Exemple #1
0
Block::Block(const Ioss::ElementBlock &other)
{
  id                  = other.get_property("id").get_int();
  elementCount        = other.get_property("entity_count").get_int();
  nodesPerElement     = other.get_property("topology_node_count").get_int();
  attributeCount      = other.get_property("attribute_count").get_int();
  offset_             = other.get_offset();
  std::string el_type = other.get_property("topology_type").get_string();
  if (other.property_exists("original_topology_type")) {
    el_type = other.get_property("original_topology_type").get_string();
  }

  std::strncpy(elType, el_type.c_str(), MAX_STR_LENGTH);
  elType[MAX_STR_LENGTH] = 0;

  // Fixup an exodusII kludge.  For triangular elements, the same
  // name is used for 2D elements and 3D shell elements.  Convert
  // to unambiguous names for the IO Subsystem.  The 2D name
  // stays the same, the 3D name becomes 'trishell#'
  // Here, we need to map back to the 'triangle' name...
  if (std::strncmp(elType, "trishell", 8) == 0)
    std::strncpy(elType, "triangle", 8);

  std::string io_name = other.name();
  std::strncpy(name, io_name.c_str(), MAX_STR_LENGTH);
  name[MAX_STR_LENGTH] = 0;
}
Exemple #2
0
void generate_element_ids(RegionVector &part_mesh,
			  const std::vector<INT> &local_element_map,
			  std::vector<INT> &global_element_map)
{
  // Follow same logic as 'build_local_element_map' to ensure elements
  // are processed in same order.

  // Many models do not use the element number map at all, so they
  // will have a 1..numel map.  If all parts have that, then we don't
  // want to do any fancy duplicate removal and other processing, just
  // output a 1..numel map for the output mesh...  We still generate
  // the global_element_map, but check whether any of the part blocks
  // have a non-1..numel map...
  bool has_map = false;
  size_t offset = 0;
  for (size_t p = 0; p < part_mesh.size(); p++) {
    Ioss::ElementBlockContainer ebs = part_mesh[p]->get_element_blocks();
    Ioss::ElementBlockContainer::const_iterator i = ebs.begin();

    while (i != ebs.end()) {
      Ioss::ElementBlock *eb = *i++; 
      INT num_elem  = eb->get_property("entity_count").get_int();
      if (!entity_is_omitted(eb)) {
	std::vector<INT> part_ids;
	eb->get_field_data("ids", part_ids);

	if (!has_map) { 
	  INT eb_offset = eb->get_offset();
	  for (INT j = 0; j < num_elem; j++) {
	    if (part_ids[j] != eb_offset+j+1) {
	      has_map = true;
	      break;
	    }
	  }
	}

	for (INT j = 0; j < num_elem; j++) {
	  INT gpos = local_element_map[offset+j];
	  if (gpos >= 0)
	    global_element_map[gpos] = part_ids[j];
	}
      }
      offset += num_elem;
    }
  }
  // Check for duplicates...
  // NOTE: Used to use an indexed sort here, but if there was a
  // duplicate id, it didnt really care whether part 1 or part N's
  // index came first which causes really screwy element maps.
  // Instead, lets sort a vector containing pairs of <id, index> where
  // the index will always? increase for increasing part numbers...
  std::vector<std::pair<INT,INT> > index(global_element_map.size());
  for (size_t i=0; i < index.size(); i++) {
    index[i] = std::make_pair(global_element_map[i],(INT)i);
  }

  std::sort(index.begin(), index.end());

  INT max_id = index[index.size()-1].first + 1;
  
  size_t beg = 0;
  for (size_t i=1; i < index.size(); i++) {
    if (index[beg].first == index[i].first) {
      // Duplicate found... Assign it a new id greater than any
      // existing id...  (What happens if we exceed INT_MAX?)
      global_element_map[index[i].second] = max_id++;
      // Keep 'beg' the same in case multiple duplicate of this value.
    } else {
      beg = i;
    }
  }
}