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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.
----------------------------------------------------------------------------*/
// .NAME vtkLSDynaReader - Read LS-Dyna databases (d3plot)
// .SECTION Description
// 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.
//
// .SECTION "Developer Notes"
// 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).
//
// 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.
//
// .SECTION "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.
//
// - 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).
//
// 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 <vtkMultiBlockDataSetAlgorithm.h>
class vtkLSDynaReaderPrivate;
class vtkPoints;
class vtkDataArray;
class vtkUnstructuredGrid;
class VTK_HYBRID_EXPORT vtkLSDynaReader : public vtkMultiBlockDataSetAlgorithm
{
public:
vtkTypeMacro(vtkLSDynaReader,vtkMultiBlockDataSetAlgorithm);
virtual void PrintSelf(ostream &os, vtkIndent indent);
static vtkLSDynaReader *New();
//BTX
/** LS-Dyna cell types.
* These may be used as values for the \a cellType argument in member functions.
* One dataset is created for each cell type so that cells can have different
* attributes (temperature, pressure, etc.) defined over them.
* Note that \a NUM_CELL_TYPES is not a cell type, but an enumerant that
* specifies the total number of cell types. It is used to size arrays.
*/
enum {
PARTICLE = 0,
BEAM = 1,
SHELL = 2,
THICK_SHELL = 3,
SOLID = 4,
RIGID_BODY = 5,
ROAD_SURFACE = 6,
NUM_CELL_TYPES
};
//ETX
// Description:
// Print out more complete information about the dataset
// (and less complete information about the VTK hierarchy) than PrintSelf.
void Dump( ostream &os );
// Description:
// A routine to call Dump() from within a lame debugger that won't
// properly pass a C++ iostream object like cout.
void DebugDump();
// Description:
// Determine if the file can be readed with this reader.
int CanReadFile( const char* fname );
// Description:
// Get/Set the directory containing the LS-Dyna database and determine
// whether it is valid.
virtual void SetDatabaseDirectory( const char* );
const char* GetDatabaseDirectory();
int IsDatabaseValid();
// Description:
// 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 char* );
const char* GetFileName();
// Description:
// 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();
// Description:
// 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();
// Description:
// Retrieve the number of points in the database. Do not call this
// function before setting the database directory and calling
// UpdateInformation().
vtkIdType GetNumberOfNodes();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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();
// Description:
// 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);
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// 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 );
// Description:
// Should deflected coordinates be used, or should the mesh remain
// undeflected? By default, this is true but its value is ignored if the
// nodal "Deflection" array is not set to be loaded.
vtkSetMacro(DeformedMesh,int);
vtkGetMacro(DeformedMesh,int);
vtkBooleanMacro(DeformedMesh,int);
// Description:
// 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,int);
vtkGetMacro(RemoveDeletedCells,int);
vtkBooleanMacro(RemoveDeletedCells,int);
// Description:
// Split each part into submeshes based on material ID.
// By default, this is false and all cells of a given
// type (solid, thick shell, shell, ...) are in a single mesh.
vtkSetMacro(SplitByMaterialId,int);
vtkGetMacro(SplitByMaterialId,int);
vtkBooleanMacro(SplitByMaterialId,int);
// Description:
// 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);
// Description:
// 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:
// All the output grids (one for each possible combination of cell attributes)
vtkUnstructuredGrid* OutputParticles; // have radius of influence
vtkUnstructuredGrid* OutputBeams; // have TNB frame
vtkUnstructuredGrid* OutputShell; // integration points are different than 3D
vtkUnstructuredGrid* OutputThickShell; // integration points are different than planar 2D
vtkUnstructuredGrid* OutputSolid; // integration points are different than 2D
vtkUnstructuredGrid* OutputRigidBody; // can't have deflection, only velocity, accel, ...
vtkUnstructuredGrid* OutputRoadSurface; // can't have deflection, only velocity, accel, ...
// Description:
// Should deflected coordinates be used, or should the mesh remain
// undeflected? By default, this is true.
int DeformedMesh;
// Description:
// Should cells marked as deleted be removed from the mesh?
// By default, this is true.
int RemoveDeletedCells;
// Description:
// Split each mesh into submeshes based on the material ID of each cell.
int SplitByMaterialId;
// Description:
// The range of time steps available within a database.
// Only valid after UpdateInformation() is called on the reader.
int TimeStepRange[2];
// Description:
// The name of a file containing part names and IDs.
char* InputDeck;
vtkLSDynaReader();
virtual ~vtkLSDynaReader();
// Description:
// 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 );
// Description:
// 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();
virtual int RequestInformation( vtkInformation*, vtkInformationVector**, vtkInformationVector* );
virtual int RequestData( vtkInformation*, vtkInformationVector**, vtkInformationVector* );
// Description:
// 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 ReadNodes();
virtual int ReadConnectivityAndMaterial();
virtual int ReadUserIds();
virtual int ReadState( vtkIdType );
virtual int ReadDeletion();
virtual int ReadSPHState( vtkIdType );
// Description:
// Called from within ReadHeaderInformation() to read part names
// associated with material IDs.
virtual int ReadInputDeck();
// Description:
// Called from within ReadHeaderInformation() to read arbitrary material
// IDs (if present) or manufacture sequential material IDs (if not
// present).
virtual int ReadUserMaterialIds();
// Description:
// ReadInputDeck determines the type of file (keyword or XML summary) and
// calls one of these two routines to read the file.
int ReadInputDeckXML( ifstream& deck );
int ReadInputDeckKeywords( ifstream& deck );
// Description:
// ReadInputDeckKeywords calls this function if it was successful in reading
// part names for materials.
int WriteInputDeckSummary( const char* fname );
void PartFilter( vtkMultiBlockDataSet* mbds, int celltype );
// Description:
// 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 deletion data.
// The number of tuples must be set on the array previous to calling
// this routine.
// The \a anyDeleted argument is set to 0 if no cells in the array are
// marked deleted, or 1 if any cells are marked for deletion.
virtual int ReadDeletionArray( vtkDataArray* arr, int& anyDeleted );
private:
vtkLSDynaReader( const vtkLSDynaReader& ); // Not implemented.
void operator = ( const vtkLSDynaReader& ); // Not implemented.
vtkLSDynaReaderPrivate* P;
};
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
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