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9.4.2 POS ASCII file format (Legacy)
The POS ASCII file is Gmsh's old native post-processing format, now superseded by the format described in MSH ASCII file format. It is defined as follows:
$PostFormat 1.4 file-type data-size $EndPostFormat $View view-name nb-time-steps nb-scalar-points nb-vector-points nb-tensor-points nb-scalar-lines nb-vector-lines nb-tensor-lines nb-scalar-triangles nb-vector-triangles nb-tensor-triangles nb-scalar-quadrangles nb-vector-quadrangles nb-tensor-quadrangles nb-scalar-tetrahedra nb-vector-tetrahedra nb-tensor-tetrahedra nb-scalar-hexahedra nb-vector-hexahedra nb-tensor-hexahedra nb-scalar-prisms nb-vector-prisms nb-tensor-prisms nb-scalar-pyramids nb-vector-pyramids nb-tensor-pyramids nb-scalar-lines2 nb-vector-lines2 nb-tensor-lines2 nb-scalar-triangles2 nb-vector-triangles2 nb-tensor-triangles2 nb-scalar-quadrangles2 nb-vector-quadrangles2 nb-tensor-quadrangles2 nb-scalar-tetrahedra2 nb-vector-tetrahedra2 nb-tensor-tetrahedra2 nb-scalar-hexahedra2 nb-vector-hexahedra2 nb-tensor-hexahedra2 nb-scalar-prisms2 nb-vector-prisms2 nb-tensor-prisms2 nb-scalar-pyramids2 nb-vector-pyramids2 nb-tensor-pyramids2 nb-text2d nb-text2d-chars nb-text3d nb-text3d-chars time-step-values < scalar-point-value > … < vector-point-value > … < tensor-point-value > … < scalar-line-value > … < vector-line-value > … < tensor-line-value > … < scalar-triangle-value > … < vector-triangle-value > … < tensor-triangle-value > … < scalar-quadrangle-value > … < vector-quadrangle-value > … < tensor-quadrangle-value > … < scalar-tetrahedron-value > … < vector-tetrahedron-value > … < tensor-tetrahedron-value > … < scalar-hexahedron-value > … < vector-hexahedron-value > … < tensor-hexahedron-value > … < scalar-prism-value > … < vector-prism-value > … < tensor-prism-value > … < scalar-pyramid-value > … < vector-pyramid-value > … < tensor-pyramid-value > … < scalar-line2-value > … < vector-line2-value > … < tensor-line2-value > … < scalar-triangle2-value > … < vector-triangle2-value > … < tensor-triangle2-value > … < scalar-quadrangle2-value > … < vector-quadrangle2-value > … < tensor-quadrangle2-value > … < scalar-tetrahedron2-value > … < vector-tetrahedron2-value > … < tensor-tetrahedron2-value > … < scalar-hexahedron2-value > … < vector-hexahedron2-value > … < tensor-hexahedron2-value > … < scalar-prism2-value > … < vector-prism2-value > … < tensor-prism2-value > … < scalar-pyramid2-value > … < vector-pyramid2-value > … < tensor-pyramid2-value > … < text2d > … < text2d-chars > … < text3d > … < text3d-chars > … $EndView |
where
-
file-type
is an integer equal to 0 in the ASCII file format.
-
data-size
is an integer equal to the size of the floating point numbers used in the file (usually, data-size = sizeof(double)).
-
view-name
is a string containing the name of the view (max. 256 characters).
-
nb-time-steps
is an integer giving the number of time steps in the view.
-
nb-scalar-points
-
nb-vector-points
-
…
are integers giving the number of scalar points, vector points, …, in the view.
-
nb-text2d
-
nb-text3d
are integers giving the number of 2D and 3D text strings in the view.
-
nb-text2d-chars
-
nb-text3d-chars
are integers giving the total number of characters in the 2D and 3D strings.
-
time-step-values
is a list of nb-time-steps double precision numbers giving the value of the time (or any other variable) for which an evolution was saved.
-
scalar-point-value
-
vector-point-value
-
…
are lists of double precision numbers giving the node coordinates and the values associated with the nodes of the nb-scalar-points scalar points, nb-vector-points vector points, …, for each of the time-step-values.
For example, vector-triangle-value is defined as:
coord1-node1 coord1-node2 coord1-node3 coord2-node1 coord2-node2 coord2-node3 coord3-node1 coord3-node2 coord3-node3 comp1-node1-time1 comp2-node1-time1 comp3-node1-time1 comp1-node2-time1 comp2-node2-time1 comp3-node2-time1 comp1-node3-time1 comp2-node3-time1 comp3-node3-time1 comp1-node1-time2 comp2-node1-time2 comp3-node1-time2 comp1-node2-time2 comp2-node2-time2 comp3-node2-time2 comp1-node3-time2 comp2-node3-time2 comp3-node3-time2 …
The ordering of the nodes is given in Node ordering.
-
text2d
is a list of 4 double precision numbers:
coord1 coord2 style index
where coord1 and coord2 give the X-Y position of the 2D string in screen coordinates (measured from the top-left corner of the window) and where index gives the starting index of the string in text2d-chars. If coord1 (respectively coord2) is negative, the position is measured from the right (respectively bottom) edge of the window. If coord1 (respectively coord2) is larger than 99999, the string is centered horizontally (respectively vertically). If style is equal to zero, the text is aligned bottom-left and displayed using the default font and size. Otherwise, style is converted into an integer whose eight lower bits give the font size, whose eight next bits select the font (the index corresponds to the position in the font menu in the GUI), and whose eight next bits define the text alignment (0=bottom-left, 1=bottom-center, 2=bottom-right, 3=top-left, 4=top-center, 5=top-right, 6=center-left, 7=center-center, 8=center-right).
-
text2d-chars
is a list of nb-text2d-chars characters. Substrings are separated with the null `
\0
' character.-
text3d
is a list of 5 double precision numbers
coord1 coord2 coord3 style index
where coord1, coord2 and coord3 give the XYZ coordinates of the string in model (real world) coordinates, index gives the starting index of the string in text3d-chars, and style has the same meaning as in text2d.
-
text3d-chars
is a list of nb-text3d-chars chars. Substrings are separated with the null `
\0
' character.
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