mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-24 21:10:33 +05:00
* Prismatic Boundary Layers (Highly experimental code !!!)
* Works for basic cases, but does not check for mesh validity yet * Lot of work to be done... not ready for general use yet !!
This commit is contained in:
parent
0461899071
commit
4cc2d7dc92
@ -4,89 +4,558 @@
|
||||
namespace netgen
|
||||
{
|
||||
|
||||
void InsertVirtualBoundaryLayer (Mesh & mesh)
|
||||
{
|
||||
cout << "Insert virt. b.l." << endl;
|
||||
|
||||
int surfid;
|
||||
void InsertVirtualBoundaryLayer (Mesh & mesh)
|
||||
{
|
||||
cout << "Insert virt. b.l." << endl;
|
||||
|
||||
cout << "Boundary Nr:";
|
||||
cin >> surfid;
|
||||
int surfid;
|
||||
|
||||
int i, j;
|
||||
int np = mesh.GetNP();
|
||||
cout << "Boundary Nr:";
|
||||
cin >> surfid;
|
||||
|
||||
cout << "Old NP: " << mesh.GetNP() << endl;
|
||||
cout << "Trigs: " << mesh.GetNSE() << endl;
|
||||
int i, j;
|
||||
int np = mesh.GetNP();
|
||||
|
||||
BitArray bndnodes(np);
|
||||
Array<int> mapto(np);
|
||||
cout << "Old NP: " << mesh.GetNP() << endl;
|
||||
cout << "Trigs: " << mesh.GetNSE() << endl;
|
||||
|
||||
bndnodes.Clear();
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
cout << "snr = " << snr << endl;
|
||||
if (snr == surfid)
|
||||
{
|
||||
bndnodes.Set (mesh.LineSegment(i)[0]);
|
||||
bndnodes.Set (mesh.LineSegment(i)[1]);
|
||||
}
|
||||
}
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
if (snr != surfid)
|
||||
{
|
||||
bndnodes.Clear (mesh.LineSegment(i)[0]);
|
||||
bndnodes.Clear (mesh.LineSegment(i)[1]);
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 1; i <= np; i++)
|
||||
{
|
||||
if (bndnodes.Test(i))
|
||||
mapto.Elem(i) = mesh.AddPoint (mesh.Point (i));
|
||||
else
|
||||
mapto.Elem(i) = 0;
|
||||
}
|
||||
BitArray bndnodes(np);
|
||||
Array<int> mapto(np);
|
||||
|
||||
for (i = 1; i <= mesh.GetNSE(); i++)
|
||||
{
|
||||
Element2d & el = mesh.SurfaceElement(i);
|
||||
for (j = 1; j <= el.GetNP(); j++)
|
||||
if (mapto.Get(el.PNum(j)))
|
||||
el.PNum(j) = mapto.Get(el.PNum(j));
|
||||
}
|
||||
bndnodes.Clear();
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
cout << "snr = " << snr << endl;
|
||||
if (snr == surfid)
|
||||
{
|
||||
bndnodes.Set (mesh.LineSegment(i)[0]);
|
||||
bndnodes.Set (mesh.LineSegment(i)[1]);
|
||||
}
|
||||
}
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
if (snr != surfid)
|
||||
{
|
||||
bndnodes.Clear (mesh.LineSegment(i)[0]);
|
||||
bndnodes.Clear (mesh.LineSegment(i)[1]);
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 1; i <= np; i++)
|
||||
{
|
||||
if (bndnodes.Test(i))
|
||||
mapto.Elem(i) = mesh.AddPoint (mesh.Point (i));
|
||||
else
|
||||
mapto.Elem(i) = 0;
|
||||
}
|
||||
|
||||
for (i = 1; i <= mesh.GetNSE(); i++)
|
||||
{
|
||||
Element2d & el = mesh.SurfaceElement(i);
|
||||
for (j = 1; j <= el.GetNP(); j++)
|
||||
if (mapto.Get(el.PNum(j)))
|
||||
el.PNum(j) = mapto.Get(el.PNum(j));
|
||||
}
|
||||
|
||||
|
||||
int nq = 0;
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
if (snr == surfid)
|
||||
{
|
||||
int p1 = mesh.LineSegment(i)[0];
|
||||
int p2 = mesh.LineSegment(i)[1];
|
||||
int p3 = mapto.Get (p1);
|
||||
if (!p3) p3 = p1;
|
||||
int p4 = mapto.Get (p2);
|
||||
if (!p4) p4 = p2;
|
||||
|
||||
Element2d el(QUAD);
|
||||
el.PNum(1) = p1;
|
||||
el.PNum(2) = p2;
|
||||
el.PNum(3) = p3;
|
||||
el.PNum(4) = p4;
|
||||
el.SetIndex (2);
|
||||
mesh.AddSurfaceElement (el);
|
||||
nq++;
|
||||
}
|
||||
}
|
||||
int nq = 0;
|
||||
for (i = 1; i <= mesh.GetNSeg(); i++)
|
||||
{
|
||||
int snr = mesh.LineSegment(i).edgenr;
|
||||
if (snr == surfid)
|
||||
{
|
||||
int p1 = mesh.LineSegment(i)[0];
|
||||
int p2 = mesh.LineSegment(i)[1];
|
||||
int p3 = mapto.Get (p1);
|
||||
if (!p3) p3 = p1;
|
||||
int p4 = mapto.Get (p2);
|
||||
if (!p4) p4 = p2;
|
||||
|
||||
cout << "New NP: " << mesh.GetNP() << endl;
|
||||
cout << "Quads: " << nq << endl;
|
||||
}
|
||||
Element2d el(QUAD);
|
||||
el.PNum(1) = p1;
|
||||
el.PNum(2) = p2;
|
||||
el.PNum(3) = p3;
|
||||
el.PNum(4) = p4;
|
||||
el.SetIndex (2);
|
||||
mesh.AddSurfaceElement (el);
|
||||
nq++;
|
||||
}
|
||||
}
|
||||
|
||||
cout << "New NP: " << mesh.GetNP() << endl;
|
||||
cout << "Quads: " << nq << endl;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Philippose Rajan - 11 June 2009
|
||||
|
||||
Function to calculate the surface normal at a given
|
||||
vertex of a surface element, with respect to that
|
||||
surface element.
|
||||
|
||||
This function is used by the boundary layer generation
|
||||
function, in order to calculate the effective direction
|
||||
in which the prismatic layer should grow
|
||||
*/
|
||||
void GetSurfaceNormal(Mesh & mesh, Element2d & el, int Vertex, Vec3d & SurfaceNormal)
|
||||
{
|
||||
int Vertex_A;
|
||||
int Vertex_B;
|
||||
|
||||
Vertex_A = Vertex + 1;
|
||||
if(Vertex_A > el.GetNP()) Vertex_A = 1;
|
||||
|
||||
Vertex_B = Vertex - 1;
|
||||
if(Vertex_B <= 0) Vertex_B = el.GetNP();
|
||||
|
||||
Vec3d Vect_A,Vect_B;
|
||||
|
||||
Vect_A = mesh.Point(el.PNum(Vertex_A)) - mesh.Point(el.PNum(Vertex));
|
||||
Vect_B = mesh.Point(el.PNum(Vertex_B)) - mesh.Point(el.PNum(Vertex));
|
||||
|
||||
SurfaceNormal = Cross(Vect_A,Vect_B);
|
||||
SurfaceNormal.Normalize();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Philippose Rajan - 11 June 2009
|
||||
|
||||
Added an initial experimental function for
|
||||
generating prismatic boundary layers on
|
||||
a given set of surfaces.
|
||||
|
||||
The number of layers, height of the first layer
|
||||
and the growth / shrink factor can be specified
|
||||
by the user
|
||||
|
||||
Currently, the layer height is calculated using:
|
||||
height = h_first_layer * (growth_factor^(num_layers - 1))
|
||||
*/
|
||||
void GenerateBoundaryLayer (Mesh & mesh)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
cout << "Generate Prismatic Boundary Layers (Experimental)...." << endl;
|
||||
|
||||
// Use an array to support creation of boundary
|
||||
// layers for multiple surfaces in the future...
|
||||
Array<int> surfid;
|
||||
int surfinp = 0;
|
||||
int prismlayers = 1;
|
||||
double hfirst = 0.01;
|
||||
double growthfactor = 1.0;
|
||||
|
||||
// Monitor and print out the number of prism and quad elements
|
||||
// added to the mesh
|
||||
int numprisms = 0;
|
||||
int numquads = 0;
|
||||
|
||||
while(surfinp >= 0)
|
||||
{
|
||||
cout << "Enter Surface ID (-1 to end list): ";
|
||||
cin >> surfinp;
|
||||
if(surfinp >= 0) surfid.Append(surfinp);
|
||||
}
|
||||
|
||||
cout << "Number of surfaces entered = " << surfid.Size() << endl;
|
||||
|
||||
cout << endl << "Enter number of prism layers: ";
|
||||
cin >> prismlayers;
|
||||
if(prismlayers < 1) prismlayers = 1;
|
||||
|
||||
cout << "Enter height of first layer: ";
|
||||
cin >> hfirst;
|
||||
if(hfirst <= 0.0) hfirst = 0.01;
|
||||
|
||||
cout << "Enter layer growth / shrink factor: ";
|
||||
cin >> growthfactor;
|
||||
if(growthfactor <= 0.0) growthfactor = 1.0;
|
||||
|
||||
cout << "Old NP: " << mesh.GetNP() << endl;
|
||||
cout << "Old NSE: " << mesh.GetNSE() << endl;
|
||||
|
||||
for(int layer = prismlayers; layer >= 1; layer--)
|
||||
{
|
||||
cout << "Generating layer: " << layer << endl;
|
||||
|
||||
//double layerht = hfirst + growthfactor*(layer - 1)*hfirst;
|
||||
double layerht = hfirst*pow(growthfactor,(double)(layer-1));
|
||||
|
||||
// Need to store the old number of points and
|
||||
// surface elements because there are new points and
|
||||
// surface elements being added during the process
|
||||
int np = mesh.GetNP();
|
||||
int nse = mesh.GetNSE();
|
||||
|
||||
// Safety measure to ensure no issues with mesh
|
||||
// consistency
|
||||
int nseg = mesh.GetNSeg();
|
||||
|
||||
const MeshTopology& meshtopo = mesh.GetTopology();
|
||||
|
||||
// Indicate which points need to be remapped
|
||||
BitArray bndnodes(np);
|
||||
|
||||
// Map of the old points to the new points
|
||||
Array<int> mapto(np);
|
||||
|
||||
// Growth vectors for the prismatic layer based on
|
||||
// the effective surface normal at a given point
|
||||
Array<Vec3d> growthvectors(np);
|
||||
|
||||
// Update the mesh topology structures
|
||||
mesh.UpdateTopology();
|
||||
|
||||
// Bit array to identify all the points belonging
|
||||
// to the surface of interest
|
||||
bndnodes.Clear();
|
||||
|
||||
// Run through all the surface elements and mark the points
|
||||
// belonging to those where a boundary layer has to be created.
|
||||
// In addition, also calculate the effective surface normal
|
||||
// vectors at each of those points to determine the mesh motion
|
||||
// direction
|
||||
cout << "Marking points for remapping...." << endl;
|
||||
|
||||
for (i = 1; i <= nse; i++)
|
||||
{
|
||||
int snr = mesh.SurfaceElement(i).GetIndex();
|
||||
// cout << "snr = " << snr << endl;
|
||||
if (surfid.Contains(snr))
|
||||
{
|
||||
Element2d & sel = mesh.SurfaceElement(i);
|
||||
int selNP = sel.GetNP();
|
||||
for(j = 1; j <= selNP; j++)
|
||||
{
|
||||
// Set the bitarray to indicate that the
|
||||
// point is part of the required set
|
||||
bndnodes.Set(sel.PNum(j));
|
||||
|
||||
Vec3d& surfacenormal = Vec3d();
|
||||
|
||||
// Calculate the surface normal at the current point
|
||||
// with respect to the current surface element
|
||||
GetSurfaceNormal(mesh,sel,j,surfacenormal);
|
||||
|
||||
// Add the surface normal to the already existent one
|
||||
// (This gives the effective normal direction at corners
|
||||
// and curved areas)
|
||||
growthvectors.Elem(sel.PNum(j)) = growthvectors.Elem(sel.PNum(j))
|
||||
+ surfacenormal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add additional points into the mesh structure in order to
|
||||
// clone the surface elements.
|
||||
// Also invert the growth vectors so that they point inwards,
|
||||
// and normalize them
|
||||
cout << "Cloning points and calculating growth vectors...." << endl;
|
||||
|
||||
for (i = 1; i <= np; i++)
|
||||
{
|
||||
if (bndnodes.Test(i))
|
||||
{
|
||||
mapto.Elem(i) = mesh.AddPoint (mesh.Point (i));
|
||||
|
||||
growthvectors.Elem(i).Normalize();
|
||||
growthvectors.Elem(i) *= -1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
mapto.Elem(i) = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Add quad surface elements at edges for surfaces which
|
||||
// dont have boundary layers
|
||||
|
||||
// Bit array to keep track of segments already processed
|
||||
BitArray segsel(nseg);
|
||||
|
||||
// Set them all to "1" to initially activate all segments
|
||||
segsel.Set();
|
||||
|
||||
cout << "Adding 2D Quad elements on required surfaces...." << endl;
|
||||
|
||||
for (i = 1; i <= nseg; i++)
|
||||
{
|
||||
int seg_p1 = mesh.LineSegment(i)[0];
|
||||
int seg_p2 = mesh.LineSegment(i)[1];
|
||||
|
||||
// Only go in if the segment is still active, and if both its
|
||||
// surface index is part of the "hit-list"
|
||||
if(segsel.Test(i) && surfid.Contains(mesh.LineSegment(i).si))
|
||||
{
|
||||
// clear the bit to indicate that this segment has been processed
|
||||
segsel.Clear(i);
|
||||
|
||||
// Find matching segment pair on other surface
|
||||
for(j = 1; j <= nseg; j++)
|
||||
{
|
||||
int segpair_p1 = mesh.LineSegment(j)[1];
|
||||
int segpair_p2 = mesh.LineSegment(j)[0];
|
||||
|
||||
// Find the segment pair on the neighbouring surface element
|
||||
// Identified by: seg1[0] = seg_pair[1] and seg1[1] = seg_pair[0]
|
||||
if(segsel.Test(j) && ((segpair_p1 == seg_p1) && (segpair_p2 == seg_p2)))
|
||||
{
|
||||
// clear bit to indicate that processing of this segment is done
|
||||
segsel.Clear(j);
|
||||
|
||||
// Only worry about those surfaces which are not in the
|
||||
// boundary layer list
|
||||
if(!surfid.Contains(mesh.LineSegment(j).si))
|
||||
{
|
||||
int pnt_commelem = 0;
|
||||
int pnum_commelem = 0;
|
||||
Array<int> pnt1_elems;
|
||||
Array<int> pnt2_elems;
|
||||
|
||||
|
||||
meshtopo.GetVertexSurfaceElements(segpair_p1,pnt1_elems);
|
||||
meshtopo.GetVertexSurfaceElements(segpair_p2,pnt2_elems);
|
||||
for(int k = 1; k <= pnt1_elems.Size(); k++)
|
||||
{
|
||||
Element2d pnt1_sel = mesh.SurfaceElement(pnt1_elems.Elem(k));
|
||||
for(int l = 1; l <= pnt2_elems.Size(); l++)
|
||||
{
|
||||
Element2d pnt2_sel = mesh.SurfaceElement(pnt2_elems.Elem(l));
|
||||
if((pnt1_sel.GetIndex() == mesh.LineSegment(j).si)
|
||||
&& (pnt2_sel.GetIndex() == mesh.LineSegment(j).si)
|
||||
&& (pnt1_elems.Elem(k) == pnt2_elems.Elem(l)))
|
||||
{
|
||||
pnt_commelem = pnt1_elems.Elem(k);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(int k = 1; k <= mesh.SurfaceElement(pnt_commelem).GetNP(); k++)
|
||||
{
|
||||
if((mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p1)
|
||||
&& (mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p2))
|
||||
{
|
||||
pnum_commelem = mesh.SurfaceElement(pnt_commelem).PNum(k);
|
||||
}
|
||||
}
|
||||
|
||||
Vec3d surfelem_vect1, surfelem_vect2, surfelem_vect;
|
||||
|
||||
surfelem_vect1 = mesh.Point(pnum_commelem) - mesh.Point(segpair_p1);
|
||||
surfelem_vect2 = mesh.Point(pnum_commelem) - mesh.Point(segpair_p2);
|
||||
surfelem_vect1.Normalize();
|
||||
surfelem_vect2.Normalize();
|
||||
surfelem_vect = surfelem_vect1 + surfelem_vect2;
|
||||
surfelem_vect.Normalize();
|
||||
|
||||
double surfangle = Angle(growthvectors.Elem(segpair_p1),surfelem_vect);
|
||||
|
||||
|
||||
// remap the segments to the new points
|
||||
mesh.LineSegment(i)[0] = mapto.Get(seg_p1);
|
||||
mesh.LineSegment(i)[1] = mapto.Get(seg_p2);
|
||||
mesh.LineSegment(j)[1] = mapto.Get(seg_p1);
|
||||
mesh.LineSegment(j)[0] = mapto.Get(seg_p2);
|
||||
|
||||
if(surfangle <= 1.5707)
|
||||
{
|
||||
// Add a quad element to account for the prism volume
|
||||
// element which is going to be added
|
||||
Element2d sel(QUAD);
|
||||
sel.PNum(4) = mapto.Get(seg_p1);
|
||||
sel.PNum(3) = mapto.Get(seg_p2);
|
||||
sel.PNum(2) = segpair_p2;
|
||||
sel.PNum(1) = segpair_p1;
|
||||
sel.SetIndex(mesh.LineSegment(j).si);
|
||||
mesh.AddSurfaceElement(sel);
|
||||
numquads++;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int k = 1; k <= pnt1_elems.Size(); k++)
|
||||
{
|
||||
Element2d & pnt_sel = mesh.SurfaceElement(pnt1_elems.Elem(k));
|
||||
if(pnt_sel.GetIndex() == mesh.LineSegment(j).si)
|
||||
{
|
||||
for(int l = 1; l <= pnt_sel.GetNP(); l++)
|
||||
{
|
||||
if(pnt_sel.PNum(l) == segpair_p1)
|
||||
{
|
||||
pnt_sel.PNum(l) = mapto.Get(seg_p1);
|
||||
}
|
||||
else if(pnt_sel.PNum(l) == segpair_p2)
|
||||
{
|
||||
pnt_sel.PNum(l) = mapto.Get(seg_p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int k = 1; k <= pnt2_elems.Size(); k++)
|
||||
{
|
||||
Element2d & pnt_sel = mesh.SurfaceElement(pnt2_elems.Elem(k));
|
||||
if(pnt_sel.GetIndex() == mesh.LineSegment(j).si)
|
||||
{
|
||||
for(int l = 1; l <= pnt_sel.GetNP(); l++)
|
||||
{
|
||||
if(pnt_sel.PNum(l) == segpair_p1)
|
||||
{
|
||||
pnt_sel.PNum(l) = mapto.Get(seg_p1);
|
||||
}
|
||||
else if(pnt_sel.PNum(l) == segpair_p2)
|
||||
{
|
||||
pnt_sel.PNum(l) = mapto.Get(seg_p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the code comes here, it indicates that we are at
|
||||
// a line segment pair which is at the intersection
|
||||
// of two surfaces, both of which have to grow boundary
|
||||
// layers.... here too, remapping the segments to the
|
||||
// new points is required
|
||||
mesh.LineSegment(i)[0] = mapto.Get(seg_p1);
|
||||
mesh.LineSegment(i)[1] = mapto.Get(seg_p2);
|
||||
mesh.LineSegment(j)[1] = mapto.Get(seg_p1);
|
||||
mesh.LineSegment(j)[0] = mapto.Get(seg_p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add prismatic cells at the boundaries
|
||||
cout << "Generating prism boundary layer volume elements...." << endl;
|
||||
|
||||
for (i = 1; i <= nse; i++)
|
||||
{
|
||||
Element2d & sel = mesh.SurfaceElement(i);
|
||||
if(surfid.Contains(sel.GetIndex()))
|
||||
{
|
||||
Element el(PRISM);
|
||||
for (j = 1; j <= sel.GetNP(); j++)
|
||||
{
|
||||
// Check (Doublecheck) if the corresponding point has a
|
||||
// copy available for remapping
|
||||
if (mapto.Get(sel.PNum(j)))
|
||||
{
|
||||
// Define the points of the newly added Prism cell
|
||||
el.PNum(j+3) = mapto.Get(sel.PNum(j));
|
||||
el.PNum(j) = sel.PNum(j);
|
||||
}
|
||||
}
|
||||
|
||||
el.SetIndex(1);
|
||||
el.Invert();
|
||||
mesh.AddVolumeElement(el);
|
||||
numprisms++;
|
||||
}
|
||||
}
|
||||
|
||||
// Finally switch the point indices of the surface elements
|
||||
// to the newly added ones
|
||||
cout << "Transferring boundary layer surface elements to new vertex references...." << endl;
|
||||
|
||||
for (i = 1; i <= nse; i++)
|
||||
{
|
||||
Element2d & sel = mesh.SurfaceElement(i);
|
||||
if(surfid.Contains(sel.GetIndex()))
|
||||
{
|
||||
for (j = 1; j <= sel.GetNP(); j++)
|
||||
{
|
||||
// Check (Doublecheck) if the corresponding point has a
|
||||
// copy available for remapping
|
||||
if (mapto.Get(sel.PNum(j)))
|
||||
{
|
||||
// Map the surface elements to the new points
|
||||
sel.PNum(j) = mapto.Get(sel.PNum(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Lock all the prism points so that the rest of the mesh can be
|
||||
// optimised without invalidating the entire mesh
|
||||
for (i = 1; i <= np; i++)
|
||||
{
|
||||
if(bndnodes.Test(i)) mesh.AddLockedPoint(i);
|
||||
}
|
||||
|
||||
// Now, actually pull back the old surface points to create
|
||||
// the actual boundary layers
|
||||
cout << "Moving and optimising boundary layer points...." << endl;
|
||||
|
||||
for (i = 1; i <= np; i++)
|
||||
{
|
||||
Array<int> vertelems;
|
||||
|
||||
if(bndnodes.Test(i))
|
||||
{
|
||||
MeshPoint pointtomove;
|
||||
|
||||
pointtomove = mesh.Point(i);
|
||||
|
||||
if(layer == prismlayers)
|
||||
{
|
||||
mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors.Elem(i));
|
||||
|
||||
meshtopo.GetVertexElements(i,vertelems);
|
||||
|
||||
for(j = 1; j <= vertelems.Size(); j++)
|
||||
{
|
||||
double sfact = 0.9;
|
||||
Element volel = mesh.VolumeElement(vertelems.Elem(j));
|
||||
if((volel.GetType() == TET) || (volel.GetType() == TET10))
|
||||
{
|
||||
while((volel.Volume(mesh.Points()) <= 0.0) && (sfact >= 0.0))
|
||||
{
|
||||
mesh.Point(i).SetPoint(pointtomove + (sfact * layerht * growthvectors.Elem(i)));
|
||||
mesh.ImproveMesh();
|
||||
|
||||
// Try to move the point back by one step but
|
||||
// if the volume drops to below zero, double back
|
||||
mesh.Point(i).SetPoint(pointtomove + ((sfact + 0.1) * layerht * growthvectors.Elem(i)));
|
||||
if(volel.Volume(mesh.Points()) <= 0.0)
|
||||
{
|
||||
mesh.Point(i).SetPoint(pointtomove + (sfact * layerht * growthvectors.Elem(i)));
|
||||
}
|
||||
sfact -= 0.1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors.Elem(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Optimise the tet part of the volume mesh after all the modifications
|
||||
// to the system are completed
|
||||
//OptimizeVolume(mparam,mesh);
|
||||
|
||||
cout << "New NP: " << mesh.GetNP() << endl;
|
||||
cout << "Num of Quads: " << numquads << endl;
|
||||
cout << "Num of Prisms: " << numprisms << endl;
|
||||
cout << "Boundary Layer Generation....Done!" << endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -5,5 +5,9 @@
|
||||
///
|
||||
extern void InsertVirtualBoundaryLayer (Mesh & mesh);
|
||||
|
||||
/// Create a typical prismatic boundary layer on the given
|
||||
/// surfaces
|
||||
extern void GenerateBoundaryLayer (Mesh & mesh);
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -763,6 +763,8 @@ menu .ngmenu.meshsize.hpref
|
||||
#####################################################
|
||||
|
||||
menu .ngmenu.special
|
||||
.ngmenu.special add command -label "Prismatic Boundary Layer" \
|
||||
-command { Ng_GenerateBoundaryLayer; redraw }
|
||||
.ngmenu.special add command -label "Insert virtual boundary layer" \
|
||||
-command { Ng_InsertVirtualBL; redraw }
|
||||
.ngmenu.special add command -label "Cut off and combine with other" \
|
||||
|
Loading…
Reference in New Issue
Block a user