Example #1
0
void QickSortRec (const Array<double> & values,
		  Array<int> & order, 
		  int left, int right)
{
  int i, j;
  double midval;

  i = left;
  j = right;
  midval = values.Get(order.Get((i+j)/2));
  
  do
    {
      while (values.Get(order.Get(i)) < midval) i++;
      while (midval < values.Get(order.Get(j))) j--;
      
      if (i <= j)
	{
	  Swap (order.Elem(i), order.Elem(j));
	  i++; j--;
	}
    }
  while (i <= j);
  if (left < j) QickSortRec (values, order, left, j);
  if (i < right) QickSortRec (values, order, i, right);
}
Example #2
0
void referencetransform :: ToPlain (const Array<Point3d> & p,
                                    Array<Point3d> & pp) const
{
  Vec3d v;
  int i;

  pp.SetSize (p.Size());
  for (i = 1; i <= p.Size(); i++)
    {
      v = p.Get(i) - rp;
      pp.Elem(i).X() = (ex_h * v);
      pp.Elem(i).Y() = (ey_h * v);
      pp.Elem(i).Z() = (ez_h * v);
    }
}
Example #3
0
 void Set (const INDEX & ahash, const T & acont)
 {
   int pos;
   PositionCreate (ahash, pos);
   hash.Elem(pos) = ahash;
   cont.Elem(pos) = acont;
 }
Example #4
0
void Sort (const Array<double> & values,
	   Array<int> & order)
{
  int n = values.Size();
  int i, j;

  order.SetSize (n);

  for (i = 1; i <= n; i++)
    order.Elem(i) = i;
  for (i = 1; i <= n-1; i++)
    for (j = 1; j <= n-1; j++)
      if (values.Get(order.Elem(j)) > values.Get(order.Elem(j+1)))
	{
	  Swap (order.Elem(j), order.Elem(j+1));
	}
}
Example #5
0
void QickSort (const Array<double> & values,
	       Array<int> & order)
{
  int i, n = values.Size();
  order.SetSize (n);
  for (i = 1; i <= n; i++)
    order.Elem(i) = i;

  QickSortRec (values, order, 1, order.Size());
}
Example #6
0
  // returns 1, if new postion is created
  int PositionCreate (const INDEX_2 & ind, int & apos)
  {
    int i = HashValue (ind);
    if (hash.Get(i) == ind) 
      {
	apos = i;
	return 0;
      }
    if (hash.Get(i).I1() == invalid)
      {
	hash.Elem(i) = ind; 
	apos = i;
	return 1;
      }
    return PositionCreate2 (ind, apos);    
  }
Example #7
0
  void ADTree3M :: GetIntersecting (const float * bmin, 
				    const float * bmax,
				    Array<int> & pis) const
  {
    static Array<ADTreeNode3M*> stack(1000);
    static Array<int> stackdir(1000);
    ADTreeNode3M * node;
    int dir, i, stacks;

    stack.SetSize (1000);
    stackdir.SetSize(1000);
    pis.SetSize(0);

    stack.Elem(1) = root;
    stackdir.Elem(1) = 0;
    stacks = 1;

    while (stacks)
      {
	node = stack.Get(stacks);
	dir = stackdir.Get(stacks); 
	stacks--;

	int * hpi = node->pi;
	for (i = 0; i < ADTN_SIZE; i++)
	  if (hpi[i])
	    {
	      float * datai = &node->data[i][0];
	      if (datai[0] >= bmin[0] && datai[0] <= bmax[0] &&
		  datai[1] >= bmin[1] && datai[1] <= bmax[1] &&
		  datai[2] >= bmin[2] && datai[2] <= bmax[2])
	      
		pis.Append (node->pi[i]);
	    }


	int ndir = dir+1;
	if (ndir == 3)
	  ndir = 0;

	if (node->left && bmin[dir] <= node->sep)
	  {
	    stacks++;
	    stack.Elem(stacks) = node->left;
	    stackdir.Elem(stacks) = ndir;
	  }
	if (node->right && bmax[dir] >= node->sep)
	  {
	    stacks++;
	    stack.Elem(stacks) = node->right;
	    stackdir.Elem(stacks) = ndir;
	  }
      }
  }
Example #8
0
void Brick :: SetPrimitiveData (Array<double> & coeffs)
{
  p1(0) = coeffs.Elem(1);
  p1(1) = coeffs.Elem(2);
  p1(2) = coeffs.Elem(3);

  p2(0) = coeffs.Elem(4);
  p2(1) = coeffs.Elem(5);
  p2(2) = coeffs.Elem(6);

  p3(0) = coeffs.Elem(7);
  p3(1) = coeffs.Elem(8);
  p3(2) = coeffs.Elem(9);

  p4(0) = coeffs.Elem(10);
  p4(1) = coeffs.Elem(11);
  p4(2) = coeffs.Elem(12);

  CalcData();
}
Example #9
0
  void ADTree3 :: GetIntersecting (const float * bmin, 
				   const float * bmax,
				   Array<int> & pis) const
  {
    static Array<ADTreeNode3*> stack(1000);
    static Array<int> stackdir(1000);
    ADTreeNode3 * node;
    int dir, stacks;

    stack.SetSize (1000);
    stackdir.SetSize(1000);
    pis.SetSize(0);

    stack.Elem(1) = root;
    stackdir.Elem(1) = 0;
    stacks = 1;

    while (stacks)
      {
	node = stack.Get(stacks);
	dir = stackdir.Get(stacks); 
	stacks--;

	if (node->pi != -1)
	  {
	    if (node->data[0] >= bmin[0] && node->data[0] <= bmax[0] &&
		node->data[1] >= bmin[1] && node->data[1] <= bmax[1] &&
		node->data[2] >= bmin[2] && node->data[2] <= bmax[2])

	      pis.Append (node->pi);
	  }


	int ndir = dir+1;
	if (ndir == 3)
	  ndir = 0;

	if (node->left && bmin[dir] <= node->sep)
	  {
	    stacks++;
	    stack.Elem(stacks) = node->left;
	    stackdir.Elem(stacks) = ndir;
	  }
	if (node->right && bmax[dir] >= node->sep)
	  {
	    stacks++;
	    stack.Elem(stacks) = node->right;
	    stackdir.Elem(stacks) = ndir;
	  }
      }
  }
Example #10
0
void Brick :: 
GetPrimitiveData (const char *& classname, Array<double> & coeffs) const
{
  classname = "brick";
  coeffs.SetSize(12);
  coeffs.Elem(1) = p1(0);
  coeffs.Elem(2) = p1(1);
  coeffs.Elem(3) = p1(2);

  coeffs.Elem(4) = p2(0);
  coeffs.Elem(5) = p2(1);
  coeffs.Elem(6) = p2(2);

  coeffs.Elem(7) = p3(0);
  coeffs.Elem(8) = p3(1);
  coeffs.Elem(9) = p3(2);

  coeffs.Elem(10) = p4(0);
  coeffs.Elem(11) = p4(1);
  coeffs.Elem(12) = p4(2);
}
Example #11
0
  void ADTree6F :: GetIntersecting (const float * bmin, 
				    const float * bmax,
				    Array<int> & pis) const
  {
    static Array<ADTreeNode6F*> stack(1000);
    ADTreeNode6F * node;
    int dir, i, stacks;

    stack.SetSize (1000);
    pis.SetSize(0);

    stack.Elem(1) = root;
    stacks = 1;

    while (stacks)
      {
	node = stack.Get(stacks);
	stacks--;

	if (node->pi)
	  {
	    if (
		node->data[0] >= bmin[0] && node->data[0] <= bmax[0] &&
		node->data[1] >= bmin[1] && node->data[1] <= bmax[1] &&
		node->data[2] >= bmin[2] && node->data[2] <= bmax[2] &&
		node->data[3] >= bmin[3] && node->data[3] <= bmax[3] &&
		node->data[4] >= bmin[4] && node->data[4] <= bmax[4] &&
		node->data[5] >= bmin[5] && node->data[5] <= bmax[5]
		)

	      pis.Append (node->pi);
	  }

      
	int i1min = (bmin[0] <= node->sep[0]) ? 0 : 1;
	int i1max = (bmax[0] < node->sep[0]) ? 0 : 1;
	int i2min = (bmin[1] <= node->sep[1]) ? 0 : 1;
	int i2max = (bmax[1] < node->sep[1]) ? 0 : 1;
	int i3min = (bmin[2] <= node->sep[2]) ? 0 : 1;
	int i3max = (bmax[2] < node->sep[2]) ? 0 : 1;

	int i4min = (bmin[3] <= node->sep[3]) ? 0 : 1;
	int i4max = (bmax[3] <  node->sep[3]) ? 0 : 1;
	int i5min = (bmin[4] <= node->sep[4]) ? 0 : 1;
	int i5max = (bmax[4] <  node->sep[4]) ? 0 : 1;
	int i6min = (bmin[5] <= node->sep[5]) ? 0 : 1;
	int i6max = (bmax[5] <  node->sep[5]) ? 0 : 1;

	int i1, i2, i3, i4, i5, i6;
	for (i1 = i1min; i1 <= i1max; i1++)
	  for (i2 = i2min; i2 <= i2max; i2++)
	    for (i3 = i3min; i3 <= i3max; i3++)
	      for (i4 = i4min; i4 <= i4max; i4++)
		for (i5 = i5min; i5 <= i5max; i5++)
		  for (i6 = i6min; i6 <= i6max; i6++)
		    {
		      i = i1 + 2*i2 + 4*i3 + 8*i4 + 16*i5 +32*i6;
		      if (node->childs[i])
			{
			  stacks++;
			  stack.Elem(stacks) = node->childs[i];
			}
		    }
      
	/*
	  if (node->left && bmin[dir] <= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->left;
	  stackdir.Elem(stacks) = ndir;
	  }
	  if (node->right && bmax[dir] >= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->right;
	  stackdir.Elem(stacks) = ndir;
	  }
	*/
      }
  }
Example #12
0
 inline void SetData (int pos, const T & acont)
 {
   cont.Elem(pos) = acont;
 }
Example #13
0
 inline void SetData (int pos, const INDEX & ahash, const T & acont)
 {
   hash.Elem(pos) = ahash;
   cont.Elem(pos) = acont;
 }
Example #14
0
 STLTriangle & GetTriangle (int nr) { return trias.Elem(nr); }
Example #15
0
 STLTopEdge & GetTopEdge (int nr)  { return topedges.Elem(nr); }
Example #16
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();
   }
Example #17
0
  int AdFront2 :: GetLocals (int baselineindex,
			     Array<Point3d> & locpoints,
			     Array<MultiPointGeomInfo> & pgeominfo,
			     Array<INDEX_2> & loclines,   // local index
			     Array<INDEX> & pindex,
			     Array<INDEX> & lindex,
			     double xh)
  {
    static int timer = NgProfiler::CreateTimer ("adfront2::GetLocals");
    NgProfiler::RegionTimer reg (timer);


    int pstind;
    Point<3>  midp, p0;

    pstind = lines[baselineindex].L().I1();
    p0 = points[pstind].P();

    loclines.Append(lines[baselineindex].L());
    lindex.Append(baselineindex);  

    ArrayMem<int, 1000> nearlines(0);
    ArrayMem<int, 1000> nearpoints(0);

    // dominating costs !!
    linesearchtree.GetIntersecting (p0 - Vec3d(xh, xh, xh),
				    p0 + Vec3d(xh, xh, xh),
				    nearlines);

    pointsearchtree.GetIntersecting (p0 - Vec3d(xh, xh, xh),
                                     p0 + Vec3d(xh, xh, xh),
                                     nearpoints);
    
    for (int ii = 0; ii < nearlines.Size(); ii++)
      {
	int i = nearlines[ii];
	if (lines[i].Valid() && i != baselineindex) 
	  {
            loclines.Append(lines[i].L());
            lindex.Append(i);
	  }
      }

    // static Array<int> invpindex;
    invpindex.SetSize (points.Size()); 
    // invpindex = -1;
    for (int i = 0; i < nearpoints.Size(); i++)
      invpindex[nearpoints[i]] = -1;

    for (int i = 0; i < loclines.Size(); i++)
      {
	invpindex[loclines[i].I1()] = 0;
	invpindex[loclines[i].I2()] = 0;
      }


    for (int i = 0; i < loclines.Size(); i++)
      {
	for (int j = 0; j < 2; j++)
	  {
	    int pi = loclines[i][j];
	    if (invpindex[pi] == 0)
	      {
		pindex.Append (pi);
		invpindex[pi] = pindex.Size();
		loclines[i][j] = locpoints.Append (points[pi].P());
	      }
	    else
	      loclines[i][j] = invpindex[pi];
	  }
      }


    // double xh2 = xh*xh;
    for (int ii = 0; ii < nearpoints.Size(); ii++)
      {
        int i = nearpoints[ii];
	if (points[i].Valid() && 
	    points[i].OnSurface() &&
	    // Dist2 (points.Get(i).P(), p0) <= xh2 &&
	    invpindex[i] <= 0)
	  {
	    invpindex[i] = locpoints.Append (points[i].P());
	    pindex.Append(i);
	  }
      }
    /*
    double xh2 = xh*xh;
    for (i = 1; i <= points.Size(); i++)
      {
	if (points.Get(i).Valid() && 
	    points.Get(i).OnSurface() &&
	    Dist2 (points.Get(i).P(), p0) <= xh2 &&
	    invpindex.Get(i) <= 0)
	  {
	    invpindex.Elem(i) =
	      locpoints.Append (points.Get(i).P());
	    pindex.Append(i);
	  }
      }
    */

    pgeominfo.SetSize (locpoints.Size());
    for (int i = 0; i < pgeominfo.Size(); i++)
      pgeominfo[i].Init();


    for (int i = 0; i < loclines.Size(); i++)
      for (int j = 0; j < 2; j++)
	{
	  int lpi = loclines[i][j];
	
	  const PointGeomInfo & gi = 
	    lines[lindex[i]].GetGeomInfo (j+1);
	  pgeominfo.Elem(lpi).AddPointGeomInfo (gi);
	
	  /*
	    if (pgeominfo.Elem(lpi).cnt == MULTIPOINTGEOMINFO_MAX)
	    break;

	    const PointGeomInfo & gi = 
	    lines.Get(lindex.Get(i)).GetGeomInfo (j);
	
	    PointGeomInfo * pgi = pgeominfo.Elem(lpi).mgi;

	    int found = 0;
	    for (k = 0; k < pgeominfo.Elem(lpi).cnt; k++)
	    if (pgi[k].trignum == gi.trignum)
	    found = 1;

	    if (!found)
	    {
	    pgi[pgeominfo.Elem(lpi).cnt] = gi;
	    pgeominfo.Elem(lpi).cnt++;
	    }
	  */
	}

    for (int i = 0; i < locpoints.Size(); i++)
      {
	int pi = pindex[i];
      
	if (points[pi].mgi)
	  for (int j = 1; j <= points[pi].mgi->GetNPGI(); j++)
	    pgeominfo[i].AddPointGeomInfo (points[pi].mgi->GetPGI(j));
      }
   
    if (loclines.Size() == 1)
      {
	(*testout) << "loclines.size = 1" << endl
		   << " h = " << xh << endl
		   << " nearline.size = " << nearlines.Size() << endl
		   << " p0 = " << p0 << endl;
      }

    return lines[baselineindex].LineClass();
  }
Example #18
0
 void SetPoint(int nr, const Point<3> & p) { points.Elem(nr) = p; }
Example #19
0
 void SetNormal(int nr, const Vec3d& n) {normals.Elem(nr) = n;}
Example #20
0
 void IncrementClass (INDEX fi)
 { faces.Elem(fi).IncrementQualClass(); }
Example #21
0
  void ADTree3FM :: GetIntersecting (const float * bmin, 
				     const float * bmax,
				     Array<int> & pis) const
  {
    static Array<ADTreeNode3FM*> stack(1000);
    ADTreeNode3FM * node;
    int dir, i, stacks;

    stack.SetSize (1000);
    pis.SetSize(0);

    stack.Elem(1) = root;
    stacks = 1;

    while (stacks)
      {
	node = stack.Get(stacks);
	stacks--;

	int * hpi = node->pi;
	for (i = 0; i < ADTN_SIZE; i++)
	  if (hpi[i])
	    {
	      float * datai = &node->data[i][0];
	      if (datai[0] >= bmin[0] && datai[0] <= bmax[0] &&
		  datai[1] >= bmin[1] && datai[1] <= bmax[1] &&
		  datai[2] >= bmin[2] && datai[2] <= bmax[2])
	      
		pis.Append (node->pi[i]);
	    }

	/*
	  if (node->pi)
	  {
	  if (node->data[0] >= bmin[0] && node->data[0] <= bmax[0] &&
	  node->data[1] >= bmin[1] && node->data[1] <= bmax[1] &&
	  node->data[2] >= bmin[2] && node->data[2] <= bmax[2])

	  pis.Append (node->pi);
	  }
	*/
      
	int i1min = (bmin[0] <= node->sep[0]) ? 0 : 1;
	int i1max = (bmax[0] < node->sep[0]) ? 0 : 1;
	int i2min = (bmin[1] <= node->sep[1]) ? 0 : 1;
	int i2max = (bmax[1] < node->sep[1]) ? 0 : 1;
	int i3min = (bmin[2] <= node->sep[2]) ? 0 : 1;
	int i3max = (bmax[2] < node->sep[2]) ? 0 : 1;

	int i1, i2, i3;
	for (i1 = i1min; i1 <= i1max; i1++)
	  for (i2 = i2min; i2 <= i2max; i2++)
	    for (i3 = i3min; i3 <= i3max; i3++)
	      {
		i = i1+2*i2+4*i3;
		if (node->childs[i])
		  {
		    stacks++;
		    stack.Elem(stacks) = node->childs[i];
		  }
	      }
      
	/*
	  if (node->left && bmin[dir] <= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->left;
	  stackdir.Elem(stacks) = ndir;
	  }
	  if (node->right && bmax[dir] >= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->right;
	  stackdir.Elem(stacks) = ndir;
	  }
	*/
      }
  }
Example #22
0
 void ResetClass (INDEX fi)
 { faces.Elem(fi).ResetQualClass(); }
Example #23
0
  void ADTree3Div :: GetIntersecting (const float * bmin, 
				      const float * bmax,
				      Array<int> & pis) const
  {
    static Array<ADTreeNode3Div*> stack(1000);
    static Array<int> stackdir(1000);
    ADTreeNode3Div * node;
    int dir, i, stacks;

    stack.SetSize (1000);
    stackdir.SetSize(1000);
    pis.SetSize(0);

    stack.Elem(1) = root;
    stackdir.Elem(1) = 0;
    stacks = 1;

    while (stacks)
      {
	node = stack.Get(stacks);
	dir = stackdir.Get(stacks); 
	stacks--;

	if (node->pi)
	  {
	    if (node->data[0] >= bmin[0] && node->data[0] <= bmax[0] &&
		node->data[1] >= bmin[1] && node->data[1] <= bmax[1] &&
		node->data[2] >= bmin[2] && node->data[2] <= bmax[2])

	      pis.Append (node->pi);
	  }


	int ndir = dir+1;
	if (ndir == 3)
	  ndir = 0;

	int mini = int ( (bmin[dir] - node->minx) / node->dist );
	int maxi = int ( (bmax[dir] - node->minx) / node->dist );
      
	//      (*testout) << "get int, mini, maxi = " << mini << ", " << maxi << endl;
	if (mini < 0) mini = 0;
	if (maxi >= ADTN_DIV) maxi = ADTN_DIV-1;

	for (i = mini; i <= maxi; i++)
	  if (node->childs[i])
	    {
	      stacks++;
	      stack.Elem(stacks) = node->childs[i];
	      stackdir.Elem(stacks) = ndir;
	    }


	/*
	  if (node->left && bmin[dir] <= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->left;
	  stackdir.Elem(stacks) = ndir;
	  }
	  if (node->right && bmax[dir] >= node->sep)
	  {
	  stacks++;
	  stack.Elem(stacks) = node->right;
	  stackdir.Elem(stacks) = ndir;
	  }
	*/
      }
  }
Example #24
0
 void SetSpiralPoint(int pn) {spiralpoints.Elem(pn) = 1;};
Example #25
0
  int AdFront2 :: GetLocals (int baselineindex,
			     Array<Point3d> & locpoints,
			     Array<MultiPointGeomInfo> & pgeominfo,
			     Array<INDEX_2> & loclines,   // local index
			     Array<INDEX> & pindex,
			     Array<INDEX> & lindex,
			     double xh)
  {


    int pstind;
    Point<3>  midp, p0;

    pstind = lines[baselineindex].L().I1();
    p0 = points[pstind].P();

    loclines.Append(lines[baselineindex].L());
    lindex.Append(baselineindex);  

    ArrayMem<int, 1000> nearlines(0);
    ArrayMem<int, 1000> nearpoints(0);

    // dominating costs !!
    linesearchtree.GetIntersecting (p0 - Vec3d(xh, xh, xh),
				    p0 + Vec3d(xh, xh, xh),
				    nearlines);

    pointsearchtree.GetIntersecting (p0 - Vec3d(xh, xh, xh),
                                     p0 + Vec3d(xh, xh, xh),
                                     nearpoints);
    
    for (int ii = 0; ii < nearlines.Size(); ii++)
      {
	int i = nearlines[ii];
	if (lines[i].Valid() && i != baselineindex) 
	  {
            loclines.Append(lines[i].L());
            lindex.Append(i);
	  }
      }

    // static Array<int> invpindex;
    invpindex.SetSize (points.Size()); 
    // invpindex = -1;
    for (int i = 0; i < nearpoints.Size(); i++)
      invpindex[nearpoints[i]] = -1;

    for (int i = 0; i < loclines.Size(); i++)
      {
	invpindex[loclines[i].I1()] = 0;
	invpindex[loclines[i].I2()] = 0;
      }


    for (int i = 0; i < loclines.Size(); i++)
      {
	for (int j = 0; j < 2; j++)
	  {
	    int pi = loclines[i][j];
	    if (invpindex[pi] == 0)
	      {
		pindex.Append (pi);
		invpindex[pi] = pindex.Size();
		loclines[i][j] = locpoints.Append (points[pi].P());
	      }
	    else
	      loclines[i][j] = invpindex[pi];
	  }
      }


    // double xh2 = xh*xh;
    for (int ii = 0; ii < nearpoints.Size(); ii++)
      {
        int i = nearpoints[ii];
	if (points[i].Valid() && 
	    points[i].OnSurface() &&
	    // Dist2 (points.Get(i).P(), p0) <= xh2 &&
	    invpindex[i] <= 0)
	  {
	    invpindex[i] = locpoints.Append (points[i].P());
	    pindex.Append(i);
	  }
      }

    pgeominfo.SetSize (locpoints.Size());
    for (int i = 0; i < pgeominfo.Size(); i++)
      pgeominfo[i].Init();


    for (int i = 0; i < loclines.Size(); i++)
      for (int j = 0; j < 2; j++)
	{
	  int lpi = loclines[i][j];
	
	  const PointGeomInfo & gi = 
	    lines[lindex[i]].GetGeomInfo (j+1);
	  pgeominfo.Elem(lpi).AddPointGeomInfo (gi);
	}

    for (int i = 0; i < locpoints.Size(); i++)
      {
	int pi = pindex[i];
      
	if (points[pi].mgi)
	  for (int j = 1; j <= points[pi].mgi->GetNPGI(); j++)
	    pgeominfo[i].AddPointGeomInfo (points[pi].mgi->GetPGI(j));
      }
   
    if (loclines.Size() == 1)
      {
	cout << "loclines.size = 1" << endl
		   << " h = " << xh << endl
		   << " nearline.size = " << nearlines.Size() << endl
		   << " p0 = " << p0 << endl;
      }

    return lines[baselineindex].LineClass();
  }