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https://github.com/NGSolve/netgen.git
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211 lines
5.5 KiB
C++
211 lines
5.5 KiB
C++
#ifndef FILE_RULER3
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#define FILE_RULER3
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/**
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3D element generation rule.
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*/
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class vnetrule
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{
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private:
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/// rule is applicable for quality classes above this value
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int quality;
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/// name of rule
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char * name;
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/// point coordinates in reference position
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Array<Point3d> points;
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/// old and new faces in reference numbering
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Array<Element2d> faces;
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/// additional edges of rule
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Array<twoint> edges;
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/// points of freezone in reference coordinates
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Array<Point3d> freezone;
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/// points of freezone in reference coordinates if tolcalss to infty
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Array<Point3d> freezonelimit;
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/// point index, if point equal to mappoint, otherwise 0
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Array<int> freezonepi;
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/// faces of each convex part of freezone
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Array<Array<threeint>*> freefaces;
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/// set of points of each convex part of freezone
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Array<Array<int>*> freesets;
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/// points of transformed freezone
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Array<Point3d> transfreezone;
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/// edges of each convex part of freezone
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Array<Array<twoint>*> freeedges;
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/// face numbers to be deleted
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Array<int> delfaces;
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/// elements to be generated
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Array<Element> elements;
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/// tolerances for points and faces (used ??)
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Array<double> tolerances, linetolerances;
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/// transformation matrix
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DenseMatrix oldutonewu;
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/// transformation matrix: deviation old point to dev. freezone
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DenseMatrix * oldutofreezone;
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/** transformation matrix: deviation old point to dev. freezone,
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quality class to infinity */
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DenseMatrix * oldutofreezonelimit;
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// can be deleted:
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// BaseMatrix *outf, *outfl;
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/**
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a point is outside of convex part of freezone,
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iff mat * (point, 1) >= 0 for each component (correct ?)
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*/
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Array<DenseMatrix*> freefaceinequ;
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///
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Array<fourint> orientations;
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/**
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flags specified in rule-description file:
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t .. test rule
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*/
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Array<char> flags;
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/**
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topological distance of face to base element
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non-connected: > 100 (??)
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*/
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Array<int> fnearness;
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Array<int> pnearness;
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int maxpnearness;
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/// number of old points in rule
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int noldp;
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/// number of new poitns in rule
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int noldf;
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/// box containing free-zone
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public:
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// double fzminx, fzmaxx, fzminy, fzmaxy, fzminz, fzmaxz;
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Box3d fzbox;
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public:
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///
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vnetrule ();
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///
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~vnetrule ();
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///
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int GetNP () const { return points.Size(); }
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///
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int GetNF () const { return faces.Size(); }
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///
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int GetNE () const { return elements.Size(); }
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///
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int GetNO () const { return orientations.Size(); }
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///
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int GetNEd () const { return edges.Size(); }
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///
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int GetNOldP () const { return noldp; }
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///
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int GetNOldF () const { return noldf; }
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///
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int GetNDelF () const { return delfaces.Size(); }
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///
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int GetQuality () const { return quality; }
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///
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int GetFNearness (int fi) const { return fnearness.Get(fi); }
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///
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int GetPNearness (int pi) const { return pnearness.Get(pi); }
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///
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int GetMaxPNearness () const { return maxpnearness; }
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///
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const Point3d & GetPoint (int i) const { return points.Get(i); }
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///
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const Element2d & GetFace (int i) const { return faces.Get(i); }
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///
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const Element & GetElement (int i) const { return elements.Get(i); }
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///
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const twoint & GetEdge (int i) const { return edges.Get(i); }
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///
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int GetDelFace (int i) const { return delfaces.Get(i); }
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///
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int IsDelFace (int fn) const;
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///
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float CalcPointDist (int pi, const Point3d & p) const;
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///
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double PointDistFactor (int pi) const
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{
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return tolerances.Get(pi);
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}
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///
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void SetFreeZoneTransformation (const Vector & allp,
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int tolclass);
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///
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int IsInFreeZone (const Point3d & p) const;
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/**
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0 not in free-zone
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1 in free-zone
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-1 maybe
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*/
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int IsTriangleInFreeZone (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Array<int> & pi, int newone);
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///
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int IsQuadInFreeZone (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Point3d & p4,
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const Array<int> & pi, int newone);
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///
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int IsTriangleInFreeSet (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, int fs, const Array<int> & pi, int newone);
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///
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int IsQuadInFreeSet (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Point3d & p4,
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int fs, const Array<int> & pi, int newone);
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///
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int ConvexFreeZone () const;
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/// if t1 and t2 are neighbourtriangles, NTP returns the opposite Point of t1 in t2
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int NeighbourTrianglePoint (const threeint & t1, const threeint & t2) const;
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///
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const Point3d & GetTransFreeZone (int i) { return transfreezone.Get(i); }
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///
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int GetNP (int fn) const
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{ return faces.Get(fn).GetNP(); }
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///
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int GetPointNr (int fn, int endp) const
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{ return faces.Get(fn).PNum(endp); }
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///
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int GetPointNrMod (int fn, int endp) const
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{ return faces.Get(fn).PNumMod(endp); }
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///
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const fourint & GetOrientation (int i) { return orientations.Get(i); }
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///
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int TestFlag (char flag) const;
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///
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const DenseMatrix & GetOldUToNewU () const { return oldutonewu; }
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//
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// const DenseMatrix & GetOldUToFreeZone () const { return oldutofreezone; }
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//
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// const DenseMatrix & GetOldUToFreeZoneLimit () const
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// { return oldutofreezonelimit; }
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///
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const char * Name () const { return name; }
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///
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void LoadRule (istream & ist);
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///
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const Array<Point3d> & GetTransFreeZone () { return transfreezone; }
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///
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int TestOk () const;
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///
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friend void TestRules ();
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///
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// friend void Plot3DRule (const ROT3D & r, char key);
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};
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#endif
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