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Gaurav Kukreja
SWE
Commits
ed6d114b
Commit
ed6d114b
authored
Oct 30, 2012
by
Sebastian Rettenberger
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Update SWE_VisInfo documentation
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SWE_VisInfo.h
src/scenarios/SWE_VisInfo.h
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src/scenarios/SWE_VisInfo.h
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ed6d114b
/**
* @file
* This file is part of SWE.
*
* @author Michael Bader
* @author Kaveh Rahnema
* @author Tobias Schnabel
* @author Sebastian Rettenberger (rettenbs AT in.tum.de, http://www5.in.tum.de/wiki/index.php/Sebastian_Rettenberger,_M.Sc.)
*
* @section LICENSE
*
* SWE is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* SWE is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with SWE. If not, see <http://www.gnu.org/licenses/>.
*
*
* @section DESCRIPTION
*
* TODO
*/
#ifndef __SWE_VISINFO_H
#ifndef __SWE_VISINFO_H
#define __SWE_VISINFO_H
#define __SWE_VISINFO_H
// =====================================================================
// This file is part of SWE_CUDA (see file SWE_Block.cu for details).
//
// Copyright (C) 2010,2011 Michael Bader, Kaveh Rahnema, Tobias Schnabel
// Copyright (C) 2012 Sebastian Rettenberger
//
// SWE_CUDA is free software: you can redristribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// SWE_CUDA is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with SWE_CUDA. If not, see <http://www.gnu.org/licenses/>.
// =====================================================================
#include "SWE_Scenario.h"
#include "SWE_Scenario.h"
/**
/**
* SWE_VisInfo defines an interface that can be used for online
* SWE_VisInfo defines an interface that can be used for online
* visuali
sation of a shallow water simulation.
* visuali
zation of a shallow water simulation.
* In particular, it provides information required for proper
* In particular, it provides information required for proper
* scaling of the involved variables.
* scaling of the involved variables.
*
* For water height:
* displayedWaterHeight = waterVerticalScaling() * simulatedWaterHeight
*
* For bathymetry:
* displayedBatyhmetry = bathyVerticalScaling() * realBathymetry
* + bathyVerticalOffset()
*
* The default water height should be 0. In this case a bathymetry value
* smaller than 0 means water and a value greater than 0 is land. Therefore
* bathyVerticalOffset should 0 for all real scenarios.
*
* If you do not not provide an SWE_VisInfo for scenario,
* (water|bathy)VerticalScaling will be guessed form the value initial
* values. bathyVerticalOffset is always 0 in this case.
*/
*/
class
SWE_VisInfo
{
class
SWE_VisInfo
{
...
@@ -36,9 +62,20 @@ class SWE_VisInfo {
...
@@ -36,9 +62,20 @@ class SWE_VisInfo {
*/
*/
virtual
~
SWE_VisInfo
()
{};
virtual
~
SWE_VisInfo
()
{};
// Scaling factors for custom visualization
/**
* @return The vertical scaling factor of the water
*/
virtual
float
waterVerticalScaling
()
{
return
10
.
0
f
;
};
virtual
float
waterVerticalScaling
()
{
return
10
.
0
f
;
};
/**
* @return The vertical offset for the bathymetry. Should be
* 0 for "real" scenarios (scenarios with dry areas)
*/
virtual
float
bathyVerticalOffset
()
{
return
0
.
0
f
;
};
virtual
float
bathyVerticalOffset
()
{
return
0
.
0
f
;
};
/**
* @return The vertical scaling factor for the bathymetry
*/
virtual
float
bathyVerticalScaling
()
{
return
10
.
0
f
;
};
virtual
float
bathyVerticalScaling
()
{
return
10
.
0
f
;
};
};
};
...
...
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