::New();
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syncWindows->SetRenderWindow(renderWindow);
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syncWindows->SetParallelController(controller);
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syncWindows->SetIdentifier(1);
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// false = Call Render() manually on each process - don't use RMI
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syncWindows->SetParallelRendering(true);
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syncRenderers->SetRenderer(renderer);
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syncRenderers->SetParallelController(controller);
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}
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// ---------------------
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scene_.initialise(renderer, output_.name_);
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addGeometryToScene(points_, 0, renderer);
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addGeometryToScene(lines_, 0, renderer);
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addGeometryToScene(surfaces_, 0, renderer);
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addGeometryToScene(text_, 0, renderer);
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while (scene_.loop(renderer))
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{
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const scalar position = scene_.position();
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updateActors(text_, position);
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updateActors(points_, position);
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updateActors(lines_, position);
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updateActors(surfaces_, position);
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}
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// Cleanup
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cleanup(text_);
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cleanup(points_);
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cleanup(lines_);
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cleanup(surfaces_);
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// Instead of relying on the destructor, manually restore the previous
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// SIGFPE state.
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// This is only to avoid compiler complaints about unused variables.
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sigFpeHandling.restore();
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}
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void Foam::functionObjects::runTimePostProcessing::render
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(
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vtkMultiProcessController* controller,
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void* processData
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)
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{
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reinterpret_cast<runTimePostProcessing*>(processData)->render(controller);
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}
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void Foam::functionObjects::runTimePostProcessing::render()
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{
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#ifdef FOAM_USING_VTK_MPI
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if (parallel_)
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{
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// Create vtkMPIController if MPI is configured,
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// vtkThreadedController otherwise.
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auto ctrl = vtkSmartPointer<vtkMPIController>::New();
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ctrl->Initialize(nullptr, nullptr, 1);
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ctrl->SetSingleMethod(runTimePostProcessing::render, this);
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ctrl->SingleMethodExecute();
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ctrl->Finalize(1);
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}
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else
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#endif
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{
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// Normally we would have a fallback controller like this:
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// if (Pstream::master())
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// {
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// auto ctrl = vtkSmartPointer<vtkDummyController>::New();
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// ctrl->Initialize(nullptr, nullptr, 1);
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//
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// ctrl->SetSingleMethod(runTimePostProcessing::render, this);
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// ctrl->SingleMethodExecute();
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//
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// ctrl->Finalize(1);
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// }
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// However, this would prevent us from doing any of our own MPI
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// since this would only be spawned the master.
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// Instead pass in nullptr for the controller and handling
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// logic internally.
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vtkDummyController* dummy = nullptr;
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render(dummy);
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}
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}
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// * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * //
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Foam::functionObjects::runTimePostProcessing::runTimePostProcessing
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@ -113,6 +284,8 @@ Foam::functionObjects::runTimePostProcessing::runTimePostProcessing
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)
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:
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fvMeshFunctionObject(name, runTime, dict),
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output_(),
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parallel_(false),
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scene_(runTime, name),
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points_(),
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lines_(),
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@ -129,7 +302,20 @@ bool Foam::functionObjects::runTimePostProcessing::read(const dictionary& dict)
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{
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fvMeshFunctionObject::read(dict);
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Info<< type() << " " << name() << ": reading post-processing data" << endl;
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#ifdef FOAM_USING_VTK_MPI
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parallel_ = (Pstream::parRun() && dict.lookupOrDefault("parallel", true));
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#else
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parallel_ = false;
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#endif
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Info<< type() << " " << name() << ": reading post-processing data ("
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<< (parallel_ ? "parallel" : "serial") << " rendering)" << endl;
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if (dict.lookupOrDefault("debug", false))
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{
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runTimePostPro::geometryBase::debug = 1;
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Info<< " debugging on" << endl;
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}
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scene_.read(dict);
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@ -179,68 +365,7 @@ bool Foam::functionObjects::runTimePostProcessing::execute()
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bool Foam::functionObjects::runTimePostProcessing::write()
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{
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if (!Pstream::master())
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{
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return true;
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}
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Info<< type() << " " << name() << " output:" << nl
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<< " Constructing scene" << endl;
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// Disable any floating point trapping
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// (some low-level rendering functionality does not like it)
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sigFpe::ignore sigFpeHandling; //<- disable in local scope
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// Initialise render window
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auto renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
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renderWindow->OffScreenRenderingOn();
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renderWindow->SetSize(output_.width_, output_.height_);
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// Legacy rendering - was deprecated for 8.1.0
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#if (VTK_MAJOR_VERSION < 8) || \
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((VTK_MAJOR_VERSION == 8) && (VTK_MINOR_VERSION < 2))
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renderWindow->SetAAFrames(10);
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#endif
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renderWindow->SetAlphaBitPlanes(true);
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renderWindow->SetMultiSamples(0);
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// renderWindow->PolygonSmoothingOn();
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auto renderer = vtkSmartPointer<vtkRenderer>::New();
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scene_.initialise(renderer, output_.name_);
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renderWindow->AddRenderer(renderer);
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addGeometryToScene(points_, 0, renderer);
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addGeometryToScene(lines_, 0, renderer);
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addGeometryToScene(surfaces_, 0, renderer);
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addGeometryToScene(text_, 0, renderer);
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while (scene_.loop(renderer))
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{
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const scalar position = scene_.position();
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updateActors(text_, position);
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updateActors(points_, position);
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updateActors(lines_, position);
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updateActors(surfaces_, position);
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}
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// Cleanup
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cleanup(text_);
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cleanup(points_);
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cleanup(lines_);
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cleanup(surfaces_);
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// Instead of relying on the destructor, manually restore the previous
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// SIGFPE state.
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// This is only to avoid compiler complaints about unused variables.
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sigFpeHandling.restore();
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render();
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return true;
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}
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