void createPointNeighbors ( MeshType const& mesh, neighborList_Type& neighborList ) { neighborList.resize ( mesh.numGlobalPoints() ); // generate point neighbors by watching edges // note: this can be based also on faces or volumes for ( UInt ie = 0; ie < mesh.numEdges(); ie++ ) { ID id0 = mesh.edge ( ie ).point ( 0 ).id(); ID id1 = mesh.edge ( ie ).point ( 1 ).id(); ASSERT ( mesh.point ( id0 ).id() == id0 && mesh.point ( id1 ).id() == id1, "the mesh has been reordered, the point must be found" ); neighborList[ id0 ].insert ( id1 ); neighborList[ id1 ].insert ( id0 ); } }
void createPointNeighbors ( MeshType& mesh ) { // TODO: ASSERT_COMPILE_TIME that MeshType::pointMarker == NeighborMarker // this guarantees that the pointNeighbors structure is available. // generate point neighbors by watching edges // note: this can be based also on faces or volumes for ( UInt ie = 0; ie < mesh.numEdges(); ie++ ) { ID id0 = mesh.edge ( ie ).point ( 0 ).id(); ID id1 = mesh.edge ( ie ).point ( 1 ).id(); ASSERT ( mesh.point ( id0 ).id() == id0 , "the mesh has been reordered, the point must be found" ); ASSERT ( mesh.point ( id1 ).id() == id1 , "the mesh has been reordered, the point must be found" ); mesh.point ( id0 ).pointNeighbors().insert ( id1 ); mesh.point ( id1 ).pointNeighbors().insert ( id0 ); } }
void test(const shared_ptr< DistanceOctree< MeshType > > & distanceOctree, const MeshType & mesh, const AABB & domainAABB, Vector3<uint_t> numBlocks) { Vector3<real_t> blockSize(domainAABB.xSize() / real_c(numBlocks[0]), domainAABB.ySize() / real_c(numBlocks[1]), domainAABB.zSize() / real_c(numBlocks[2])); real_t maxError = blockSize.min() / real_t(10); SetupBlockForest setupBlockforest; setupBlockforest.addRootBlockExclusionFunction(F(distanceOctree, maxError)); setupBlockforest.addWorkloadMemorySUIDAssignmentFunction(blockforest::uniformWorkloadAndMemoryAssignment); setupBlockforest.init(domainAABB, numBlocks[0], numBlocks[1], numBlocks[2], false, false, false); WALBERLA_LOG_DEVEL(setupBlockforest.toString()); std::vector< Vector3<real_t> > vertexPositions; vertexPositions.reserve(mesh.n_vertices()); for (auto vIt = mesh.vertices_begin(); vIt != mesh.vertices_end(); ++vIt) { vertexPositions.push_back(toWalberla(mesh.point(*vIt))); } std::vector< const blockforest::SetupBlock* > setupBlocks; setupBlockforest.getBlocks(setupBlocks); // Check wether all vertices are located in allocated blocks std::vector< Vector3<real_t> > uncoveredVertices(vertexPositions); for (auto bIt = setupBlocks.begin(); bIt != setupBlocks.end(); ++bIt) { const AABB & aabb = (*bIt)->getAABB(); uncoveredVertices.erase(std::remove_if(uncoveredVertices.begin(), uncoveredVertices.end(), PointInAABB(aabb)), uncoveredVertices.end()); } WALBERLA_CHECK(uncoveredVertices.empty(), "Not all vertices of the mesh are located in allocated blocks!"); //setupBlockforest.assignAllBlocksToRootProcess(); //setupBlockforest.writeVTKOutput( "setupblockforest" ); }