void NodeBasedCellPopulation<DIM>::UpdateMapsAfterRemesh(NodeMap& map)
{
    if (!map.IsIdentityMap())
    {
        UpdateParticlesAfterReMesh(map);

        // Update the mappings between cells and location indices
        ///\todo we want to make mCellLocationMap private - we need to find a better way of doing this
        std::map<Cell*, unsigned> old_map = this->mCellLocationMap;

        // Remove any dead pointers from the maps (needed to avoid archiving errors)
        this->mLocationCellMap.clear();
        this->mCellLocationMap.clear();

        for (std::list<CellPtr>::iterator it = this->mCells.begin();
             it != this->mCells.end();
             ++it)
        {
            unsigned old_node_index = old_map[(*it).get()];

            // This shouldn't ever happen, as the cell vector only contains living cells
            assert(!map.IsDeleted(old_node_index));

            unsigned new_node_index = map.GetNewIndex(old_node_index);
            this->SetCellUsingLocationIndex(new_node_index,*it);
        }

        this->Validate();
    }
}
void MeshBasedCellPopulationWithGhostNodes<DIM>::UpdateGhostNodesAfterReMesh(NodeMap& rMap)
{
    // Copy mIsGhostNode to a temporary vector
    std::vector<bool> ghost_nodes_before_remesh = mIsGhostNode;

    // Reinitialise mIsGhostNode
    mIsGhostNode.clear();
    mIsGhostNode.resize(this->GetNumNodes());

    // Update mIsGhostNode using the node map
    for (unsigned old_index=0; old_index<rMap.GetSize(); old_index++)
    {
        if (!rMap.IsDeleted(old_index))
        {
            unsigned new_index = rMap.GetNewIndex(old_index);
            mIsGhostNode[new_index] = ghost_nodes_before_remesh[old_index];
        }
    }
}
Esempio n. 3
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void Cylindrical2dMesh::ReMesh(NodeMap& rMap)
{
    unsigned old_num_all_nodes = GetNumAllNodes();

    rMap.Resize(old_num_all_nodes);
    rMap.ResetToIdentity();

    // Flag the deleted nodes as deleted in the map
    for (unsigned i=0; i<old_num_all_nodes; i++)
    {
        if (mNodes[i]->IsDeleted())
        {
            rMap.SetDeleted(i);
        }
    }

    CreateHaloNodes();

    // Create mirrored nodes for the normal remesher to work with
    CreateMirrorNodes();

    /*
     * The mesh now has messed up boundary elements, but this
     * doesn't matter as the ReMesh() below doesn't read them in
     * and reconstructs the boundary elements.
     *
     * Call ReMesh() on the parent class. Note that the mesh now has lots
     * of extra nodes which will be deleted, hence the name 'big_map'.
     */
    NodeMap big_map(GetNumAllNodes());
    MutableMesh<2,2>::ReMesh(big_map);

    /*
     * If the big_map isn't the identity map, the little map ('map') needs to be
     * altered accordingly before being passed to the user. Not sure how this all
     * works, so deal with this bridge when we get to it.
     */
    assert(big_map.IsIdentityMap());

    // Re-index the vectors according to the big nodemap, and set up the maps.
    mImageToLeftOriginalNodeMap.clear();
    mImageToRightOriginalNodeMap.clear();

    assert(mLeftOriginals.size() == mLeftImages.size());
    assert(mRightOriginals.size() == mRightImages.size());

    for (unsigned i=0; i<mLeftOriginals.size(); i++)
    {
        mLeftOriginals[i] = big_map.GetNewIndex(mLeftOriginals[i]);
        mLeftImages[i] = big_map.GetNewIndex(mLeftImages[i]);
        mImageToLeftOriginalNodeMap[mLeftImages[i]] = mLeftOriginals[i];
    }

    for (unsigned i=0; i<mRightOriginals.size(); i++)
    {
        mRightOriginals[i] = big_map.GetNewIndex(mRightOriginals[i]);
        mRightImages[i] = big_map.GetNewIndex(mRightImages[i]);
        mImageToRightOriginalNodeMap[mRightImages[i]] = mRightOriginals[i];
    }

    for (unsigned i=0; i<mTopHaloNodes.size(); i++)
    {
        mTopHaloNodes[i] = big_map.GetNewIndex(mTopHaloNodes[i]);
        mBottomHaloNodes[i] = big_map.GetNewIndex(mBottomHaloNodes[i]);
    }

    /*
     * Check that elements crossing the periodic boundary have been meshed
     * in the same way at each side.
     */
    CorrectNonPeriodicMesh();

    /*
     * Take the double-sized mesh, with its new boundary elements, and
     * remove the relevant nodes, elements and boundary elements to leave
     * a proper periodic mesh.
     */
    ReconstructCylindricalMesh();

    DeleteHaloNodes();

    /*
     * Create a random boundary element between two nodes of the first
     * element if it is not deleted. This is a temporary measure to get
     * around re-index crashing when there are no boundary elements.
     */
    unsigned num_elements = GetNumAllElements();
    bool boundary_element_made = false;
    unsigned elem_index = 0;

    while (elem_index<num_elements && !boundary_element_made)
    {
        Element<2,2>* p_element = GetElement(elem_index);
        if (!p_element->IsDeleted())
        {
            boundary_element_made = true;
            std::vector<Node<2>*> nodes;
            nodes.push_back(p_element->GetNode(0));
            nodes.push_back(p_element->GetNode(1));
            BoundaryElement<1,2>* p_boundary_element = new BoundaryElement<1,2>(0, nodes);
            p_boundary_element->RegisterWithNodes();
            mBoundaryElements.push_back(p_boundary_element);
            this->mBoundaryElementWeightedDirections.push_back(zero_vector<double>(2));
            this->mBoundaryElementJacobianDeterminants.push_back(0.0);
        }
        elem_index++;
    }

    // Now call ReIndex() to remove the temporary nodes which are marked as deleted
    NodeMap reindex_map(GetNumAllNodes());
    ReIndex(reindex_map);
    assert(!reindex_map.IsIdentityMap());  // maybe don't need this

    /*
     * Go through the reindex map and use it to populate the original NodeMap
     * (the one that is returned to the user).
     */
    for (unsigned i=0; i<rMap.GetSize(); i++) // only going up to be size of map, not size of reindex_map
    {
        if (reindex_map.IsDeleted(i))
        {
            /*
             * i < num_original_nodes and node is deleted, this should correspond to
             * a node that was labelled as before the remeshing, so should have already
             * been set as deleted in the map above.
             */
            assert(rMap.IsDeleted(i));
        }
        else
        {
            rMap.SetNewIndex(i, reindex_map.GetNewIndex(i));
        }
    }

    // We can now clear the index vectors and maps; they are only used for remeshing
    mLeftOriginals.clear();
    mLeftImages.clear();
    mImageToLeftOriginalNodeMap.clear();
    mRightOriginals.clear();
    mRightImages.clear();
    mImageToRightOriginalNodeMap.clear();
    mLeftPeriodicBoundaryElementIndices.clear();
    mRightPeriodicBoundaryElementIndices.clear();
}