# Copyright 2020 TerraPower, LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""
Utility classes/functions for visualization.
Most of these are derived from the VTK format, which tends to be general enough to
support other formats. Most of the work goes into figuring out where the vertices should
be for a given block/assembly shape. If this coupling becomes problematic, abstractions
for primitive shapes should be created.
"""
import math
import numpy
from pyevtk.hl import unstructuredGridToVTK
from pyevtk.vtk import VtkHexahedron, VtkQuadraticHexahedron
from armi.reactor import assemblies
from armi.reactor import reactors
from armi.reactor import blocks
from armi.utils import hexagon
# The hex prism cell type is not very well-documented, and so is not described in
# pyevtk. Digging into the header reveals that `16` does the trick.
_HEX_PRISM_TID = 16
[docs]class VtkMesh:
"""
Container for VTK unstructured mesh data.
This provides a container for the necessary data to describe a mesh to VTK (vertex
locations, connectivity, offsets, cell types). It supports appending one set of mesh
data onto another, handling the necessary index offsets.
While the specifics are somewhat specific to the VTK format, the concept of storing
a bunch of vertices and their connectivity is a relatively general one, so this may
be of use to other formats as well.
"""
def __init__(self, vertices, connectivity, offsets, cellTypes):
"""
Parameters
----------
vertices : numpy array
An Nx3 numpy array with one row per (x,y,z) vertex
connectivity : numpy array
A 1-D array containing the vertex indices belonging to each cell
offsets : numpy array
A 1-D array containing the index of the first vertex for the next cell
cellTypes : numpy array
A 1-D array contining the cell type ID for each cell
"""
self.vertices = vertices
self.connectivity = connectivity
self.offsets = offsets
self.cellTypes = cellTypes
[docs] @staticmethod
def empty():
return VtkMesh(
numpy.empty((0, 3), dtype=numpy.float64),
numpy.array([], dtype=numpy.int32),
numpy.array([], dtype=numpy.int32),
numpy.array([], dtype=numpy.int32),
)
@property
def x(self):
return numpy.array(self.vertices[:, 0])
@property
def y(self):
return numpy.array(self.vertices[:, 1])
@property
def z(self):
return numpy.array(self.vertices[:, 2])
[docs] def append(self, other):
"""
Add more cells to the mesh.
"""
connectOffset = self.vertices.shape[0]
offsetOffset = self.offsets[-1] if self.offsets.size > 0 else 0
self.vertices = numpy.vstack((self.vertices, other.vertices))
self.connectivity = numpy.append(
self.connectivity, other.connectivity + connectOffset
)
self.offsets = numpy.append(self.offsets, other.offsets + offsetOffset)
self.cellTypes = numpy.append(self.cellTypes, other.cellTypes)
[docs] def write(self, path, data) -> str:
"""
Write this mesh and the passed data to a VTK file. Returns the base path, plus
relevant extension.
"""
fullPath = unstructuredGridToVTK(
path,
self.x,
self.y,
self.z,
connectivity=self.connectivity,
offsets=self.offsets,
cell_types=self.cellTypes,
cellData=data,
)
return fullPath
[docs]def createReactorBlockMesh(r: reactors.Reactor) -> VtkMesh:
mesh = VtkMesh.empty()
blks = r.getChildren(deep=True, predicate=lambda o: isinstance(o, blocks.Block))
for b in blks:
mesh.append(createBlockMesh(b))
return mesh
[docs]def createReactorAssemMesh(r: reactors.Reactor) -> VtkMesh:
mesh = VtkMesh.empty()
assems = r.getChildren(
deep=True, predicate=lambda o: isinstance(o, assemblies.Assembly)
)
for a in assems:
mesh.append(createAssemMesh(a))
return mesh
[docs]def createBlockMesh(b: blocks.Block) -> VtkMesh:
if isinstance(b, blocks.HexBlock):
return _createHexBlockMesh(b)
if isinstance(b, blocks.CartesianBlock):
return _createCartesianBlockMesh(b)
if isinstance(b, blocks.ThRZBlock):
return _createTRZBlockMesh(b)
else:
raise TypeError(
"Unsupported block type `{}`. Supported types are: {}".format(
type(b).__name__,
{
t.__name__
for t in {blocks.CartesianBlock, blocks.HexBlock, blocks.ThRZBlock}
},
)
)
[docs]def createAssemMesh(a: assemblies.Assembly) -> VtkMesh:
# Kind of hacky, but since all blocks in an assembly are the same type, let's just
# use the block mesh functions and change their z coordinates to match the size of
# the whole assem 🤯
mesh = createBlockMesh(a[0])
# we should only have a single VTK mesh primitive per block
assert len(mesh.cellTypes) == 1
zMin = a.spatialGrid._bounds[2][0]
zMax = a.spatialGrid._bounds[2][-1]
if mesh.cellTypes[0] == VtkHexahedron:
mesh.vertices[0:4, 2] = zMin
mesh.vertices[4:8, 2] = zMax
elif mesh.cellTypes[0] == _HEX_PRISM_TID:
mesh.vertices[0:6, 2] = zMin
mesh.vertices[6:12, 2] = zMax
elif mesh.cellTypes[0] == VtkQuadraticHexahedron.tid:
# again, quadratic hexahedra are a pain
mesh.vertices[0:4, 2] = zMin
mesh.vertices[8:12, 2] = zMin
mesh.vertices[4:8, 2] = zMax
mesh.vertices[12:16, 2] = zMax
return mesh
[docs]def _createHexBlockMesh(b: blocks.HexBlock) -> VtkMesh:
assert b.spatialLocator is not None
zMin = b.p.zbottom
zMax = b.p.ztop
gridOffset = b.spatialLocator.getGlobalCoordinates()[:2]
gridOffset = numpy.tile(gridOffset, (6, 1))
pitch = b.getPitch()
hexVerts2d = numpy.array(hexagon.corners(rotation=0)) * pitch
hexVerts2d += gridOffset
# we need a top and bottom hex
hexVerts2d = numpy.vstack((hexVerts2d, hexVerts2d))
# fold in z locations to get 3d coordinates
hexVerts = numpy.hstack(
(hexVerts2d, numpy.array([[zMin] * 6 + [zMax] * 6]).transpose())
)
return VtkMesh(
hexVerts,
numpy.array(list(range(12))),
numpy.array([12]),
numpy.array([_HEX_PRISM_TID]),
)
[docs]def _createCartesianBlockMesh(b: blocks.CartesianBlock) -> VtkMesh:
assert b.spatialLocator is not None
zMin = b.p.zbottom
zMax = b.p.ztop
gridOffset = b.spatialLocator.getGlobalCoordinates()[:2]
gridOffset = numpy.tile(gridOffset, (4, 1))
pitch = b.getPitch()
halfPitchX = pitch[0] * 0.5
halfPitchY = pitch[0] * 0.5
rectVerts = numpy.array(
[
[halfPitchX, halfPitchY],
[-halfPitchX, halfPitchY],
[-halfPitchX, -halfPitchY],
[halfPitchX, -halfPitchY],
]
)
rectVerts += gridOffset
# make top/bottom rectangles
boxVerts = numpy.vstack((rectVerts, rectVerts))
# fold in z coordinates
boxVerts = numpy.hstack(
(boxVerts, numpy.array([[zMin] * 4 + [zMax] * 4]).transpose())
)
return VtkMesh(
boxVerts,
numpy.array(list(range(8))),
numpy.array([8]),
numpy.array([VtkHexahedron.tid]),
)
[docs]def _createTRZBlockMesh(b: blocks.ThRZBlock) -> VtkMesh:
# There's no sugar-coating this one. It sucks.
rIn = b.radialInner()
rOut = b.radialOuter()
thIn = b.thetaInner()
thOut = b.thetaOuter()
zIn = b.p.zbottom
zOut = b.p.ztop
vertsRTZ = [
(rIn, thOut, zIn),
(rIn, thIn, zIn),
(rOut, thIn, zIn),
(rOut, thOut, zIn),
(rIn, thOut, zOut),
(rIn, thIn, zOut),
(rOut, thIn, zOut),
(rOut, thOut, zOut),
(rIn, (thIn + thOut) * 0.5, zIn),
((rIn + rOut) * 0.5, thIn, zIn),
(rOut, (thIn + thOut) * 0.5, zIn),
((rIn + rOut) * 0.5, thOut, zIn),
(rIn, (thIn + thOut) * 0.5, zOut),
((rIn + rOut) * 0.5, thIn, zOut),
(rOut, (thIn + thOut) * 0.5, zOut),
((rIn + rOut) * 0.5, thOut, zOut),
(rIn, thOut, (zIn + zOut) * 0.5),
(rIn, thIn, (zIn + zOut) * 0.5),
(rOut, thIn, (zIn + zOut) * 0.5),
(rOut, thOut, (zIn + zOut) * 0.5),
]
vertsXYZ = numpy.array(
[[r * math.cos(th), r * math.sin(th), z] for r, th, z in vertsRTZ]
)
return VtkMesh(
vertsXYZ,
numpy.array(list(range(20))),
numpy.array([20]),
numpy.array([VtkQuadraticHexahedron.tid]),
)