[482] | 1 | |
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| 2 | class General_mesh: |
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| 3 | """Collection of triangular elements (purely geometric) |
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| 4 | |
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| 5 | A triangular element is defined in terms of three vertex ids, |
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| 6 | ordered counter clock-wise, |
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| 7 | each corresponding to a given coordinate set. |
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| 8 | Vertices from different elements can point to the same |
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| 9 | coordinate set. |
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| 10 | |
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| 11 | Coordinate sets are implemented as an N x 2 Numeric array containing |
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| 12 | x and y coordinates. |
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| 13 | |
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| 14 | |
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| 15 | To instantiate: |
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| 16 | Mesh(coordinates, triangles) |
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| 17 | |
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| 18 | where |
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| 19 | |
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| 20 | coordinates is either a list of 2-tuples or an Mx2 Numeric array of |
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| 21 | floats representing all x, y coordinates in the mesh. |
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| 22 | |
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| 23 | triangles is either a list of 3-tuples or an Nx3 Numeric array of |
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| 24 | integers representing indices of all vertices in the mesh. |
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| 25 | Each vertex is identified by its index i in [0, M-1]. |
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| 26 | |
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| 27 | |
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| 28 | Example: |
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| 29 | a = [0.0, 0.0] |
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| 30 | b = [0.0, 2.0] |
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| 31 | c = [2.0,0.0] |
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| 32 | e = [2.0, 2.0] |
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| 33 | |
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| 34 | points = [a, b, c, e] |
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| 35 | triangles = [ [1,0,2], [1,2,3] ] #bac, bce |
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| 36 | mesh = Mesh(points, triangles) |
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| 37 | |
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| 38 | #creates two triangles: bac and bce |
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[521] | 39 | |
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[482] | 40 | |
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| 41 | This is a cut down version of mesh from pyvolution\mesh.py |
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| 42 | """ |
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| 43 | |
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| 44 | def __init__(self, coordinates, triangles): |
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| 45 | """ |
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| 46 | Build triangles from x,y coordinates (sequence of 2-tuples or |
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| 47 | Mx2 Numeric array of floats) and triangles (sequence of 3-tuples |
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| 48 | or Nx3 Numeric array of non-negative integers). |
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| 49 | """ |
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| 50 | |
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| 51 | from Numeric import array, zeros, Int, Float, maximum, sqrt, sum |
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| 52 | |
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| 53 | self.triangles = array(triangles).astype(Int) |
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| 54 | self.coordinates = array(coordinates) |
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| 55 | |
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| 56 | #Input checks |
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| 57 | msg = 'Triangles must an Nx2 Numeric array or a sequence of 2-tuples' |
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| 58 | assert len(self.triangles.shape) == 2, msg |
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| 59 | |
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| 60 | msg = 'Coordinates must an Mx2 Numeric array or a sequence of 2-tuples' |
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| 61 | assert len(self.coordinates.shape) == 2, msg |
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| 62 | |
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| 63 | msg = 'Vertex indices reference non-existing coordinate sets' |
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| 64 | assert max(max(self.triangles)) <= self.coordinates.shape[0], msg |
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| 65 | |
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| 66 | |
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| 67 | #Register number of elements (N) |
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| 68 | self.number_of_elements = N = self.triangles.shape[0] |
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| 69 | |
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| 70 | #Allocate space for geometric quantities |
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| 71 | self.normals = zeros((N, 6), Float) |
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| 72 | self.areas = zeros(N, Float) |
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| 73 | self.edgelengths = zeros((N, 3), Float) |
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| 74 | |
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| 75 | #Get x,y coordinates for all triangles and store |
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| 76 | self.vertex_coordinates = V = self.compute_vertex_coordinates() |
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| 77 | |
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| 78 | #Initialise each triangle |
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| 79 | for i in range(N): |
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| 80 | #if i % (N/10) == 0: print '(%d/%d)' %(i, N) |
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| 81 | |
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| 82 | x0 = V[i, 0]; y0 = V[i, 1] |
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| 83 | x1 = V[i, 2]; y1 = V[i, 3] |
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| 84 | x2 = V[i, 4]; y2 = V[i, 5] |
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| 85 | |
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| 86 | #Area |
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| 87 | self.areas[i] = abs((x1*y0-x0*y1)+(x2*y1-x1*y2)+(x0*y2-x2*y0))/2 |
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| 88 | |
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| 89 | msg = 'Triangle (%f,%f), (%f,%f), (%f, %f)' %(x0,y0,x1,y1,x2,y2) |
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| 90 | msg += ' is degenerate: area == %f' %self.areas[i] |
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| 91 | assert self.areas[i] > 0.0, msg |
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| 92 | |
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| 93 | |
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| 94 | #Normals |
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| 95 | #The normal vectors |
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| 96 | # - point outward from each edge |
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| 97 | # - are orthogonal to the edge |
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| 98 | # - have unit length |
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| 99 | # - Are enumerated according to the opposite corner: |
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| 100 | # (First normal is associated with the edge opposite |
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| 101 | # the first vertex, etc) |
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| 102 | # - Stored as six floats n0x,n0y,n1x,n1y,n2x,n2y per triangle |
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| 103 | |
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| 104 | n0 = array([x2 - x1, y2 - y1]) |
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| 105 | l0 = sqrt(sum(n0**2)) |
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| 106 | |
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| 107 | n1 = array([x0 - x2, y0 - y2]) |
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| 108 | l1 = sqrt(sum(n1**2)) |
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| 109 | |
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| 110 | n2 = array([x1 - x0, y1 - y0]) |
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| 111 | l2 = sqrt(sum(n2**2)) |
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| 112 | |
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| 113 | #Normalise |
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| 114 | n0 /= l0 |
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| 115 | n1 /= l1 |
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| 116 | n2 /= l2 |
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| 117 | |
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| 118 | #Compute and store |
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| 119 | self.normals[i, :] = [n0[1], -n0[0], |
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| 120 | n1[1], -n1[0], |
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| 121 | n2[1], -n2[0]] |
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| 122 | |
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| 123 | #Edgelengths |
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| 124 | self.edgelengths[i, :] = [l0, l1, l2] |
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[484] | 125 | |
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| 126 | #Build vertex list |
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| 127 | self.build_vertexlist() |
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[482] | 128 | |
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| 129 | def __len__(self): |
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| 130 | return self.number_of_elements |
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| 131 | |
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| 132 | def __repr__(self): |
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| 133 | return 'Mesh: %d triangles, %d elements'\ |
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| 134 | %(self.coordinates.shape[0], len(self)) |
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| 135 | |
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| 136 | def get_normals(self): |
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| 137 | """Return all normal vectors. |
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| 138 | Return normal vectors for all triangles as an Nx6 array |
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| 139 | (ordered as x0, y0, x1, y1, x2, y2 for each triangle) |
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| 140 | """ |
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| 141 | return self.normals |
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| 142 | |
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| 143 | |
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| 144 | def get_normal(self, i, j): |
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| 145 | """Return normal vector j of the i'th triangle. |
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| 146 | Return value is the numeric array slice [x, y] |
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| 147 | """ |
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| 148 | return self.normals[i, 2*j:2*j+2] |
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| 149 | |
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| 150 | |
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| 151 | |
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| 152 | def get_vertex_coordinates(self): |
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| 153 | """Return all vertex coordinates. |
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| 154 | Return all vertex coordinates for all triangles as an Nx6 array |
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| 155 | (ordered as x0, y0, x1, y1, x2, y2 for each triangle) |
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| 156 | """ |
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| 157 | return self.vertex_coordinates |
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| 158 | |
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| 159 | |
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| 160 | def get_vertex_coordinate(self, i, j): |
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| 161 | """Return coordinates for vertex j of the i'th triangle. |
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| 162 | Return value is the numeric array slice [x, y] |
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| 163 | """ |
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| 164 | return self.vertex_coordinates[i, 2*j:2*j+2] |
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| 165 | |
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| 166 | |
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| 167 | def compute_vertex_coordinates(self): |
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| 168 | """Return vertex coordinates for all triangles as an Nx6 array |
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| 169 | (ordered as x0, y0, x1, y1, x2, y2 for each triangle) |
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| 170 | """ |
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| 171 | |
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| 172 | #FIXME: Perhaps they should be ordered as in obj files?? |
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| 173 | #See quantity.get_vertex_values |
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| 174 | |
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| 175 | from Numeric import zeros, Float |
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| 176 | |
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| 177 | N = self.number_of_elements |
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| 178 | vertex_coordinates = zeros((N, 6), Float) |
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| 179 | |
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| 180 | for i in range(N): |
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| 181 | for j in range(3): |
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| 182 | k = self.triangles[i,j] #Index of vertex 0 |
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| 183 | v_k = self.coordinates[k] |
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| 184 | vertex_coordinates[i, 2*j+0] = v_k[0] |
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| 185 | vertex_coordinates[i, 2*j+1] = v_k[1] |
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| 186 | |
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| 187 | return vertex_coordinates |
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[529] | 188 | |
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[530] | 189 | def get_vertices(self, indexes=None): |
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[482] | 190 | """Get connectivity |
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[549] | 191 | indexes is the set of element ids of interest |
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[482] | 192 | """ |
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[529] | 193 | |
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| 194 | from Numeric import take |
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| 195 | |
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[530] | 196 | if (indexes == None): |
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| 197 | indexes = range(len(self)) |
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[529] | 198 | |
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[530] | 199 | return take(self.triangles, indexes) |
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[484] | 200 | |
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| 201 | def build_vertexlist(self): |
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| 202 | """Build vertexlist index by vertex ids and for each entry (point id) |
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| 203 | build a list of (triangles, vertex_id) pairs that use the point |
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| 204 | as vertex. |
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| 205 | |
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| 206 | Preconditions: |
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| 207 | self.coordinates and self.triangles are defined |
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| 208 | |
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| 209 | Postcondition: |
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| 210 | self.vertexlist is built |
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| 211 | """ |
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| 212 | |
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| 213 | vertexlist = [None]*len(self.coordinates) |
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| 214 | for i in range(self.number_of_elements): |
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| 215 | |
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| 216 | a = self.triangles[i, 0] |
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| 217 | b = self.triangles[i, 1] |
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| 218 | c = self.triangles[i, 2] |
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| 219 | |
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| 220 | #Register the vertices v as lists of |
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| 221 | #(triangle_id, vertex_id) tuples associated with them |
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| 222 | #This is used for smoothing |
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| 223 | for vertex_id, v in enumerate([a,b,c]): |
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| 224 | if vertexlist[v] is None: |
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| 225 | vertexlist[v] = [] |
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| 226 | |
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| 227 | vertexlist[v].append( (i, vertex_id) ) |
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| 228 | |
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| 229 | self.vertexlist = vertexlist |
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| 230 | |
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| 231 | |
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