bool Mesh::bndDistAndGradients(int iEl, double &f , std::vector<double> &gradF, double eps) { MElement *element = _el[iEl]; f = 0.; // dommage ;-) if (element->getDim() != 2) return false; int currentId = 0; std::vector<int> vertex2param(element->getNumVertices()); for (size_t i = 0; i < element->getNumVertices(); ++i) { if (_el2FV[iEl][i] >= 0) { vertex2param[i] = currentId; currentId += _nPCFV[_el2FV[iEl][i]]; } else vertex2param[i] = -1; } gradF.clear(); gradF.resize(currentId, 0.); const nodalBasis &elbasis = *element->getFunctionSpace(); bool edgeFound = false; for (int iEdge = 0; iEdge < element->getNumEdges(); ++iEdge) { int clId = elbasis.getClosureId(iEdge, 1); const std::vector<int> &closure = elbasis.closures[clId]; std::vector<MVertex *> vertices; GEdge *edge = NULL; for (size_t i = 0; i < closure.size(); ++i) { MVertex *v = element->getVertex(closure[i]); vertices.push_back(v); // only valid in 2D if ((int)i >= 2 && v->onWhat() && v->onWhat()->dim() == 1) { edge = v->onWhat()->cast2Edge(); } } if (edge) { edgeFound = true; std::vector<double> localgrad; std::vector<SPoint3> nodes(closure.size()); std::vector<double> params(closure.size()); std::vector<bool> onedge(closure.size()); for (size_t i = 0; i < closure.size(); ++i) { nodes[i] = _xyz[_el2V[iEl][closure[i]]]; onedge[i] = element->getVertex(closure[i])->onWhat() == edge && _el2FV[iEl][closure[i]] >= 0; if (onedge[i]) { params[i] = _uvw[_el2FV[iEl][closure[i]]].x(); }else reparamMeshVertexOnEdge(element->getVertex(closure[i]), edge, params[i]); } f += computeBndDistAndGradient(edge, params, vertices, *BasisFactory::getNodalBasis(elbasis.getClosureType(clId)), nodes, onedge, localgrad, eps); for (size_t i = 0; i < closure.size(); ++i) { if (onedge[i]) gradF[vertex2param[closure[i]]] += localgrad[i]; } } } return edgeFound; }
static void getBoundaryFromMesh(GModel *m, int visible) { int dim = m->getDim(); std::vector<GEntity*> entities; m->getEntities(entities); std::set<MFace, Less_Face> bndFaces; std::set<MEdge, Less_Edge> bndEdges; for(unsigned int i = 0; i < entities.size(); i++){ GEntity *ge = entities[i]; if(ge->dim() != dim) continue; if(visible && !ge->getVisibility()) continue; for(unsigned int j = 0; j < ge->getNumMeshElements(); j++){ MElement *e = ge->getMeshElement(j); if(dim == 2){ for(int i = 0; i < e->getNumEdges(); i++){ MEdge f = e->getEdge(i); if(bndEdges.find(f) == bndEdges.end()) bndEdges.insert(f); else bndEdges.erase(f); } } else if(dim == 3){ for(int i = 0; i < e->getNumFaces(); i++){ MFace f = e->getFace(i); if(bndFaces.find(f) == bndFaces.end()) bndFaces.insert(f); else bndFaces.erase(f); } } } } if(dim == 2){ discreteEdge *e = new discreteEdge(m, m->getMaxElementaryNumber(1) + 1, 0, 0); m->add(e); for(std::set<MEdge, Less_Edge>::iterator it = bndEdges.begin(); it != bndEdges.end(); it++){ e->lines.push_back(new MLine(it->getVertex(0), it->getVertex(1))); } } else if(dim == 3){ discreteFace *f = new discreteFace(m, m->getMaxElementaryNumber(2) + 1); m->add(f); for(std::set<MFace, Less_Face>::iterator it = bndFaces.begin(); it != bndFaces.end(); it++){ if(it->getNumVertices() == 3) f->triangles.push_back(new MTriangle(it->getVertex(0), it->getVertex(1), it->getVertex(2))); else if(it->getNumVertices() == 4) f->quadrangles.push_back(new MQuadrangle(it->getVertex(0), it->getVertex(1), it->getVertex(2), it->getVertex(3))); } } }
void distanceFromElementsToGeometry(GModel *gm, int dim, std::map<MElement *, double> &distances) { std::map<MEdge, double, Less_Edge> dist2Edge; for(GModel::eiter it = gm->firstEdge(); it != gm->lastEdge(); ++it) { if((*it)->geomType() == GEntity::Line) continue; for(unsigned int i = 0; i < (*it)->lines.size(); i++) { double d = taylorDistanceEdge((*it)->lines[i], *it); MEdge e = (*it)->lines[i]->getEdge(0); dist2Edge[e] = d; } } std::map<MFace, double, Less_Face> dist2Face; for(GModel::fiter it = gm->firstFace(); it != gm->lastFace(); ++it) { if((*it)->geomType() == GEntity::Plane) continue; for(unsigned int i = 0; i < (*it)->triangles.size(); i++) { double d = taylorDistanceFace((*it)->triangles[i], *it); MFace f = (*it)->triangles[i]->getFace(0); dist2Face[f] = d; } } std::vector<GEntity *> entities; gm->getEntities(entities); for(int iEnt = 0; iEnt < entities.size(); ++iEnt) { GEntity *&entity = entities[iEnt]; if(entity->dim() != dim) continue; for(int iEl = 0; iEl < entity->getNumMeshElements(); iEl++) { // Detect bad elements MElement *element = entity->getMeshElement(iEl); double d = 0.; for(int iEdge = 0; iEdge < element->getNumEdges(); ++iEdge) { MEdge e = element->getEdge(iEdge); std::map<MEdge, double, Less_Edge>::iterator it = dist2Edge.find(e); if(it != dist2Edge.end()) d += it->second; } for(int iFace = 0; iFace < element->getNumFaces(); ++iFace) { MFace f = element->getFace(iFace); std::map<MFace, double, Less_Face>::iterator it = dist2Face.find(f); if(it != dist2Face.end()) d += it->second; } distances[element] = d; } } }
static int getGenus (std::vector<MElement *> &elements, std::vector<std::vector<MEdge> > &boundaries) { //We suppose MElements are simply connected std::set<MEdge, Less_Edge> es; std::set<MVertex*> vs; int N = 0; for(unsigned int i = 0; i < elements.size(); i++){ N++; MElement *e = elements[i]; for(int j = 0; j < e->getNumVertices(); j++){ vs.insert(e->getVertex(j)); } for(int j = 0; j < e->getNumEdges(); j++){ es.insert(e->getEdge(j)); } } int poincare = vs.size() - es.size() + N; //compute connected boundaries int nbBounds = 0; std::vector<MEdge> bEdges; for(unsigned int i = 0; i < elements.size(); i++){ for(int j = 0; j < elements[i]->getNumEdges(); j++){ MEdge me = elements[i]->getEdge(j); if(std::find(bEdges.begin(), bEdges.end(), me) == bEdges.end()) bEdges.push_back(me); else bEdges.erase(std::find(bEdges.begin(), bEdges.end(),me)); } } nbBounds = connected_bounds(bEdges, boundaries); int genus = (int)(-poincare + 2 - nbBounds)/2; //printf("************** partition has %d boundaries and genus =%d \n", nbBounds, genus); return genus; }
static void drawBarycentricDual(std::vector<T*> &elements) { glColor4ubv((GLubyte *) & CTX::instance()->color.fg); glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x0F0F); gl2psEnable(GL2PS_LINE_STIPPLE); glBegin(GL_LINES); for(unsigned int i = 0; i < elements.size(); i++){ MElement *ele = elements[i]; if(!isElementVisible(ele)) continue; SPoint3 pc = ele->barycenter(); if(ele->getDim() == 2){ for(int j = 0; j < ele->getNumEdges(); j++){ MEdge e = ele->getEdge(j); SPoint3 p = e.barycenter(); glVertex3d(pc.x(), pc.y(), pc.z()); glVertex3d(p.x(), p.y(), p.z()); } } else if(ele->getDim() == 3){ for(int j = 0; j < ele->getNumFaces(); j++){ MFace f = ele->getFace(j); SPoint3 p = f.barycenter(); glVertex3d(pc.x(), pc.y(), pc.z()); glVertex3d(p.x(), p.y(), p.z()); for(int k = 0; k < f.getNumVertices(); k++){ MEdge e(f.getVertex(k), (k == f.getNumVertices() - 1) ? f.getVertex(0) : f.getVertex(k + 1)); SPoint3 pe = e.barycenter(); glVertex3d(p.x(), p.y(), p.z()); glVertex3d(pe.x(), pe.y(), pe.z()); } } } } glEnd(); glDisable(GL_LINE_STIPPLE); gl2psDisable(GL2PS_LINE_STIPPLE); }