private void Form_Load(object sender, EventArgs e) { { var camera = new Camera( new vec3(0, 0, 5), new vec3(0, 0, 0), new vec3(0, 1, 0), CameraType.Perspecitive, this.glCanvas1.Width, this.glCanvas1.Height); var rotator = new SatelliteManipulater(); rotator.Bind(camera, this.glCanvas1); this.scene = new Scene(camera, this.glCanvas1); this.scene.ClearColor = Color.SkyBlue; this.glCanvas1.Resize += this.scene.Resize; } { const int gridsPer2Unit = 20; const int scale = 2; var ground = GroundRenderer.Create(new GroundModel(gridsPer2Unit * scale)); ground.Scale = new vec3(scale, scale, scale); var obj = new SceneObject(); obj.Renderer = ground; this.scene.RootObject.Children.Add(obj); } { SimpleRenderer movableRenderer = SimpleRenderer.Create(new Teapot()); movableRenderer.RotationAxis = new vec3(0, 1, 0); movableRenderer.Scale = new vec3(0.1f, 0.1f, 0.1f); this.movableRenderer = movableRenderer; SceneObject obj = movableRenderer.WrapToSceneObject(); this.scene.RootObject.Children.Add(obj); } { BillboardRenderer billboardRenderer = BillboardRenderer.Create(new BillboardModel()); SceneObject obj = billboardRenderer.WrapToSceneObject(new UpdateBillboardPosition(movableRenderer)); this.scene.RootObject.Children.Add(obj); } { LabelRenderer labelRenderer = LabelRenderer.Create(); labelRenderer.Text = "Teapot - CSharpGL"; SceneObject obj = labelRenderer.WrapToSceneObject(new UpdateLabelPosition(movableRenderer)); this.scene.RootObject.Children.Add(obj); } { var uiAxis = new UIAxis(AnchorStyles.Left | AnchorStyles.Bottom, new Padding(3, 3, 3, 3), new Size(128, 128)); this.scene.RootUI.Children.Add(uiAxis); } { var frmPropertyGrid = new FormProperyGrid(this.scene); frmPropertyGrid.Show(); } { var frmPropertyGrid = new FormProperyGrid(this.glCanvas1); frmPropertyGrid.Show(); } { this.scene.Start(); } }
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 }