示例#1
0
void PointLocatorTree::init (Trees::BuildType build_type)
{
  libmesh_assert (!this->_tree);

  if (this->_initialized)
    {
      // Warn that we are already initialized
      libMesh::err << "Warning: PointLocatorTree already initialized!  Will ignore this call..." << std::endl;

      // Further warn if we try to init() again with a different build_type
      if (_build_type != build_type)
        {
          libMesh::err << "Warning: PointLocatorTree is using build_type = " << _build_type << ".\n"
                       << "Your requested build_type, " << build_type << " will not be used!" << std::endl;
        }
    }

  else
    {
      // Let the requested build_type override the _build_type we were
      // constructed with.  This is no big deal since we have not been
      // initialized before.
      _build_type = build_type;

      if (this->_master == libmesh_nullptr)
        {
          LOG_SCOPE("init(no master)", "PointLocatorTree");

          if (this->_mesh.mesh_dimension() == 3)
            _tree = new Trees::OctTree (this->_mesh, get_target_bin_size(), _build_type);
          else
            {
              // A 1D/2D mesh in 3D space needs special consideration.
              // If the mesh is planar XY, we want to build a QuadTree
              // to search efficiently.  If the mesh is truly a manifold,
              // then we need an octree
#if LIBMESH_DIM > 2
              bool is_planar_xy = false;

              // Build the bounding box for the mesh.  If the delta-z bound is
              // negligibly small then we can use a quadtree.
              {
                MeshTools::BoundingBox bbox = MeshTools::bounding_box(this->_mesh);

                const Real
                  Dx = bbox.second(0) - bbox.first(0),
                  Dz = bbox.second(2) - bbox.first(2);

                if (std::abs(Dz/(Dx + 1.e-20)) < 1e-10)
                  is_planar_xy = true;
              }

              if (!is_planar_xy)
                _tree = new Trees::OctTree (this->_mesh, get_target_bin_size(), _build_type);
              else
#endif
#if LIBMESH_DIM > 1
                _tree = new Trees::QuadTree (this->_mesh, get_target_bin_size(), _build_type);
#else
              _tree = new Trees::BinaryTree (this->_mesh, get_target_bin_size(), _build_type);
#endif
            }
        }

      else
        {
          // We are _not_ the master.  Let our Tree point to
          // the master's tree.  But for this we first transform
          // the master in a state for which we are friends.
          // And make sure the master @e has a tree!
          const PointLocatorTree * my_master =
            cast_ptr<const PointLocatorTree *>(this->_master);

          if (my_master->initialized())
            this->_tree = my_master->_tree;
          else
            libmesh_error_msg("ERROR: Initialize master first, then servants!");
        }

      // Not all PointLocators may own a tree, but all of them
      // use their own element pointer.  Let the element pointer
      // be unique for every interpolator.
      // Suppose the interpolators are used concurrently
      // at different locations in the mesh, then it makes quite
      // sense to have unique start elements.
      this->_element = libmesh_nullptr;
    }

  // ready for take-off
  this->_initialized = true;
}
示例#2
0
void PostscriptIO::write (const std::string& fname)
{
  // We may need to gather a ParallelMesh to output it, making that
  // const qualifier in our constructor a dirty lie
  MeshSerializer serialize(const_cast<MeshBase&>(this->mesh()), !_is_parallel_format);

  if (this->mesh().processor_id() == 0)
    {
      // Get a constant reference to the mesh.
      const MeshBase& the_mesh = MeshOutput<MeshBase>::mesh();

      // Only works in 2D
      libmesh_assert_equal_to (the_mesh.mesh_dimension(), 2);

      // Create output file stream.
      // _out is now a private member of the class.
      _out.open(fname.c_str());

      // Make sure it opened correctly
      if (!_out.good())
        libmesh_file_error(fname.c_str());

      // The mesh bounding box gives us info about what the
      // Postscript bounding box should be.
      MeshTools::BoundingBox bbox = MeshTools::bounding_box(the_mesh);

      // Add a little extra padding to the "true" bounding box so
      // that we can still see the boundary
      const Real percent_padding = 0.01;
      const Real dx=bbox.second(0)-bbox.first(0); libmesh_assert_greater (dx, 0.0);
      const Real dy=bbox.second(1)-bbox.first(1); libmesh_assert_greater (dy, 0.0);

      const Real x_min = bbox.first(0)  - percent_padding*dx;
      const Real y_min = bbox.first(1)  - percent_padding*dy;
      const Real x_max = bbox.second(0) + percent_padding*dx;
      const Real y_max = bbox.second(1) + percent_padding*dy;

      // Width of the output as given in postscript units.
      // This usually is given by the strange unit 1/72 inch.
      // A width of 300 represents a size of roughly 10 cm.
      const Real width = 300;
      _scale = width / (x_max-x_min);
      _offset(0) = x_min;
      _offset(1) = y_min;

      // Header writing stuff stolen from Deal.II
      std::time_t  time1= std::time (0);
      std::tm     *time = std::localtime(&time1);
      _out << "%!PS-Adobe-2.0 EPSF-1.2" << '\n'
	//<< "%!PS-Adobe-1.0" << '\n' // Lars' PS version
	  << "%%Filename: " << fname << '\n'
	  << "%%Title: LibMesh Output" << '\n'
	  << "%%Creator: LibMesh: A C++ finite element library" << '\n'
	  << "%%Creation Date: "
	  << time->tm_year+1900 << "/"
	  << time->tm_mon+1 << "/"
	  << time->tm_mday << " - "
	  << time->tm_hour << ":"
	  << std::setw(2) << time->tm_min << ":"
	  << std::setw(2) << time->tm_sec << '\n'
	  << "%%BoundingBox: "
	// lower left corner
	  << "0 0 "
	// upper right corner
	  << static_cast<unsigned int>( rint((x_max-x_min) * _scale ))
	  << ' '
	  << static_cast<unsigned int>( rint((y_max-y_min) * _scale ))
	  << '\n';

      // define some abbreviations to keep
      // the output small:
      // m=move turtle to
      // l=define a line
      // s=set rgb color
      // sg=set gray value
      // lx=close the line and plot the line
      // lf=close the line and fill the interior
      _out << "/m {moveto} bind def"      << '\n'
	  << "/l {lineto} bind def"      << '\n'
	  << "/s {setrgbcolor} bind def" << '\n'
	  << "/sg {setgray} bind def"    << '\n'
	  << "/cs {curveto stroke} bind def" << '\n'
	  << "/lx {lineto closepath stroke} bind def" << '\n'
	  << "/lf {lineto closepath fill} bind def"   << '\n';

      _out << "%%EndProlog" << '\n';
      //	  << '\n';

      // Set line width in the postscript file.
      _out << line_width << " setlinewidth" << '\n';

      // Set line cap and join options
      _out << "1 setlinecap" << '\n';
      _out << "1 setlinejoin" << '\n';

      // allow only five digits for output (instead of the default
      // six); this should suffice even for fine grids, but reduces
      // the file size significantly
      _out << std::setprecision (5);

      // Loop over the active elements, draw lines for the edges.  We
      // draw even quadratic elements with straight sides, i.e. a straight
      // line sits between each pair of vertices.  Also we draw every edge
      // for an element regardless of the fact that it may overlap with
      // another.  This would probably be a useful optimization...
      MeshBase::const_element_iterator       el     = the_mesh.active_elements_begin();
      const MeshBase::const_element_iterator end_el = the_mesh.active_elements_end();
      for ( ; el != end_el; ++el)
	{
	  //const Elem* elem = *el;

	  this->plot_linear_elem(*el);
	  //this->plot_quadratic_elem(*el); // Experimental
	}

      // Issue the showpage command, and we're done.
      _out << "showpage" << std::endl;

    } // end if (this->mesh().processor_id() == 0)
}
示例#3
0
void PointLocatorTree::init (const Trees::BuildType build_type)
{
  libmesh_assert (!this->_tree);

  if (this->_initialized)
    {
      libMesh::err << "ERROR: Already initialized!  Will ignore this call..."
                   << std::endl;
    }

  else

    {

      if (this->_master == NULL)
        {
          START_LOG("init(no master)", "PointLocatorTree");

          if (this->_mesh.mesh_dimension() == 3)
            _tree = new Trees::OctTree (this->_mesh, 200, build_type);
          else
            {
              // A 1D/2D mesh in 3D space needs special consideration.
              // If the mesh is planar XY, we want to build a QuadTree
              // to search efficiently.  If the mesh is truly a manifold,
              // then we need an octree
#if LIBMESH_DIM > 2
              bool is_planar_xy = false;

              // Build the bounding box for the mesh.  If the delta-z bound is
              // negligibly small then we can use a quadtree.
              {
                MeshTools::BoundingBox bbox = MeshTools::bounding_box(this->_mesh);

                const Real
                  Dx = bbox.second(0) - bbox.first(0),
                  Dz = bbox.second(2) - bbox.first(2);

                if (std::abs(Dz/(Dx + 1.e-20)) < 1e-10)
                  is_planar_xy = true;
              }

              if (!is_planar_xy)
                _tree = new Trees::OctTree (this->_mesh, 200, build_type);
              else
#endif
#if LIBMESH_DIM > 1
                _tree = new Trees::QuadTree (this->_mesh, 200, build_type);
#else
              _tree = new Trees::BinaryTree (this->_mesh, 200, build_type);
#endif
            }

          STOP_LOG("init(no master)", "PointLocatorTree");
        }

      else

        {
          // We are _not_ the master.  Let our Tree point to
          // the master's tree.  But for this we first transform
          // the master in a state for which we are friends.
          // And make sure the master @e has a tree!
          const PointLocatorTree* my_master =
            libmesh_cast_ptr<const PointLocatorTree*>(this->_master);

          if (my_master->initialized())
            this->_tree = my_master->_tree;
          else
            {
              libMesh::err << "ERROR: Initialize master first, then servants!"
                           << std::endl;
              libmesh_error();
            }
        }


      // Not all PointLocators may own a tree, but all of them
      // use their own element pointer.  Let the element pointer
      // be unique for every interpolator.
      // Suppose the interpolators are used concurrently
      // at different locations in the mesh, then it makes quite
      // sense to have unique start elements.
      this->_element = NULL;
    }


  // ready for take-off
  this->_initialized = true;
}