Calculation of AspectRatio for quadratic elements is corrected for bug PAL12653.

This commit is contained in:
skl 2006-06-22 06:34:44 +00:00
parent 32b6e69888
commit e47cfba9f6

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@ -350,36 +350,49 @@ double AspectRatio::GetValue( const TSequenceOfXYZ& P )
if ( nbNodes < 3 )
return 0;
// Compute lengths of the sides
vector< double > aLen (nbNodes);
for ( int i = 0; i < nbNodes - 1; i++ )
aLen[ i ] = getDistance( P( i + 1 ), P( i + 2 ) );
aLen[ nbNodes - 1 ] = getDistance( P( 1 ), P( nbNodes ) );
// Compute aspect ratio
if ( nbNodes == 3 )
{
if ( nbNodes == 3 ) {
// Compute lengths of the sides
vector< double > aLen (nbNodes);
for ( int i = 0; i < nbNodes - 1; i++ )
aLen[ i ] = getDistance( P( i + 1 ), P( i + 2 ) );
aLen[ nbNodes - 1 ] = getDistance( P( 1 ), P( nbNodes ) );
// Q = alfa * h * p / S, where
//
// alfa = sqrt( 3 ) / 6
// h - length of the longest edge
// p - half perimeter
// S - triangle surface
const double alfa = sqrt( 3. ) / 6.;
double maxLen = Max( aLen[ 0 ], Max( aLen[ 1 ], aLen[ 2 ] ) );
double half_perimeter = ( aLen[0] + aLen[1] + aLen[2] ) / 2.;
double anArea = getArea( P( 1 ), P( 2 ), P( 3 ) );
if ( anArea <= Precision::Confusion() )
return 0.;
return alfa * maxLen * half_perimeter / anArea;
}
else
{
else if ( nbNodes == 6 ) { // quadratic triangles
// Compute lengths of the sides
vector< double > aLen (3);
aLen[0] = getDistance( P(1), P(3) );
aLen[1] = getDistance( P(3), P(5) );
aLen[2] = getDistance( P(5), P(1) );
// Q = alfa * h * p / S, where
//
// alfa = sqrt( 3 ) / 6
// h - length of the longest edge
// p - half perimeter
// S - triangle surface
const double alfa = sqrt( 3. ) / 6.;
double maxLen = Max( aLen[ 0 ], Max( aLen[ 1 ], aLen[ 2 ] ) );
double half_perimeter = ( aLen[0] + aLen[1] + aLen[2] ) / 2.;
double anArea = getArea( P(1), P(3), P(5) );
if ( anArea <= Precision::Confusion() )
return 0.;
return alfa * maxLen * half_perimeter / anArea;
}
else if( nbNodes == 4 ) { // quadrangle
// return aspect ratio of the worst triange which can be built
// taking three nodes of the quadrangle
TSequenceOfXYZ triaPnts(3);
@ -398,6 +411,27 @@ double AspectRatio::GetValue( const TSequenceOfXYZ& P )
triaPnts(1) = P(3);
ar = Max ( ar, GetValue( triaPnts ));
return ar;
}
else { // nbNodes==8 - quadratic quadrangle
// return aspect ratio of the worst triange which can be built
// taking three nodes of the quadrangle
TSequenceOfXYZ triaPnts(3);
// triangle on nodes 1 3 2
triaPnts(1) = P(1);
triaPnts(2) = P(5);
triaPnts(3) = P(3);
double ar = GetValue( triaPnts );
// triangle on nodes 1 3 4
triaPnts(3) = P(7);
ar = Max ( ar, GetValue( triaPnts ));
// triangle on nodes 1 2 4
triaPnts(2) = P(3);
ar = Max ( ar, GetValue( triaPnts ));
// triangle on nodes 3 2 4
triaPnts(1) = P(5);
ar = Max ( ar, GetValue( triaPnts ));
return ar;
}
}