Create the UnstructGridModel
Use the options to set the resource usage strategy for the model in a multi-state scenario. See UnstructGridModelOptions for more info.
The zero based index of the state currently shown in the view
The state to show in the view.
The given zero-based index must be between 0 and stateCount - 1.
Settings for the displacement results
Settings for the scalars shown as fringes on the model
The name of the geometry model. Mainly used for debugging.
Returns the number of states in this model
Settings for the scalars shown as fringes on the model
Add a state to the model.
The added state is returned.
Delete all states in the model.
Delete a state at the given zero based index.
Delete a range of states. First state that will be deleted is the state with the given index If deleteCount is omitted, all states starting with the given index will be deleted.
Works similar to the splice method on Javascript arrays
Returns the BoundingBox (in world coordinates) of the current state within the model.
Get the range of the scalar result in this model
Returns a readonly array of all the states in the model
Returns a reference to the state at the given index
Generated using TypeDoc
The UnstructGridModel implements a client side model for handling surface CAE models.
It handles surface elements with any number of nodes. A model has one or more States, which links a Geometry to scalar, displacement and transformation results for that geometry in that state.
Here is a simple example of how to create an usg model containing a single quad element with a per node scalar result in one state:
let model = new cee.usg.UnstructGridModel(); this.m_view.addModel(model); let geometry = new cee.usg.Geometry(); let part = geometry.addPart(); // Create a single quad mesh const nodeArr = [0,0,0, 1,0,0, 1,1,0, 0,1,0]; const elConnArr = [0,1,2,3]; part.mesh = new cee.usg.Mesh(nodeArr, 4, elConnArr); // Configure the visual appearance of the part part.settings.color = new cee.Color3(1,0,0); part.settings.drawStyle = cee.usg.DrawStyle.SURFACE_MESH // Create a state, set the geometry and add the scalar result let state = model.addState(); state.geometry = geometry; let scalarArr = [1,2,3,4]; state.setPartFringesAt(0, new cee.usg.PartScalars(cee.usg.ResultMapping.PER_NODE, scalarArr)); // Configure the mapper to use, and const mapper = new cee.ScalarMapperFilledContoursUniform(); mapper.colorArray = cee.ColorTableFactory.color4TableArray(cee.ColorTable.NORMAL, 15); mapper.setRange(1,4); model.fringesSettings.scalarMapper = mapper; // Add a color legend based on the mapper this.m_view.overlay.addCustomColorLegendForScalarMapper(mapper, "Demo result", 1);
This code sample produces the following image in the 3D Viewer: