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// This file is part of ff3d - http://www.freefem.org/ff3d
// Copyright (C) 2001, 2002, 2003 Stphane Del Pino
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2, or (at your option)
// any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// $Id: Structured3DMesh.hpp,v 1.20 2007/06/09 10:37:06 delpinux Exp $
// This class allow 3D Structured Mesh management.
#ifndef STRUCTURED_3D_MESH_HPP
#define STRUCTURED_3D_MESH_HPP
#include <Mesh.hpp>
#include <TinyVector.hpp>
#include <Domain.hpp>
#include <CartesianHexahedron.hpp>
#include <SurfaceMeshOfQuadrangles.hpp>
#include <FacesSet.hpp>
#include <Connectivity.hpp>
#include <Index.hpp>
#include <Structured3DMeshShape.hpp>
#include <Structured3DVector.hpp>
class MeshOfHexahedra;
/*!
\class Structured3DMesh
This class describes Structured 3d Mesh.
\author Stphane Del Pino
*/
class Structured3DMesh
: public Mesh
{
public:
typedef CartesianHexahedron CellType;
typedef Quadrangle FaceType;
/**
* If a transformation is applied the new mesh type will be
* MeshOfHexahedra
*/
typedef MeshOfHexahedra Transformed;
typedef SurfaceMeshOfQuadrangles BorderMeshType;
enum {
family = Mesh::volume
};
private:
//! The shape of the vertices' set
const Structured3DMeshShape __verticesShape;
//! The shape of the cells' set only the array3dshape is needed.
const Array3DShape __cellShape;
//! The cells set
Vector<CartesianHexahedron> __cells;
ReferenceCounting<BorderMeshType>
__surfaceMesh; /**< The various border lists*/
ReferenceCounting<FacesSet<FaceType> >
__facesSet; /**< internal and external quadrangles set */
Connectivity<Structured3DMesh> __connectivity; /**< Connectivity */
/*! Copy constructor must not be called, so it is private and generate an
error if called. This is implemented so that the compiler does not
generates one automagicaly.
*/
Structured3DMesh(const Structured3DMesh& M);
public:
std::string typeName() const
{
return "cartesian mesh of hedrahedra";
}
/**
* Builds the mesh internal edges
*
*/
void buildEdges();
inline bool hasSurfaceMesh() const
{
return (__surfaceMesh != 0);
}
inline ReferenceCounting<BorderMeshType> surfaceMesh()
{
return __surfaceMesh;
}
inline ConstReferenceCounting<BorderMeshType> surfaceMesh() const
{
return __surfaceMesh;
}
/**
* Builds the mesh internal faces
*
*/
void buildFaces();
/**
* Returns true if the faces set has been built
*
* @return true if __facesSet is not NULL
*/
inline bool hasFaces() const
{
return __facesSet != 0;
}
/**
* Read-only access to a face
*
* @param i the face number
*
* @return the \a i th face
*/
const FaceType& face(const size_t& i) const
{
return (*__facesSet)[i];
}
size_t faceNumber(const FaceType& f) const
{
return (*__facesSet).number(f);
}
//! Read-only access to the number of cells.
inline const size_t& numberOfFaces() const
{
return (*__facesSet).numberOfFaces();
}
//! Read-only access to the number of cells.
inline const size_t& numberOfCells() const
{
return __cells.size();
}
size_t cellNumber(const CartesianHexahedron& h) const
{
return __cells.number(h);
}
typedef Mesh::T_iterator<Structured3DMesh, CartesianHexahedron> iterator;
typedef Mesh::T_iterator<const Structured3DMesh, const CartesianHexahedron> const_iterator;
inline Structured3DMesh::const_iterator find(const double& x,
const double& y,
const double& z) const;
inline Structured3DMesh::const_iterator find(const TinyVector<3>& X) const
{
return find(X[0],X[1],X[2]);
}
//! Access to the shape of the mesh.
const Structured3DMeshShape& shape()const
{
return __verticesShape;
}
//! Access to the Vertex (\a i,\a j,\a k) of the mesh.
inline Vertex& vertex(const size_t& i,
const size_t& j,
const size_t& k);
//! Read-only access to the Vertex (\a i,\a j,\a k) of the mesh.
inline const Vertex& vertex(const size_t& i,
const size_t& j,
const size_t& k) const;
//! Access to the Cell (\a i,\a j,\a k) of the mesh.
inline CartesianHexahedron& cell(const size_t& i,
const size_t& j,
const size_t& k);
//! Read-only access to the Cell (\a i,\a j,\a k) of the mesh.
inline const CartesianHexahedron& cell(const size_t& i,
const size_t& j,
const size_t& k) const;
//! Access to the Cell \a i of the mesh.
inline CartesianHexahedron& cell(const size_t& i)
{
return __cells[i];
}
/**
* Read only access to the mesh connectivity
*
* @return the connectivity
*/
const Connectivity<Structured3DMesh>& connectivity() const
{
return __connectivity;
}
/**
* Access to the mesh connectivity
*
* @return the connectivity
*/
Connectivity<Structured3DMesh>& connectivity()
{
return __connectivity;
}
//! Read-only access to the Cell \a i of the mesh.
inline const CartesianHexahedron& cell(const size_t& i) const
{
return __cells[i];
}
/*! Access to the ith Vertex.
\warning this function should be redefined here, since it is
overloaded.
*/
inline Vertex& vertex(const size_t& i)
{
return Mesh::vertex(i);
}
/*! Read-only access to the ith Vertex.
\warning this function should be redefined here, since it is
overloaded.
*/
inline const Vertex& vertex(const size_t& i) const
{
return Mesh::vertex(i);
}
//! Access to the Vertex indexed by \a I.
inline Vertex& vertex(const Index& I);
//! Read-only access to the Vertex indexed by \a I.
inline const Vertex& vertex(const Index& I) const;
//! Access to the Cell indexed by \a I.
inline CartesianHexahedron& cell(const Index& I);
//! Read-only access to the Cell indexed by \a I.
inline const CartesianHexahedron& cell(const Index& I) const;
/*! Returns the Index of the Cell contaning the Vertex \a V if none, returns
error!
*/
inline Index cellIndex(const Vertex& V) const;
/*! Returns the Index of the Cell contaning the point \a P if none, returns
error!
*/
inline Index cellIndex(const TinyVector<3>& V) const;
/*! Return the Index of \a V's closest Vertex in SMesh if none, return
error!
*/
inline Index vertexIndex(const Vertex& V) const;
//! Returns \p true if the point \a p is inside the mesh.
inline bool inside(const real_t& x, const real_t& y, const real_t& z) const
{
return ((x>=__verticesShape.a(0))&&
(x<=__verticesShape.b(0))&&
(y>=__verticesShape.a(1))&&
(y<=__verticesShape.b(1))&&
(z>=__verticesShape.a(2))&&
(z<=__verticesShape.b(2)));
}
//! Returns \p true if the point \a p is inside the mesh.
inline bool inside(const TinyVector<3>& p) const
{
return this->inside(p[0], p[1], p[2]);
}
/*! Constructs a Structured3DMesh using \a n0 along the X-axis, \a n1 along
the Y-axis and \a n2 along the Z-axis. The vertices \a v0 and \a v1 are
two opposed corners of the mesh, and the edges of the mesh are parallel to
the axis.
*/
Structured3DMesh(const Structured3DMeshShape& s3dM,
ReferenceCounting<VerticesCorrespondance> correspondance);
};
//! Access to the Vertex (\a i,\a j,\a k) of the mesh.
inline Vertex& Structured3DMesh::vertex(const size_t& i,
const size_t& j,
const size_t& k)
{
return (*__verticesSet)[__verticesShape(i, j, k)];
}
//! Read-only access to the Vertex (\a i,\a j,\a k) of the mesh.
inline const Vertex& Structured3DMesh::vertex(const size_t& i,
const size_t& j,
const size_t& k) const
{
return (*__verticesSet)[__verticesShape(i, j, k)];
}
//! Access to the Cell (\a i, \a j, \a k).
inline CartesianHexahedron& Structured3DMesh::cell(const size_t& i,
const size_t& j,
const size_t& k)
{
return (__cells[__cellShape(i, j, k)]);
}
//! Read-only access to the Cell (\a i, \a j, \a k).
inline const CartesianHexahedron& Structured3DMesh::cell(const size_t& i,
const size_t& j,
const size_t& k) const
{
return (__cells[__cellShape(i, j, k)]);
}
//! Access to the Vertex indexed by \a I.
inline Vertex& Structured3DMesh::vertex(const Index& I)
{
return (*__verticesSet)[__verticesShape(I[0], I[1], I[2])];
}
//! Read-only access to the Vertex indexed by \a I.
inline const Vertex& Structured3DMesh::vertex(const Index& I) const
{
return (*__verticesSet)[__verticesShape(I[0], I[1], I[2])];
}
//! Access to the Cell indexed by \a I.
inline CartesianHexahedron& Structured3DMesh::cell(const Index& I)
{
return (__cells[__cellShape(I[0], I[1], I[2])]);
}
//! Read-only access to the Cell indexed by \a I.
inline const CartesianHexahedron& Structured3DMesh::cell(const Index& I) const
{
return (__cells[__cellShape(I[0], I[1], I[2])]);
}
/*! Returns the Index of the Cell contaning the point \a P if none, returns
error!
*/
inline Index Structured3DMesh::cellIndex(const TinyVector<3>& V) const
{
const real_t& x = V[0];
const real_t& y = V[1];
const real_t& z = V[2];
const real_t& x0 = __verticesShape.a(0);
const real_t& y0 = __verticesShape.a(1);
const real_t& z0 = __verticesShape.a(2);
int i = int(std::floor((x - x0)/__verticesShape.hx()));
int j = int(std::floor((y - y0)/__verticesShape.hy()));
int k = int(std::floor((z - z0)/__verticesShape.hz()));
bool foundCell = inside(x,y,z);
if (!foundCell) {
i = (i<0) ? 0 : i;
j = (j<0) ? 0 : j;
k = (k<0) ? 0 : k;
}
int nx_1 = __cellShape.nx() - 1;
int ny_1 = __cellShape.ny() - 1;
int nz_1 = __cellShape.nz() - 1;
i = (i>nx_1) ? nx_1 : i;
j = (j>ny_1) ? ny_1 : j;
k = (k>nz_1) ? nz_1 : k;
Index I(i,j,k);
I.isGood() = foundCell;
return I;
}
/*! Return the Index of \a V's closest Vertex in SMesh if none, return
error!
*/
inline Index Structured3DMesh::vertexIndex(const Vertex& V) const
{
const real_t& x = V.x();
const real_t& y = V.y();
const real_t& z = V.z();
const real_t& x0 = __verticesShape.a(0);
const real_t& y0 = __verticesShape.a(1);
const real_t& z0 = __verticesShape.a(2);
int i = int((x - x0)/__verticesShape.hx()+0.5);
int j = int((y - y0)/__verticesShape.hy()+0.5);
int k = int((z - z0)/__verticesShape.hz()+0.5);
bool foundCell = true;
if (((i<0)||(i>static_cast<int>(__verticesShape.nx()-1)))
&&((j<0)||(j>static_cast<int>(__verticesShape.ny()-1)))
&&((k<0)||(k>static_cast<int>(__verticesShape.nz()-1)))) {
foundCell = false;
}
Index I(i,j,k);
I.isGood() = foundCell;
return I;
}
inline Structured3DMesh::const_iterator
Structured3DMesh::find(const double& x,
const double& y,
const double& z) const
{
bool foundCell = inside(x,y,z);
if (!foundCell)
return Structured3DMesh::const_iterator(*this,
Structured3DMesh::const_iterator::End);
const real_t& x0 = __verticesShape.a(0);
const real_t& y0 = __verticesShape.a(1);
const real_t& z0 = __verticesShape.a(2);
int i = int(std::floor((x - x0)/__verticesShape.hx()));
int j = int(std::floor((y - y0)/__verticesShape.hy()));
int k = int(std::floor((z - z0)/__verticesShape.hz()));
{
int nx_1 = __cellShape.nx() - 1;
int ny_1 = __cellShape.ny() - 1;
int nz_1 = __cellShape.nz() - 1;
// this transformation is to operate if the (x,y,z) is a point on
// one of the faces of the box.
i = (i>nx_1) ? nx_1 : i;
j = (j>ny_1) ? ny_1 : j;
k = (k>nz_1) ? nz_1 : k;
}
return Structured3DMesh::const_iterator(*this,
__cellShape(i, j, k));
}
#endif // STRUCTURED_3D_MESH_HPP
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