Ejemplo n.º 1
0
Mesh *StockMeshes::NewSphereMesh(float width, float height, float depth, const Color &color,
                                 int precision, const Texture *texture) {
  Mesh *result = new Mesh(precision*precision+2, 2*precision*precision, true, true, true);
  float w = width/2, h = height/2, d = depth/2;

  // Create points
  result->AddPoint(Point3(0, h, 0), Point3(0, h, 0), color, 0.5f, 0);
  for (int i = 0; i < precision; i++)
    for (int j = 0; j < precision; j++) {
      float v = float(i+1) / (precision+1);
      float u = float(j) / precision;
      float r = sin(v*kPi);
      Point3 p(-cos(2*u*kPi)*w*r, cos(v*kPi)*h, sin(2*u*kPi)*w*d*r);
      result->AddPoint(p, p, color, u, v);
    }
  result->AddPoint(Point3(0, -h, 0), Point3(0, -h, 0), color, 0.5f, 0);

  // Create triangles
  for (int j = 0; j < precision; j++) {
    int j2 = (j+1) % precision;
    result->AddTriangle(0, 1 + j, 1 + j2, texture);
  }
  for (int i = 0; i < precision-1; i++)
    for (int j = 0; j < precision; j++) {
      int j2 = (j+1) % precision;
      result->AddTriangle(1 + i*precision + j, 1 + (i+1)*precision + j, 1 + (i+1)*precision + j2,
                          texture);
      result->AddTriangle(1 + i*precision + j, 1 + (i+1)*precision + j2, 1 + i*precision + j2,
                          texture);
    }
  for (int j = 0; j < precision; j++) {
    int j2 = (j+1) % precision;
    result->AddTriangle(precision*(precision-1) + j + 1, 1 + precision*precision,
                        precision*(precision-1) + j2 + 1, texture);
  }
  return result;
}
Ejemplo n.º 2
0
  void Meshing2 :: BlockFillLocalH (Mesh & mesh, const MeshingParameters & mp)
  {
    double filldist = mp.filldist;

    cout << "blockfill local h" << endl;
    cout << "rel filldist = " << filldist << endl;
    PrintMessage (3, "blockfill local h");

    Array<Point<3> > npoints;

    // adfront -> CreateTrees();

    Box<3> bbox ( Box<3>::EMPTY_BOX );
    double maxh = 0;

    for (int i = 0; i < adfront->GetNFL(); i++)
      {
	const FrontLine & line = adfront->GetLine (i);

	const Point<3> & p1 = adfront->GetPoint(line.L().I1());
	const Point<3> & p2 = adfront->GetPoint(line.L().I2());

	double hi = Dist (p1, p2);
	if (hi > maxh) maxh = hi;

	bbox.Add (p1);
	bbox.Add (p2);
      }


    cout << "bbox = " << bbox << endl;


    // Point<3> mpc = bbox.Center();
    bbox.Increase (bbox.Diam()/2);
    Box<3> meshbox = bbox;

    LocalH loch2 (bbox, 1);

    if (mp.maxh < maxh) maxh = mp.maxh;

    bool changed;
    do
      {
	mesh.LocalHFunction().ClearFlags();

	for (int i = 0; i < adfront->GetNFL(); i++)
	  {
	    const FrontLine & line = adfront->GetLine(i);

	    Box<3> bbox (adfront->GetPoint (line.L().I1()));
	    bbox.Add (adfront->GetPoint (line.L().I2()));


	    double filld = filldist * bbox.Diam();
	    bbox.Increase (filld);

	    mesh.LocalHFunction().CutBoundary (bbox);
	  }


	mesh.LocalHFunction().FindInnerBoxes (adfront, NULL);

	npoints.SetSize(0);
	mesh.LocalHFunction().GetInnerPoints (npoints);

	changed = false;
	for (int i = 0; i < npoints.Size(); i++)
	  {
	    if (mesh.LocalHFunction().GetH(npoints[i]) > 1.5 * maxh)
	      {
		mesh.LocalHFunction().SetH (npoints[i], maxh);
		changed = true;
	      }
	  }
      }
    while (changed);

    if (debugparam.slowchecks)
      (*testout) << "Blockfill with points: " << endl;
    *testout << "loch = " << mesh.LocalHFunction() << endl;

    *testout << "npoints = " << endl << npoints << endl;

    for (int i = 1; i <= npoints.Size(); i++)
      {
	if (meshbox.IsIn (npoints.Get(i)))
	  {
	    PointIndex gpnum = mesh.AddPoint (npoints.Get(i));
	    adfront->AddPoint (npoints.Get(i), gpnum);

	    if (debugparam.slowchecks)
	      {
		(*testout) << npoints.Get(i) << endl;

		Point<2> p2d (npoints.Get(i)(0), npoints.Get(i)(1));
		if (!adfront->Inside(p2d))
		  {
		    cout << "add outside point" << endl;
		    (*testout) << "outside" << endl;
		  }
	      }

	  }
      }



  // find outer points

    loch2.ClearFlags();

    for (int i = 0; i < adfront->GetNFL(); i++)
      {
	const FrontLine & line = adfront->GetLine(i);

	Box<3> bbox (adfront->GetPoint (line.L().I1()));
	bbox.Add (adfront->GetPoint (line.L().I2()));

	loch2.SetH (bbox.Center(), bbox.Diam());
      }


    for (int i = 0; i < adfront->GetNFL(); i++)
      {
	const FrontLine & line = adfront->GetLine(i);

	Box<3> bbox (adfront->GetPoint (line.L().I1()));
	bbox.Add (adfront->GetPoint (line.L().I2()));

	bbox.Increase (filldist * bbox.Diam());
	loch2.CutBoundary (bbox);
      }

    loch2.FindInnerBoxes (adfront, NULL);

    npoints.SetSize(0);
    loch2.GetOuterPoints (npoints);

    for (int i = 1; i <= npoints.Size(); i++)
      {
	if (meshbox.IsIn (npoints.Get(i)))
	  {
	    PointIndex gpnum = mesh.AddPoint (npoints.Get(i));
	    adfront->AddPoint (npoints.Get(i), gpnum);
	  }
      }

  }
Ejemplo n.º 3
0
   /* ------------------ 2D Meshing Functions ------------------------- */
   DLL_HEADER void Ng_AddPoint_2D (Ng_Mesh * mesh, double * x)
   {
      Mesh * m = (Mesh*)mesh;

      m->AddPoint (Point3d (x[0], x[1], 0));
   }
Ejemplo n.º 4
0
Mesh *StockMeshes::NewBoxMesh(float width, float height, float depth, const Color &color,
                              const Texture *texture) {
  float x = width/2, y = height/2, z = depth/2;
  Mesh *result = new Mesh(24, 12, true, true, true);

  // Top face
  result->AddPoint(Point3(-x,  y, -z), Point3(0, 1, 0), color, 0, 1);
  result->AddPoint(Point3(-x,  y,  z), Point3(0, 1, 0), color, 0, 0);
  result->AddPoint(Point3( x,  y,  z), Point3(0, 1, 0), color, 1, 0);
  result->AddPoint(Point3( x,  y, -z), Point3(0, 1, 0), color, 1, 1);
  result->AddTriangle(0, 1, 2, texture);
  result->AddTriangle(0, 2, 3, texture);

  // Front face
  result->AddPoint(Point3(-x, -y,  -z), Point3(0, 0, -1), color, 0, 1);
  result->AddPoint(Point3(-x,  y,  -z), Point3(0, 0, -1), color, 0, 0);
  result->AddPoint(Point3( x,  y,  -z), Point3(0, 0, -1), color, 1, 0);
  result->AddPoint(Point3( x, -y,  -z), Point3(0, 0, -1), color, 1, 1);
  result->AddTriangle(4, 5, 6, texture);
  result->AddTriangle(4, 6, 7, texture);

  // Left face
  result->AddPoint(Point3(-x, -y,  z), Point3(-1, 0, 0), color, 0, 1);
  result->AddPoint(Point3(-x,  y,  z), Point3(-1, 0, 0), color, 0, 0);
  result->AddPoint(Point3(-x,  y, -z), Point3(-1, 0, 0), color, 1, 0);
  result->AddPoint(Point3(-x, -y, -z), Point3(-1, 0, 0), color, 1, 1);
  result->AddTriangle(8, 9, 10, texture);
  result->AddTriangle(8, 10, 11, texture);

  // Back face
  result->AddPoint(Point3( x, -y,  z), Point3(0, 0, 1), color, 0, 1);
  result->AddPoint(Point3( x,  y,  z), Point3(0, 0, 1), color, 0, 0);
  result->AddPoint(Point3(-x,  y,  z), Point3(0, 0, 1), color, 1, 0);
  result->AddPoint(Point3(-x, -y,  z), Point3(0, 0, 1), color, 1, 1);
  result->AddTriangle(12, 13, 14, texture);
  result->AddTriangle(12, 14, 15, texture);

  // Right face
  result->AddPoint(Point3( x, -y, -z), Point3(1, 0, 0), color, 0, 1);
  result->AddPoint(Point3( x,  y, -z), Point3(1, 0, 0), color, 0, 0);
  result->AddPoint(Point3( x,  y,  z), Point3(1, 0, 0), color, 1, 0);
  result->AddPoint(Point3( x, -y,  z), Point3(1, 0, 0), color, 1, 1);
  result->AddTriangle(16, 17, 18, texture);
  result->AddTriangle(16, 18, 19, texture);

  // Bottom face
  result->AddPoint(Point3(-x, -y,  z), Point3(0, -1, 0), color, 0, 1);
  result->AddPoint(Point3(-x, -y, -z), Point3(0, -1, 0), color, 0, 0);
  result->AddPoint(Point3( x, -y, -z), Point3(0, -1, 0), color, 1, 0);
  result->AddPoint(Point3( x, -y,  z), Point3(0, -1, 0), color, 1, 1);
  result->AddTriangle(20, 21, 22, texture);
  result->AddTriangle(20, 22, 23, texture);

  return result;
}
Ejemplo n.º 5
0
  void RefinePrisms (Mesh & mesh, const CSGeometry * geom, 
		     ZRefinementOptions & opt)
  {
    int i, j;
    bool found, change;
    int cnt = 0;


    // markers for z-refinement:  p1, p2, levels  
    // p1-p2 is an edge to be refined
    ARRAY<INDEX_3> ref_uniform;
    ARRAY<INDEX_3> ref_singular;
    ARRAY<INDEX_4 > ref_slices;

    BitArray first_id(geom->identifications.Size());
    first_id.Set();

  
    INDEX_2_HASHTABLE<int> & identpts = 
      mesh.GetIdentifications().GetIdentifiedPoints ();

    if (&identpts)
      {
	for (i = 1; i <= identpts.GetNBags(); i++)
	  for (j = 1; j <= identpts.GetBagSize(i); j++)
	    {
	      INDEX_2 pair;
	      int idnr;
	      identpts.GetData(i, j, pair, idnr);
	      const CloseSurfaceIdentification * csid = 
		dynamic_cast<const CloseSurfaceIdentification*> 
		(geom->identifications.Get(idnr));
	      if (csid)
		{
		  if (!csid->GetSlices().Size())
		    {
		      if (first_id.Test (idnr))
			{
			  first_id.Clear(idnr);
			  ref_uniform.Append (INDEX_3 (pair.I1(), pair.I2(), csid->RefLevels()));
			  ref_singular.Append (INDEX_3 (pair.I1(), pair.I2(), csid->RefLevels1()));
			  ref_singular.Append (INDEX_3 (pair.I2(), pair.I1(), csid->RefLevels2()));
			}
		    }
		  else
		    {   
		      //const ARRAY<double> & slices = csid->GetSlices();
		      INDEX_4 i4;
		      i4[0] = pair.I1();
		      i4[1] = pair.I2();
		      i4[2] = idnr;
		      i4[3] = csid->GetSlices().Size();
		      ref_slices.Append (i4);
		    }
		}
	    }
      }

  
  
    ARRAY<EdgePointGeomInfo> epgi;

    while (1)
      {
	cnt++;
	PrintMessage (3, "Z-Refinement, level = ", cnt);
	INDEX_2_HASHTABLE<int> refedges(mesh.GetNSE()+1);


	found = 0;
	// mark prisms due to close surface flags:
	int oldsize = ref_uniform.Size();
	for (i = 1; i <= oldsize; i++)
	  {
	    int pi1 = ref_uniform.Get(i).I1();
	    int pi2 = ref_uniform.Get(i).I2();
	    int levels = ref_uniform.Get(i).I3();

	    if (levels > 0)
	      {
		const Point3d & p1 = mesh.Point(pi1);
		const Point3d & p2 = mesh.Point(pi2);
		int npi(0);
	      
		INDEX_2 edge(pi1, pi2);
		edge.Sort();
		if (!refedges.Used(edge))
		  {
		    Point3d np = Center (p1, p2);
		    npi = mesh.AddPoint (np);
		    refedges.Set (edge, npi);
		    found = 1;
		  }

		ref_uniform.Elem(i) = INDEX_3(pi1, npi, levels-1);
		ref_uniform.Append (INDEX_3(pi2, npi, levels-1));
	      }
	  }
	for (i = 1; i <= ref_singular.Size(); i++)
	  {
	    int pi1 = ref_singular.Get(i).I1();
	    int pi2 = ref_singular.Get(i).I2();
	    int levels = ref_singular.Get(i).I3();

	    if (levels > 0)
	      {
		const Point3d & p1 = mesh.Point(pi1);
		const Point3d & p2 = mesh.Point(pi2);
		int npi;
	      
		INDEX_2 edge(pi1, pi2);
		edge.Sort();
		if (!refedges.Used(edge))
		  {
		    Point3d np = Center (p1, p2);
		    npi = mesh.AddPoint (np);
		    refedges.Set (edge, npi);
		    found = 1;
		  }
		else
		  npi = refedges.Get (edge);

		ref_singular.Elem(i) = INDEX_3(pi1, npi, levels-1);
	      }
	  }

	for (i = 1; i <= ref_slices.Size(); i++)
	  {
	    int pi1 = ref_slices.Get(i)[0];
	    int pi2 = ref_slices.Get(i)[1];
	    int idnr = ref_slices.Get(i)[2];
	    int slicenr = ref_slices.Get(i)[3];

	    if (slicenr > 0)
	      {
		const Point3d & p1 = mesh.Point(pi1);
		const Point3d & p2 = mesh.Point(pi2);
		int npi;

		const CloseSurfaceIdentification * csid = 
		  dynamic_cast<const CloseSurfaceIdentification*> 
		  (geom->identifications.Get(idnr));

	      
		INDEX_2 edge(pi1, pi2);
		edge.Sort();
		if (!refedges.Used(edge))
		  {
		    const ARRAY<double> & slices = csid->GetSlices();
		    //(*testout) << "idnr " << idnr << " i " << i << endl;
		    //(*testout) << "slices " << slices << endl;
		    double slicefac = slices.Get(slicenr);
		    double slicefaclast = 
		      (slicenr == slices.Size()) ? 1 : slices.Get(slicenr+1);
		    
		    Point3d np = p1 + (slicefac / slicefaclast) * (p2-p1);
		    //(*testout) << "slicenr " << slicenr << " slicefac " << slicefac << " quot " << (slicefac / slicefaclast) << " np " << np << endl;
		    npi = mesh.AddPoint (np);
		    refedges.Set (edge, npi);
		    found = 1;
		  }
		else
		  npi = refedges.Get (edge);
		
		ref_slices.Elem(i)[1] = npi;
		ref_slices.Elem(i)[3] --;
	      }
	  }




	for (i = 1; i <= mesh.GetNE(); i++)
	  {
	    Element & el = mesh.VolumeElement (i);
	    if (el.GetType() != PRISM)
	      continue;

	    for (j = 1; j <= 3; j++)
	      {
		int pi1 = el.PNum(j);
		int pi2 = el.PNum(j+3);
		const Point3d & p1 = mesh.Point(pi1);
		const Point3d & p2 = mesh.Point(pi2);

		bool ref = 0;

		/*
		  if (Dist (p1, p2) > mesh.GetH (Center (p1, p2)))
		  ref = 1;
		*/

		/*
		  if (cnt <= opt.minref)
		  ref = 1;
		*/

		/*
		  if ((pi1 == 460 || pi2 == 460 ||
		  pi1 == 461 || pi2 == 461) && cnt <= 8) ref = 1;
		*/
		if (ref == 1)
		  {
		    INDEX_2 edge(pi1, pi2);
		    edge.Sort();
		    if (!refedges.Used(edge))
		      {
			Point3d np = Center (p1, p2);
			int npi = mesh.AddPoint (np);
			refedges.Set (edge, npi);
			found = 1;
		      }
		  }
	      }
	  }
      
	if (!found) break;

	// build closure:
	PrintMessage (5, "start closure");
	do
	  {
	    PrintMessage (5, "start loop");
	    change = 0;
	    for (i = 1; i <= mesh.GetNE(); i++)
	      {
		Element & el = mesh.VolumeElement (i);
		if (el.GetType() != PRISM)
		  continue;
	      
		bool hasref = 0, hasnonref = 0;
		for (j = 1; j <= 3; j++)
		  {
		    int pi1 = el.PNum(j);
		    int pi2 = el.PNum(j+3);
		    if (pi1 != pi2)
		      {
			INDEX_2 edge(pi1, pi2);
			edge.Sort();
			if (refedges.Used(edge))
			  hasref = 1;
			else 
			  hasnonref = 1;
		      }
		  }

		if (hasref && hasnonref)
		  {
		    //		  cout << "el " << i << " in closure" << endl;
		    change = 1;
		    for (j = 1; j <= 3; j++)
		      {
			int pi1 = el.PNum(j);
			int pi2 = el.PNum(j+3);
			const Point3d & p1 = mesh.Point(pi1);
			const Point3d & p2 = mesh.Point(pi2);
		      
			INDEX_2 edge(pi1, pi2);
			edge.Sort();
			if (!refedges.Used(edge))
			  {
			    Point3d np = Center (p1, p2);
			    int npi = mesh.AddPoint (np);
			    refedges.Set (edge, npi);
			  }
		      }
		  }
	      }
	  }
	while (change);

	PrintMessage (5, "Do segments");

	//      (*testout) << "closure formed, np = " << mesh.GetNP() << endl;

	int oldns = mesh.GetNSeg();

	for (i = 1; i <= oldns; i++)
	  {
	    const Segment & el = mesh.LineSegment(i);

	    INDEX_2 i2(el.p1, el.p2);
	    i2.Sort();
	  
	    int pnew;
	    EdgePointGeomInfo ngi;
      
	    if (refedges.Used(i2))
	      {
		pnew = refedges.Get(i2);
		//	      ngi = epgi.Get(pnew);
	      }
	    else
	      {
		continue;

		// 	      Point3d pb;

		// 	      /*
		// 	      geom->PointBetween (mesh.Point (el.p1),
		// 				  mesh.Point (el.p2),
		// 				  el.surfnr1, el.surfnr2,
		// 				  el.epgeominfo[0], el.epgeominfo[1],
		// 				  pb, ngi);
		// 	      */
		// 	      pb = Center (mesh.Point (el.p1), mesh.Point (el.p2));

		// 	      pnew = mesh.AddPoint (pb);
	      
		// 	      refedges.Set (i2, pnew);
	      
		// 	      if (pnew > epgi.Size())
		// 		epgi.SetSize (pnew);
		// 	      epgi.Elem(pnew) = ngi;
	      }
	  
	    Segment ns1 = el;
	    Segment ns2 = el;
	    ns1.p2 = pnew;
	    ns1.epgeominfo[1] = ngi;
	    ns2.p1 = pnew;
	    ns2.epgeominfo[0] = ngi;

	    mesh.LineSegment(i) = ns1;
	    mesh.AddSegment (ns2);
	  }
      
	PrintMessage (5, "Segments done, NSeg = ", mesh.GetNSeg());

	// do refinement
	int oldne = mesh.GetNE();
	for (i = 1; i <= oldne; i++)
	  {
	    Element & el = mesh.VolumeElement (i);
	    if (el.GetNP() != 6)
	      continue;

	    int npi[3];
	    for (j = 1; j <= 3; j++)
	      {
		int pi1 = el.PNum(j);
		int pi2 = el.PNum(j+3);

		if (pi1 == pi2)
		  npi[j-1] = pi1;
		else
		  {
		    INDEX_2 edge(pi1, pi2);
		    edge.Sort();
		    if (refedges.Used (edge))
		      npi[j-1] = refedges.Get(edge);
		    else
		      {
			/*
			  (*testout) << "ERROR: prism " << i << " has hanging node !!" 
			  << ", edge = " << edge << endl;
			  cerr << "ERROR: prism " << i << " has hanging node !!" << endl;
			*/
			npi[j-1] = 0;
		      }
		  }
	      }

	    if (npi[0])
	      {
		Element nel1(6), nel2(6);
		for (j = 1; j <= 3; j++)
		  {
		    nel1.PNum(j) = el.PNum(j);
		    nel1.PNum(j+3) = npi[j-1];
		    nel2.PNum(j) = npi[j-1];
		    nel2.PNum(j+3) = el.PNum(j+3);
		  }
		nel1.SetIndex (el.GetIndex());
		nel2.SetIndex (el.GetIndex());
		mesh.VolumeElement (i) = nel1;
		mesh.AddVolumeElement (nel2);
	      }
	  }

      
	PrintMessage (5, "Elements done, NE = ", mesh.GetNE());


	// do surface elements
	int oldnse = mesh.GetNSE();
	//      cout << "oldnse = " << oldnse << endl;
	for (i = 1; i <= oldnse; i++)
	  {
	    Element2d & el = mesh.SurfaceElement (i);
	    if (el.GetType() != QUAD)
	      continue;

	    int index = el.GetIndex();
	    int npi[2];
	    for (j = 1; j <= 2; j++)
	      {
		int pi1, pi2;

		if (j == 1)
		  {
		    pi1 = el.PNum(1);
		    pi2 = el.PNum(4);
		  }
		else
		  {
		    pi1 = el.PNum(2);
		    pi2 = el.PNum(3);
		  }

		if (pi1 == pi2)
		  npi[j-1] = pi1;
		else
		  {
		    INDEX_2 edge(pi1, pi2);
		    edge.Sort();
		    if (refedges.Used (edge))
		      npi[j-1] = refedges.Get(edge);
		    else
		      {
			npi[j-1] = 0;
		      }
		  }
	      }

	    if (npi[0])
	      {
		Element2d nel1(QUAD), nel2(QUAD);
		for (j = 1; j <= 4; j++)
		  {
		    nel1.PNum(j) = el.PNum(j);
		    nel2.PNum(j) = el.PNum(j);
		  }
		nel1.PNum(3) = npi[1];
		nel1.PNum(4) = npi[0];
		nel2.PNum(1) = npi[0];
		nel2.PNum(2) = npi[1];
		/*
		  for (j = 1; j <= 2; j++)
		  {
		  nel1.PNum(j) = el.PNum(j);
		  nel1.PNum(j+2) = npi[j-1];
		  nel2.PNum(j) = npi[j-1];
		  nel2.PNum(j+2) = el.PNum(j+2);
		  }
		*/
		nel1.SetIndex (el.GetIndex());
		nel2.SetIndex (el.GetIndex());

		mesh.SurfaceElement (i) = nel1;
		mesh.AddSurfaceElement (nel2);

		int si = mesh.GetFaceDescriptor (index).SurfNr();

		Point<3> hp = mesh.Point(npi[0]);
		geom->GetSurface(si)->Project (hp);
		mesh.Point (npi[0]).SetPoint (hp);

		hp = mesh.Point(npi[1]);
		geom->GetSurface(si)->Project (hp);
		mesh.Point (npi[1]).SetPoint (hp);

		//	      geom->GetSurface(si)->Project (mesh.Point(npi[0]));
		//	      geom->GetSurface(si)->Project (mesh.Point(npi[1]));
	      }
	  }

	PrintMessage (5, "Surface elements done, NSE = ", mesh.GetNSE());

      }
  }
Ejemplo n.º 6
0
/*
    Philippose Rajan - 11 June 2009
    
    Added an initial experimental function for 
    generating prismatic boundary layers on 
    a given set of surfaces.
    
    The number of layers, height of the first layer 
    and the growth / shrink factor can be specified 
    by the user

    Currently, the layer height is calculated using:
    height = h_first_layer * (growth_factor^(num_layers - 1))
*/
   void GenerateBoundaryLayer (Mesh & mesh, MeshingParameters & mp)
   {
      int i, j;

      ofstream dbg("BndLayerDebug.log");

      // Angle between a surface element and a growth-vector below which 
      // a prism is project onto that surface as a quad
      // (in degrees)
      double angleThreshold = 5.0;
      
      cout << "Generate Prismatic Boundary Layers (Experimental)...." << endl;

      // Use an array to support creation of boundary 
      // layers for multiple surfaces in the future...
      Array<int> surfid;
      int surfinp = 0;
      int prismlayers = 1;
      double hfirst = 0.01;
      double growthfactor = 1.0;

      // Monitor and print out the number of prism and quad elements 
      // added to the mesh
      int numprisms = 0;
      int numquads = 0;

      while(surfinp >= 0)
      {
         cout << "Enter Surface ID (-1 to end list): ";
         cin >> surfinp;
         if(surfinp >= 0) surfid.Append(surfinp);
      }

      cout << "Number of surfaces entered = " << surfid.Size() << endl; 
      cout << "Selected surfaces are:" << endl;

      for(i = 1; i <= surfid.Size(); i++)
      {
         cout << "Surface " << i << ": " << surfid.Elem(i) << endl;
      }
      
      cout << endl << "Enter number of prism layers: ";
      cin >> prismlayers;
      if(prismlayers < 1) prismlayers = 1;

      cout << "Enter height of first layer: ";
      cin >> hfirst;
      if(hfirst <= 0.0) hfirst = 0.01;

      cout << "Enter layer growth / shrink factor: ";
      cin >> growthfactor;
      if(growthfactor <= 0.0) growthfactor = 0.5;

      cout << "Old NP: " << mesh.GetNP() << endl;
      cout << "Old NSE: " << mesh.GetNSE() << endl;
      
      for(int layer = prismlayers; layer >= 1; layer--)
      {
         cout << "Generating layer: " << layer << endl;

         const MeshTopology& meshtopo = mesh.GetTopology();
         const_cast<MeshTopology &> (meshtopo).SetBuildEdges(true);
         const_cast<MeshTopology &> (meshtopo).SetBuildFaces(true);
         const_cast<MeshTopology &> (meshtopo).Update();

         double layerht = hfirst;

         if(growthfactor == 1)
         {
            layerht = layer * hfirst;
         }
         else
         {
            layerht = hfirst*(pow(growthfactor,(layer+1)) - 1)/(growthfactor - 1);
         }

         cout << "Layer Height = " << layerht << endl;

         // Need to store the old number of points and 
         // surface elements because there are new points and 
         // surface elements being added during the process
         int np = mesh.GetNP();
         int nse = mesh.GetNSE();

         // Safety measure to ensure no issues with mesh 
         // consistency
         int nseg = mesh.GetNSeg();

         // Indicate which points need to be remapped
         BitArray bndnodes(np);

         // Map of the old points to the new points
         Array<int> mapto(np);

         // Growth vectors for the prismatic layer based on 
         // the effective surface normal at a given point
         Array<Vec3d> growthvectors(np);

         // Bit array to identify all the points belonging 
         // to the surface of interest
         bndnodes.Clear();

         // Run through all the surface elements and mark the points 
         // belonging to those where a boundary layer has to be created.
         // In addition, also calculate the effective surface normal 
         // vectors at each of those points to determine the mesh motion 
         // direction
         cout << "Marking points for remapping...." << endl;

         for (i = 1; i <= nse; i++)
         {
            int snr = mesh.SurfaceElement(i).GetIndex();
            // cout << "snr = " << snr << endl;
            if (surfid.Contains(snr))
            {
               Element2d & sel = mesh.SurfaceElement(i);
               int selNP = sel.GetNP();
               for(j = 1; j <= selNP; j++)
               {
                  // Set the bitarray to indicate that the 
                  // point is part of the required set
                  bndnodes.Set(sel.PNum(j));
		  
                  // Vec3d& surfacenormal = Vec3d();   ????
                  Vec3d surfacenormal;

                  // Calculate the surface normal at the current point 
                  // with respect to the current surface element
                  GetSurfaceNormal(mesh,sel,j,surfacenormal);
                  
                  // Add the surface normal to the already existent one 
                  // (This gives the effective normal direction at corners 
                  //  and curved areas)
                  growthvectors.Elem(sel.PNum(j)) = growthvectors.Elem(sel.PNum(j)) 
                                                    + surfacenormal;
               }
            }
         }

         // Add additional points into the mesh structure in order to 
         // clone the surface elements.
         // Also invert the growth vectors so that they point inwards, 
         // and normalize them
         cout << "Cloning points and calculating growth vectors...." << endl;

         for (i = 1; i <= np; i++)
         {
            if (bndnodes.Test(i))
            {
               mapto.Elem(i) = mesh.AddPoint (mesh.Point (i));

               growthvectors.Elem(i).Normalize();
               growthvectors.Elem(i) *= -1.0;
            }
            else
            {
               mapto.Elem(i) = 0;
               growthvectors.Elem(i) = Vec3d(0,0,0);
            }
         }


         // Add quad surface elements at edges for surfaces which 
         // dont have boundary layers

         // Bit array to keep track of segments already processed
         BitArray segsel(nseg);

         // Set them all to "1" to initially activate all segments
         segsel.Set();

         cout << "Adding 2D Quad elements on required surfaces...." << endl;

         for (i = 1; i <= nseg; i++)
         {
            int seg_p1 = mesh.LineSegment(i)[0];
            int seg_p2 = mesh.LineSegment(i)[1];

            // Only go in if the segment is still active, and if both its 
            // surface index is part of the "hit-list"
            if(segsel.Test(i) && surfid.Contains(mesh.LineSegment(i).si))
            {
               // clear the bit to indicate that this segment has been processed
               segsel.Clear(i);

               // Find matching segment pair on other surface
               for(j = 1; j <= nseg; j++)
               {
                  int segpair_p1 = mesh.LineSegment(j)[1];
                  int segpair_p2 = mesh.LineSegment(j)[0];

                  // Find the segment pair on the neighbouring surface element
                  // Identified by: seg1[0] = seg_pair[1] and seg1[1] = seg_pair[0]
                  if(segsel.Test(j) && ((segpair_p1 == seg_p1) && (segpair_p2 == seg_p2)))
                  {
                     // clear bit to indicate that processing of this segment is done
                     segsel.Clear(j);

                     // Only worry about those surfaces which are not in the 
                     // boundary layer list
                     if(!surfid.Contains(mesh.LineSegment(j).si))
                     {
		        int pnt_commelem = 0;
			int pnum_commelem = 0;
                        Array<int> pnt1_elems;
                        Array<int> pnt2_elems;
                       
                            
                        meshtopo.GetVertexSurfaceElements(segpair_p1,pnt1_elems);
                        meshtopo.GetVertexSurfaceElements(segpair_p2,pnt2_elems);
                        for(int k = 1; k <= pnt1_elems.Size(); k++)
                        {
                           Element2d pnt1_sel = mesh.SurfaceElement(pnt1_elems.Elem(k));
                           for(int l = 1; l <= pnt2_elems.Size(); l++)
                           {
                              Element2d pnt2_sel = mesh.SurfaceElement(pnt2_elems.Elem(l));
                              if((pnt1_sel.GetIndex() == mesh.LineSegment(j).si) 
                                 && (pnt2_sel.GetIndex() == mesh.LineSegment(j).si)
                                 && (pnt1_elems.Elem(k) == pnt2_elems.Elem(l)))
                              {
                                 pnt_commelem = pnt1_elems.Elem(k);
                              }
                           }
                        }

                        for(int k = 1; k <= mesh.SurfaceElement(pnt_commelem).GetNP(); k++)
                        {
                           if((mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p1)
                              && (mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p2))
                           {
                              pnum_commelem = mesh.SurfaceElement(pnt_commelem).PNum(k);
                           }
                        }

                        Vec3d surfelem_vect, surfelem_vect1;
                        
                        Element2d & commsel = mesh.SurfaceElement(pnt_commelem);

                        dbg << "NP= " << commsel.GetNP() << " : ";

                        for(int k = 1; k <= commsel.GetNP(); k++)
                        {
                           GetSurfaceNormal(mesh,commsel,k,surfelem_vect1);
                           surfelem_vect += surfelem_vect1;
                        }

                        surfelem_vect.Normalize();

                        double surfangle = Angle(growthvectors.Elem(segpair_p1),surfelem_vect);

                        dbg << "V1= " << surfelem_vect1 
                            << " : V2= " << surfelem_vect1
                            << " : V= " << surfelem_vect
                            << " : GV= " << growthvectors.Elem(segpair_p1)
                            << " : Angle= " << surfangle * 180 / 3.141592;

                  
                        // remap the segments to the new points
                        mesh.LineSegment(i)[0] = mapto.Get(seg_p1);
                        mesh.LineSegment(i)[1] = mapto.Get(seg_p2);
                        mesh.LineSegment(j)[1] = mapto.Get(seg_p1);
                        mesh.LineSegment(j)[0] = mapto.Get(seg_p2);

                        if((surfangle < (90 + angleThreshold) * 3.141592 / 180.0)
                           && (surfangle > (90 - angleThreshold) * 3.141592 / 180.0))
                        {
                           dbg << " : quad\n";
                           // Since the surface is lower than the threshold, change the effective 
                           // prism growth vector to match with the surface vector, so that 
                           // the Quad which is created lies on the original surface
                           //growthvectors.Elem(segpair_p1) = surfelem_vect;

                           // Add a quad element to account for the prism volume
                           // element which is going to be added 
                           Element2d sel(QUAD);
                           sel.PNum(4) = mapto.Get(seg_p1);
                           sel.PNum(3) = mapto.Get(seg_p2);
                           sel.PNum(2) = segpair_p2;
                           sel.PNum(1) = segpair_p1;
                           sel.SetIndex(mesh.LineSegment(j).si);
                           mesh.AddSurfaceElement(sel);
                           numquads++;
                        }
                        else
                        {
                           dbg << "\n";
                           for (int k = 1; k <= pnt1_elems.Size(); k++)
                           {
                              Element2d & pnt_sel = mesh.SurfaceElement(pnt1_elems.Elem(k));
                              if(pnt_sel.GetIndex() == mesh.LineSegment(j).si)
                              {
                                 for(int l = 1; l <= pnt_sel.GetNP(); l++)
                                 {
                                    if(pnt_sel.PNum(l) == segpair_p1)
                                    {
                                       pnt_sel.PNum(l) = mapto.Get(seg_p1);
                                    }
                                    else if(pnt_sel.PNum(l) == segpair_p2)
                                    {
                                       pnt_sel.PNum(l) = mapto.Get(seg_p2);
                                    }
                                 }
                              }
                           }

                           for (int k = 1; k <= pnt2_elems.Size(); k++)
                           {
                              Element2d & pnt_sel = mesh.SurfaceElement(pnt2_elems.Elem(k));
                              if(pnt_sel.GetIndex() == mesh.LineSegment(j).si)
                              {
                                 for(int l = 1; l <= pnt_sel.GetNP(); l++)
                                 {
                                    if(pnt_sel.PNum(l) == segpair_p1)
                                    {
                                       pnt_sel.PNum(l) = mapto.Get(seg_p1);
                                    }
                                    else if(pnt_sel.PNum(l) == segpair_p2)
                                    {
                                       pnt_sel.PNum(l) = mapto.Get(seg_p2);
                                    }
                                 }
                              }
                           }
                        }
                     }
                     else
                     {
                        // If the code comes here, it indicates that we are at 
                        // a line segment pair which is at the intersection 
                        // of two surfaces, both of which have to grow boundary 
                        // layers.... here too, remapping the segments to the 
                        // new points is required
                        mesh.LineSegment(i)[0] = mapto.Get(seg_p1);
                        mesh.LineSegment(i)[1] = mapto.Get(seg_p2);
                        mesh.LineSegment(j)[1] = mapto.Get(seg_p1);
                        mesh.LineSegment(j)[0] = mapto.Get(seg_p2);
                     }
                  }
               }
            }
         }

         // Add prismatic cells at the boundaries
         cout << "Generating prism boundary layer volume elements...." << endl;

         for (i = 1; i <= nse; i++)
         {
            Element2d & sel = mesh.SurfaceElement(i);
            if(surfid.Contains(sel.GetIndex()))
            {
               Element el(PRISM);
               for (j = 1; j <= sel.GetNP(); j++)
               {
                  // Check (Doublecheck) if the corresponding point has a 
                  // copy available for remapping
                  if (mapto.Get(sel.PNum(j)))
                  {
                     // Define the points of the newly added Prism cell
                     el.PNum(j+3) = mapto.Get(sel.PNum(j));
                     el.PNum(j) = sel.PNum(j);
                  }
               }

               el.SetIndex(1);
               el.Invert();
               mesh.AddVolumeElement(el);
               numprisms++;
            }
         }

         // Finally switch the point indices of the surface elements 
         // to the newly added ones
         cout << "Transferring boundary layer surface elements to new vertex references...." << endl;

         for (i = 1; i <= nse; i++)
         {
            Element2d & sel = mesh.SurfaceElement(i);
            if(surfid.Contains(sel.GetIndex()))
            {
               for (j = 1; j <= sel.GetNP(); j++)
               {
                  // Check (Doublecheck) if the corresponding point has a 
                  // copy available for remapping
                  if (mapto.Get(sel.PNum(j)))
                  {
                     // Map the surface elements to the new points
                     sel.PNum(j) = mapto.Get(sel.PNum(j));
                  }
               }
            }
         }

         // Lock all the prism points so that the rest of the mesh can be 
         // optimised without invalidating the entire mesh
         for (PointIndex pi = mesh.Points().Begin(); pi < mesh.Points().End(); pi++)
         {
           if(bndnodes.Test(i)) mesh.AddLockedPoint(pi);
         }

         // Now, actually pull back the old surface points to create 
         // the actual boundary layers
         cout << "Moving and optimising boundary layer points...." << endl;
         
         for (i = 1; i <= np; i++)
         {
            Array<ElementIndex> vertelems;

            if(bndnodes.Test(i))
            {
               MeshPoint pointtomove;

               pointtomove = mesh.Point(i);

               if(layer == prismlayers)
               {
                  mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors.Elem(i));

                  meshtopo.GetVertexElements(i,vertelems);

                  for(j = 1; j <= vertelems.Size(); j++)
                  {
		    // double sfact = 0.9;
                     Element volel = mesh.VolumeElement(vertelems.Elem(j));
                     if(((volel.GetType() == TET) || (volel.GetType() == TET10)) && (!volel.IsDeleted()))
                     {
                        //while((volel.Volume(mesh.Points()) <= 0.0) && (sfact >= 0.0))
                        //{
                        //   mesh.Point(i).SetPoint(pointtomove + (sfact * layerht * growthvectors.Elem(i)));
                        //   mesh.ImproveMesh();

                        //   // Try to move the point back by one step but 
                        //   // if the volume drops to below zero, double back
                        //   mesh.Point(i).SetPoint(pointtomove + ((sfact + 0.1) * layerht * growthvectors.Elem(i)));
                        //   if(volel.Volume(mesh.Points()) <= 0.0)
                        //   {
                        //      mesh.Point(i).SetPoint(pointtomove + (sfact * layerht * growthvectors.Elem(i)));
                        //   }
                        //   sfact -= 0.1;
                        //}
                        volel.Delete();
                     }
                  }

                  mesh.Compress();
               }
               else
               {
                  mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors.Elem(i));
               }
            }
         }
      }

      // Optimise the tet part of the volume mesh after all the modifications 
      // to the system are completed
      //OptimizeVolume(mparam,mesh);

      cout << "New NP: " << mesh.GetNP() << endl;
      cout << "Num of Quads: " << numquads << endl;
      cout << "Num of Prisms: " << numprisms << endl;
      cout << "Boundary Layer Generation....Done!" << endl;

      dbg.close();
   }
Ejemplo n.º 7
0
void SplineSeg<D> :: Partition (double h, double elto0,
				Mesh & mesh, Point3dTree & searchtree, int segnr) const
{
  int i, j;
  double l, r1, r2, ra;
  double lold, dt, frac;
  int n = 100;
  Point<D> p, pold, mark, oldmark;
  ARRAY<double> curvepoints;
  double edgelength, edgelengthold;
  l = Length();

  r1 = StartPI().refatpoint;
  r2 = EndPI().refatpoint;
  ra = reffak;

  //  cout << "Partition, l = " << l << ", h = " << h << endl;
  CalcPartition (l, h, r1, r2, ra, elto0, curvepoints);
  //  cout << "curvepoints = " << curvepoints << endl;

  dt = 1.0 / n;

  l = 0;
  j = 1;

  pold = GetPoint (0);
  lold = 0;
  oldmark = pold;
  edgelengthold = 0;
  ARRAY<int> locsearch;

  for (i = 1; i <= n; i++)
    {
      p = GetPoint (i*dt);
      l = lold + Dist (p, pold);
      while (j < curvepoints.Size() && (l >= curvepoints[j] || i == n))
	{
	  frac = (curvepoints[j]-lold) / (l-lold);
	  mark = pold + frac * (p-pold);
	  edgelength = i*dt + (frac-1)*dt;
	  {
	    PointIndex pi1 = -1, pi2 = -1;
	  
	    Point3d mark3(mark(0), mark(1), 0);
	    Point3d oldmark3(oldmark(0), oldmark(1), 0);

	    Vec<3> v (1e-4*h, 1e-4*h, 1e-4*h);
	    searchtree.GetIntersecting (oldmark3 - v, oldmark3 + v, locsearch);
	    if (locsearch.Size()) pi1 = locsearch[0];
	      
	    searchtree.GetIntersecting (mark3 - v, mark3 + v, locsearch);
	    if (locsearch.Size()) pi2 = locsearch[0];
	    /*	    
	      for (PointIndex pk = PointIndex::BASE; 
	      pk < mesh.GetNP()+PointIndex::BASE; pk++)
	      {
	      if (Dist (mesh[pk], oldmark3) < 1e-4 * h) pi1 = pk;
	      if (Dist (mesh[pk], mark3) < 1e-4 * h) pi2 = pk;
	      }
	    */
	    

	    //	    cout << "pi1 = " << pi1 << endl;
	    //	    cout << "pi2 = " << pi2 << endl;
	    
	    if (pi1 == -1)
	      {
		pi1 = mesh.AddPoint(oldmark3);
		searchtree.Insert (oldmark3, pi1);
	      }
	    if (pi2 == -1)
	      {
		pi2 = mesh.AddPoint(mark3);
		searchtree.Insert (mark3, pi2);
	      }

	    // cout << "pi1 = " << pi1 << endl;
	    // cout << "pi2 = " << pi2 << endl;
	  
	    Segment seg;
	    seg.edgenr = segnr;
	    seg.si = bc; // segnr;
	    seg.p1 = pi1;
	    seg.p2 = pi2;
	    seg.domin = leftdom;
	    seg.domout = rightdom;
	    seg.epgeominfo[0].edgenr = segnr;
	    seg.epgeominfo[0].dist = edgelengthold;
	    seg.epgeominfo[1].edgenr = segnr;
	    seg.epgeominfo[1].dist = edgelength;
	    seg.singedge_left = hpref_left;
	    seg.singedge_right = hpref_right;
	    mesh.AddSegment (seg);
	  }
	
	  oldmark = mark;
	  edgelengthold = edgelength;
	  j++;
	}
    
      pold = p;
      lold = l;
    }
}
Ejemplo n.º 8
0
  void Refinement :: MakeSecondOrder (Mesh & mesh)
  {
    int nseg, nse, ne;

    mesh.ComputeNVertices();
    mesh.SetNP(mesh.GetNV());
  
    INDEX_2_HASHTABLE<int> between(mesh.GetNP() + 5);


    bool thinlayers = 0;
    for (ElementIndex ei = 0; ei < mesh.GetNE(); ei++)
      if (mesh[ei].GetType() == PRISM ||
	  mesh[ei].GetType() == PRISM12)
	thinlayers = 1;
    

    nseg = mesh.GetNSeg();
    for (SegmentIndex si = 0; si < nseg; si++)
      {
	Segment & el = mesh.LineSegment(si);

	INDEX_2 i2 = INDEX_2::Sort (el[0], el[1]);

	if (between.Used(i2))
	  el[2] = between.Get(i2);
	else
	  {
	    Point<3> pb;
	    EdgePointGeomInfo ngi;
            PointBetween (mesh.Point (el[0]),
                          mesh.Point (el[1]), 0.5,
			  el.surfnr1, el.surfnr2,
			  el.epgeominfo[0], el.epgeominfo[1],
			  pb, ngi);
	  
	    el[2] = mesh.AddPoint (pb, mesh.Point(el[0]).GetLayer(), 
				   EDGEPOINT);
	    between.Set (i2, el[2]);
	  }
      }

    // refine surface elements
    nse = mesh.GetNSE();
    for (SurfaceElementIndex sei = 0; sei < nse; sei++)
      {
	int j;
	const Element2d & el = mesh.SurfaceElement(sei);

	int onp(0);
      
	Element2d newel;
	newel.SetIndex (el.GetIndex());

	static int betw_trig[3][3] =
	  { { 1, 2, 3 },
	    { 0, 2, 4 },
	    { 0, 1, 5 } };
	static int betw_quad6[2][3] =
	  { { 0, 1, 4 },
	    { 3, 2, 5 } };
	static int betw_quad8[4][3] =
	  { { 0, 1, 4 },
	    { 3, 2, 5 },
	    { 0, 3, 6 },
	    { 1, 2, 7 } };
	int (*betw)[3] = NULL;
      
	switch (el.GetType())
	  {
	  case TRIG:
	  case TRIG6:
	    {
	      betw = betw_trig;
	      newel.SetType (TRIG6);
	      onp = 3;
	      break;
	    }
	  case QUAD:
	  case QUAD6: 
	  case QUAD8:
	    {
	      if (thinlayers)
		{
		  betw = betw_quad6;
		  newel.SetType (QUAD6);
		}
	      else
		{
		  betw = betw_quad8;
		  newel.SetType (QUAD8);
		}
	      onp = 4;
	      break;
	    }
	  default:
	    PrintSysError ("Unhandled element in secondorder:", int(el.GetType()));
	  }

	for (j = 0; j < onp; j++)
	  newel[j] = el[j];
      
	int nnp = newel.GetNP();
	for (j = 0; j < nnp-onp; j++)
	  {
	    int pi1 = newel[betw[j][0]];
	    int pi2 = newel[betw[j][1]];
	  
	    INDEX_2 i2 = INDEX_2::Sort (pi1, pi2);
	  
	    if (between.Used(i2))
	      newel[onp+j] = between.Get(i2);
	    else
	      {
		Point<3> pb;
		PointGeomInfo newgi;
		PointBetween (mesh.Point (pi1),
			      mesh.Point (pi2), 0.5, 
			      mesh.GetFaceDescriptor(el.GetIndex ()).SurfNr(),
			      el.GeomInfoPi (betw[j][0]+1),
			      el.GeomInfoPi (betw[j][1]+1),
			      pb, newgi);

		newel[onp+j] = mesh.AddPoint (pb, mesh.Point(pi1).GetLayer(), 
					      SURFACEPOINT);
		between.Set (i2, newel[onp+j]);
	      }
	  }
      
	mesh.SurfaceElement(sei) = newel;
      }

 
    //    int i, j;



    // refine volume elements
    ne = mesh.GetNE();
    for (int i = 1; i <= ne; i++)
      {
	const Element & el = mesh.VolumeElement(i);
	int onp = 0;

	Element newel;
	newel.SetIndex (el.GetIndex());

	static int betw_tet[6][3] =
	  { { 0, 1, 4 },
	    { 0, 2, 5 },
	    { 0, 3, 6 },
	    { 1, 2, 7 },
	    { 1, 3, 8 },
	    { 2, 3, 9 } };
	static int betw_prism[6][3] =
	  {
	    { 0, 2, 6 },
	    { 0, 1, 7 },
	    { 1, 2, 8 },
	    { 3, 5, 9 },
	    { 3, 4, 10 },
	    { 4, 5, 11 },
	  };
	int (*betw)[3] = NULL;

	switch (el.GetType())
	  {
	  case TET:
	  case TET10:
	    {
	      betw = betw_tet;
	      newel.SetType (TET10);
	      onp = 4;
	      break;
	    }
	  case PRISM:
	  case PRISM12:
	    {
	      betw = betw_prism;
	      newel.SetType (PRISM12);
	      onp = 6;
	      break;
	    }
	  default:
	    PrintSysError ("MakeSecondOrder, illegal vol type ", el.GetType());
	  }


	for (int j = 1; j <= onp; j++)
	  newel.PNum(j) = el.PNum(j);
	int nnp = newel.GetNP();

	for (int j = 0; j < nnp-onp; j++)
	  {
	    INDEX_2 i2(newel[betw[j][0]],
		       newel[betw[j][1]]);
	    i2.Sort();
	  
	    if (between.Used(i2))
	      newel.PNum(onp+1+j) = between.Get(i2);
	    else
	      {
		newel.PNum(onp+1+j) = mesh.AddPoint
		  (Center (mesh.Point(i2.I1()),
			   mesh.Point(i2.I2())),
		   mesh.Point(i2.I1()).GetLayer(), 
		   INNERPOINT);

		between.Set (i2, newel.PNum(onp+1+j));
	      }
	  }

	mesh.VolumeElement (i) = newel;
      }


    // makes problems after linear mesh refinement, since
    // 2nd order identifications are not removed
    // update identification tables
    for (int i = 1; i <= mesh.GetIdentifications().GetMaxNr(); i++)
      {
	Array<int,PointIndex::BASE> identmap;
	mesh.GetIdentifications().GetMap (i, identmap);

	for (INDEX_2_HASHTABLE<int>::Iterator it = between.Begin();
	     it != between.End(); it++)
	  {
	      INDEX_2 i2;
	      int newpi;
	      between.GetData (it, i2, newpi);
	      INDEX_2 oi2(identmap.Get(i2.I1()),
			  identmap.Get(i2.I2()));
	      oi2.Sort();
	      if (between.Used (oi2))
		{
		  int onewpi = between.Get(oi2);
		  mesh.GetIdentifications().Add (newpi, onewpi, i);
		}
	  }

	/*
	for (int j = 1; j <= between.GetNBags(); j++)
	  for (int k = 1; k <= between.GetBagSize(j); k++)
	    {
	      INDEX_2 i2;
	      int newpi;
	      between.GetData (j, k, i2, newpi);
	      INDEX_2 oi2(identmap.Get(i2.I1()),
			  identmap.Get(i2.I2()));
	      oi2.Sort();
	      if (between.Used (oi2))
		{
		  int onewpi = between.Get(oi2);
		  mesh.GetIdentifications().Add (newpi, onewpi, i);
		}
	    }
	*/
      }


    //  mesh.mglevels++;
    int oldsize = mesh.mlbetweennodes.Size();
    mesh.mlbetweennodes.SetSize(mesh.GetNP());
    for (int i = oldsize; i < mesh.GetNP(); i++)
      mesh.mlbetweennodes[i] = INDEX_2(0,0);

    /*
    for (i = 1; i <= between.GetNBags(); i++)
      for (j = 1; j <= between.GetBagSize(i); j++)
	{
	  INDEX_2 oldp;
	  int newp;
	  between.GetData (i, j, oldp, newp);
	  mesh.mlbetweennodes.Elem(newp) = oldp;
	}
    */

    for (INDEX_2_HASHTABLE<int>::Iterator it = between.Begin();
	 it != between.End(); it++)
      {
	mesh.mlbetweennodes[between.GetData (it)] = between.GetHash(it);
      }

    mesh.ComputeNVertices();
    mesh.RebuildSurfaceElementLists();
    //  ValidateSecondOrder (mesh);
  }