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modernize and improve GenerateBoundaryLayer
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58e6e5dc18
@ -103,24 +103,16 @@ namespace netgen
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function, in order to calculate the effective direction
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in which the prismatic layer should grow
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*/
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void GetSurfaceNormal(Mesh & mesh, const Element2d & el, int Vertex, Vec3d & SurfaceNormal)
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Vec<3> GetSurfaceNormal(Mesh & mesh, const Element2d & el)
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{
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int Vertex_A;
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int Vertex_B;
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Vertex_A = Vertex + 1;
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if(Vertex_A > el.GetNP()) Vertex_A = 1;
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Vertex_B = Vertex - 1;
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if(Vertex_B <= 0) Vertex_B = el.GetNP();
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Vec3d Vect_A,Vect_B;
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Vect_A = mesh[el.PNum(Vertex_A)] - mesh[el.PNum(Vertex)];
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Vect_B = mesh[el.PNum(Vertex_B)] - mesh[el.PNum(Vertex)];
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SurfaceNormal = Cross(Vect_A,Vect_B);
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SurfaceNormal.Normalize();
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auto v0 = mesh[el[0]];
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auto v1 = mesh[el[1]];
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auto v2 = mesh[el[2]];
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Vec<3> vec1 = v1-v0;
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Vec<3> vec2 = v2-v0;
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Vec<3> normal = Cross(vec1, vec2);
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normal.Normalize();
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return normal;
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}
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@ -141,369 +133,294 @@ namespace netgen
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Currently, the layer height is calculated using:
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height = h_first_layer * (growth_factor^(num_layers - 1))
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*/
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void GenerateBoundaryLayer (Mesh & mesh, BoundaryLayerParameters & blp)
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void GenerateBoundaryLayer (Mesh & mesh, const BoundaryLayerParameters & blp)
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{
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ofstream dbg("BndLayerDebug.log");
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// Angle between a surface element and a growth-vector below which
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// a prism is project onto that surface as a quad
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// (in degrees)
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double angleThreshold = 5.0;
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NgArray<int> surfid (blp.surfid);
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int prismlayers = blp.prismlayers;
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double hfirst = blp.hfirst;
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double growthfactor = blp.growthfactor;
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NgArray<double> heights (blp.heights);
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bool grow_edges = false; // grow layer at edges
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// Monitor and print out the number of prism and quad elements
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// added to the mesh
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int numprisms = 0;
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int numquads = 0;
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PrintMessage(1, "Generating boundary layer...");
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PrintMessage(3, "Old NP: ", mesh.GetNP());
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PrintMessage(3, "Old NSE: ",mesh.GetNSE());
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cout << "Old NP: " << mesh.GetNP() << endl;
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cout << "Old NSE: " << mesh.GetNSE() << endl;
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for(int layer = prismlayers; layer >= 1; layer--)
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for(int layer = blp.heights.Size(); layer >= 1; layer--)
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{
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cout << "Generating layer: " << layer << endl;
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PrintMessage(3, "Generating layer: ", layer);
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const MeshTopology& meshtopo = mesh.GetTopology();
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const_cast<MeshTopology &> (meshtopo).SetBuildEdges(true);
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const_cast<MeshTopology &> (meshtopo).SetBuildFaces(true);
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const_cast<MeshTopology &> (meshtopo).Update();
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mesh.UpdateTopology();
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auto& meshtopo = mesh.GetTopology();
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double layerht = hfirst;
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auto layerht = blp.heights[layer-1];
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if(heights.Size()>0)
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PrintMessage(5, "Layer Height = ", layerht);
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// Need to store the old number of points and
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// surface elements because there are new points and
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// surface elements being added during the process
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int np = mesh.GetNP();
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int nse = mesh.GetNSE();
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int ne = mesh.GetNE();
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// Safety measure to ensure no issues with mesh
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// consistency
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int nseg = mesh.GetNSeg();
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// Indicate which points need to be remapped
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BitArray bndnodes(np+1); // big enough for 1-based array
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// Map of the old points to the new points
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Array<PointIndex, PointIndex> mapto(np);
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// Growth vectors for the prismatic layer based on
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// the effective surface normal at a given point
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Array<Vec<3>, PointIndex> growthvectors(np);
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Array<Array<Vec<3>>, PointIndex> all_growthvectors(np);
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// Bit array to identify all the points belonging
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// to the surface of interest
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bndnodes.Clear();
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// Run through all the surface elements and mark the points
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// belonging to those where a boundary layer has to be created.
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// In addition, also calculate the effective surface normal
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// vectors at each of those points to determine the mesh motion
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// direction
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PrintMessage(3, "Marking points for remapping...");
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for(const auto& sel : mesh.SurfaceElements())
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if (blp.surfid.Contains(sel.GetIndex()))
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{
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auto normal = GetSurfaceNormal(mesh,sel);
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if(!blp.outside)
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normal *= -1;
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for(int j : Range(sel.PNums()))
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{
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// Set the bitarray to indicate that the
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// point is part of the required set
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bndnodes.SetBit(sel[j]);
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// Add the surface normal to the already existent one
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// (This gives the effective normal direction at corners
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// and curved areas)
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all_growthvectors[sel[j]].Append(normal);
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}
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}
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if (!blp.grow_edges)
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for(const auto& sel : mesh.SurfaceElements())
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{
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bndnodes.Clear(sel[0]);
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bndnodes.Clear(sel[1]);
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}
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// Add additional points into the mesh structure in order to
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// clone the surface elements.
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// Also invert the growth vectors so that they point inwards,
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// and normalize them
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PrintMessage(3, "Cloning points and calculating growth vectors...");
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for (PointIndex pi = 1; pi <= np; pi++)
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{
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layerht = heights[layer-1];
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}
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else
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{
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if(growthfactor == 1)
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if (bndnodes.Test(pi))
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{
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layerht = layer * hfirst;
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mapto[pi] = mesh.AddPoint(mesh[pi]);
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growthvectors[pi] = all_growthvectors[pi][0];
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for(int i = 1; i < all_growthvectors[pi].Size(); i++)
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{
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auto& veci = all_growthvectors[pi][i];
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for(auto j : Range(i))
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{
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auto& vecj = all_growthvectors[pi][j];
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veci -= 1./(vecj.Length()+1e-10) * (veci * vecj) * vecj;
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}
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growthvectors[pi] += veci;
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}
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// growthvectors[pi].Normalize();
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// growthvectors[pi] *= -1.0;
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}
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else
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{
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layerht = hfirst*(pow(growthfactor,(layer+1)) - 1)/(growthfactor - 1);
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mapto[pi].Invalidate();
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growthvectors[pi] = {0,0,0};
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}
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}
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cout << "Layer Height = " << layerht << endl;
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// Need to store the old number of points and
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// surface elements because there are new points and
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// surface elements being added during the process
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int np = mesh.GetNP();
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int nse = mesh.GetNSE();
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int ne = mesh.GetNE();
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// Add quad surface elements at edges for surfaces which
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// don't have boundary layers
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// Safety measure to ensure no issues with mesh
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// consistency
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int nseg = mesh.GetNSeg();
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// Bit array to keep track of segments already processed
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BitArray segsel(nseg);
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// Indicate which points need to be remapped
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NgBitArray bndnodes(np+1); // big enough for 1-based array
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// Set them all to "1" to initially activate all segments
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segsel.Set();
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// Map of the old points to the new points
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NgArray<PointIndex, PointIndex::BASE> mapto(np);
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PrintMessage(3, "Adding 2D Quad elements on required surfaces...");
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// Growth vectors for the prismatic layer based on
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// the effective surface normal at a given point
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NgArray<Vec3d, PointIndex::BASE> growthvectors(np);
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if(blp.grow_edges)
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for(SegmentIndex sei = 0; sei < nseg; sei++)
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{
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PointIndex seg_p1 = mesh[sei][0];
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PointIndex seg_p2 = mesh[sei][1];
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// Bit array to identify all the points belonging
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// to the surface of interest
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bndnodes.Clear();
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// Only go in if the segment is still active, and if both its
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// surface index is part of the "hit-list"
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if(segsel.Test(sei) && blp.surfid.Contains(mesh[sei].si))
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{
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// clear the bit to indicate that this segment has been processed
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segsel.Clear(sei);
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// Run through all the surface elements and mark the points
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// belonging to those where a boundary layer has to be created.
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// In addition, also calculate the effective surface normal
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// vectors at each of those points to determine the mesh motion
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// direction
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cout << "Marking points for remapping...." << endl;
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// Find matching segment pair on other surface
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for (SegmentIndex sej = 0; sej < nseg; sej++)
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{
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PointIndex segpair_p1 = mesh[sej][1];
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PointIndex segpair_p2 = mesh[sej][0];
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for (SurfaceElementIndex si = 0; si < nse; si++)
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if (surfid.Contains(mesh[si].GetIndex()))
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{
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const Element2d & sel = mesh[si];
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for(int j = 0; j < sel.GetNP(); j++)
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{
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// Set the bitarray to indicate that the
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// point is part of the required set
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bndnodes.Set(sel[j]);
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Vec3d surfacenormal;
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// Find the segment pair on the neighbouring surface element
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// Identified by: seg1[0] = seg_pair[1] and seg1[1] = seg_pair[0]
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if(segsel.Test(sej) && ((segpair_p1 == seg_p1) && (segpair_p2 == seg_p2)))
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{
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// clear bit to indicate that processing of this segment is done
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segsel.Clear(sej);
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// Calculate the surface normal at the current point
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// with respect to the current surface element
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GetSurfaceNormal(mesh,sel,j+1,surfacenormal);
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// Only worry about those surfaces which are not in the
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// boundary layer list
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if(!blp.surfid.Contains(mesh[sej].si))
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{
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SurfaceElementIndex pnt_commelem;
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SetInvalid(pnt_commelem);
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// Add the surface normal to the already existent one
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// (This gives the effective normal direction at corners
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// and curved areas)
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growthvectors[sel[j]] += surfacenormal;
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}
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}
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auto pnt1_elems = meshtopo.GetVertexSurfaceElements(segpair_p1);
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auto pnt2_elems = meshtopo.GetVertexSurfaceElements(segpair_p2);
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if (!grow_edges)
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for (SegmentIndex sei = 0; sei <= nseg; sei++)
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{
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bndnodes.Clear (mesh[sei][0]);
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bndnodes.Clear (mesh[sei][1]);
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}
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for(auto pnt1_sei : pnt1_elems)
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{
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const auto& pnt1_sel = mesh[pnt1_sei];
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for(auto pnt2_sei : pnt2_elems)
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{
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const Element2d & pnt2_sel = mesh.SurfaceElement(pnt2_sei);
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if((pnt1_sel.GetIndex() == mesh[sej].si)
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&& (pnt2_sel.GetIndex() == mesh[sej].si)
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&& (pnt1_sei == pnt2_sei))
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{
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pnt_commelem = pnt1_sei;
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}
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}
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}
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// Add additional points into the mesh structure in order to
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// clone the surface elements.
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// Also invert the growth vectors so that they point inwards,
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// and normalize them
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cout << "Cloning points and calculating growth vectors...." << endl;
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const Element2d & commsel = mesh.SurfaceElement(pnt_commelem);
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auto surfelem_vect = GetSurfaceNormal(mesh, commsel);
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if(blp.outside)
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surfelem_vect *= -1;
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for (PointIndex pi = 1; pi <= np; pi++)
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{
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if (bndnodes.Test(pi))
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{
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mapto[pi] = mesh.AddPoint (mesh[pi]);
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double surfangle = Angle(growthvectors[segpair_p1],surfelem_vect);
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// remap the segments to the new points
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if(!blp.outside)
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{
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mesh[sei][0] = mapto[seg_p1];
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mesh[sei][1] = mapto[seg_p2];
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mesh[sej][1] = mapto[seg_p1];
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mesh[sej][0] = mapto[seg_p2];
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}
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growthvectors[pi].Normalize();
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growthvectors[pi] *= -1.0;
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}
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else
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{
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mapto[pi] = 0;
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growthvectors[pi] = Vec3d(0,0,0);
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}
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}
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if((surfangle < (90 + angleThreshold) * 3.141592 / 180.0)
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&& (surfangle > (90 - angleThreshold) * 3.141592 / 180.0))
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{
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// Since the surface is lower than the threshold, change the effective
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// prism growth vector to match with the surface vector, so that
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// the Quad which is created lies on the original surface
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//growthvectors.Elem(segpair_p1) = surfelem_vect;
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// Add a quad element to account for the prism volume
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// element which is going to be added
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Element2d sel(QUAD);
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if(blp.outside)
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Swap(seg_p1, seg_p2);
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sel.PNum(4) = mapto[seg_p1];
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sel.PNum(3) = mapto[seg_p2];
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sel.PNum(2) = seg_p2;
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sel.PNum(1) = seg_p1;
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sel.SetIndex(mesh[sej].si);
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mesh.AddSurfaceElement(sel);
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numquads++;
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}
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else
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{
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for (int k = 0; k < pnt1_elems.Size(); k++)
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{
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Element2d & pnt_sel = mesh.SurfaceElement(pnt1_elems[k]);
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if(pnt_sel.GetIndex() == mesh[sej].si)
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{
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for(int l = 0; l < pnt_sel.GetNP(); l++)
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{
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if(pnt_sel[l] == segpair_p1)
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pnt_sel[l] = mapto[seg_p1];
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else if (pnt_sel[l] == segpair_p2)
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pnt_sel[l] = mapto[seg_p2];
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}
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}
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}
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// Add quad surface elements at edges for surfaces which
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// don't have boundary layers
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for (int k = 0; k < pnt2_elems.Size(); k++)
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{
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Element2d & pnt_sel = mesh.SurfaceElement(pnt2_elems[k]);
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if(pnt_sel.GetIndex() == mesh[sej].si)
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{
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for(int l = 0; l < pnt_sel.GetNP(); l++)
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{
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if(pnt_sel[l] == segpair_p1)
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pnt_sel[l] = mapto[seg_p1];
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else if (pnt_sel[l] == segpair_p2)
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pnt_sel[l] = mapto[seg_p2];
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}
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}
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}
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}
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// }
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}
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else
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{
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// If the code comes here, it indicates that we are at
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// a line segment pair which is at the intersection
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// of two surfaces, both of which have to grow boundary
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// layers.... here too, remapping the segments to the
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// new points is required
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mesh[sei][0] = mapto[seg_p1];
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mesh[sei][1] = mapto[seg_p2];
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mesh[sej][1] = mapto[seg_p1];
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mesh[sej][0] = mapto[seg_p2];
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}
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}
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}
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}
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}
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// Bit array to keep track of segments already processed
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NgBitArray segsel(nseg);
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// Add prismatic cells at the boundaries
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PrintMessage(3, "Generating prism boundary layer volume elements...");
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// Set them all to "1" to initially activate all segments
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segsel.Set();
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for (SurfaceElementIndex si = 0; si < nse; si++)
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{
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Element2d & sel = mesh.SurfaceElement(si);
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if(blp.surfid.Contains(sel.GetIndex()))
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{
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int classify = 0;
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for (int j = 0; j < 3; j++)
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if (mapto[sel[j]].IsValid())
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classify += (1 << j);
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cout << "Adding 2D Quad elements on required surfaces...." << endl;
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// cout << "classify = " << classify << endl;
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if (grow_edges)
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for (SegmentIndex sei = 0; sei <= nseg; sei++)
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{
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PointIndex seg_p1 = mesh[sei][0];
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PointIndex seg_p2 = mesh[sei][1];
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// Only go in if the segment is still active, and if both its
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// surface index is part of the "hit-list"
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if(segsel.Test(sei) && surfid.Contains(mesh[sei].si))
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{
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// clear the bit to indicate that this segment has been processed
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segsel.Clear(sei);
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// Find matching segment pair on other surface
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for (SegmentIndex sej = 0; sej < nseg; sej++)
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{
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PointIndex segpair_p1 = mesh[sej][1];
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PointIndex segpair_p2 = mesh[sej][0];
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// Find the segment pair on the neighbouring surface element
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// Identified by: seg1[0] = seg_pair[1] and seg1[1] = seg_pair[0]
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if(segsel.Test(sej) && ((segpair_p1 == seg_p1) && (segpair_p2 == seg_p2)))
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{
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// clear bit to indicate that processing of this segment is done
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segsel.Clear(sej);
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// Only worry about those surfaces which are not in the
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// boundary layer list
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if(!surfid.Contains(mesh[sej].si))
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{
|
||||
SurfaceElementIndex pnt_commelem = 0;
|
||||
NgArray<SurfaceElementIndex> pnt1_elems;
|
||||
NgArray<SurfaceElementIndex> pnt2_elems;
|
||||
|
||||
|
||||
meshtopo.GetVertexSurfaceElements(segpair_p1,pnt1_elems);
|
||||
meshtopo.GetVertexSurfaceElements(segpair_p2,pnt2_elems);
|
||||
|
||||
for(int k = 0; k < pnt1_elems.Size(); k++)
|
||||
{
|
||||
const Element2d & pnt1_sel = mesh.SurfaceElement(pnt1_elems[k]);
|
||||
for(int l = 0; l < pnt2_elems.Size(); l++)
|
||||
{
|
||||
const Element2d & pnt2_sel = mesh.SurfaceElement(pnt2_elems[l]);
|
||||
if((pnt1_sel.GetIndex() == mesh[sej].si)
|
||||
&& (pnt2_sel.GetIndex() == mesh[sej].si)
|
||||
&& (pnt1_elems[k] == pnt2_elems[l]))
|
||||
{
|
||||
pnt_commelem = pnt1_elems[k];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
int pnum_commelem = 0;
|
||||
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_vect, surfelem_vect1;
|
||||
|
||||
const Element2d & commsel = mesh.SurfaceElement(pnt_commelem);
|
||||
|
||||
dbg << "NP= " << commsel.GetNP() << " : ";
|
||||
|
||||
for(int k = 1; k <= commsel.GetNP(); k++)
|
||||
{
|
||||
GetSurfaceNormal(mesh,commsel,k,surfelem_vect1);
|
||||
surfelem_vect += surfelem_vect1;
|
||||
}
|
||||
|
||||
surfelem_vect.Normalize();
|
||||
|
||||
double surfangle = Angle(growthvectors.Elem(segpair_p1),surfelem_vect);
|
||||
|
||||
dbg << "V1= " << surfelem_vect1
|
||||
<< " : V2= " << surfelem_vect1
|
||||
<< " : V= " << surfelem_vect
|
||||
<< " : GV= " << growthvectors.Elem(segpair_p1)
|
||||
<< " : Angle= " << surfangle * 180 / 3.141592;
|
||||
|
||||
|
||||
// remap the segments to the new points
|
||||
mesh[sei][0] = mapto[seg_p1];
|
||||
mesh[sei][1] = mapto[seg_p2];
|
||||
mesh[sej][1] = mapto[seg_p1];
|
||||
mesh[sej][0] = mapto[seg_p2];
|
||||
|
||||
if((surfangle < (90 + angleThreshold) * 3.141592 / 180.0)
|
||||
&& (surfangle > (90 - angleThreshold) * 3.141592 / 180.0))
|
||||
{
|
||||
dbg << " : quad\n";
|
||||
// Since the surface is lower than the threshold, change the effective
|
||||
// prism growth vector to match with the surface vector, so that
|
||||
// the Quad which is created lies on the original surface
|
||||
//growthvectors.Elem(segpair_p1) = surfelem_vect;
|
||||
|
||||
// Add a quad element to account for the prism volume
|
||||
// element which is going to be added
|
||||
Element2d sel(QUAD);
|
||||
sel.PNum(4) = mapto[seg_p1];
|
||||
sel.PNum(3) = mapto[seg_p2];
|
||||
sel.PNum(2) = segpair_p2;
|
||||
sel.PNum(1) = segpair_p1;
|
||||
sel.SetIndex(mesh[sej].si);
|
||||
mesh.AddSurfaceElement(sel);
|
||||
numquads++;
|
||||
}
|
||||
else
|
||||
{
|
||||
dbg << "\n";
|
||||
for (int k = 0; k < pnt1_elems.Size(); k++)
|
||||
{
|
||||
Element2d & pnt_sel = mesh.SurfaceElement(pnt1_elems[k]);
|
||||
if(pnt_sel.GetIndex() == mesh[sej].si)
|
||||
{
|
||||
for(int l = 0; l < pnt_sel.GetNP(); l++)
|
||||
{
|
||||
if(pnt_sel[l] == segpair_p1)
|
||||
pnt_sel[l] = mapto[seg_p1];
|
||||
else if (pnt_sel[l] == segpair_p2)
|
||||
pnt_sel[l] = mapto[seg_p2];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int k = 0; k < pnt2_elems.Size(); k++)
|
||||
{
|
||||
Element2d & pnt_sel = mesh.SurfaceElement(pnt2_elems[k]);
|
||||
if(pnt_sel.GetIndex() == mesh[sej].si)
|
||||
{
|
||||
for(int l = 0; l < pnt_sel.GetNP(); l++)
|
||||
{
|
||||
if(pnt_sel[l] == segpair_p1)
|
||||
pnt_sel[l] = mapto.Get(seg_p1);
|
||||
else if (pnt_sel[l] == segpair_p2)
|
||||
pnt_sel[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[sei][0] = mapto.Get(seg_p1);
|
||||
mesh[sei][1] = mapto.Get(seg_p2);
|
||||
mesh[sej][1] = mapto.Get(seg_p1);
|
||||
mesh[sej][0] = mapto.Get(seg_p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add prismatic cells at the boundaries
|
||||
cout << "Generating prism boundary layer volume elements...." << endl;
|
||||
|
||||
for (SurfaceElementIndex si = 0; si < nse; si++)
|
||||
{
|
||||
Element2d & sel = mesh.SurfaceElement(si);
|
||||
if(surfid.Contains(sel.GetIndex()))
|
||||
{
|
||||
/*
|
||||
Element el(PRISM);
|
||||
for (int j = 0; j < sel.GetNP(); j++)
|
||||
{
|
||||
// Check (Doublecheck) if the corresponding point has a
|
||||
// copy available for remapping
|
||||
if (mapto.Get(sel[j]))
|
||||
{
|
||||
// Define the points of the newly added Prism cell
|
||||
el[j+3] = mapto[sel[j]];
|
||||
el[j] = sel[j];
|
||||
}
|
||||
else
|
||||
{
|
||||
el[j+3] = sel[j];
|
||||
el[j] = sel[j];
|
||||
}
|
||||
}
|
||||
|
||||
el.SetIndex(1);
|
||||
el.Invert();
|
||||
mesh.AddVolumeElement(el);
|
||||
numprisms++;
|
||||
*/
|
||||
// cout << "add element: " << endl;
|
||||
int classify = 0;
|
||||
for (int j = 0; j < 3; j++)
|
||||
if (mapto[sel[j]])
|
||||
classify += (1 << j);
|
||||
|
||||
// cout << "classify = " << classify << endl;
|
||||
|
||||
ELEMENT_TYPE types[] = { PRISM, TET, TET, PYRAMID,
|
||||
TET, PYRAMID, PYRAMID, PRISM };
|
||||
int nums[] = { sel[0], sel[1], sel[2], mapto[sel[0]], mapto[sel[1]], mapto[sel[2]] };
|
||||
int vertices[][6] =
|
||||
{
|
||||
ELEMENT_TYPE types[] = { PRISM, TET, TET, PYRAMID,
|
||||
TET, PYRAMID, PYRAMID, PRISM };
|
||||
int nums[] = { sel[0], sel[1], sel[2], mapto[sel[0]], mapto[sel[1]], mapto[sel[2]] };
|
||||
int vertices[][6] =
|
||||
{
|
||||
{ 0, 1, 2, 0, 1, 2 }, // should not occur
|
||||
{ 0, 2, 1, 3, 0, 0 },
|
||||
{ 0, 2, 1, 4, 0, 0 },
|
||||
@ -513,135 +430,93 @@ namespace netgen
|
||||
{ 2, 0, 3, 5, 1, 0 },
|
||||
{ 1, 2, 5, 4, 0, 0 },
|
||||
{ 0, 2, 1, 3, 5, 4 }
|
||||
};
|
||||
};
|
||||
if(blp.outside)
|
||||
{
|
||||
if(classify != 7)
|
||||
throw Exception("Outside with non prisms not yet implemented");
|
||||
for(auto i : Range(6))
|
||||
vertices[7][i] = i;
|
||||
}
|
||||
|
||||
Element el(types[classify]);
|
||||
for (int i = 0; i < 6; i++)
|
||||
el[i] = nums[vertices[classify][i]];
|
||||
if(blp.new_matnrs.Size() > 0)
|
||||
el.SetIndex(blp.new_matnrs[layer-1]);
|
||||
else
|
||||
el.SetIndex(blp.new_matnr);
|
||||
// cout << "el = " << el << endl;
|
||||
if (classify != 0)
|
||||
mesh.AddVolumeElement(el);
|
||||
}
|
||||
}
|
||||
Element el(types[classify]);
|
||||
for (int i = 0; i < 6; i++)
|
||||
el[i] = nums[vertices[classify][i]];
|
||||
el.SetIndex(blp.new_matnrs[layer-1]);
|
||||
if (classify != 0)
|
||||
mesh.AddVolumeElement(el);
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
// Finally switch the point indices of the surface elements
|
||||
// to the newly added ones
|
||||
PrintMessage(3, "Transferring boundary layer surface elements to new vertex references...");
|
||||
|
||||
for (int i = 1; i <= nse; i++)
|
||||
{
|
||||
Element2d & sel = mesh.SurfaceElement(i);
|
||||
if(surfid.Contains(sel.GetIndex()))
|
||||
{
|
||||
for (int j = 1; j <= sel.GetNP(); j++)
|
||||
{
|
||||
for(SurfaceElementIndex sei : Range(nse))
|
||||
{
|
||||
auto& sel = mesh[sei];
|
||||
if((blp.outside && !blp.surfid.Contains(sel.GetIndex())) ||
|
||||
(!blp.outside && blp.surfid.Contains(sel.GetIndex())))
|
||||
{
|
||||
for(auto& pnum : sel.PNums())
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 1; i <= ne; i++)
|
||||
{
|
||||
Element & el = mesh.VolumeElement(i);
|
||||
if(el.GetIndex() != blp.bulk_matnr)
|
||||
if(mapto[pnum].IsValid())
|
||||
// Map the surface elements to the new points
|
||||
pnum = mapto[pnum];
|
||||
}
|
||||
}
|
||||
|
||||
if(blp.outside)
|
||||
for(ElementIndex ei : Range(ne))
|
||||
{
|
||||
for (int j = 1; j <= el.GetNP(); j++)
|
||||
{
|
||||
// Check (Doublecheck) if the corresponding point has a
|
||||
// copy available for remapping
|
||||
if (mapto.Get(el.PNum(j)))
|
||||
{
|
||||
// Map the surface elements to the new points
|
||||
el.PNum(j) = mapto.Get(el.PNum(j));
|
||||
}
|
||||
}
|
||||
auto& el = mesh[ei];
|
||||
for(auto& pnum : el.PNums())
|
||||
// Check (Doublecheck) if the corresponding point has a
|
||||
// copy available for remapping
|
||||
if(mapto[pnum].IsValid())
|
||||
// Map the surface elements to the new points
|
||||
pnum = mapto[pnum];
|
||||
}
|
||||
}
|
||||
|
||||
// Lock all the prism points so that the rest of the mesh can be
|
||||
// optimised without invalidating the entire mesh
|
||||
// for (PointIndex pi = mesh.Points().Begin(); pi < mesh.Points().End(); pi++)
|
||||
for (PointIndex pi = 1; pi <= np; pi++)
|
||||
if(bndnodes.Test(pi)) mesh.AddLockedPoint(pi);
|
||||
|
||||
// Now, actually pull back the old surface points to create
|
||||
// the actual boundary layers
|
||||
PrintMessage(3, "Moving and optimising boundary layer points...");
|
||||
|
||||
for (PointIndex i = 1; i <= np; i++)
|
||||
{
|
||||
if(bndnodes.Test(i))
|
||||
{
|
||||
MeshPoint pointtomove;
|
||||
|
||||
// Lock all the prism points so that the rest of the mesh can be
|
||||
// optimised without invalidating the entire mesh
|
||||
// for (PointIndex pi = mesh.Points().Begin(); pi < mesh.Points().End(); pi++)
|
||||
for (PointIndex pi : mesh.Points().Range())
|
||||
{
|
||||
if(bndnodes.Test(pi)) mesh.AddLockedPoint(pi);
|
||||
}
|
||||
pointtomove = mesh.Point(i);
|
||||
mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors[i]);
|
||||
}
|
||||
}
|
||||
mesh.Compress();
|
||||
}
|
||||
|
||||
// Now, actually pull back the old surface points to create
|
||||
// the actual boundary layers
|
||||
cout << "Moving and optimising boundary layer points...." << endl;
|
||||
for(int i=1; i <= mesh.GetNFD(); i++)
|
||||
{
|
||||
auto& fd = mesh.GetFaceDescriptor(i);
|
||||
if(blp.surfid.Contains(fd.SurfNr()))
|
||||
{
|
||||
if(blp.outside)
|
||||
fd.SetDomainOut(blp.new_matnrs[0]);
|
||||
else
|
||||
fd.SetDomainIn(blp.new_matnrs[0]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 1; i <= np; i++)
|
||||
{
|
||||
NgArray<ElementIndex> 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(int j = 1; j <= vertelems.Size(); j++)
|
||||
{
|
||||
// double sfact = 0.9;
|
||||
Element volel = mesh.VolumeElement(vertelems.Elem(j));
|
||||
if(((volel.GetType() == TET) || (volel.GetType() == TET10)) && (!volel.IsDeleted()))
|
||||
{
|
||||
//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;
|
||||
//}
|
||||
volel.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors.Elem(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
mesh.Compress();
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
dbg.close();
|
||||
PrintMessage(3, "New NP: ", mesh.GetNP());
|
||||
PrintMessage(3, "Num of Quads: ", numquads);
|
||||
PrintMessage(3, "Num of Prisms: ", numprisms);
|
||||
PrintMessage(1, "Boundary Layer Generation....Done!");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -12,18 +12,15 @@ class BoundaryLayerParameters
|
||||
{
|
||||
public:
|
||||
// parameters by Philippose ..
|
||||
NgArray<int> surfid;
|
||||
NgArray<double> heights;
|
||||
NgArray<double> new_matnrs;
|
||||
int prismlayers = 1;
|
||||
int bulk_matnr = 1;
|
||||
int new_matnr = 1;
|
||||
double hfirst = 0.01;
|
||||
double growthfactor = 1;
|
||||
bool optimize = true;
|
||||
Array<int> surfid;
|
||||
Array<double> heights;
|
||||
Array<size_t> new_matnrs;
|
||||
bool outside = false; // set the boundary layer on the outside
|
||||
bool grow_edges = false;
|
||||
};
|
||||
|
||||
DLL_HEADER extern void GenerateBoundaryLayer (Mesh & mesh, BoundaryLayerParameters & blp);
|
||||
DLL_HEADER void GenerateBoundaryLayer (Mesh & mesh,
|
||||
const BoundaryLayerParameters & blp);
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,5 +1,7 @@
|
||||
#ifdef NG_PYTHON
|
||||
|
||||
#include <regex>
|
||||
|
||||
#include <../general/ngpython.hpp>
|
||||
#include <core/python_ngcore.hpp>
|
||||
#include "python_mesh.hpp"
|
||||
@ -885,12 +887,13 @@ DLL_HEADER void ExportNetgenMeshing(py::module &m)
|
||||
meshingparameter_description.c_str(),
|
||||
py::call_guard<py::gil_scoped_release>())
|
||||
|
||||
.def ("OptimizeVolumeMesh", [](Mesh & self)
|
||||
.def ("OptimizeVolumeMesh", [](Mesh & self, MeshingParameters* pars)
|
||||
{
|
||||
MeshingParameters mp;
|
||||
mp.optsteps3d = 5;
|
||||
if(pars) mp = *pars;
|
||||
else mp.optsteps3d = 5;
|
||||
OptimizeVolume (mp, self);
|
||||
},py::call_guard<py::gil_scoped_release>())
|
||||
}, py::arg("mp"), py::call_guard<py::gil_scoped_release>())
|
||||
|
||||
.def ("OptimizeMesh2d", [](Mesh & self)
|
||||
{
|
||||
@ -929,63 +932,87 @@ DLL_HEADER void ExportNetgenMeshing(py::module &m)
|
||||
|
||||
.def ("BuildSearchTree", &Mesh::BuildElementSearchTree,py::call_guard<py::gil_scoped_release>())
|
||||
|
||||
.def ("BoundaryLayer", FunctionPointer
|
||||
([](Mesh & self, int bc, py::list thicknesses, int volnr, py::list materials)
|
||||
.def ("BoundaryLayer", [](Mesh & self, variant<string, int> boundary,
|
||||
variant<double, py::list> thickness,
|
||||
variant<string, py::list> material,
|
||||
variant<string, int> domain, bool outside,
|
||||
bool grow_edges)
|
||||
{
|
||||
int n = py::len(thicknesses);
|
||||
BoundaryLayerParameters blp;
|
||||
|
||||
for (int i = 1; i <= self.GetNFD(); i++)
|
||||
if (self.GetFaceDescriptor(i).BCProperty() == bc)
|
||||
blp.surfid.Append (i);
|
||||
|
||||
cout << "add layer at surfaces: " << blp.surfid << endl;
|
||||
|
||||
blp.prismlayers = n;
|
||||
blp.growthfactor = 1.0;
|
||||
|
||||
// find max domain nr
|
||||
int maxind = 0;
|
||||
for (ElementIndex ei = 0; ei < self.GetNE(); ei++)
|
||||
maxind = max (maxind, self[ei].GetIndex());
|
||||
cout << "maxind = " << maxind << endl;
|
||||
for ( int i=0; i<n; i++ )
|
||||
if(int* bc = std::get_if<int>(&boundary); bc)
|
||||
{
|
||||
blp.heights.Append( py::extract<double>(thicknesses[i])()) ;
|
||||
blp.new_matnrs.Append( maxind+1+i );
|
||||
self.SetMaterial (maxind+1+i, py::extract<string>(materials[i])().c_str());
|
||||
for (int i = 1; i <= self.GetNFD(); i++)
|
||||
if(self.GetFaceDescriptor(i).BCProperty() == *bc)
|
||||
blp.surfid.Append (i);
|
||||
}
|
||||
blp.bulk_matnr = volnr;
|
||||
else
|
||||
{
|
||||
regex pattern(std::get<string>(boundary));
|
||||
for(int i = 1; i<=self.GetNFD(); i++)
|
||||
if(regex_match(self.GetFaceDescriptor(i).GetBCName(), pattern))
|
||||
blp.surfid.Append(i);
|
||||
}
|
||||
|
||||
if(double* pthickness = get_if<double>(&thickness); pthickness)
|
||||
{
|
||||
blp.heights.Append(*pthickness);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto thicknesses = get<py::list>(thickness);
|
||||
for(auto val : thicknesses)
|
||||
blp.heights.Append(val.cast<double>());
|
||||
}
|
||||
|
||||
auto prismlayers = blp.heights.Size();
|
||||
auto first_new_mat = self.GetNDomains() + 1;
|
||||
for(auto i : Range(prismlayers))
|
||||
blp.new_matnrs.Append(first_new_mat + i);
|
||||
if(string* pmaterial = get_if<string>(&material); pmaterial)
|
||||
{
|
||||
for(auto i : Range(prismlayers))
|
||||
self.SetMaterial(first_new_mat + i, *pmaterial);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto materials = get<py::list>(material);
|
||||
if(py::len(materials) != prismlayers)
|
||||
throw Exception("Length of thicknesses and materials must be same!");
|
||||
for(auto i : Range(prismlayers))
|
||||
self.SetMaterial(first_new_mat + i, materials[i].cast<string>());
|
||||
}
|
||||
|
||||
blp.outside = outside;
|
||||
blp.grow_edges = grow_edges;
|
||||
|
||||
GenerateBoundaryLayer (self, blp);
|
||||
}
|
||||
))
|
||||
}, py::arg("boundary"), py::arg("thickness"), py::arg("material"),
|
||||
py::arg("domain") = 1, py::arg("outside") = false,
|
||||
py::arg("grow_edges") = false, R"delimiter(
|
||||
Add boundary layer to mesh.
|
||||
|
||||
.def ("BoundaryLayer", FunctionPointer
|
||||
([](Mesh & self, int bc, double thickness, int volnr, string material)
|
||||
{
|
||||
BoundaryLayerParameters blp;
|
||||
Parameters
|
||||
----------
|
||||
|
||||
for (int i = 1; i <= self.GetNFD(); i++)
|
||||
if (self.GetFaceDescriptor(i).BCProperty() == bc)
|
||||
blp.surfid.Append (i);
|
||||
boundary : string or int
|
||||
Boundary name or number.
|
||||
|
||||
cout << "add layer at surfaces: " << blp.surfid << endl;
|
||||
thickness : float or List[float]
|
||||
Thickness of boundary layer(s).
|
||||
|
||||
blp.prismlayers = 1;
|
||||
blp.hfirst = thickness;
|
||||
blp.growthfactor = 1.0;
|
||||
material : str or List[str]
|
||||
Material name of boundary layer(s).
|
||||
|
||||
// find max domain nr
|
||||
int maxind = 0;
|
||||
for (ElementIndex ei = 0; ei < self.GetNE(); ei++)
|
||||
maxind = max (maxind, self[ei].GetIndex());
|
||||
cout << "maxind = " << maxind << endl;
|
||||
self.SetMaterial (maxind+1, material.c_str());
|
||||
blp.new_matnr = maxind+1;
|
||||
blp.bulk_matnr = volnr;
|
||||
GenerateBoundaryLayer (self, blp);
|
||||
}
|
||||
))
|
||||
domain : string or int
|
||||
Add layer into domain specified by name or number.
|
||||
|
||||
outside : bool = False
|
||||
If true add the layer on the outside
|
||||
|
||||
grow_edges : bool = False
|
||||
Grow boundary layer over edges.
|
||||
|
||||
)delimiter")
|
||||
|
||||
.def ("EnableTable", [] (Mesh & self, string name, bool set)
|
||||
{
|
||||
|
@ -166,7 +166,7 @@ public:
|
||||
{ return vert2element[vnr]; }
|
||||
|
||||
void GetVertexSurfaceElements( int vnr, NgArray<SurfaceElementIndex>& elements ) const;
|
||||
NgFlatArray<SurfaceElementIndex> GetVertexSurfaceElements (int vnr) const
|
||||
NgFlatArray<SurfaceElementIndex> GetVertexSurfaceElements(PointIndex vnr) const
|
||||
{ return vert2surfelement[vnr]; }
|
||||
|
||||
NgFlatArray<SegmentIndex> GetVertexSegments (int vnr) const
|
||||
|
17
ng/ngpkg.cpp
17
ng/ngpkg.cpp
@ -1155,7 +1155,7 @@ namespace netgen
|
||||
|
||||
// Use an array to support creation of boundary
|
||||
// layers for multiple surfaces in the future...
|
||||
NgArray<int> surfid;
|
||||
Array<int> surfid;
|
||||
int surfinp = 0;
|
||||
int prismlayers = 1;
|
||||
double hfirst = 0.01;
|
||||
@ -1172,8 +1172,8 @@ namespace netgen
|
||||
cout << "Number of surfaces entered = " << surfid.Size() << endl;
|
||||
cout << "Selected surfaces are:" << endl;
|
||||
|
||||
for(int i = 1; i <= surfid.Size(); i++)
|
||||
cout << "Surface " << i << ": " << surfid.Elem(i) << endl;
|
||||
for(auto i : Range(surfid))
|
||||
cout << "Surface " << i << ": " << surfid[i] << endl;
|
||||
|
||||
cout << endl << "Enter number of prism layers: ";
|
||||
cin >> prismlayers;
|
||||
@ -1189,9 +1189,14 @@ namespace netgen
|
||||
|
||||
BoundaryLayerParameters blp;
|
||||
blp.surfid = surfid;
|
||||
blp.prismlayers = prismlayers;
|
||||
blp.hfirst = blp.hfirst;
|
||||
blp.growthfactor = growthfactor;
|
||||
for(auto i : Range(prismlayers))
|
||||
{
|
||||
auto layer = i+1;
|
||||
if(growthfactor == 1)
|
||||
blp.heights.Append(layer * hfirst);
|
||||
else
|
||||
blp.heights.Append(hfirst * (pow(growthfactor, (layer+1))-1)/(growthfactor-1));
|
||||
}
|
||||
GenerateBoundaryLayer (*mesh, blp);
|
||||
return TCL_OK;
|
||||
}
|
||||
|
17
tests/pytest/test_boundarylayer.py
Normal file
17
tests/pytest/test_boundarylayer.py
Normal file
@ -0,0 +1,17 @@
|
||||
|
||||
import pytest
|
||||
from netgen.csg import *
|
||||
|
||||
@pytest.mark.parametrize("outside", [True, False])
|
||||
def test_boundarylayer(outside):
|
||||
mesh = unit_cube.GenerateMesh(maxh=0.3)
|
||||
ne_before = mesh.ne
|
||||
nse_in_layer = 0
|
||||
layer_surfacenames = ["right", "top"]
|
||||
for el in mesh.Elements2D():
|
||||
if mesh.GetBCName(el.index-1) in layer_surfacenames:
|
||||
nse_in_layer += 1
|
||||
mesh.BoundaryLayer("|".join(layer_surfacenames), [0.01, 0.02], "layer", outside=outside, grow_edges=True)
|
||||
assert mesh.ne == ne_before + 2 * nse_in_layer
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user