mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-29 23:30:33 +05:00
648 lines
25 KiB
C++
648 lines
25 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
|
|
*/
|
|
void GetSurfaceNormal(Mesh & mesh, const Element2d & el, int Vertex, Vec3d & SurfaceNormal)
|
|
{
|
|
int Vertex_A;
|
|
int Vertex_B;
|
|
|
|
Vertex_A = Vertex + 1;
|
|
if(Vertex_A > el.GetNP()) Vertex_A = 1;
|
|
|
|
Vertex_B = Vertex - 1;
|
|
if(Vertex_B <= 0) Vertex_B = el.GetNP();
|
|
|
|
Vec3d Vect_A,Vect_B;
|
|
|
|
Vect_A = mesh[el.PNum(Vertex_A)] - mesh[el.PNum(Vertex)];
|
|
Vect_B = mesh[el.PNum(Vertex_B)] - mesh[el.PNum(Vertex)];
|
|
|
|
SurfaceNormal = Cross(Vect_A,Vect_B);
|
|
SurfaceNormal.Normalize();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Philippose Rajan - 11 June 2009
|
|
|
|
Added an initial experimental function for
|
|
generating prismatic boundary layers on
|
|
a given set of surfaces.
|
|
|
|
The number of layers, height of the first layer
|
|
and the growth / shrink factor can be specified
|
|
by the user
|
|
|
|
Currently, the layer height is calculated using:
|
|
height = h_first_layer * (growth_factor^(num_layers - 1))
|
|
*/
|
|
void GenerateBoundaryLayer (Mesh & mesh, BoundaryLayerParameters & blp)
|
|
{
|
|
ofstream dbg("BndLayerDebug.log");
|
|
|
|
// Angle between a surface element and a growth-vector below which
|
|
// a prism is project onto that surface as a quad
|
|
// (in degrees)
|
|
double angleThreshold = 5.0;
|
|
|
|
|
|
NgArray<int> surfid (blp.surfid);
|
|
int prismlayers = blp.prismlayers;
|
|
double hfirst = blp.hfirst;
|
|
double growthfactor = blp.growthfactor;
|
|
NgArray<double> heights (blp.heights);
|
|
|
|
bool grow_edges = false; // grow layer at edges
|
|
|
|
|
|
// Monitor and print out the number of prism and quad elements
|
|
// added to the mesh
|
|
int numprisms = 0;
|
|
int numquads = 0;
|
|
|
|
|
|
cout << "Old NP: " << mesh.GetNP() << endl;
|
|
cout << "Old NSE: " << mesh.GetNSE() << endl;
|
|
|
|
for(int layer = prismlayers; layer >= 1; layer--)
|
|
{
|
|
cout << "Generating layer: " << layer << endl;
|
|
|
|
const MeshTopology& meshtopo = mesh.GetTopology();
|
|
const_cast<MeshTopology &> (meshtopo).SetBuildEdges(true);
|
|
const_cast<MeshTopology &> (meshtopo).SetBuildFaces(true);
|
|
const_cast<MeshTopology &> (meshtopo).Update();
|
|
|
|
double layerht = hfirst;
|
|
|
|
if(heights.Size()>0)
|
|
{
|
|
layerht = heights[layer-1];
|
|
}
|
|
else
|
|
{
|
|
if(growthfactor == 1)
|
|
{
|
|
layerht = layer * hfirst;
|
|
}
|
|
else
|
|
{
|
|
layerht = hfirst*(pow(growthfactor,(layer+1)) - 1)/(growthfactor - 1);
|
|
}
|
|
}
|
|
|
|
cout << "Layer Height = " << layerht << endl;
|
|
|
|
// 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
|
|
NgBitArray bndnodes(np+1); // big enough for 1-based array
|
|
|
|
// Map of the old points to the new points
|
|
NgArray<PointIndex, PointIndex::BASE> mapto(np);
|
|
|
|
// Growth vectors for the prismatic layer based on
|
|
// the effective surface normal at a given point
|
|
NgArray<Vec3d, PointIndex::BASE> growthvectors(np);
|
|
|
|
// Bit array to identify all the points belonging
|
|
// to the surface of interest
|
|
bndnodes.Clear();
|
|
|
|
// Run through all the surface elements and mark the points
|
|
// belonging to those where a boundary layer has to be created.
|
|
// In addition, also calculate the effective surface normal
|
|
// vectors at each of those points to determine the mesh motion
|
|
// direction
|
|
cout << "Marking points for remapping...." << endl;
|
|
|
|
for (SurfaceElementIndex si = 0; si < nse; si++)
|
|
if (surfid.Contains(mesh[si].GetIndex()))
|
|
{
|
|
const Element2d & sel = mesh[si];
|
|
for(int j = 0; j < sel.GetNP(); j++)
|
|
{
|
|
// Set the bitarray to indicate that the
|
|
// point is part of the required set
|
|
bndnodes.Set(sel[j]);
|
|
Vec3d surfacenormal;
|
|
|
|
// Calculate the surface normal at the current point
|
|
// with respect to the current surface element
|
|
GetSurfaceNormal(mesh,sel,j+1,surfacenormal);
|
|
|
|
// Add the surface normal to the already existent one
|
|
// (This gives the effective normal direction at corners
|
|
// and curved areas)
|
|
growthvectors[sel[j]] += surfacenormal;
|
|
}
|
|
}
|
|
|
|
if (!grow_edges)
|
|
for (SegmentIndex sei = 0; sei <= nseg; sei++)
|
|
{
|
|
bndnodes.Clear (mesh[sei][0]);
|
|
bndnodes.Clear (mesh[sei][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
|
|
cout << "Cloning points and calculating growth vectors...." << endl;
|
|
|
|
for (PointIndex pi = 1; pi <= np; pi++)
|
|
{
|
|
if (bndnodes.Test(pi))
|
|
{
|
|
mapto[pi] = mesh.AddPoint (mesh[pi]);
|
|
|
|
growthvectors[pi].Normalize();
|
|
growthvectors[pi] *= -1.0;
|
|
}
|
|
else
|
|
{
|
|
mapto[pi] = 0;
|
|
growthvectors[pi] = Vec3d(0,0,0);
|
|
}
|
|
}
|
|
|
|
|
|
// Add quad surface elements at edges for surfaces which
|
|
// don't have boundary layers
|
|
|
|
// Bit array to keep track of segments already processed
|
|
NgBitArray segsel(nseg);
|
|
|
|
// Set them all to "1" to initially activate all segments
|
|
segsel.Set();
|
|
|
|
cout << "Adding 2D Quad elements on required surfaces...." << endl;
|
|
|
|
if (grow_edges)
|
|
for (SegmentIndex sei = 0; sei <= nseg; sei++)
|
|
{
|
|
PointIndex seg_p1 = mesh[sei][0];
|
|
PointIndex seg_p2 = mesh[sei][1];
|
|
|
|
// Only go in if the segment is still active, and if both its
|
|
// surface index is part of the "hit-list"
|
|
if(segsel.Test(sei) && surfid.Contains(mesh[sei].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++)
|
|
{
|
|
PointIndex segpair_p1 = mesh[sej][1];
|
|
PointIndex segpair_p2 = mesh[sej][0];
|
|
|
|
// Find the segment pair on the neighbouring surface element
|
|
// Identified by: seg1[0] = seg_pair[1] and seg1[1] = seg_pair[0]
|
|
if(segsel.Test(sej) && ((segpair_p1 == seg_p1) && (segpair_p2 == seg_p2)))
|
|
{
|
|
// clear bit to indicate that processing of this segment is done
|
|
segsel.Clear(sej);
|
|
|
|
// Only worry about those surfaces which are not in the
|
|
// boundary layer list
|
|
if(!surfid.Contains(mesh[sej].si))
|
|
{
|
|
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] =
|
|
{
|
|
{ 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 }
|
|
};
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
// Finally switch the point indices of the surface elements
|
|
// to the newly added ones
|
|
cout << "Transferring boundary layer surface elements to new vertex references...." << endl;
|
|
|
|
for (int i = 1; i <= nse; i++)
|
|
{
|
|
Element2d & sel = mesh.SurfaceElement(i);
|
|
if(surfid.Contains(sel.GetIndex()))
|
|
{
|
|
for (int j = 1; j <= sel.GetNP(); j++)
|
|
{
|
|
// Check (Doublecheck) if the corresponding point has a
|
|
// copy available for remapping
|
|
if (mapto.Get(sel.PNum(j)))
|
|
{
|
|
// Map the surface elements to the new points
|
|
sel.PNum(j) = mapto.Get(sel.PNum(j));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (int i = 1; i <= ne; i++)
|
|
{
|
|
Element & el = mesh.VolumeElement(i);
|
|
if(el.GetIndex() != blp.bulk_matnr)
|
|
{
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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 <= 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();
|
|
}
|
|
|
|
}
|
|
|