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Francois Henrotte authoredFrancois Henrotte authored
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// -----------------------------------------------------------------------------
//
// Gmsh GEO tutorial 8
//
// Post-processing and animations
//
// -----------------------------------------------------------------------------
// In addition to creating geometries and meshes, GEO scripts can also be used
// to manipulate post-processing datasets (called "views" in Gmsh).
// We first include `t1.geo' as well as some post-processing views:
Include "t1.geo";
Include "view1.pos";
Include "view1.pos";
Include "view4.pos";
// Gmsh can read post-processing views in various formats. Here the `view1.pos'
// and `view4.pos' files are in the Gmsh "parsed" format, which is interpreted
// directly by the GEO script parser. The parsed format should only be used for
// relatively small datasets of course: for larger datasets using e.g. MSH files
// is much more efficient.
// We then set some general options:
General.Trackball = 0;
General.RotationX = 0; General.RotationY = 0; General.RotationZ = 0;
General.Color.Background = White; General.Color.Foreground = Black;
General.Color.Text = Black;
General.Orthographic = 0;
General.Axes = 0; General.SmallAxes = 0;
// We also set some options for each post-processing view:
v0 = PostProcessing.NbViews-4;
v1 = v0+1; v2 = v0+2; v3 = v0+3;
View[v0].IntervalsType = 2;
View[v0].OffsetZ = 0.05;
View[v0].RaiseZ = 0;
View[v0].Light = 1;
View[v0].ShowScale = 0;
View[v0].SmoothNormals = 1;
View[v1].IntervalsType = 1;
View[v1].ColorTable = { Green, Blue };
View[v1].NbIso = 10;
View[v1].ShowScale = 0;
View[v2].Name = "Test...";
View[v2].Axes = 1;
View[v2].Color.Axes = Black;
View[v2].IntervalsType = 2;
View[v2].Type = 2;
View[v2].IntervalsType = 2;
View[v2].AutoPosition = 0;
View[v2].PositionX = 85;
View[v2].PositionY = 50;
View[v2].Width = 200;
View[v2].Height = 130;
View[v3].Visible = 0;
// You can save an MPEG movie directly by selecting `File->Export' in the
// GUI. Several predefined animations are setup, for looping on all the time
// steps in views, or for looping between views.
// But a script can be used to build much more complex animations, by changing
// options at run-time and re-rendering the graphics. Each frame can then be