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https://github.com/NGSolve/netgen.git
synced 2024-12-25 05:20:34 +05:00
648 lines
25 KiB
C++
648 lines
25 KiB
C++
#include <mystdlib.h>
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#include "meshing.hpp"
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namespace netgen
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{
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void InsertVirtualBoundaryLayer (Mesh & mesh)
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{
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cout << "Insert virt. b.l." << endl;
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int surfid;
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cout << "Boundary Nr:";
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cin >> surfid;
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int i;
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int np = mesh.GetNP();
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cout << "Old NP: " << mesh.GetNP() << endl;
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cout << "Trigs: " << mesh.GetNSE() << endl;
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NgBitArray bndnodes(np);
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NgArray<int> mapto(np);
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bndnodes.Clear();
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for (i = 1; i <= mesh.GetNSeg(); i++)
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{
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int snr = mesh.LineSegment(i).edgenr;
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cout << "snr = " << snr << endl;
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if (snr == surfid)
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{
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bndnodes.Set (mesh.LineSegment(i)[0]);
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bndnodes.Set (mesh.LineSegment(i)[1]);
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}
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}
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for (i = 1; i <= mesh.GetNSeg(); i++)
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{
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int snr = mesh.LineSegment(i).edgenr;
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if (snr != surfid)
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{
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bndnodes.Clear (mesh.LineSegment(i)[0]);
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bndnodes.Clear (mesh.LineSegment(i)[1]);
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}
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}
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for (i = 1; i <= np; i++)
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{
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if (bndnodes.Test(i))
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mapto.Elem(i) = mesh.AddPoint (mesh.Point (i));
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else
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mapto.Elem(i) = 0;
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}
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for (i = 1; i <= mesh.GetNSE(); i++)
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{
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Element2d & el = mesh.SurfaceElement(i);
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for (int j = 1; j <= el.GetNP(); j++)
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if (mapto.Get(el.PNum(j)))
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el.PNum(j) = mapto.Get(el.PNum(j));
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}
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int nq = 0;
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for (i = 1; i <= mesh.GetNSeg(); i++)
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{
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int snr = mesh.LineSegment(i).edgenr;
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if (snr == surfid)
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{
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int p1 = mesh.LineSegment(i)[0];
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int p2 = mesh.LineSegment(i)[1];
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int p3 = mapto.Get (p1);
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if (!p3) p3 = p1;
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int p4 = mapto.Get (p2);
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if (!p4) p4 = p2;
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Element2d el(QUAD);
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el.PNum(1) = p1;
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el.PNum(2) = p2;
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el.PNum(3) = p3;
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el.PNum(4) = p4;
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el.SetIndex (2);
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mesh.AddSurfaceElement (el);
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nq++;
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}
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}
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cout << "New NP: " << mesh.GetNP() << endl;
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cout << "Quads: " << nq << endl;
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}
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/*
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Philippose Rajan - 11 June 2009
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Function to calculate the surface normal at a given
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vertex of a surface element, with respect to that
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surface element.
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This function is used by the boundary layer generation
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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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{
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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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}
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/*
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Philippose Rajan - 11 June 2009
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Added an initial experimental function for
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generating prismatic boundary layers on
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a given set of surfaces.
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The number of layers, height of the first layer
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and the growth / shrink factor can be specified
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by the user
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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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{
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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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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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{
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cout << "Generating layer: " << layer << endl;
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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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double layerht = hfirst;
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if(heights.Size()>0)
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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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{
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layerht = layer * hfirst;
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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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}
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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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// 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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NgBitArray 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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NgArray<PointIndex, PointIndex::BASE> 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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NgArray<Vec3d, PointIndex::BASE> 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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cout << "Marking points for remapping...." << endl;
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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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// 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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// 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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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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// 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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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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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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// Add quad surface elements at edges for surfaces which
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// don't have boundary layers
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// Bit array to keep track of segments already processed
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NgBitArray segsel(nseg);
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// Set them all to "1" to initially activate all segments
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segsel.Set();
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cout << "Adding 2D Quad elements on required surfaces...." << 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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{
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SurfaceElementIndex pnt_commelem = 0;
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NgArray<SurfaceElementIndex> pnt1_elems;
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NgArray<SurfaceElementIndex> pnt2_elems;
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meshtopo.GetVertexSurfaceElements(segpair_p1,pnt1_elems);
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meshtopo.GetVertexSurfaceElements(segpair_p2,pnt2_elems);
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for(int k = 0; k < pnt1_elems.Size(); k++)
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{
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const Element2d & pnt1_sel = mesh.SurfaceElement(pnt1_elems[k]);
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for(int l = 0; l < pnt2_elems.Size(); l++)
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{
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const Element2d & pnt2_sel = mesh.SurfaceElement(pnt2_elems[l]);
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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_elems[k] == pnt2_elems[l]))
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{
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pnt_commelem = pnt1_elems[k];
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}
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}
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}
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/*
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int pnum_commelem = 0;
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for(int k = 1; k <= mesh.SurfaceElement(pnt_commelem).GetNP(); k++)
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{
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if((mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p1)
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&& (mesh.SurfaceElement(pnt_commelem).PNum(k) != segpair_p2))
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{
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pnum_commelem = mesh.SurfaceElement(pnt_commelem).PNum(k);
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}
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}
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*/
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Vec3d surfelem_vect, surfelem_vect1;
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const Element2d & commsel = mesh.SurfaceElement(pnt_commelem);
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dbg << "NP= " << commsel.GetNP() << " : ";
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for(int k = 1; k <= commsel.GetNP(); k++)
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{
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GetSurfaceNormal(mesh,commsel,k,surfelem_vect1);
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surfelem_vect += surfelem_vect1;
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}
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surfelem_vect.Normalize();
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double surfangle = Angle(growthvectors.Elem(segpair_p1),surfelem_vect);
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dbg << "V1= " << surfelem_vect1
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<< " : V2= " << surfelem_vect1
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<< " : V= " << surfelem_vect
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<< " : GV= " << growthvectors.Elem(segpair_p1)
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<< " : Angle= " << surfangle * 180 / 3.141592;
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// remap the segments to the new points
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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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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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dbg << " : quad\n";
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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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sel.PNum(4) = mapto[seg_p1];
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sel.PNum(3) = mapto[seg_p2];
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sel.PNum(2) = segpair_p2;
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sel.PNum(1) = segpair_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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dbg << "\n";
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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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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.Get(seg_p1);
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else if (pnt_sel[l] == segpair_p2)
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pnt_sel[l] = mapto.Get(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.Get(seg_p1);
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mesh[sei][1] = mapto.Get(seg_p2);
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mesh[sej][1] = mapto.Get(seg_p1);
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mesh[sej][0] = mapto.Get(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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// Add prismatic cells at the boundaries
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cout << "Generating prism boundary layer volume elements...." << endl;
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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(surfid.Contains(sel.GetIndex()))
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{
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/*
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Element el(PRISM);
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for (int j = 0; j < sel.GetNP(); j++)
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{
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// Check (Doublecheck) if the corresponding point has a
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// copy available for remapping
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if (mapto.Get(sel[j]))
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{
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// Define the points of the newly added Prism cell
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el[j+3] = mapto[sel[j]];
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el[j] = sel[j];
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}
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else
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{
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el[j+3] = sel[j];
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el[j] = sel[j];
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}
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}
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el.SetIndex(1);
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el.Invert();
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mesh.AddVolumeElement(el);
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numprisms++;
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*/
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// cout << "add element: " << endl;
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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]])
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classify += (1 << j);
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// cout << "classify = " << classify << endl;
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ELEMENT_TYPE types[] = { PRISM, TET, TET, PYRAMID,
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TET, PYRAMID, PYRAMID, PRISM };
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int nums[] = { sel[0], sel[1], sel[2], mapto[sel[0]], mapto[sel[1]], mapto[sel[2]] };
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int vertices[][6] =
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{
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{ 0, 1, 2, 0, 1, 2 }, // should not occur
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{ 0, 2, 1, 3, 0, 0 },
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{ 0, 2, 1, 4, 0, 0 },
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{ 0, 1, 4, 3, 2, 0 },
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{ 0, 2, 1, 5, 0, 0 },
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{ 2, 0, 3, 5, 1, 0 },
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{ 1, 2, 5, 4, 0, 0 },
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{ 0, 2, 1, 3, 5, 4 }
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};
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Element el(types[classify]);
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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();
|
|
}
|
|
|
|
}
|
|
|