Beispiel #1
0
MeshPointGrid::MeshPointGrid (const MeshKernel &rclM, float fGridLen)
  : MeshGrid(rclM)
{
  Base::BoundBox3f clBBMesh = _pclMesh->GetBoundBox();
  Rebuild(std::max<unsigned long>((unsigned long)(clBBMesh.LengthX() / fGridLen), 1),
          std::max<unsigned long>((unsigned long)(clBBMesh.LengthY() / fGridLen), 1),
          std::max<unsigned long>((unsigned long)(clBBMesh.LengthZ() / fGridLen), 1));
}
Beispiel #2
0
MeshEigensystem::MeshEigensystem (const MeshKernel &rclB)
  : MeshEvaluation(rclB), _cU(1.0f, 0.0f, 0.0f), _cV(0.0f, 1.0f, 0.0f), _cW(0.0f, 0.0f, 1.0f)
{
    // use the values of world coordinates as default
    Base::BoundBox3f box = _rclMesh.GetBoundBox();
    _fU = box.LengthX();
    _fV = box.LengthY();
    _fW = box.LengthZ();
}
Beispiel #3
0
void MeshGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMaxGrids)
{
  // Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
  // pro Grid sollen ca. 10 (?!?!) Facets liegen
  // bzw. max Grids sollten 10000 nicht ueberschreiten
  Base::BoundBox3f clBBMeshEnlarged = _pclMesh->GetBoundBox();
  float fVolElem;

  if (_ulCtElements > (ulMaxGrids * ulCtGrid))
    fVolElem = (clBBMeshEnlarged.LengthX() * clBBMeshEnlarged.LengthY() * clBBMeshEnlarged.LengthZ()) / float(ulMaxGrids * ulCtGrid);
  else
    fVolElem = (clBBMeshEnlarged.LengthX() * clBBMeshEnlarged.LengthY() * clBBMeshEnlarged.LengthZ()) / float(_ulCtElements);

  float fVol     = fVolElem * float(ulCtGrid);
  float fGridLen = float(pow((float)fVol,(float) 1.0f / 3.0f));

  _ulCtGridsX = std::max<unsigned long>((unsigned long)(clBBMeshEnlarged.LengthX() / fGridLen), 1);
  _ulCtGridsY = std::max<unsigned long>((unsigned long)(clBBMeshEnlarged.LengthY() / fGridLen), 1);
  _ulCtGridsZ = std::max<unsigned long>((unsigned long)(clBBMeshEnlarged.LengthZ() / fGridLen), 1);
}
Beispiel #4
0
void MeshGrid::InitGrid (void)
{
  assert(_pclMesh != NULL);

  unsigned long i, j;

  // Grid Laengen berechnen wenn nicht initialisiert
  //
  if ((_ulCtGridsX == 0) || (_ulCtGridsX == 0) || (_ulCtGridsX == 0))
    CalculateGridLength(MESH_CT_GRID, MESH_MAX_GRIDS);

  // Grid Laengen und Offset bestimmen
  //
  {
  Base::BoundBox3f clBBMesh = _pclMesh->GetBoundBox();

  float fLengthX = clBBMesh.LengthX(); 
  float fLengthY = clBBMesh.LengthY();
  float fLengthZ = clBBMesh.LengthZ();

  {
    // Offset fGridLen/2
    //
    _fGridLenX = (1.0f + fLengthX) / float(_ulCtGridsX);
    _fMinX = clBBMesh.MinX - 0.5f;
  }

  {
    _fGridLenY = (1.0f + fLengthY) / float(_ulCtGridsY);
    _fMinY = clBBMesh.MinY - 0.5f;
  }

  {
    _fGridLenZ = (1.0f + fLengthZ) / float(_ulCtGridsZ);
    _fMinZ = clBBMesh.MinZ - 0.5f;
  }
  }

  // Daten-Struktur anlegen
  _aulGrid.clear();
  _aulGrid.resize(_ulCtGridsX);
  for (i = 0; i < _ulCtGridsX; i++)
  {
    _aulGrid[i].resize(_ulCtGridsY);
    for (j = 0; j < _ulCtGridsY; j++)
      _aulGrid[i][j].resize(_ulCtGridsZ);
  }
}
Beispiel #5
0
void MeshGrid::CalculateGridLength (int iCtGridPerAxis)
{
  if (iCtGridPerAxis<=0)
  {
    CalculateGridLength(MESH_CT_GRID, MESH_MAX_GRIDS);
    return;
  }

  // Grid Laengen bzw. Anzahl der Grids pro Dimension berechnen
  // pro Grid sollen ca. 10 (?!?!) Facets liegen
  // bzw. max Grids sollten 10000 nicht ueberschreiten
  Base::BoundBox3f clBBMesh = _pclMesh->GetBoundBox();

  float fLenghtX = clBBMesh.LengthX();
  float fLenghtY = clBBMesh.LengthY();
  float fLenghtZ = clBBMesh.LengthZ();

  float fLenghtD = clBBMesh.CalcDiagonalLength();

  float fLengthTol = 0.05f * fLenghtD;

  bool bLenghtXisZero = (fLenghtX <= fLengthTol);
  bool bLenghtYisZero = (fLenghtY <= fLengthTol);
  bool bLenghtZisZero = (fLenghtZ <= fLengthTol);

  int iFlag  = 0;

  int iMaxGrids = 1;

  if (bLenghtXisZero)  
    iFlag += 1; 
  else
    iMaxGrids *= iCtGridPerAxis;

  if (bLenghtYisZero) 
    iFlag += 2;
  else
    iMaxGrids *= iCtGridPerAxis;

  if (bLenghtZisZero)
    iFlag += 4; 
  else
    iMaxGrids *= iCtGridPerAxis;
  
  unsigned long ulGridsFacets =   10;

  float fFactorVolumen = 40.0;
  float fFactorArea    = 10.0;

  switch (iFlag)
  {
  case 0:
    {
      float fVolumen = fLenghtX * fLenghtY * fLenghtZ;

      float fVolumenGrid = (fVolumen * ulGridsFacets) / (fFactorVolumen * _ulCtElements);

      if ((fVolumenGrid * iMaxGrids) < fVolumen)
        fVolumenGrid = fVolumen / (float)iMaxGrids;

      float fLengthGrid = float(pow((float)fVolumenGrid,(float) 1.0f / 3.0f));

      _ulCtGridsX = std::max<unsigned long>((unsigned long)(fLenghtX / fLengthGrid), 1);
      _ulCtGridsY = std::max<unsigned long>((unsigned long)(fLenghtY / fLengthGrid), 1);
      _ulCtGridsZ = std::max<unsigned long>((unsigned long)(fLenghtZ / fLengthGrid), 1);
      
    } break;
  case 1:
    {
      _ulCtGridsX = 1; // bLenghtXisZero
      
      float fArea = fLenghtY * fLenghtZ;

      float fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);

      if ((fAreaGrid * iMaxGrids) < fArea)
        fAreaGrid = fArea / (float)iMaxGrids;

      float fLengthGrid = float(sqrt(fAreaGrid));

      _ulCtGridsY = std::max<unsigned long>((unsigned long)(fLenghtY / fLengthGrid), 1);
      _ulCtGridsZ = std::max<unsigned long>((unsigned long)(fLenghtZ / fLengthGrid), 1);
    } break;
  case 2:
    {
      _ulCtGridsY = 1; // bLenghtYisZero
  
      float fArea = fLenghtX * fLenghtZ;

      float fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);

      if ((fAreaGrid * iMaxGrids) < fArea)
        fAreaGrid = fArea / (float)iMaxGrids;

      float fLengthGrid = float(sqrt(fAreaGrid));

      _ulCtGridsX = std::max<unsigned long>((unsigned long)(fLenghtX / fLengthGrid), 1);
      _ulCtGridsZ = std::max<unsigned long>((unsigned long)(fLenghtZ / fLengthGrid), 1);
    } break;
  case 3:
    {
      _ulCtGridsX = 1; // bLenghtXisZero
      _ulCtGridsY = 1; // bLenghtYisZero
      _ulCtGridsZ = iMaxGrids; // bLenghtYisZero
    } break;
  case 4:
    {
      _ulCtGridsZ = 1; // bLenghtZisZero
      
      float fArea = fLenghtX * fLenghtY;

      float fAreaGrid = (fArea * ulGridsFacets) / (fFactorArea * _ulCtElements);

      if ((fAreaGrid * iMaxGrids) < fArea)
        fAreaGrid = fArea / (float)iMaxGrids;

      float fLengthGrid = float(sqrt(fAreaGrid));

      _ulCtGridsX = std::max<unsigned long>((unsigned long)(fLenghtX / fLengthGrid), 1);
      _ulCtGridsY = std::max<unsigned long>((unsigned long)(fLenghtY / fLengthGrid), 1);
    } break;
  case 5:
    {
      _ulCtGridsX = 1; // bLenghtXisZero
      _ulCtGridsZ = 1; // bLenghtZisZero
      _ulCtGridsY = iMaxGrids; // bLenghtYisZero
    } break;
  case 6:
    {
      _ulCtGridsY = 1; // bLenghtYisZero
      _ulCtGridsZ = 1; // bLenghtZisZero
      _ulCtGridsX = iMaxGrids; // bLenghtYisZero
    } break;
  case 7:
    {
      _ulCtGridsX = iMaxGrids; // bLenghtXisZero
      _ulCtGridsY = iMaxGrids; // bLenghtYisZero
      _ulCtGridsZ = iMaxGrids; // bLenghtZisZero
    } break;
  }
}