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https://github.com/NGSolve/netgen.git
synced 2024-11-11 16:49:16 +05:00
688 lines
28 KiB
C++
688 lines
28 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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inline Vec<3> GetSurfaceNormal(Mesh & mesh, const Element2d & el)
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{
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auto v0 = mesh[el[0]];
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auto v1 = mesh[el[1]];
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auto v2 = mesh[el[2]];
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Vec<3> vec1 = v1-v0;
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Vec<3> vec2 = v2-v0;
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Vec<3> normal = Cross(vec1, vec2);
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normal.Normalize();
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return normal;
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}
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/*
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Philippose Rajan - 11 June 2009
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modified by Christopher Lackner Apr 2020
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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, const BoundaryLayerParameters & blp)
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{
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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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// 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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PrintMessage(1, "Generating boundary layer...");
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PrintMessage(3, "Old NP: ", mesh.GetNP());
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PrintMessage(3, "Old NSE: ",mesh.GetNSE());
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map<tuple<int, int, int>, int> domains_to_surf_index;
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map<tuple<PointIndex, PointIndex>, int> pi_to_edgenr;
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map<int, int> last_layer_surface_index_map;
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int max_surface_index = mesh.GetNFD();
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int max_edge_nr = -1;
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for(const auto& seg : mesh.LineSegments())
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if(seg.edgenr > max_edge_nr)
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max_edge_nr = seg.edgenr;
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for(int layer = blp.heights.Size(); layer >= 1; layer--)
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{
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PrintMessage(3, "Generating layer: ", layer);
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auto map_surface_index = [&](auto si)
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{
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if(last_layer_surface_index_map.find(si) == last_layer_surface_index_map.end())
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{
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last_layer_surface_index_map[si] = ++max_surface_index;
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auto& old_fd = mesh.GetFaceDescriptor(si);
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int domout = blp.outside ? old_fd.DomainOut() : blp.new_matnrs[layer-1];
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int domin = blp.outside ? blp.new_matnrs[layer-1] : old_fd.DomainIn();
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FaceDescriptor fd(max_surface_index-1,
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domin, domout, -1);
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fd.SetBCProperty(max_surface_index);
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mesh.AddFaceDescriptor(fd);
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return max_surface_index;
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}
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return last_layer_surface_index_map[si];
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};
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mesh.UpdateTopology();
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auto& meshtopo = mesh.GetTopology();
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auto layerht = blp.heights[layer-1];
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PrintMessage(5, "Layer Height = ", layerht);
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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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BitArray 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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Array<PointIndex, PointIndex> 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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Array<Vec<3>, PointIndex> growthvectors(np);
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Array<Array<Vec<3>>, PointIndex> all_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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PrintMessage(3, "Marking points for remapping...");
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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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auto normal = GetSurfaceNormal(mesh,sel);
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if(!blp.outside)
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normal *= -1;
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for(int j : Range(sel.PNums()))
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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.SetBit(sel[j]);
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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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all_growthvectors[sel[j]].Append(normal);
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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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{
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bndnodes.Clear(sel[0]);
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bndnodes.Clear(sel[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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PrintMessage(3, "Cloning points and calculating growth vectors...");
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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] = all_growthvectors[pi][0];
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for(int i = 1; i < all_growthvectors[pi].Size(); i++)
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{
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auto& veci = all_growthvectors[pi][i];
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for(auto j : Range(i))
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{
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auto& vecj = all_growthvectors[pi][j];
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veci -= 1./(vecj.Length()+1e-10) * (veci * vecj) * vecj;
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}
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growthvectors[pi] += veci;
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}
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}
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else
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{
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mapto[pi].Invalidate();
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growthvectors[pi] = {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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BitArray 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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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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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))
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{
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if(blp.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(!blp.surfid.Contains(mesh[sej].si))
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{
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SurfaceElementIndex pnt_commelem;
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SetInvalid(pnt_commelem);
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auto pnt1_elems = meshtopo.GetVertexSurfaceElements(segpair_p1);
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auto pnt2_elems = meshtopo.GetVertexSurfaceElements(segpair_p2);
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for(auto pnt1_sei : pnt1_elems)
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if(mesh[pnt1_sei].GetIndex() == mesh[sej].si)
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for(auto pnt2_sei : pnt2_elems)
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if(pnt1_sei == pnt2_sei)
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pnt_commelem = pnt1_sei;
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if(IsInvalid(pnt_commelem))
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throw Exception("Couldn't find element on other side for " + ToString(segpair_p1) + " to " + ToString(segpair_p2));
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const auto& commsel = mesh[pnt_commelem];
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auto surfelem_vect = GetSurfaceNormal(mesh, commsel);
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if(blp.outside)
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surfelem_vect *= -1;
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double surfangle = Angle(growthvectors[segpair_p1],surfelem_vect);
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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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// 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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if(blp.outside)
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Swap(seg_p1, seg_p2);
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sel[0] = seg_p1;
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sel[1] = seg_p2;
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sel[2] = mapto[seg_p2];
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sel[3] = mapto[seg_p1];
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auto domains = make_tuple(commsel.GetIndex(), blp.new_matnrs[layer-1], mesh.GetFaceDescriptor(commsel.GetIndex()).DomainOut());
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if(domains_to_surf_index.find(domains) == domains_to_surf_index.end())
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{
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domains_to_surf_index[domains] = ++max_surface_index;
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domains_to_surf_index[make_tuple(max_surface_index, get<1>(domains), get<2>(domains))] = max_surface_index;
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FaceDescriptor fd(max_surface_index-1,
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get<1>(domains),
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get<2>(domains),
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-1);
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fd.SetBCProperty(max_surface_index);
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mesh.AddFaceDescriptor(fd);
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mesh.SetBCName(max_surface_index-1,
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mesh.GetBCName(get<0>(domains)-1));
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}
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auto new_index = domains_to_surf_index[domains];
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sel.SetIndex(new_index);
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mesh.AddSurfaceElement(sel);
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numquads++;
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// Add segments
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Segment seg_1, seg_2;
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seg_1[0] = mapto[seg_p1];
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seg_1[1] = seg_p1;
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seg_2[0] = seg_p2;
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seg_2[1] = mapto[seg_p2];
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auto points = make_tuple(seg_p1, mapto[seg_p1]);
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if(pi_to_edgenr.find(points) == pi_to_edgenr.end())
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pi_to_edgenr[points] = ++max_edge_nr;
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seg_1.edgenr = pi_to_edgenr[points];
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seg_1[2] = PointIndex::INVALID;
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seg_1.si = new_index;
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mesh.AddSegment(seg_1);
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points = make_tuple(seg_p2, mapto[seg_p2]);
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if(pi_to_edgenr.find(points) == pi_to_edgenr.end())
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pi_to_edgenr[points] = ++max_edge_nr;
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seg_2[2] = PointIndex::INVALID;
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seg_2.edgenr = pi_to_edgenr[points];
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seg_2.si = new_index;
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mesh.AddSegment(seg_2);
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mesh[sej].si = new_index;
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}
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else
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{
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for(auto pnt1_ei : pnt1_elems)
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{
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auto& pnt_sel = mesh[pnt1_ei];
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if(pnt_sel.GetIndex() == mesh[sej].si)
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{
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for(auto& pi : pnt_sel.PNums())
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{
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if(pi == segpair_p1)
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pi = mapto[seg_p1];
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else if(pi == segpair_p2)
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pi = mapto[seg_p2];
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}
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}
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}
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for(auto sk : pnt2_elems)
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{
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auto& pnt_sel = mesh[sk];
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if(pnt_sel.GetIndex() == mesh[sej].si)
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{
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for(auto& p : pnt_sel.PNums())
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{
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if(p == segpair_p1)
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p = mapto[seg_p1];
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else if (p == segpair_p2)
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p = mapto[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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// in last layer insert new segments
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if(layer == blp.heights.Size())
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{
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Segment s1 = mesh[sei];
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Segment s2 = mesh[sej];
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s1.edgenr = ++max_edge_nr;
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s2.edgenr = max_edge_nr;
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bool create_it = true;
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if(blp.surfid.Contains(mesh[sej].si))
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{
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if(last_layer_surface_index_map.find(s1.si) != last_layer_surface_index_map.end() &&
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last_layer_surface_index_map.find(s2.si) != last_layer_surface_index_map.end())
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// edge already mapped
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create_it = false;
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s2.si = map_surface_index(s2.si);
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}
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else
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{
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s2.si = domains_to_surf_index[make_tuple(s2.si,
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blp.new_matnrs[layer-1], mesh.GetFaceDescriptor(s2.si).DomainOut())];
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}
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s1.si = map_surface_index(s1.si);
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if(create_it)
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{
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mesh.AddSegment(s1);
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mesh.AddSegment(s2);
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}
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}
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// remap the segments to the new points
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mesh[sei][0] = mapto[mesh[sei][0]];
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mesh[sei][1] = mapto[mesh[sei][1]];
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mesh[sej][1] = mapto[mesh[sej][1]];
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mesh[sej][0] = mapto[mesh[sej][0]];
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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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// check if it doesn't contain the other edge as well
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// and if it doesn't contain both mark them as done and
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// if necessary map them
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for(SegmentIndex sej = 0; sej<nseg; sej++)
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{
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if(mesh[sej][0] == mesh[sei][1] &&
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mesh[sej][1] == mesh[sei][0])
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{
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if(!blp.surfid.Contains(mesh[sej].si))
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{
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segsel.Clear(sei);
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segsel.Clear(sej);
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PointIndex mapped_point = PointIndex::INVALID;
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auto p1 = mesh[sei][0];
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auto p2 = mesh[sei][1];
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if(mapto[p1].IsValid())
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mapped_point = p1;
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else if(mapto[p2].IsValid())
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mapped_point = p2;
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else
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continue;
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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++)
|
|
{
|
|
if(blp.surfid.Contains(mesh[si].GetIndex()))
|
|
{
|
|
const auto& sel = mesh[si];
|
|
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];
|
|
bool to_move = blp.surfid.Contains(sel.GetIndex());
|
|
if(blp.domains.Size())
|
|
{
|
|
if(blp.outside)
|
|
to_move |= blp.domains[mesh.GetFaceDescriptor(sel.GetIndex()).DomainIn()];
|
|
else
|
|
to_move |= !blp.domains[mesh.GetFaceDescriptor(sel.GetIndex()).DomainIn()];
|
|
}
|
|
|
|
if(to_move)
|
|
{
|
|
for(auto& pnum : sel.PNums())
|
|
// Check (Doublecheck) if the corresponding point has a
|
|
// copy available for remapping
|
|
if(mapto[pnum].IsValid())
|
|
// Map the surface elements to the new points
|
|
pnum = mapto[pnum];
|
|
}
|
|
}
|
|
|
|
for(ElementIndex ei : Range(ne))
|
|
{
|
|
auto& el = mesh[ei];
|
|
bool to_move = blp.outside ? blp.domains[el.GetIndex()] : !blp.domains[el.GetIndex()];
|
|
if(blp.domains.Size() == 0 || to_move)
|
|
for(auto& pnum : el.PNums())
|
|
// Check (Doublecheck) if the corresponding point has a
|
|
// copy available for remapping
|
|
if(mapto[pnum].IsValid())
|
|
// Map the volume elements to the new points
|
|
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(3, "Num of Quads: ", numquads);
|
|
PrintMessage(3, "Num of Prisms: ", numprisms);
|
|
PrintMessage(1, "Boundary Layer Generation....Done!");
|
|
}
|
|
}
|