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/*=========================================================================
Program: Visualization Toolkit
Module: vtkLSDynaReader.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/*----------------------------------------------------------------------------
Copyright (c) Sandia Corporation
See Copyright.txt or http://www.paraview.org/HTML/Copyright.html for details.
----------------------------------------------------------------------------*/
/**
* @class vtkLSDynaReader
* @brief Read LS-Dyna databases (d3plot)
*
* This filter reads LS-Dyna databases.
*
* The Set/GetFileName() routines are actually wrappers around the
* Set/GetDatabaseDirectory() members; the actual filename you choose is
* irrelevant -- only the directory name is used. This is done in order to
* accommodate ParaView.
*
* Note that this reader produces 7 output meshes.
* These meshes are required as several attributes are defined on subsets
* of the mesh. Below is a list of meshes in the order they are output and
* an explanation of which attributes are unique to each mesh:
* - solid (3D) elements: number of integration points are different than 2D
* - thick shell elements: number of integration points are different than
* planar 2D
* - shell (2D) elements: number of integration points are different than 3D
* - rigid surfaces: can't have deflection, only velocity, accel, etc.
* - road surfaces: have only a "segment ID" (serves as material ID) and a
* velocity.
* - beam elements: have Frenet (TNB) frame and cross-section attributes
* (shape and size)
* - spherical particle hydrodynamics (SPH) elements: have a radius of
* influence, internal energy, etc.
* Because each mesh has its own cell attributes, the vtkLSDynaReader has a
* rather large API. Instead of a single set of routines to query and set
* cell array names and status, one exists for each possible output mesh.
* Also, GetNumberOfCells() will return the sum of all the cells in all 7
* meshes. If you want the number of cells in a specific mesh, there are
* separate routines for each mesh type.
*
*
* @attention
* LSDyna files contain 3 different types of sections: control, data, and
* state. Control sections contain constants that describe the type of
* simulation data in a file or group of files. Data sections contain
* simulation information that is invariant across individual time steps
* (but can vary when a mesh adaptation occurs). This information includes
* material, connectivity, and undeformed geometry. Finally, state data is
* information that varies with each time step. Unless a mesh adaptation
* occurs, there will be a single control and data section, and they will
* be located at the start of the database (the first file).
*
* @attention
* In their infinite wisdom, LSDyna developers decided to split simulation
* data into multiple files, each no larger than some predetermined limit.
* Each file can contain one section, a partial section (if it would not
* fit into a single file), or multiple sections. Files are padded with
* zeros so that their lengths will be multiples of 512*512. The size of
* each section is determined by constants in the control and data
* sections, which means that these must be parsed carefully in order to
* correctly locate desired information. Unfortunately, the constants are
* not terribly well-documented and in some cases the documentation is in
* error.
*
* @par "Open Issues":
* The LS-Dyna file format document leaves a good bit open to
* interpretation. In addition to the "documentation vs. files in the
* wild" issues there are also implementation problems.
*
* @par "Open Issues":
* - Where exactly may breaks to a new file occur in the pre-state
* information? At each section?
* - Will state data sections (node/cell data, element deletion, sph data,
* rigid body motion) be moved to the beginning of a new file if their data
* will be too large for a given file, or are all the sections
* counted together as a single state (makes more sense for keeping time
* word at start of every file).
* The questions above arise because the docs (p. 3) state "There are 3
* sections in this database." but then call many smaller pieces of data
* "sections". Should they be subsections? The docs are quiet about whether
* the second section (of 3) is ever split across multiple files and, if
* so, whether it is done at (sub)section boundaries when possible or just
* wherever it needs to occur.
* - How many components does Eddy Viscosity have? It's shown as 7 bits in
* NCFDV1 which makes no sense at all.
* - Why is NARBS larger than 10+NUMNP+NEL8+NEL2+NEL4+NELT (which is the
* value specified by the documentation)?
* Obviously, NARBS is definitive, but what are the extra numbers at the end?
* - Is there a difference between rigid body elements NUMRBE and rigid road
* surfaces? It appears that the nodes and connectivity of the road surface
* are given separately (p.13) while on p.7 the Material
* Type Data subsection says that shells in a rigid body will just have a
* certain material ID but be interspersed among deformable shell elements.
* - Word 37 of the control section serves two possible purposes... it can
* mean NMSPH or EDLOPT.
* I assume that different versions of the code use that word differently.
* How do we know the difference?
* - It's unclear how much state isn't stored when a shell element is marked
* as rigid. Specifically, is element deletion data stored for rigid shells?
* Page 21 of the spec is mute on this.
* - The loop to read cell User IDs won't work if Rigid Body and Shell
* elements are interleaved (which I now believe they are).
*
* @par "Open Issues":
* On the VTK side of things:
* - Berk has nudged me towards multiblock outputs but hasn't committed to
* exactly how things can be made efficient for a parallel version of the
* reader.
* - This reader will eventually need to respond to a second output port for
* "small spatial, large temporal" queries.
* - The reader doesn't handle crack files (d3crck)
* - The reader doesn't handle interface force files (no default name)
* - The reader doesn't handle time history (abbreviated output) files (d3thdt)
* - The reader doesn't handle dynamic relaxation files (d3drfl)
* - The reader doesn't handle reduced parts (state for a subset of parts) files (d3part)
* - The reader doesn't handle mode shape files (d3eigv)
* - The reader doesn't handle equilibrium iteration files (d3iter)
* - The reader doesn't handle extra time data files (d3xtf)
* - The reader doesn't handle printer files (d3hsp)
* - The reader doesn't handle modal neutral files (d3mnf)
* - The reader doesn't handle packed connectivity.
* - The reader doesn't handle adapted element parent lists (but the 2002 specification says LSDyna
* doesn't implement it).
* - All the sample datasets have MATTYP = 0. Need something to test MATTYP = 1.
* - I have no test datasets with rigid body and/or road surfaces, so the
* implementation is half-baked.
* - It's unclear how some of the data should be presented. Although blindly
* tacking the numbers into a large chuck of cell data is better than nothing,
* some attributes (e.g., forces & moments) lend themselves to more elaborate
* presentation. Also, shell and thick shell elements have stresses that
* belong to a particular side of an element or have a finite thickness that
* could be rendered.
* Finally, beam elements have cross sections that could be rendered.
* Some of these operations require numerical processing of the results and
* so we shouldn't eliminate the ability to get at the raw simulation data.
* Perhaps a filter could be applied to "fancify" the geometry.
*
*/
#ifndef vtkLSDynaReader_h
#define vtkLSDynaReader_h
#include "vtkIOLSDynaModule.h" // For export macro
#include "vtkMultiBlockDataSetAlgorithm.h"
#include <string> // for method signature
class LSDynaMetaData;
class vtkLSDynaPartCollection;
class vtkPoints;
class vtkDataArray;
class vtkUnsignedCharArray;
class vtkUnstructuredGrid;
class VTKIOLSDYNA_EXPORT vtkLSDynaReader : public vtkMultiBlockDataSetAlgorithm
{
public:
vtkTypeMacro(vtkLSDynaReader, vtkMultiBlockDataSetAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent) override;
static vtkLSDynaReader* New();
/**
* Print out more complete information about the dataset
* (and less complete information about the VTK hierarchy) than PrintSelf.
*/
void Dump(ostream& os);
/**
* A routine to call Dump() from within a lame debugger that won't
* properly pass a C++ iostream object like cout.
*/
void DebugDump();
/**
* Determine if the file can be read with this reader.
*/
virtual int CanReadFile(const char* fname);
//@{
/**
* Get/Set the directory containing the LS-Dyna database and determine
* whether it is valid.
*/
virtual void SetDatabaseDirectory(const std::string&);
virtual void SetDatabaseDirectory(const char*);
#ifdef VTK_LEGACY_REMOVE
std::string GetDatabaseDirectory();
#else
VTK_LEGACY(const char* GetDatabaseDirectory());
#endif
int IsDatabaseValid();
//@}
//@{
/**
* Get/Set the filename. The Set/GetFileName() routines are actually
* wrappers around the Set/GetDatabaseDirectory() members; the actual
* filename you choose is irrelevant -- only the directory name is used.
* This is done in order to accommodate ParaView.
*/
virtual void SetFileName(const std::string&);
virtual void SetFileName(const char*);
#ifdef VTK_LEGACY_REMOVE
std::string GetFileName();
#else
VTK_LEGACY(const char* GetFileName());
#endif
//@}
/**
* The title of the database is a 40 or 80 character text description
* stored at the front of a d3plot file. Do not call this function
* before setting the database directory and calling UpdateInformation().
*/
char* GetTitle();
/**
* Retrieve the dimension of points in the database. This should return 2
* or 3. Do not call this function before setting the database directory
* and calling UpdateInformation().
*/
int GetDimensionality();
/**
* Retrieve the number of points in the database. Do not call this
* function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfNodes();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
* Note that GetNumberOfCells() returns the sum of
* GetNumberOfContinuumCells() and GetNumberOfParticleCells().
*/
vtkIdType GetNumberOfCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
* Note that GetNumberOfContinuumCells() returns the sum of
* GetNumberOfSolidCells(), GetNumberOfThickShellCells(),
* GetNumberOfShellCells(), GetNumberOfRigidBodyCells(),
* GetNumberOfRoadSurfaceCells(), and GetNumberOfBeamCells().
*/
vtkIdType GetNumberOfContinuumCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfSolidCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfThickShellCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfShellCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfRigidBodyCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfRoadSurfaceCells();
/**
* Retrieve the number of cells of a given type in the database.
* Do not call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfBeamCells();
/**
* Retrieve the number of cells of a given type in the database. Do not
* call this function before setting the database directory and calling
* UpdateInformation().
*/
vtkIdType GetNumberOfParticleCells();
//@{
/**
* Retrieve information about the time extents of the LS-Dyna database.
* Do not call these functions before setting the database directory and
* calling UpdateInformation().
*/
vtkIdType GetNumberOfTimeSteps();
virtual void SetTimeStep(vtkIdType);
vtkIdType GetTimeStep();
double GetTimeValue(vtkIdType);
vtkGetVector2Macro(TimeStepRange, int);
vtkSetVector2Macro(TimeStepRange, int);
//@}
//@{
/**
* These methods allow you to load only selected subsets of the nodal
* variables defined over the mesh.
*/
int GetNumberOfPointArrays();
const char* GetPointArrayName(int);
virtual void SetPointArrayStatus(int arr, int status);
virtual void SetPointArrayStatus(const char* arrName, int status);
int GetPointArrayStatus(int arr);
int GetPointArrayStatus(const char* arrName);
int GetNumberOfComponentsInPointArray(int arr);
int GetNumberOfComponentsInPointArray(const char* arrName);
//@}
//@{
/**
* Routines that allow the status of a cell variable to be adjusted or
* queried independent of the output mesh. The \a cellType parameter
* should be one of: LS_POINT, LS_BEAM, LS_SHELL, LS_THICK_SHELL,
* LS_SOLID, LS_RIGID_BODY, or LS_ROAD_SURFACE
*/
int GetNumberOfCellArrays(int cellType);
const char* GetCellArrayName(int cellType, int arr);
virtual void SetCellArrayStatus(int cellType, int arr, int status);
virtual void SetCellArrayStatus(int cellType, const char* arrName, int status);
int GetCellArrayStatus(int cellType, int arr);
int GetCellArrayStatus(int cellType, const char* arrName);
int GetNumberOfComponentsInCellArray(int cellType, int arr);
int GetNumberOfComponentsInCellArray(int cellType, const char* arrName);
//@}
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfSolidArrays();
const char* GetSolidArrayName(int);
virtual void SetSolidArrayStatus(int arr, int status);
virtual void SetSolidArrayStatus(const char* arrName, int status);
int GetSolidArrayStatus(int arr);
int GetSolidArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInSolidArray(int a);
int GetNumberOfComponentsInSolidArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfThickShellArrays();
const char* GetThickShellArrayName(int);
virtual void SetThickShellArrayStatus(int arr, int status);
virtual void SetThickShellArrayStatus(const char* arrName, int status);
int GetThickShellArrayStatus(int arr);
int GetThickShellArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInThickShellArray(int a);
int GetNumberOfComponentsInThickShellArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfShellArrays();
const char* GetShellArrayName(int);
virtual void SetShellArrayStatus(int arr, int status);
virtual void SetShellArrayStatus(const char* arrName, int status);
int GetShellArrayStatus(int arr);
int GetShellArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInShellArray(int a);
int GetNumberOfComponentsInShellArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfRigidBodyArrays();
const char* GetRigidBodyArrayName(int);
virtual void SetRigidBodyArrayStatus(int arr, int status);
virtual void SetRigidBodyArrayStatus(const char* arrName, int status);
int GetRigidBodyArrayStatus(int arr);
int GetRigidBodyArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInRigidBodyArray(int a);
int GetNumberOfComponentsInRigidBodyArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfRoadSurfaceArrays();
const char* GetRoadSurfaceArrayName(int);
virtual void SetRoadSurfaceArrayStatus(int arr, int status);
virtual void SetRoadSurfaceArrayStatus(const char* arrName, int status);
int GetRoadSurfaceArrayStatus(int arr);
int GetRoadSurfaceArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInRoadSurfaceArray(int a);
int GetNumberOfComponentsInRoadSurfaceArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfBeamArrays();
const char* GetBeamArrayName(int);
virtual void SetBeamArrayStatus(int arr, int status);
virtual void SetBeamArrayStatus(const char* arrName, int status);
int GetBeamArrayStatus(int arr);
int GetBeamArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInBeamArray(int a);
int GetNumberOfComponentsInBeamArray(const char* arrName);
//@{
/**
* These methods allow you to load only selected subsets of the cell
* variables defined over the mesh.
*/
int GetNumberOfParticleArrays();
const char* GetParticleArrayName(int);
virtual void SetParticleArrayStatus(int arr, int status);
virtual void SetParticleArrayStatus(const char* arrName, int status);
int GetParticleArrayStatus(int arr);
int GetParticleArrayStatus(const char* arrName);
//@}
int GetNumberOfComponentsInParticleArray(int a);
int GetNumberOfComponentsInParticleArray(const char* arrName);
//@{
/**
* Should deflected coordinates be used, or should the mesh remain
* undeflected? By default, this is true but its value is ignored if the
* nodal "Deflected Coordinates" array is not set to be loaded.
*/
void SetDeformedMesh(vtkTypeBool);
vtkGetMacro(DeformedMesh, vtkTypeBool);
vtkBooleanMacro(DeformedMesh, vtkTypeBool);
//@}
//@{
/**
* Should dead cells be removed from the mesh? Cells are marked dead by
* setting the corresponding entry in the <b>cell</b> array "Death" to 0.
* Cells that are not dead have the corresponding entry in the cell array
* "Death" set to their material ID. By default, this is true but its
* value is ignored if the cell "Death" array is not set to be loaded.
* It is also ignored if the database's element deletion option is set to
* denote <b>points</b> (not cells) as deleted; in that case, "Death"
* will appear to be a point array.
*/
vtkSetMacro(RemoveDeletedCells, vtkTypeBool);
vtkGetMacro(RemoveDeletedCells, vtkTypeBool);
vtkBooleanMacro(RemoveDeletedCells, vtkTypeBool);
//@}
//@{
/**
* Instead of removing the cells that are dead, hide them by setting
* the array as the ghost levels arrays
*/
vtkSetMacro(DeletedCellsAsGhostArray, vtkTypeBool);
vtkGetMacro(DeletedCellsAsGhostArray, vtkTypeBool);
vtkBooleanMacro(DeletedCellsAsGhostArray, vtkTypeBool);
//@}
//@{
/**
* The name of the input deck corresponding to the current database.
* This is used to determine the part names associated with each material ID.
* This file may be in two formats: a valid LSDyna input deck or a
* short XML summary.
* If the file begins with "<?xml" then the summary format is used.
* Otherwise, the keyword format is used and a summary file will be
* created if write permissions exist in the directory containing
* the keyword file. The newly created summary will have ".k" or ".key"
* stripped from the end of the keyword filename and ".lsdyna" appended.
*/
vtkSetStringMacro(InputDeck);
vtkGetStringMacro(InputDeck);
//@}
//@{
/**
* These methods allow you to load only selected parts of the input.
* If InputDeck points to a valid keyword file (or summary), then part
* names will be taken from that file.
* Otherwise, when arbitrary material numbering is used, parts will be named
* "PartXXX (MatlYYY)" where XXX is an increasing sequential number and YYY
* is the respective material ID. If no input deck is specified and arbitrary
* arbitrary material numbering is not used, parts will be named
* "PartXXX" where XXX is a sequential material ID.
*/
int GetNumberOfPartArrays();
const char* GetPartArrayName(int);
virtual void SetPartArrayStatus(int arr, int status);
virtual void SetPartArrayStatus(const char* partName, int status);
int GetPartArrayStatus(int arr);
int GetPartArrayStatus(const char* partName);
//@}
protected:
// holds all the parts and all the properties for each part
vtkLSDynaPartCollection* Parts;
/**
* Should deflected coordinates be used, or should the mesh remain
* undeflected? By default, this is true.
*/
vtkTypeBool DeformedMesh;
//@{
/**
* Should cells marked as deleted be removed from the mesh?
* By default, this is true.
*/
vtkTypeBool RemoveDeletedCells;
vtkTypeBool DeletedCellsAsGhostArray;
//@}
/**
* The range of time steps available within a database.
* Only valid after UpdateInformation() is called on the reader.
*/
int TimeStepRange[2];
/**
* The name of a file containing part names and IDs.
*/
char* InputDeck;
vtkLSDynaReader();
~vtkLSDynaReader() override;
/**
* This function populates the reader's private dictionary with
* information about the database. It is called once from
* RequestInformation() and once any time the adaptation level changes.
* The adaptation level can change any time the current state(time) is
* modified. Upon success, -1 is returned. "Soft" failures return 0 and
* "hard" failures return 1.
*/
int ReadHeaderInformation(int currentAdaptLevel);
/**
* This function scans the list of files in the database and bookmarks the
* start of each time step's state information.
* Before this function is called:
* - The database directory name must be set,
* - ReadHeaderInformation must have been called for adaptation level 0, and
* - The "read head" must be placed at the end of the first adaptation's geometry section.
* Upon success, -1 is returned. "Soft" failures return 0 and "hard" failures return 1.
*/
int ScanDatabaseTimeSteps();
int RequestInformation(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
int RequestData(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
//@{
/**
* These functions read various parts of the database.
* The functions that take a vtkIdType argument must be passed
* the current timestep.
* Functions that do not take a timestep must have the read head
* positioned to the start of their data sections.
* These functions should only be called from within RequestData() since
* they require the various output meshes to exist.
*/
virtual int ReadTopology();
virtual int ReadNodes();
virtual int ReadPartSizes();
virtual int ReadConnectivityAndMaterial();
virtual int ReadUserIds();
virtual int ReadState(vtkIdType);
virtual int ReadNodeStateInfo(vtkIdType);
virtual int ReadCellStateInfo(vtkIdType);
virtual int ReadDeletion();
virtual int ReadSPHState(vtkIdType);
virtual int ComputeDeflectionAndUpdateGeometry(vtkUnstructuredGrid* grid);
//@}
/**
* Resets the Part information to the default state
*/
virtual void ResetPartInfo();
/**
* Called from within ReadHeaderInformation() to read part names
* associated with material IDs.
*/
virtual int ReadInputDeck();
/**
* Called from within ReadHeaderInformation to read part names
* from the end of the first d3plot file. Used if ReadInputDeck
* fails.
*/
virtual int ReadPartTitlesFromRootFile();
/**
* Called from within ReadHeaderInformation() to read arbitrary material
* IDs (if present) or manufacture sequential material IDs (if not
* present).
*/
virtual int ReadUserMaterialIds();
//@{
/**
* ReadInputDeck determines the type of file (keyword or XML summary) and
* calls one of these two routines to read the file.
*/
int ReadInputDeckXML(istream& deck);
int ReadInputDeckKeywords(istream& deck);
//@}
/**
* ReadInputDeckKeywords calls this function if it was successful in reading
* part names for materials.
*/
int WriteInputDeckSummary(const char* fname);
/**
* Read an array of deletion data.
* This is used by ReadDeletion to actually read the data from the file
* (as opposed to attach it to the proper place in the VTK dataset)
* depending on the value of "MDLOPT".
* The array passed to this routine is filled with ones if deleted, zero
* it is not deleted
* The number of tuples must be set on the array previous to calling
* this routine.
* Note: pos is the position in the size that the death value is store at
*/
virtual void ReadDeletionArray(vtkUnsignedCharArray* arr, const int& pos, const int& size);
/**
* Read all the cell properties of a given part type
*/
virtual void ReadCellProperties(const int& type, const int& numTuples);
LSDynaMetaData* P;
void ResetPartsCache();
private:
// Helper templated methods to optimize reading. We cast the entire buffer
// to a given type instead of casting each element to improve performance
template <typename T>
void FillDeletionArray(T* buffer, vtkUnsignedCharArray* arr, const vtkIdType& start,
const vtkIdType& numCells, const int& deathPos, const int& cellSize);
template <int wordSize, typename T>
int FillTopology(T* buffer);
template <typename T, int blockType, vtkIdType numWordsPerCell, vtkIdType cellLength>
void ReadBlockCellSizes();
template <typename T>
int FillPartSizes();
vtkLSDynaReader(const vtkLSDynaReader&) = delete;
void operator=(const vtkLSDynaReader&) = delete;
};
inline void vtkLSDynaReader::SetPointArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfPointArrays(); ++a)
{
if (strcmp(arrName, this->GetPointArrayName(a)) == 0)
{
this->SetPointArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Point array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetPointArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfPointArrays(); ++a)
{
if (strcmp(arrName, this->GetPointArrayName(a)) == 0)
{
return this->GetPointArrayStatus(a);
}
}
// vtkWarningMacro( "Point array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInPointArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfPointArrays(); ++a)
{
if (strcmp(arrName, this->GetPointArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInPointArray(a);
}
}
// vtkWarningMacro( "Point array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetCellArrayStatus(int cellType, const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfCellArrays(cellType); ++a)
{
if (strcmp(arrName, this->GetCellArrayName(cellType, a)) == 0)
{
this->SetCellArrayStatus(cellType, a, status);
return;
}
}
vtkWarningMacro("Cell array \"" << arrName << "\" (type " << cellType << ") does not exist");
}
inline int vtkLSDynaReader::GetCellArrayStatus(int cellType, const char* arrName)
{
for (int a = 0; a < this->GetNumberOfCellArrays(cellType); ++a)
{
if (strcmp(arrName, this->GetCellArrayName(cellType, a)) == 0)
{
return this->GetCellArrayStatus(cellType, a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInCellArray(int cellType, const char* arrName)
{
for (int a = 0; a < this->GetNumberOfCellArrays(cellType); ++a)
{
if (strcmp(arrName, this->GetCellArrayName(cellType, a)) == 0)
{
return this->GetNumberOfComponentsInCellArray(cellType, a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetSolidArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfSolidArrays(); ++a)
{
if (strcmp(arrName, this->GetSolidArrayName(a)) == 0)
{
this->SetSolidArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Solid array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetSolidArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfSolidArrays(); ++a)
{
if (strcmp(arrName, this->GetSolidArrayName(a)) == 0)
{
return this->GetSolidArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInSolidArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfSolidArrays(); ++a)
{
if (strcmp(arrName, this->GetSolidArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInSolidArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetThickShellArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfThickShellArrays(); ++a)
{
if (strcmp(arrName, this->GetThickShellArrayName(a)) == 0)
{
this->SetThickShellArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Thick shell array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetThickShellArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfThickShellArrays(); ++a)
{
if (strcmp(arrName, this->GetThickShellArrayName(a)) == 0)
{
return this->GetThickShellArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInThickShellArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfThickShellArrays(); ++a)
{
if (strcmp(arrName, this->GetThickShellArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInThickShellArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetShellArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfShellArrays(); ++a)
{
if (strcmp(arrName, this->GetShellArrayName(a)) == 0)
{
this->SetShellArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Shell array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetShellArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfShellArrays(); ++a)
{
if (strcmp(arrName, this->GetShellArrayName(a)) == 0)
{
return this->GetShellArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInShellArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfShellArrays(); ++a)
{
if (strcmp(arrName, this->GetShellArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInShellArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetBeamArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfBeamArrays(); ++a)
{
if (strcmp(arrName, this->GetBeamArrayName(a)) == 0)
{
this->SetBeamArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Beam array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetBeamArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfBeamArrays(); ++a)
{
if (strcmp(arrName, this->GetBeamArrayName(a)) == 0)
{
return this->GetBeamArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInBeamArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfBeamArrays(); ++a)
{
if (strcmp(arrName, this->GetBeamArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInBeamArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetParticleArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfParticleArrays(); ++a)
{
if (strcmp(arrName, this->GetParticleArrayName(a)) == 0)
{
this->SetParticleArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Particle array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetParticleArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfParticleArrays(); ++a)
{
if (strcmp(arrName, this->GetParticleArrayName(a)) == 0)
{
return this->GetParticleArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInParticleArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfParticleArrays(); ++a)
{
if (strcmp(arrName, this->GetParticleArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInParticleArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetRigidBodyArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfRigidBodyArrays(); ++a)
{
if (strcmp(arrName, this->GetRigidBodyArrayName(a)) == 0)
{
this->SetRigidBodyArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Rigid body array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetRigidBodyArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfRigidBodyArrays(); ++a)
{
if (strcmp(arrName, this->GetRigidBodyArrayName(a)) == 0)
{
return this->GetRigidBodyArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInRigidBodyArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfRigidBodyArrays(); ++a)
{
if (strcmp(arrName, this->GetRigidBodyArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInRigidBodyArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetRoadSurfaceArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfRoadSurfaceArrays(); ++a)
{
if (strcmp(arrName, this->GetRoadSurfaceArrayName(a)) == 0)
{
this->SetRoadSurfaceArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Road surface array \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetRoadSurfaceArrayStatus(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfRoadSurfaceArrays(); ++a)
{
if (strcmp(arrName, this->GetRoadSurfaceArrayName(a)) == 0)
{
return this->GetRoadSurfaceArrayStatus(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline int vtkLSDynaReader::GetNumberOfComponentsInRoadSurfaceArray(const char* arrName)
{
for (int a = 0; a < this->GetNumberOfRoadSurfaceArrays(); ++a)
{
if (strcmp(arrName, this->GetRoadSurfaceArrayName(a)) == 0)
{
return this->GetNumberOfComponentsInRoadSurfaceArray(a);
}
}
// vtkWarningMacro( "Cell array \"" << arrName << "\" does not exist" );
return 0;
}
inline void vtkLSDynaReader::SetPartArrayStatus(const char* arrName, int status)
{
for (int a = 0; a < this->GetNumberOfPartArrays(); ++a)
{
if (strcmp(arrName, this->GetPartArrayName(a)) == 0)
{
this->SetPartArrayStatus(a, status);
return;
}
}
vtkWarningMacro("Part \"" << arrName << "\" does not exist");
}
inline int vtkLSDynaReader::GetPartArrayStatus(const char* partName)
{
for (int a = 0; a < this->GetNumberOfPartArrays(); ++a)
{
if (strcmp(partName, this->GetPartArrayName(a)) == 0)
{
return this->GetPartArrayStatus(a);
}
}
// vtkWarningMacro( "PartArray \"" << partName << "\" does not exist" );
return 0;
}
#endif // vtkLSDynaReader_h