wolfhece 2.0.11__py3-none-any.whl → 2.0.13__py3-none-any.whl

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@@ -615,13 +615,14 @@ class Config_Manager_2D_GPU:
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  if (self.workingdir / 'bathymetry.tif').exists():
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  locheader = self.get_header()
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  infilzones = WolfArray(srcheader=locheader, whichtype= WOLF_ARRAY_FULL_INTEGER)
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- infilzones.array.data[:,:] = -1
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- infilzones.write_all(str(self.workingdir / 'infiltration_zones.tif'))
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+ infilzones.array.data[:,:] = 0
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+ infilzones.nullvalue = -1
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+ infilzones.write_all(str(self.workingdir / 'infiltration.tif'))
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- if (self.workingdir / 'infiltration_zones.tif').exists():
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- logging.info(_('infiltration_zones.tif created and set to -1 ! -- Please edit it !'))
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+ if (self.workingdir / 'infiltration.tif').exists():
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+ logging.info(_('infiltration.tif created and set to -1 ! -- Please edit it !'))
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  else:
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- logging.error(_("infiltration_zones.tif not created ! -- Does 'bathymetry.tif' or any '.tif' file exist in the root directory ?"))
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+ logging.error(_("infiltration.tif not created ! -- Does 'bathymetry.tif' or any '.tif' file exist in the root directory ?"))
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  else:
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  logging.error(_("No 'bathymetry.tif' file found in the root directory !"))
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@@ -1118,6 +1119,10 @@ class UI_Manager_2D_GPU():
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  self._parent.load_data()
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+ if allsims is None:
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+ logging.error(_('No simulation created !'))
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+ return
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+
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  if len(allsims)>0:
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  self._txtctrl.write(_('You have created {} simulations\n\n'.format(len(allsims))))
@@ -3,11 +3,15 @@ import ast
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  import importlib.util
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  from pathlib import Path
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  import tempfile
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+ import logging
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  from wolfhece.wolf_array import WolfArray
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  from wolfhece.PyVertexvectors import Zones, zone, vector, wolfvertex
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- from wolfgpu.simple_simulation import SimpleSimulation, BoundaryConditionsTypes, Direction
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+ try:
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+ from wolfgpu.simple_simulation import SimpleSimulation, BoundaryConditionsTypes, Direction
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+ except:
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+ logging.error(_('WOLFGPU not installed !'))
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  class Impose_Boundary_Conditions:
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  """
@@ -0,0 +1,33 @@
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+ #version 460 core
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+
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+ layout (points) in;
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+ layout (triangle_strip, max_vertices = 4) out;
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+
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+ uniform sampler2D texture;
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+ uniform float zScale;
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+ uniform float dx;
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+ uniform float origx;
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+ uniform float origy;
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+
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+ void main() {
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+
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+ float halfdx = dx/2.0;
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+
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+ vec2 texCoord = (gl_in[0].gl_Position.xy - vec2(origx, origy)) / dx + 0.5;
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+
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+ float zValue = texture(texture, texCoord).r * zScale;
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+
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+ gl_Position = vec4(gl_in[0].gl_Position.x - halfdx, gl_in[0].gl_Position.y - halfdx, zValue, 1.0);
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+ EmitVertex();
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+
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+ gl_Position = vec4(gl_in[0].gl_Position.x + halfdx, gl_in[0].gl_Position.y - halfdx, zValue, 1.0);
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+ EmitVertex();
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+
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+ gl_Position = vec4(gl_in[0].gl_Position.x + halfdx, gl_in[0].gl_Position.y + halfdx, zValue, 1.0);
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+ EmitVertex();
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+
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+ gl_Position = vec4(gl_in[0].gl_Position.x - halfdx, gl_in[0].gl_Position.y + halfdx, zValue, 1.0);
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+ EmitVertex();
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+
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+ EndPrimitive();
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+ }
@@ -0,0 +1,7 @@
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+ #version 460 core
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+ layout (location = 0) in vec2 aVertex;
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+
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+ void main()
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+ {
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+ gl_Position = vec4(aVertex, 0.0, 1.0);
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+ }