WellPipeline 蛇形管道(井)
Inheritance: IBufferable, IModelSpace
Example #1
0
        public static NamedWellRenderer Create(WellModel model, Color wellColor, string name = "", int maxCharCount = 64, int labelHeight = 32, IFontTexture fontTexture = null)
        {
            WellRenderer well = WellRenderer.Create(model);

            well.WellColor = wellColor;
            LabelRenderer label = new LabelRenderer(maxCharCount, labelHeight, fontTexture);

            label.Text = name;
            var renderer = new NamedWellRenderer(well, label);

            return(renderer);
        }
Example #2
0
        public static WellRenderer Create(WellModel model)
        {
            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(File.ReadAllText(@"shaders\Well.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(File.ReadAllText(@"shaders\Well.frag"), ShaderType.FragmentShader);
            var map = new AttributeMap();

            map.Add("in_Position", WellModel.strPosition);
            map.Add("in_Brightness", WellModel.strBrightness);
            var renderer = new WellRenderer(model, shaderCodes, map);

            return(renderer);
        }
Example #3
0
 /// <summary>
 /// renders well pipeline(several cylinders)
 /// </summary>
 /// <param name="model"></param>
 /// <param name="shaderCodes"></param>
 /// <param name="attributeMap"></param>
 /// <param name="switches"></param>
 private WellRenderer(WellModel model, ShaderCode[] shaderCodes,
                      AttributeMap attributeMap, params GLSwitch[] switches)
     : base(model, shaderCodes, attributeMap, switches)
 {
 }
Example #4
0
 /// <summary>
 /// renders well pipeline(several cylinders)
 /// </summary>
 /// <param name="model"></param>
 /// <param name="shaderProgramProvider"></param>
 /// <param name="attributeMap"></param>
 /// <param name="switches"></param>
 private WellRenderer(WellModel model, IShaderProgramProvider shaderProgramProvider,
                      AttributeMap attributeMap, params GLState[] switches)
     : base(model, shaderProgramProvider, attributeMap, switches)
 {
 }
        protected override CSharpGL.Tuple <WellRenderer, LabelRenderer> Convert(vec3 originalWorldPosition, TracyEnergy.Simba.Data.Keywords.impl.WellSpecs wellspec, TracyEnergy.Simba.Data.Keywords.impl.WellCompatCollection wellCompatList)
        {
            int locI = wellspec.Li;
            int locJ = wellspec.Lj;

            //if compat has position ,use compat
            List <WellCompat> segments = null;

            if (wellCompatList != null)
            {
                segments = wellCompatList.GetWellSegments(wellspec.WellName);
            }
            if (segments != null && segments.Count > 0)
            {
                locI = segments[0].PosI;
                locJ = segments[0].PosJ;
            }

            if (!this.grid.DataSource.IsSliceBlock(locI, locJ))
            {
                return(null);
            }

            vec3  h1 = this.grid.DataSource.PointFLT(locI, locJ, 1);
            vec3  h2 = this.grid.DataSource.PointBRT(locI, locJ, 1);
            vec3  d0 = h2 - h1;
            float L  = (float)d0.length();

            d0 = d0.normalize();
            vec3 vec   = d0 * (L * 0.5f);
            vec3 comp1 = CenterOfLine(h1, h2);;  //地层完井段的起始点

            //vec3 minCord = this.grid.FlipTransform * this.grid.SourceActiveBounds.Min;
            vec3        minCord  = this.grid.DataSource.SourceActiveBounds.Min;
            vec3        maxCord  = this.grid.DataSource.SourceActiveBounds.Max;
            Rectangle3D rectSrc  = new Rectangle3D(minCord, maxCord);
            vec3        modelTop = new vec3(comp1.x, comp1.y, rectSrc.Max.z);

            float mdx = rectSrc.SizeX;
            float mdy = rectSrc.SizeY;
            float mdz = rectSrc.SizeZ;

            float xyextend = System.Math.Max(mdx, mdy); //XY平面的最大边长
            float extHeight;                            //延长线段

            if (mdz < 0.1f * xyextend)                  //z很小
            {
                extHeight = 0.1f * xyextend;
            }
            else if (mdz < 0.2f * xyextend)
            {
                extHeight = mdz * 0.5f;
            }
            else if (mdz < 0.3f * xyextend)
            {
                extHeight = mdz * 0.25f;
            }
            else if (mdz < 0.4f * xyextend)
            {
                extHeight = mdz * 0.2f;
            }
            else
            {
                extHeight = 0.2f * mdz;
            }

            //地表坐标

            vec3 direction = new vec3(0, 0, 1.0f);
            vec3 head      = modelTop + direction * extHeight;

            //确定井的半径
            float wellRadius;

            #region decide the well radius
            if (mdx < mdy)
            {
                if (mdy * 0.5f >= mdx) //长方形的模型
                {
                    int n = this.grid.DataSource.NX;
                    if (n >= 10)
                    {
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
                else
                {
                    int n = this.grid.DataSource.NX;
                    if (n >= 10)
                    {
                        n          = 10;
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
            }
            else if (mdx == mdy)
            {
                int n = Math.Min(this.grid.DataSource.NX, this.grid.DataSource.NY);
                if (n >= 10)
                {
                    n          = 10;
                    wellRadius = (mdx / n) * 0.85f;
                }
                else
                {
                    wellRadius = (mdx / n) * 0.5f;
                }
            }
            else
            {
                if (mdx * 0.5f >= mdy)
                {
                    int n = this.grid.DataSource.NY;
                    if (n > 10)
                    {
                        n          = 10;
                        wellRadius = (mdy / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdy / n) * 0.35f;
                    }
                }
                else
                {
                    int n = this.grid.DataSource.NY;
                    if (n > 10)
                    {
                        n          = 10;
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
            }
            #endregion

            Fluid fluid     = FluidConverter.Convert(wellspec.Fluid);
            Color pipeColor = MapFluidToColor(fluid);
            Color textColor = Color.White;

            List <vec3> wellPath = new List <vec3>();
            wellPath.Add(head);
            wellPath.Add(modelTop);

            #region start decide the trajery of the well
            {
                int  lastI    = locI;
                int  lastJ    = locJ;
                int  lastK    = -1;
                vec3 lastvec3 = comp1;
                int  segCount = segments.Count;
                for (int i = 0; i < segCount; i++)
                {
                    WellCompat compseg = segments[i];
                    int        compI   = compseg.PosI;
                    int        compJ   = compseg.PosJ;
                    int        compK1  = compseg.K1;
                    int        compK2  = compseg.K2;
                    if (compK1 == compK2)//同一网格上
                    {
                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1))
                        {
                            vec3 s1    = this.grid.DataSource.PointFLT(compI, compJ, compK1);
                            vec3 s2    = this.grid.DataSource.PointBRT(compI, compJ, compK1);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                            lastI = compI;
                            lastJ = compJ;
                            lastK = compK1;
                        }
                    }
                    else //compK1 != compK2
                    {
                        //k1 coord
                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1))
                        {
                            vec3 s1    = this.grid.DataSource.PointFLT(compI, compJ, compK1);
                            vec3 s2    = this.grid.DataSource.PointBRT(compI, compJ, compK1);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                        }
                        lastI = compI;
                        lastJ = compJ;
                        lastK = compK1;

                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK2))
                        {
                            vec3 s1    = this.grid.DataSource.PointFLT(compI, compJ, compK2);
                            vec3 s2    = this.grid.DataSource.PointBRT(compI, compJ, compK2);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                        }
                        lastI = compI;
                        lastJ = compJ;
                        lastK = compK2;
                    }
                }//end for

                var model = new WellModel(wellPath, wellRadius);
                //NamedWellRenderer renderer = NamedWellRenderer.Create(model, pipeColor, wellspec.WellName, 12);
                WellRenderer wellRenderer = WellRenderer.Create(model);
                wellRenderer.WellColor = pipeColor;
                LabelRenderer labelRenderer = new LabelRenderer(64, 64);
                labelRenderer.Text = wellspec.WellName;
                var result = new CSharpGL.Tuple <WellRenderer, LabelRenderer>(wellRenderer, labelRenderer);
                return(result);
            }
            #endregion
        }
Example #6
0
 /// <summary>
 /// renders well pipeline(several cylinders)
 /// </summary>
 /// <param name="model"></param>
 /// <param name="shaderCodes"></param>
 /// <param name="propertyNameMap"></param>
 /// <param name="switches"></param>
 private WellRenderer(WellModel model, ShaderCode[] shaderCodes,
                      PropertyNameMap propertyNameMap, params GLSwitch[] switches)
     : base(model, shaderCodes, propertyNameMap, switches)
 {
 }
        protected override CSharpGL.Tuple<WellRenderer, LabelRenderer> Convert(vec3 originalWorldPosition, TracyEnergy.Simba.Data.Keywords.impl.WellSpecs wellspec, TracyEnergy.Simba.Data.Keywords.impl.WellCompatCollection wellCompatList)
        {
            int locI = wellspec.Li;
            int locJ = wellspec.Lj;

            //if compat has position ,use compat
            List<WellCompat> segments = null;
            if (wellCompatList != null)
                segments = wellCompatList.GetWellSegments(wellspec.WellName);
            if (segments != null && segments.Count > 0)
            {
                locI = segments[0].PosI;
                locJ = segments[0].PosJ;
            }

            if (!this.grid.DataSource.IsSliceBlock(locI, locJ))
            {
                return null;
            }

            vec3 h1 = this.grid.DataSource.PointFLT(locI, locJ, 1);
            vec3 h2 = this.grid.DataSource.PointBRT(locI, locJ, 1);
            vec3 d0 = h2 - h1;
            float L = (float)d0.length();
            d0 = d0.normalize();
            vec3 vec = d0 * (L * 0.5f);
            vec3 comp1 = CenterOfLine(h1, h2); ; //地层完井段的起始点

            //vec3 minCord = this.grid.FlipTransform * this.grid.SourceActiveBounds.Min;
            vec3 minCord = this.grid.DataSource.SourceActiveBounds.MinPosition;
            vec3 maxCord = this.grid.DataSource.SourceActiveBounds.MaxPosition;
            var rectSrc = new BoundingBox(minCord, maxCord);
            vec3 modelTop = new vec3(comp1.x, comp1.y, rectSrc.MaxPosition.z);

            float mdx = (rectSrc.MaxPosition - rectSrc.MinPosition).x;
            float mdy = (rectSrc.MaxPosition - rectSrc.MinPosition).y;
            float mdz = (rectSrc.MaxPosition - rectSrc.MinPosition).z;

            float xyextend = System.Math.Max(mdx, mdy); //XY平面的最大边长
            float extHeight; //延长线段
            if (mdz < 0.1f * xyextend) //z很小
            {
                extHeight = 0.1f * xyextend;
            }
            else if (mdz < 0.2f * xyextend)
            {
                extHeight = mdz * 0.5f;
            }
            else if (mdz < 0.3f * xyextend)
            {
                extHeight = mdz * 0.25f;
            }
            else if (mdz < 0.4f * xyextend)
            {
                extHeight = mdz * 0.2f;
            }
            else
            {
                extHeight = 0.2f * mdz;
            }

            //地表坐标

            vec3 direction = new vec3(0, 0, 1.0f);
            vec3 head = modelTop + direction * extHeight;

            //确定井的半径
            float wellRadius;

            #region decide the well radius

            if (mdx < mdy)
            {
                if (mdy * 0.5f >= mdx) //长方形的模型
                {
                    int n = this.grid.DataSource.NX;
                    if (n >= 10)
                    {
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
                else
                {
                    int n = this.grid.DataSource.NX;
                    if (n >= 10)
                    {
                        n = 10;
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
            }
            else if (mdx == mdy)
            {
                int n = Math.Min(this.grid.DataSource.NX, this.grid.DataSource.NY);
                if (n >= 10)
                {
                    n = 10;
                    wellRadius = (mdx / n) * 0.85f;
                }
                else
                {
                    wellRadius = (mdx / n) * 0.5f;
                }
            }
            else
            {
                if (mdx * 0.5f >= mdy)
                {
                    int n = this.grid.DataSource.NY;
                    if (n > 10)
                    {
                        n = 10;
                        wellRadius = (mdy / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdy / n) * 0.35f;
                    }
                }
                else
                {
                    int n = this.grid.DataSource.NY;
                    if (n > 10)
                    {
                        n = 10;
                        wellRadius = (mdx / n) * 0.5f;
                    }
                    else
                    {
                        wellRadius = (mdx / n) * 0.35f;
                    }
                }
            }

            #endregion decide the well radius

            Fluid fluid = FluidConverter.Convert(wellspec.Fluid);
            Color pipeColor = MapFluidToColor(fluid);
            Color textColor = Color.White;

            List<vec3> wellPath = new List<vec3>();
            wellPath.Add(head);
            wellPath.Add(modelTop);

            #region start decide the trajery of the well

            {
                int lastI = locI;
                int lastJ = locJ;
                int lastK = -1;
                vec3 lastvec3 = comp1;
                int segCount = segments.Count;
                for (int i = 0; i < segCount; i++)
                {
                    WellCompat compseg = segments[i];
                    int compI = compseg.PosI;
                    int compJ = compseg.PosJ;
                    int compK1 = compseg.K1;
                    int compK2 = compseg.K2;
                    if (compK1 == compK2)//同一网格上
                    {
                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1))
                        {
                            vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1);
                            vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                            lastI = compI;
                            lastJ = compJ;
                            lastK = compK1;
                        }
                    }
                    else //compK1 != compK2
                    {
                        //k1 coord
                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1))
                        {
                            vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1);
                            vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                        }
                        lastI = compI;
                        lastJ = compJ;
                        lastK = compK1;

                        if ((lastI != compI) || (lastJ != compJ) || (lastK != compK2))
                        {
                            vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK2);
                            vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK2);
                            vec3 point = CenterOfLine(s1, s2);
                            wellPath.Add(point);
                        }
                        lastI = compI;
                        lastJ = compJ;
                        lastK = compK2;
                    }
                }//end for

                var model = new WellModel(wellPath, wellRadius);
                //NamedWellRenderer renderer = NamedWellRenderer.Create(model, pipeColor, wellspec.WellName, 12);
                WellRenderer wellRenderer = WellRenderer.Create(model);
                wellRenderer.WellColor = pipeColor;
                LabelRenderer labelRenderer = LabelRenderer.Create(64, 64);
                labelRenderer.Text = wellspec.WellName;
                var result = new CSharpGL.Tuple<WellRenderer, LabelRenderer>(wellRenderer, labelRenderer);
                return result;
            }

            #endregion start decide the trajery of the well
        }
Example #8
0
 public static WellRenderer Create(WellModel model)
 {
     var shaderCodes = new ShaderCode[2];
     shaderCodes[0] = new ShaderCode(File.ReadAllText(@"shaders\Well.vert"), ShaderType.VertexShader);
     shaderCodes[1] = new ShaderCode(File.ReadAllText(@"shaders\Well.frag"), ShaderType.FragmentShader);
     var map = new AttributeMap();
     map.Add("in_Position", WellModel.strPosition);
     map.Add("in_Brightness", WellModel.strBrightness);
     var renderer = new WellRenderer(model, shaderCodes, map);
     return renderer;
 }
Example #9
0
 /// <summary>
 /// renders well pipeline(several cylinders)
 /// </summary>
 /// <param name="model"></param>
 /// <param name="shaderCodes"></param>
 /// <param name="attributeMap"></param>
 /// <param name="switches"></param>
 private WellRenderer(WellModel model, ShaderCode[] shaderCodes,
     AttributeMap attributeMap, params GLState[] switches)
     : base(model, shaderCodes, attributeMap, switches)
 {
 }