netgen/libsrc/meshing/boundarylayer.cpp
Christopher Lackner 177ecc7459 Allow curving of mesh if boundarylayer is flat.
If surfnr is larger than nr of surfaces then do linear interpolation
for PointInBetween and so on.
Some fixes in boundarylayer so that surface numbers are correct.
2020-06-24 06:41:06 +00:00

604 lines
24 KiB
C++

#include <mystdlib.h>
#include "meshing.hpp"
namespace netgen
{
void InsertVirtualBoundaryLayer (Mesh & mesh)
{
cout << "Insert virt. b.l." << endl;
int surfid;
cout << "Boundary Nr:";
cin >> surfid;
int i;
int np = mesh.GetNP();
cout << "Old NP: " << mesh.GetNP() << endl;
cout << "Trigs: " << mesh.GetNSE() << endl;
NgBitArray bndnodes(np);
NgArray<int> mapto(np);
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 (int 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++;
}
}
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
*/
inline Vec<3> GetSurfaceNormal(Mesh & mesh, const Element2d & el)
{
auto v0 = mesh[el[0]];
auto v1 = mesh[el[1]];
auto v2 = mesh[el[2]];
Vec<3> vec1 = v1-v0;
Vec<3> vec2 = v2-v0;
Vec<3> normal = Cross(vec1, vec2);
normal.Normalize();
return normal;
}
/*
Philippose Rajan - 11 June 2009
modified by Christopher Lackner Apr 2020
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, const BoundaryLayerParameters & blp)
{
PrintMessage(1, "Generating boundary layer...");
PrintMessage(3, "Old NP: ", mesh.GetNP());
PrintMessage(3, "Old NSE: ",mesh.GetNSE());
map<tuple<int, int, int>, int> domains_to_surf_index;
map<tuple<PointIndex, PointIndex>, int> pi_to_edgenr;
map<int, int> last_layer_surface_index_map;
int max_surface_index = mesh.GetNFD();
int max_edge_nr = -1;
for(const auto& seg : mesh.LineSegments())
if(seg.edgenr > max_edge_nr)
max_edge_nr = seg.edgenr;
for(int layer = blp.heights.Size(); layer >= 1; layer--)
{
PrintMessage(3, "Generating layer: ", layer);
auto map_surface_index = [&](auto si)
{
if(last_layer_surface_index_map.find(si) == last_layer_surface_index_map.end())
{
last_layer_surface_index_map[si] = ++max_surface_index;
auto& old_fd = mesh.GetFaceDescriptor(si);
int domout = blp.outside ? old_fd.DomainOut() : blp.new_matnrs[layer-1];
int domin = blp.outside ? blp.new_matnrs[layer-1] : old_fd.DomainIn();
// -1 surf nr is so that curving does not do anything
FaceDescriptor fd(-1,
domin, domout, -1);
fd.SetBCProperty(max_surface_index);
mesh.AddFaceDescriptor(fd);
mesh.SetBCName(max_surface_index-1,
"mapped_" + old_fd.GetBCName());
return max_surface_index;
}
return last_layer_surface_index_map[si];
};
mesh.UpdateTopology();
auto& meshtopo = mesh.GetTopology();
auto layerht = blp.heights[layer-1];
PrintMessage(5, "Layer Height = ", layerht);
// 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();
int ne = mesh.GetNE();
// Safety measure to ensure no issues with mesh
// consistency
int nseg = mesh.GetNSeg();
// Indicate which points need to be remapped
BitArray bndnodes(np+1); // big enough for 1-based array
// Map of the old points to the new points
Array<PointIndex, PointIndex> mapto(np);
// Growth vectors for the prismatic layer based on
// the effective surface normal at a given point
Array<Vec<3>, PointIndex> growthvectors(np);
growthvectors = 0.;
// 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
PrintMessage(3, "Marking points for remapping...");
for(const auto& sel : mesh.SurfaceElements())
if (blp.surfid.Contains(sel.GetIndex()))
{
auto n2 = GetSurfaceNormal(mesh,sel);
if(!blp.outside)
n2 *= -1;
for(auto pi : sel.PNums())
{
// Set the bitarray to indicate that the
// point is part of the required set
bndnodes.SetBit(pi);
// Add the surface normal to the already existent one
// (This gives the effective normal direction at corners
// and curved areas)
auto& n1 = growthvectors[pi];
if(n1.Length() == 0) { n1 = n2; continue; }
auto n1n2 = n1 * n2;
auto n1n1 = n1 * n1;
auto n2n2 = n2 * n2;
if(n2n2 - n1n2*n1n2/n1n1 == 0) { n1 = n2; continue; }
n1 += (n2n2 - n1n2)/(n2n2 - n1n2*n1n2/n1n1) * (n2 - n1n2/n1n1 * n1);
}
}
if (!blp.grow_edges)
for(const auto& sel : mesh.LineSegments())
{
bndnodes.Clear(sel[0]);
bndnodes.Clear(sel[1]);
}
// 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
PrintMessage(3, "Cloning points and calculating growth vectors...");
for (PointIndex pi = 1; pi <= np; pi++)
{
if (bndnodes.Test(pi))
mapto[pi] = mesh.AddPoint(mesh[pi]);
else
mapto[pi].Invalidate();
}
// Add quad surface elements at edges for surfaces which
// don't 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();
PrintMessage(3, "Adding 2D Quad elements on required surfaces...");
if(blp.grow_edges)
for(SegmentIndex sei = 0; sei < nseg; sei++)
{
auto& segi = mesh[sei];
// Only go in if the segment is still active, and if both its
// surface index is part of the "hit-list"
if(segsel.Test(sei))
{
if(blp.surfid.Contains(segi.si))
{
// clear the bit to indicate that this segment has been processed
segsel.Clear(sei);
// Find matching segment pair on other surface
for(SegmentIndex sej = 0; sej < nseg; sej++)
{
auto& segj = mesh[sej];
// 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(sej) && ((segi[0] == segj[1]) && (segi[1] == segj[0])))
{
// clear bit to indicate that processing of this segment is done
segsel.Clear(sej);
// if segj is not in surfel list we nned to add quads
if(!blp.surfid.Contains(segj.si))
{
SurfaceElementIndex pnt_commelem;
SetInvalid(pnt_commelem);
auto pnt1_elems = meshtopo.GetVertexSurfaceElements(segj[0]);
auto pnt2_elems = meshtopo.GetVertexSurfaceElements(segj[1]);
for(auto pnt1_sei : pnt1_elems)
if(mesh[pnt1_sei].GetIndex() == segj.si)
for(auto pnt2_sei : pnt2_elems)
if(pnt1_sei == pnt2_sei)
pnt_commelem = pnt1_sei;
if(IsInvalid(pnt_commelem))
throw Exception("Couldn't find element on other side for " + ToString(segj[0]) + " to " + ToString(segj[1]));
const auto& commsel = mesh[pnt_commelem];
auto surfelem_vect = GetSurfaceNormal(mesh, commsel);
if(blp.outside)
surfelem_vect *= -1;
Element2d sel(QUAD);
auto seg_p1 = segi[0];
auto seg_p2 = segi[1];
if(blp.outside)
Swap(seg_p1, seg_p2);
sel[0] = seg_p1;
sel[1] = seg_p2;
sel[2] = mapto[seg_p2];
sel[3] = mapto[seg_p1];
auto domains = make_tuple(commsel.GetIndex(), blp.new_matnrs[layer-1], mesh.GetFaceDescriptor(commsel.GetIndex()).DomainOut());
if(domains_to_surf_index.find(domains) == domains_to_surf_index.end())
{
domains_to_surf_index[domains] = ++max_surface_index;
domains_to_surf_index[make_tuple(max_surface_index, get<1>(domains), get<2>(domains))] = max_surface_index;
FaceDescriptor fd(-1,
get<1>(domains),
get<2>(domains),
-1);
fd.SetBCProperty(max_surface_index);
mesh.AddFaceDescriptor(fd);
mesh.SetBCName(max_surface_index-1,
mesh.GetBCName(get<0>(domains)-1));
}
auto new_index = domains_to_surf_index[domains];
sel.SetIndex(new_index);
mesh.AddSurfaceElement(sel);
// Add segments
Segment seg_1, seg_2;
seg_1[0] = mapto[seg_p1];
seg_1[1] = seg_p1;
seg_2[0] = seg_p2;
seg_2[1] = mapto[seg_p2];
auto points = make_tuple(seg_p1, mapto[seg_p1]);
if(pi_to_edgenr.find(points) == pi_to_edgenr.end())
pi_to_edgenr[points] = ++max_edge_nr;
seg_1.edgenr = pi_to_edgenr[points];
seg_1[2] = PointIndex::INVALID;
seg_1.si = new_index;
mesh.AddSegment(seg_1);
points = make_tuple(seg_p2, mapto[seg_p2]);
if(pi_to_edgenr.find(points) == pi_to_edgenr.end())
pi_to_edgenr[points] = ++max_edge_nr;
seg_2[2] = PointIndex::INVALID;
seg_2.edgenr = pi_to_edgenr[points];
seg_2.si = new_index;
mesh.AddSegment(seg_2);
}
// in last layer insert new segments
if(layer == blp.heights.Size())
{
Segment s1 = segi;
Segment s2 = segj;
s1.edgenr = ++max_edge_nr;
s2.edgenr = max_edge_nr;
if(blp.surfid.Contains(segj.si))
s2.si = map_surface_index(segj.si);
else
{
auto side_surf = domains_to_surf_index[make_tuple(s2.si, blp.new_matnrs[layer-1], mesh.GetFaceDescriptor(s2.si).DomainOut())];
if(blp.outside)
s2.si = side_surf;
else
segj.si = side_surf;
}
s1.si = map_surface_index(s1.si);
s1.surfnr1 = s1.surfnr2 = s2.surfnr1 = s2.surfnr2 = -1;
mesh.AddSegment(s1);
mesh.AddSegment(s2);
}
// segi[0] = mapto[segi[0]] not working somehow?
mesh[sei][0] = mapto[segi[0]];
mesh[sei][1] = mapto[segi[1]];
mesh[sej][0] = mapto[segj[0]];
mesh[sej][1] = mapto[segj[1]];
}
}
}
else
{
// check if it doesn't contain the other edge as well
// and if it doesn't contain both mark them as done and
// if necessary map them
for(SegmentIndex sej = 0; sej<nseg; sej++)
{
if(mesh[sej][0] == mesh[sei][1] &&
mesh[sej][1] == mesh[sei][0])
{
if(!blp.surfid.Contains(mesh[sej].si))
{
segsel.Clear(sei);
segsel.Clear(sej);
PointIndex mapped_point = PointIndex::INVALID;
auto p1 = mesh[sei][0];
auto p2 = mesh[sei][1];
if(mapto[p1].IsValid())
mapped_point = p1;
else if(mapto[p2].IsValid())
mapped_point = p2;
else
continue;
auto other_point = mapped_point == p1 ? p2 : p1;
if(growthvectors[mapped_point] * (mesh[other_point] - mesh[mapped_point]) < 0)
{
if(mapto[mesh[sei][0]].IsValid())
mesh[sei][0] = mapto[mesh[sei][0]];
if(mapto[mesh[sei][1]].IsValid())
mesh[sei][1] = mapto[mesh[sei][1]];
if(mapto[mesh[sej][0]].IsValid())
mesh[sej][0] = mapto[mesh[sej][0]];
if(mapto[mesh[sej][1]].IsValid())
mesh[sej][1] = mapto[mesh[sej][1]];
}
}
else
continue;
}
}
}
}
}
// add surface elements between layer and old domain
if(layer == blp.heights.Size())
{
for(SurfaceElementIndex si = 0; si < nse; si++)
{
const auto& sel = mesh[si];
if(blp.surfid.Contains(sel.GetIndex()))
{
Element2d newel = sel;
newel.SetIndex(map_surface_index(sel.GetIndex()));
mesh.AddSurfaceElement(newel);
}
}
}
// Add prismatic cells at the boundaries
PrintMessage(3, "Generating prism boundary layer volume elements...");
for (SurfaceElementIndex si = 0; si < nse; si++)
{
const auto& sel = mesh[si];
if(blp.surfid.Contains(sel.GetIndex()))
{
int classify = 0;
for(auto j : Range(sel.PNums()))
if (mapto[sel[j]].IsValid())
classify += (1 << j);
if(classify == 0)
continue;
Element el;
if(sel.GetType() == TRIG)
{
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 },
{ 0, 1, 4, 3, 2, 0 },
{ 0, 2, 1, 5, 0, 0 },
{ 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;
}
el = Element(types[classify]);
for(auto i : Range(el.PNums()))
el.PNums()[i] = nums[vertices[classify][i]];
}
else // sel.GetType() == QUAD
{
int nums[] = { sel[0], sel[1], sel[2], sel[3],
mapto[sel[0]], mapto[sel[1]],
mapto[sel[2]], mapto[sel[3]] };
if(classify == 15)
{
int vertices[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
if(!blp.outside)
{
Swap(vertices[1], vertices[3]);
Swap(vertices[5], vertices[7]);
}
el = Element(HEX);
for(auto i : Range(el.PNums()))
el.PNums()[i] = nums[vertices[i]];
}
else
{
throw Exception("This type of quad layer not yet implemented!");
}
}
el.SetIndex(blp.new_matnrs[layer-1]);
mesh.AddVolumeElement(el);
}
}
// 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(SurfaceElementIndex sei : Range(nse))
{
auto& sel = mesh[sei];
if(!blp.surfid.Contains(sel.GetIndex()))
{
const auto& fd = mesh.GetFaceDescriptor(sel.GetIndex());
if(blp.outside &&
(!blp.domains[fd.DomainIn()] && !blp.domains[fd.DomainOut()]))
continue;
if(!blp.outside &&
(blp.domains[fd.DomainIn()] || blp.domains[fd.DomainOut()]))
continue;
}
for(auto& pnum : sel.PNums())
if(mapto[pnum].IsValid())
pnum = mapto[pnum];
}
for(ElementIndex ei : Range(ne))
{
auto& el = mesh[ei];
// only move the elements on the correct side
if(blp.outside ? blp.domains[el.GetIndex()] : !blp.domains[el.GetIndex()])
for(auto& pnum : el.PNums())
if(mapto[pnum].IsValid())
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;
pointtomove = mesh.Point(i);
mesh.Point(i).SetPoint(pointtomove + layerht * growthvectors[i]);
}
}
mesh.Compress();
}
for(int i=1; i <= mesh.GetNFD(); i++)
{
auto& fd = mesh.GetFaceDescriptor(i);
if(blp.surfid.Contains(fd.BCProperty()))
{
if(blp.outside)
fd.SetDomainOut(blp.new_matnrs[blp.new_matnrs.Size()-1]);
else
fd.SetDomainIn(blp.new_matnrs[blp.new_matnrs.Size()-1]);
}
}
PrintMessage(3, "New NP: ", mesh.GetNP());
PrintMessage(1, "Boundary Layer Generation....Done!");
}
}