Example #1
0
        /// <summary>
        /// Plots colour scaled stress in each element
        /// </summary>
        public void PlotUnSmoothedStress()
        {
            // clear existing plots
            ClearPlots();

            // get canvas dimensions/properties
            double originX = OriginOffsetX ,
                   originY = OriginOffsetY ,
                   scale = Scale ,
                   yHeight = ActualHeight;
            Units units = Units;

            // get units dependent scaling factor
            double factor;
            switch ( units )
            {
                case Units.Metres: factor = 0.0254; break;
                case Units.Millimetres: factor = 25.4; break;
                case Units.Feet: factor = 1.0 / 12.0; break;
                default: factor = 1.0; break;
            }

            // set plot type
            MenuItem unSmoothedMenu = (MenuItem) ((MenuItem) ((Menu) ((DockPanel) ((Grid) ((Grid) this.Parent).Parent).Children[0]).Children[0]).Items[1]).Items[4];
            int plotType = 0;
            for ( int i = 0 ; i < unSmoothedMenu.Items.Count ; i++ )
            {
                if ( ((MenuItem) unSmoothedMenu.Items[i]).IsChecked )
                {
                    plotType = i;
                    break;
                }
            }

            // load appropriate stress values
            List<double> stress;
            double minVal , maxVal;
            switch ( plotType )
            {
                case 0: // XX
                    stress = sxxE;
                    maxVal = minSxxE;
                    minVal = maxSxxE;
                    break;
                case 1: // YY
                    stress = syyE;
                    maxVal = minSyyE;
                    minVal = maxSyyE;
                    break;
                case 2: // XY
                    stress = sxyE;
                    maxVal = minSxyE;
                    minVal = maxSxyE;
                    break;
                case 3: // ZZ
                    stress = szzE;
                    maxVal = minSzzE;
                    minVal = maxSzzE;
                    break;
                default: // FBAR
                    stress = fbarE;
                    minVal = minFbarE;
                    maxVal = maxFbarE;
                    break;
            }

            // compute key values for colour scale
            double diff = maxVal - minVal;
            double qdiff = 0.25 * diff;
            double lowQVal = minVal + 0.25 * diff;
            double midVal = minVal + 0.5 * diff;
            double uppQVal = minVal + 0.75 * diff;

            // set mesh to regular coords and
            // create fill colours based on stress
            // at integration points
            Polygon newPolygon;
            double x , y;
            fe3NodedTriElement newElement;
            byte r , g , b;
            double st;
            for ( int i = 0 ; i < triElements.Count ; i++ )
            {
                if ( triElements[i].Material == null ) continue;    // skip inactive elements

                newElement = new fe3NodedTriElement( triElements[i].Number ,
                    nodes[triElements[i].Nodes[0].Number] ,
                    nodes[triElements[i].Nodes[1].Number] ,
                    nodes[triElements[i].Nodes[2].Number] ,
                    false , false ,
                    null , false );

                newPolygon = new Polygon();
                newPolygon.StrokeThickness = 0;
                newPolygon.Stroke = Brushes.Transparent;
                newPolygon.Opacity = 1.0;

                // compute fill colour
                st = stress[i];
                if ( plotType == 4 )
                {
                    if ( st <= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st < lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st < midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st < uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st < maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                else
                {
                    if ( st >= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st > lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st > midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st > uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st > maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                newPolygon.Fill = new SolidColorBrush( Color.FromRgb( r , g , b ) );

                foreach ( feNode node in newElement.Nodes )
                {
                    x = node.X / (scale * factor) * dpiX + originX;
                    y = yHeight - (node.Y / (scale * factor) * dpiY + originY);
                    newPolygon.Points.Add( new Point( x , y ) );
                }

                newElement.Boundary = newPolygon;

                stressTriMesh.Add( newElement );
            }

            // refresh plotting axes
            BuildAxes();
        }
Example #2
0
        /// <summary>
        /// Plots deformed mesh output
        /// </summary>
        public void PlotDeformedMesh( bool autoMag = true )
        {
            // clear existing plots
            ClearPlots();

            // get canvas dimensions/properties
            double originX = OriginOffsetX ,
                   originY = OriginOffsetY ,
                   scale = Scale ,
                   yHeight = ActualHeight;
            Units units = Units;

            // get units dependent scaling factor
            double factor;
            switch ( units )
            {
                case Units.Metres: factor = 0.0254; break;
                case Units.Millimetres: factor = 25.4; break;
                case Units.Feet: factor = 1.0 / 12.0; break;
                default: factor = 1.0; break;
            }

            Polygon newPolygon;
            double x , y;

            // compute magnification
            if ( autoMag ) Magnification = 0.25 * 0.5 * (feaParams.RowHeight + feaParams.ColWidth) / maxDisp;

            // compute deformed coordinates
            deformedNodes.Clear(); deformedNodes.Add( null );
            int numPhases = source.AnalysisPhases.Count - 1;
            for ( int i = 1 ; i < nodes.Count ; i++ )
            {
                deformedNodes.Add( new feNode( i , false ,
                    nodes[i].X + Magnification * disp[i][0] ,
                    nodes[i].Y + Magnification * disp[i][1] ,
                    numPhases ) );
            }

            // set mesh to deformed coords
            fe3NodedTriElement newElement;
            foreach ( fe3NodedTriElement element in triElements )
            {
                if ( element.Material == null ) continue;    // skip inactive elements

                newElement = new fe3NodedTriElement( element.Number ,
                    deformedNodes[element.Nodes[0].Number] ,
                    deformedNodes[element.Nodes[1].Number] ,
                    deformedNodes[element.Nodes[2].Number] ,
                    false , false ,
                    element.Material , false );

                newPolygon = new Polygon();
                newPolygon.StrokeThickness = 0.8;
                newPolygon.Stroke = Brushes.Red;
                newPolygon.Opacity = /*1.0*/ 0.8;
                newPolygon.Fill = /*Brushes.White*/ element.Material.Fill;

                foreach ( feNode node in newElement.Nodes )
                {
                    x = node.X / (scale * factor) * dpiX + originX;
                    y = yHeight - (node.Y / (scale * factor) * dpiY + originY);
                    newPolygon.Points.Add( new Point( x , y ) );
                }

                newElement.Boundary = newPolygon;

                deformedTriMesh.Add( newElement );
            }

            // refresh plotting axes
            BuildAxes();
        }
Example #3
0
        /// <summary>
        /// Plots colour scaled contours based on polynomial
        /// smoothed stresses at each node.
        /// </summary>
        public void PlotSmoothedStress()
        {
            // clear existing plots
            ClearPlots();

            // get canvas dimensions/properties
            double originX = OriginOffsetX ,
                   originY = OriginOffsetY ,
                   scale = Scale ,
                   yHeight = ActualHeight;
            Units units = Units;

            // get units dependent scaling factor
            double factor;
            switch ( units )
            {
                case Units.Metres: factor = 0.0254; break;
                case Units.Millimetres: factor = 25.4; break;
                case Units.Feet: factor = 1.0 / 12.0; break;
                default: factor = 1.0; break;
            }

            // set plot type
            MenuItem smoothedMenu = (MenuItem) ((MenuItem) ((Menu) ((DockPanel) ((Grid) ((Grid) this.Parent).Parent).Children[0]).Children[0]).Items[1]).Items[3];
            int plotType = 0;
            for ( int i = 0 ; i < smoothedMenu.Items.Count ; i++ )
            {
                if ( ((MenuItem) smoothedMenu.Items[i]).IsChecked )
                {
                    plotType = i;
                    break;
                }
            }

            // load appropriate stress values
            List<double> stress;
            double minVal , maxVal;
            switch ( plotType )
            {
                case 0: // XX
                    stress = sxxN;
                    maxVal = minSxxN;
                    minVal = maxSxxN;
                    break;
                case 1: // YY
                    stress = syyN;
                    maxVal = minSyyN;
                    minVal = maxSyyN;
                    break;
                case 2: // XY
                    stress = sxyN;
                    maxVal = minSxyN;
                    minVal = maxSxyN;
                    break;
                case 3: // ZZ
                    stress = szzN;
                    maxVal = minSzzN;
                    minVal = maxSzzN;
                    break;
                default: // FBAR
                    stress = fbarN;
                    minVal = minFbarN;
                    maxVal = maxFbarN;
                    break;
            }

            // compute key values for colour scale
            double diff = maxVal - minVal;
            double qdiff = 0.25 * diff;
            double lowQVal = minVal + 0.25 * diff;
            double midVal = minVal + 0.5 * diff;
            double uppQVal = minVal + 0.75 * diff;

            // set mesh to regular coords and
            // create fill colours based on stress
            // at integration points
            Polygon newPolygon;
            double x , y;
            fe3NodedTriElement newElement;
            byte r , g , b;
            double st;
            double x1 , y1 , x2 , y2 , x3 , y3 ,
                s1 , s2 , s3 ,
                x_min , x_max , x_ymin , y_min , y_xmax, s_ymin , s_xymin , s_xmax ,
                dsdx , dsdy , dydx , detA , detA1 , detA2;
            for ( int i = 0 ; i < triElements.Count ; i++ )
            {
                if ( triElements[i].Material == null ) continue;    // skip inactive elements

                newElement = new fe3NodedTriElement( triElements[i].Number ,
                    nodes[triElements[i].Nodes[0].Number] ,
                    nodes[triElements[i].Nodes[1].Number] ,
                    nodes[triElements[i].Nodes[2].Number] ,
                    false , false ,
                    null , false );

                newPolygon = new Polygon();
                newPolygon.StrokeThickness = 0;
                newPolygon.Stroke = Brushes.Transparent;
                newPolygon.Opacity = 1.0;

                // compute linear gradient brush values
                x_min = double.MaxValue; x_max = double.MinValue; y_min = double.MaxValue;
                x_ymin = 0; s_ymin = 0;
                foreach ( feNode node in newElement.Nodes )
                {
                    if ( node.X < x_min ) x_min = node.X;
                    if ( node.X > x_max ) x_max = node.X;
                    if ( node.Y < y_min )
                    {
                        y_min = node.Y;
                        x_ymin = node.X;
                        s_ymin = stress[node.Number];
                    }

                    x = node.X / (scale * factor) * dpiX + originX;
                    y = yHeight - (node.Y / (scale * factor) * dpiY + originY);
                    newPolygon.Points.Add( new Point( x , y ) );
                }

                x1 = newElement.Nodes[0].X;
                y1 = newElement.Nodes[0].Y;
                s1 = stress[newElement.Nodes[0].Number];
                x2 = newElement.Nodes[1].X;
                y2 = newElement.Nodes[1].Y;
                s2 = stress[newElement.Nodes[1].Number];
                x3 = newElement.Nodes[2].X;
                y3 = newElement.Nodes[2].Y;
                s3 = stress[newElement.Nodes[2].Number];

                detA = (x2 * y3 - x3 * y2) - (x1 * y3 - x3 * y1) + (x1 * y2 - x2 * y1);
                detA1 = (s2 * y3 - s3 * y2) - (s1 * y3 - s3 * y1) + (s1 * y2 - s2 * y1);
                detA2 = (x2 * s3 - x3 * s2) - (x1 * s3 - x3 * s1) + (x1 * s2 - x2 * s1);
                dsdx = detA1 / detA;
                dsdy = detA2 / detA;
                dydx = dsdx / dsdy;
                s_xymin = s_ymin - dsdx * (x_ymin - x_min);
                y_xmax = y_min + dydx * (x_max - x_min);
                s_xmax = s_xymin + dsdx * (x_max - x_min) + dsdy * (y_xmax - y_min);

                // compute fill colour
                st = s_xymin;
                if ( plotType == 4 )
                {
                    if ( st <= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st < lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st < midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st < uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st < maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                else
                {
                    if ( st >= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st > lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st > midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st > uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st > maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                Color startColour = Color.FromRgb( r , g , b );
                Point startPoint = new Point( x_min / (scale * factor) * dpiX + originX ,
                    y = yHeight - (y_min / (scale * factor) * dpiY + originY) );

                st = s_xmax;
                if ( plotType == 4 )
                {
                    if ( st <= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st < lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st < midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st < uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st < maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                else
                {
                    if ( st >= minVal )
                    {
                        r = 0;
                        g = 0;
                        b = 255;
                    }
                    else if ( st > lowQVal )
                    {
                        r = 0;
                        g = (byte) (255 * (st - minVal) / qdiff);
                        b = 255;
                    }
                    else if ( st > midVal )
                    {
                        r = 0;
                        g = 255;
                        b = (byte) (255 * (1 - (st - lowQVal) / qdiff));
                    }
                    else if ( st > uppQVal )
                    {
                        r = (byte) (255 * (st - midVal) / qdiff);
                        g = 255;
                        b = 0;
                    }
                    else if ( st > maxVal )
                    {
                        r = 255;
                        g = (byte) (255 * (1 - (st - uppQVal) / qdiff));
                        b = 0;
                    }
                    else
                    {
                        r = 255;
                        g = 0;
                        b = 0;
                    }
                }
                Color endColour = Color.FromRgb( r , g , b );
                Point endPoint = new Point( x_max / (scale * factor) * dpiX + originX ,
                    y = yHeight - (y_xmax / (scale * factor) * dpiY + originY) );

                newPolygon.Fill = new LinearGradientBrush( startColour , endColour , startPoint , endPoint );

                newElement.Boundary = newPolygon;

                stressTriMesh.Add( newElement );
            }

            // refresh plotting axes
            BuildAxes();
        }