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https://github.com/NGSolve/netgen.git
synced 2024-12-24 04:50:34 +05:00
add some new quad types for boundarylayer, fix problem
with multiple boundaries at 1 edge
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parent
2800d6c291
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@ -237,13 +237,43 @@ namespace netgen
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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.LineSegments())
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// project growthvector on surface for inner angles
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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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bndnodes.Clear(sel[0]);
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bndnodes.Clear(sel[1]);
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auto n = GetSurfaceNormal(mesh, sel);
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for(auto pi : sel.PNums())
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{
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if(growthvectors[pi].Length2() == 0.)
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continue;
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auto& g = growthvectors[pi];
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auto gn = g * n;
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auto gg = g * g;
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auto nn = n * n;
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auto l2 = -2*gn/(gn*gn/gg + nn);
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auto l1 = l2 * gn/gg;
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auto new_g = g + 0.5 * (l1 * g + l2 * n);
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if(new_g * g > 0)
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g = new_g;
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}
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}
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if (!blp.grow_edges)
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{
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for(const auto& sel : mesh.LineSegments())
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{
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int count = 0;
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for(const auto& sel2 : mesh.LineSegments())
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if(((sel[0] == sel2[0] && sel[1] == sel2[1]) || (sel[0] == sel2[1] && sel[1] == sel2[0])) && blp.surfid.Contains(sel2.si))
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count++;
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if(count == 1)
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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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}
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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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@ -266,18 +296,44 @@ namespace netgen
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// Set them all to "1" to initially activate all segments
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segsel.Set();
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Array<Array<SegmentIndex>> segmap(nseg);
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// remove double segments (if multiple surfaces come together
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// in one edge. If one of them is mapped, keep that one and
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// map the others to it.
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for(SegmentIndex sei = 0; sei < nseg; sei++)
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{
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if(!segsel.Test(sei)) continue;
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const auto& segi = mesh[sei];
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for(SegmentIndex sej = 0; sej < nseg; sej++)
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{
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if(sej == sei || !segsel.Test(sej)) continue;
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const auto& segj = mesh[sej];
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if(segi[0] == segj[0] && segi[1] == segj[1])
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{
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SegmentIndex main, other;
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if(blp.surfid.Contains(segi.si))
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{ main = sei; other = sej; }
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else { main = sej; other = sei; }
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segsel.Clear(other);
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for(auto& s : segmap[other])
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segmap[main].Append(s);
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segmap[other].SetSize(0);
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segmap[main].Append(other);
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}
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}
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}
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PrintMessage(3, "Adding 2D Quad elements on required surfaces...");
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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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auto& segi = mesh[sei];
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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))
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{
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auto& segi = mesh[sei];
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if(blp.surfid.Contains(segi.si))
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{
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// clear the bit to indicate that this segment has been processed
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@ -368,6 +424,16 @@ namespace netgen
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mesh.AddSegment(seg_2);
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}
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// in first layer insert new segments adjacent to
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// new face
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if(layer == 1 && !blp.surfid.Contains(segj.si))
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{
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Segment s3 = segj;
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s3.si = map_surface_index(segj.si)-1;
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s3[0] = mapto[s3[0]];
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s3[1] = mapto[s3[1]];
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mesh.AddSegment(s3);
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}
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// in last layer insert new segments
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if(layer == blp.heights.Size())
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{
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@ -509,22 +575,41 @@ namespace netgen
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int nums[] = { sel[0], sel[1], sel[2], sel[3],
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mapto[sel[0]], mapto[sel[1]],
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mapto[sel[2]], mapto[sel[3]] };
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if(classify == 15)
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ArrayMem<int, 8> vertices;
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switch(classify)
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{
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int vertices[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
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if(!blp.outside)
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{
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Swap(vertices[1], vertices[3]);
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Swap(vertices[5], vertices[7]);
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}
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el = Element(HEX);
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for(auto i : Range(el.PNums()))
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el.PNums()[i] = nums[vertices[i]];
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}
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else
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{
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throw Exception("This type of quad layer not yet implemented!");
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case 6:
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{
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if(blp.outside)
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throw Exception("Type 6 quad outside layer is not yet implemented!");
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el = Element(PRISM);
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vertices = {0, 1, 5, 3, 2, 6};
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break;
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}
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case 9:
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{
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if(blp.outside)
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throw Exception("Type 9 quad outside layer is not yet implemented!");
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el = Element(PRISM);
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vertices = { 1, 4, 0, 2, 7, 3 };
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break;
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}
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case 15:
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{
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vertices = { 0, 1, 2, 3, 4, 5, 6, 7 };
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if(!blp.outside)
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{
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Swap(vertices[1], vertices[3]);
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Swap(vertices[5], vertices[7]);
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}
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el = Element(HEX);
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break;
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}
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default:
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throw Exception("Type " + ToString(classify) + " for quad layer not yet implemented!");
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}
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for(auto i : Range(el.PNums()))
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el.PNums()[i] = nums[vertices[i]];
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}
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el.SetIndex(blp.new_matnrs[layer-1]);
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mesh.AddVolumeElement(el);
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