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CMesh.cpp
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#include "CMesh.h"
Elem::Elem()
{
trailUpper = NULL;
trailLower = NULL;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// P U B L I C M E M B E R S //
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------/
// basic constructor - initialize mesh data
//-----------------------------------------------------------------------/
CMesh::CMesh()
{
initializeData();
}
//-----------------------------------------------------------------------/
// basic destructor - clear node and element maps
//-----------------------------------------------------------------------/
CMesh::~CMesh()
{
clearData();
}
//-----------------------------------------------------------------------/
// get basic private member data
//-----------------------------------------------------------------------/
uInt CMesh::getNumBodyQuad() {return numBodyQuad;}
uInt CMesh::getNumDummQuad() {return numDummQuad;}
uInt CMesh::getNumWakeQuad() {return numWakeQuad;}
uInt CMesh::getNumBodyTria() {return numBodyTria;}
uInt CMesh::getNumDummTria() {return numDummTria;}
uInt CMesh::getNumWakeTria() {return numWakeTria;}
uInt CMesh::getNumNode() {return numNode ;}
uInt CMesh::getMaxNodeID() {return maxNodeId ;}
uInt CMesh::getMaxElemID() {return maxElemId ;}
double* CMesh::getMaxNode() {return maxNode ;}
double* CMesh::getMinNode() {return minNode ;}
double* CMesh::getMaxBody() {return maxBody ;}
double* CMesh::getMinBody() {return minBody ;}
double* CMesh::getMaxWake() {return maxWake ;}
double* CMesh::getMinWake() {return minWake ;}
bool CMesh::checkIfNodeExists(const uInt& nodeID) {return meshNodes.find(nodeID)!=meshNodes.end();}
bool CMesh::checkIfElemExists(const uInt& elemID) {return meshElems.find(elemID)!=meshElems.end();}
//-----------------------------------------------------------------------/
// get coordinates of node
//-----------------------------------------------------------------------/
int CMesh::getNodeCoords(
const uInt& nodeID,
double coordinates[3])
{
// get iterator to node with given ID
mapNodeConstIt nodeIt = meshNodes.find(nodeID);
// check that it exists
if (nodeIt == meshNodes.end())
return -1;
// extract coordinates
for (uInt i=0; i<3; i++)
coordinates[i] = nodeIt->second.coordinates[i];
return 0;
}
//-----------------------------------------------------------------------/
// extract node data
// data is used for writing ApameSolver input file and for OpenGL drawing
//-----------------------------------------------------------------------/
void CMesh::getNodeData(vecUInt& nodeIDs, vecVecDbl& coordinates)
{
// resize vectors to number of nodes
nodeIDs.resize(numNode);
coordinates.resize(numNode);
mapNodeConstIt nodeIt;
uInt nodeIndex;
for (nodeIt=meshNodes.begin(), nodeIndex=0; nodeIt!=meshNodes.end(); nodeIt++, nodeIndex++){
// extract node ID
nodeIDs[nodeIndex] = nodeIt->second.id;
// extract coordinates
coordinates[nodeIndex].resize(3);
for (uInt coordIndex=0; coordIndex<3; coordIndex++)
coordinates[nodeIndex][coordIndex] = nodeIt->second.coordinates[coordIndex];
}
}
//-----------------------------------------------------------------------/
// extract element data
// data is used for filling edit element dialog
//-----------------------------------------------------------------------/
int CMesh::getElemData(
const uInt& elemID,
uInt& elemType,
vecUInt& nodeIDs,
vecUInt& neighborTrailIDs)
{
// get iterator to element with given ID
mapElemConstIt elemIt = meshElems.find(elemID);
// check that it exists
if (elemIt == meshElems.end())
return -1;
// extract element type
elemType = elemIt->second.type;
// extract node IDs
nodeIDs.resize(elemIt->second.nodes.size());
for (uInt i=0; i<nodeIDs.size(); i++)
nodeIDs[i] = elemIt->second.nodes[i]->id;
// check type
if (elemType==1 || elemType==2){
// extract neighbors
neighborTrailIDs.resize(elemIt->second.neighbors.size());
uInt i = 0;
for (setPElemConstIt neighIt=elemIt->second.neighbors.begin(); neighIt!=elemIt->second.neighbors.end(); neighIt++)
neighborTrailIDs[i++] = (*neighIt)->id;
}
else if (elemType==10 || elemType==11){
// extract trailing elements
if (elemIt->second.trailUpper)
neighborTrailIDs.push_back(elemIt->second.trailUpper->id);
if (elemIt->second.trailLower)
neighborTrailIDs.push_back(elemIt->second.trailLower->id);
}
else
neighborTrailIDs.clear();
return 0;
}
//-----------------------------------------------------------------------/
// get coordinates of element
//-----------------------------------------------------------------------/
int CMesh::getElemCoords(
const uInt& elemID,
vecVecDbl& coordinates)
{
// get iterator to element with given ID
mapElemConstIt elemIt = meshElems.find(elemID);
// check that it exists
if (elemIt == meshElems.end())
return -1;
// extract coordinates
coordinates.resize(elemIt->second.nodes.size());
for (uInt nodeIndex=0; nodeIndex<coordinates.size(); nodeIndex++){
coordinates[nodeIndex].resize(3);
for (uInt i=0; i<3; i++)
coordinates[nodeIndex][i] = elemIt->second.nodes[nodeIndex]->coordinates[i];
}
return 0;
}
//-----------------------------------------------------------------------/
// extract element data
//-----------------------------------------------------------------------/
int CMesh::getElemsData(
vecUInt& elemIDs,
vecUInt& elemTypes,
vecVecUInt& nodeIDs)
{
// get number of elements
uInt elemNum = meshElems.size();
// resize vectors to number of elements
elemIDs.resize(elemNum);
elemTypes.resize(elemNum);
nodeIDs.resize(elemNum);
// for each element
mapElemConstIt elemIt;
uInt elemIndex;
for (elemIt=meshElems.begin(), elemIndex=0; elemIt!=meshElems.end(); elemIt++, elemIndex++){
// extract element ID
elemIDs[elemIndex] = elemIt->second.id;
// extract element type
elemTypes[elemIndex] = elemIt->second.type;
// extract element nodes
nodeIDs[elemIndex].resize(elemIt->second.nodes.size());
for (uInt i=0; i<nodeIDs[elemIndex].size(); i++)
nodeIDs[elemIndex][i] = elemIt->second.nodes[i]->id;
}
return 0;
}
//-----------------------------------------------------------------------/
// extract element data for writing ApameSolver input file
//-----------------------------------------------------------------------/
int CMesh::getElemIDsTypes(vecUInt& elemIDs, vecUInt& elemTypes)
{
// get number of elements
uInt elemNum = meshElems.size();
// resize vectors to number of elements
elemIDs.resize(elemNum);
elemTypes.resize(elemNum);
// for each element
mapElemConstIt elemIt;
uInt elemIndex;
for (elemIt=meshElems.begin(), elemIndex=0; elemIt!=meshElems.end(); elemIt++, elemIndex++){
// extract element ID
elemIDs[elemIndex] = elemIt->second.id;
// extract element type
elemTypes[elemIndex] = elemIt->second.type;
}
return 0;
}
//-----------------------------------------------------------------------/
// extract element data for writing ApameSolver input file
//-----------------------------------------------------------------------/
int CMesh::getElemSolverData(vecUInt& elemIDs, vecUInt& elemTypes, vecVecUInt& elemNodeIDs, vecVecUInt& neighborIDs, vecVecUInt& trailIDs)
{
// get number of elements
uInt elemNum = meshElems.size();
// resize vectors to number of elements
elemIDs.resize(elemNum);
elemTypes.resize(elemNum);
elemNodeIDs.resize(elemNum);
neighborIDs.resize(elemNum);
trailIDs.resize(elemNum);
// for each element
bool neighWarning = false;
mapElemConstIt elemIt;
uInt elemIndex;
for (elemIt=meshElems.begin(), elemIndex=0; elemIt!=meshElems.end(); elemIt++, elemIndex++){
// extract element ID
elemIDs[elemIndex] = elemIt->second.id;
// extract element type
elemTypes[elemIndex] = elemIt->second.type;
// extract node IDs
elemNodeIDs[elemIndex].resize(elemIt->second.nodes.size());
for (uInt nodeIndex=0; nodeIndex<elemIt->second.nodes.size(); nodeIndex++)
elemNodeIDs[elemIndex][nodeIndex] = elemIt->second.nodes[nodeIndex]->id;
// extract neighbor IDs
if (elemIt->second.type==1 || elemIt->second.type==2){
if (elemIt->second.neighbors.empty())
neighWarning = true;
neighborIDs[elemIndex].resize(elemIt->second.neighbors.size());
// go through neighbors and add by ID
uInt neighborIndex = 0;
for (setPElemConstIt neighIt=elemIt->second.neighbors.begin(); neighIt!=elemIt->second.neighbors.end(); neighIt++)
neighborIDs[elemIndex][neighborIndex++] = (*neighIt)->id;
}
// extract trailing elements for wake elements
if (elemIt->second.type==10 || elemIt->second.type==11){
if (!elemIt->second.trailUpper || !elemIt->second.trailLower)
return -1;
trailIDs[elemIndex].resize(2);
trailIDs[elemIndex][0] = elemIt->second.trailUpper->id;
trailIDs[elemIndex][1] = elemIt->second.trailLower->id;
}
}
if (neighWarning)
return 1;
return 0;
}
//-----------------------------------------------------------------------/
// extract element data for drawing
//-----------------------------------------------------------------------/
void CMesh::getElemIDsTypesCoords(vecUInt& ids, vecUInt& types, vecVecVecDbl& coordinates)
{
// resize vectors to number of elements
uInt elemNum = meshElems.size();
ids.resize(elemNum);
types.resize(elemNum);
coordinates.resize(elemNum);
mapElemConstIt elemIt;
uInt elemIndex;
for (elemIt=meshElems.begin(), elemIndex=0; elemIt!=meshElems.end(); elemIt++, elemIndex++){
// extract element ID
ids[elemIndex] = elemIt->second.id;
// extract element type
types[elemIndex] = elemIt->second.type;
// extract constituing node coordinates
coordinates[elemIndex].resize(elemIt->second.nodes.size());
for (uInt nodeIndex=0; nodeIndex<elemIt->second.nodes.size(); nodeIndex++){
coordinates[elemIndex][nodeIndex].resize(3);
for (uInt coordIndex=0; coordIndex<3; coordIndex++)
coordinates[elemIndex][nodeIndex][coordIndex] = elemIt->second.nodes[nodeIndex]->coordinates[coordIndex];
}
}
}
//-----------------------------------------------------------------------/
// extract neighbors for neighbors display mode
//-----------------------------------------------------------------------/
void CMesh::getNeighbors(
const uInt& monitoredElement,
vecVecUInt& neighboring)
{
neighboring.resize(4);
setUInt usedIDs; // set used not to store already used elements
// try to find monitored element
mapElemConstIt elemIt = meshElems.find(monitoredElement);
if (elemIt != meshElems.end()){
// element exists so store it as first order
neighboring[0].push_back(monitoredElement);
usedIDs.insert(monitoredElement);
// find its neighbors (second order)
for (setPElemConstIt neighIt=elemIt->second.neighbors.begin(); neighIt!=elemIt->second.neighbors.end(); neighIt++){
neighboring[1].push_back((*neighIt)->id);
usedIDs.insert((*neighIt)->id);
}
// find second neighbors (third order)
for (uInt i=0; i<neighboring[1].size(); i++){
mapElemConstIt secElemIt = meshElems.find(neighboring[1][i]);
if (secElemIt != meshElems.end()){
for (setPElemConstIt neighIt=secElemIt->second.neighbors.begin(); neighIt!=secElemIt->second.neighbors.end(); neighIt++){
if (usedIDs.find((*neighIt)->id) == usedIDs.end())
neighboring[2].push_back((*neighIt)->id);
}
}
}
// find third neighbors (fourth order)
for (uInt i=0; i<neighboring[2].size(); i++){
mapElemConstIt thirdElemIt = meshElems.find(neighboring[2][i]);
if (thirdElemIt != meshElems.end()){
for (setPElemConstIt neighIt=thirdElemIt->second.neighbors.begin(); neighIt!=thirdElemIt->second.neighbors.end(); neighIt++){
if (usedIDs.find((*neighIt)->id) == usedIDs.end())
neighboring[3].push_back((*neighIt)->id);
}
}
}
// add wakes to second order elements
for (setPElemConstIt neighIt=elemIt->second.wakes.begin(); neighIt!=elemIt->second.wakes.end(); neighIt++)
neighboring[1].push_back((*neighIt)->id);
// add upper trail to second order elements
if (elemIt->second.trailUpper)
neighboring[1].push_back(elemIt->second.trailUpper->id);
// add lower trail to third order elements
if (elemIt->second.trailLower)
neighboring[2].push_back(elemIt->second.trailLower->id);
}
}
//-----------------------------------------------------------------------/
// extract mesh data for IDW
//-----------------------------------------------------------------------/
void CMesh::getIDWData(
vecUInt& nodeIDs,
vecVecDbl& coordinates,
vecUInt& elemIDs,
vecVecUInt& elemNodeIDs)
{
// resize node vectors to number of nodes
nodeIDs.resize(numNode);
coordinates.resize(numNode);
// for each node
mapNodeConstIt nodeIt;
uInt nodeIndex;
for (nodeIt=meshNodes.begin(), nodeIndex=0; nodeIt!=meshNodes.end(); nodeIt++, nodeIndex++){
// extract node ID
nodeIDs[nodeIndex] = nodeIt->second.id;
// extract coordinates
coordinates[nodeIndex].resize(3);
for (uInt coordIndex=0; coordIndex<3; coordIndex++)
coordinates[nodeIndex][coordIndex] = nodeIt->second.coordinates[coordIndex];
}
// resize element vectors to number of elements
elemIDs.resize(meshElems.size());
elemNodeIDs.resize(meshElems.size());
// for each element
mapElemConstIt elemIt;
uInt elemIndex;
for (elemIt=meshElems.begin(), elemIndex=0; elemIt!=meshElems.end(); elemIt++, elemIndex++){
// extract element ID
elemIDs[elemIndex] = elemIt->second.id;
// extract node IDs
elemNodeIDs[elemIndex].resize(elemIt->second.nodes.size());
for (uInt nodeIndex=0; nodeIndex<elemIt->second.nodes.size(); nodeIndex++)
elemNodeIDs[elemIndex][nodeIndex] = elemIt->second.nodes[nodeIndex]->id;
}
}
//-----------------------------------------------------------------------/
// insert node with defined coordinates
// returned value:
// node ID
//-----------------------------------------------------------------------/
int CMesh::insertNodeWithCoords(const double coordinates[3])
{
// insert node with private function
Node* newNodeP = insertNodeWithCoordsPrivate(coordinates);
// return node ID
return newNodeP->id;
}
//-----------------------------------------------------------------------/
// insert node defined with ID and coordinates
// returned error codes:
// 0 = OK
// -1 = given ID already exists
// -2 = given ID is equal 0
//-----------------------------------------------------------------------/
int CMesh::insertNodeWithIDCoords(const uInt& id, const double coordinates[3])
{
// check if node ID already exist
if (meshNodes.find(id) != meshNodes.end())
return -1;
// check if node ID is equal to zero
if (id == 0)
return -2;
// add new node with given ID to node map
Node* newNodeP = &meshNodes[id] ;
// add node ID
newNodeP->id = id;
// add coordinates
for (uInt i=0; i<3; i++)
newNodeP->coordinates[i] = coordinates[i];
// check if node ID is greatest yet
if (id > maxNodeId)
maxNodeId = id;
// update bounds
updateBoundsWithNode(newNodeP);
// increase node counter
numNode++;
return 0;
}
//-----------------------------------------------------------------------/
// insert element with type and coordinates of constituing nodes
//
// returned codes:
// >0 = element ID
// -1 = number of coordinates per node is not 3
// -2 = zero surface element
// -3 = incorrect element type
// -4 = number of nodes is not 3 or 4
//-----------------------------------------------------------------------/
int CMesh::insertElemWithNodeCoords(const vecVecDbl& coordinatesAll, const uInt& type)
{
Elem* newElemP = NULL;
return insertElemWithNodeCoordsPrivate(coordinatesAll, type, newElemP);
}
//-----------------------------------------------------------------------/
// insert element with type and constituing nodes ID's
// >0 = element ID
// -1 = incorrect number of nodes given
// -2 = zero surface element
// -3 = incorrect element type
// -4 = duplicate node ID(s) given
// -5 = node(s) does not exist
// -6 = type does not conform to number of nodes
//-----------------------------------------------------------------------/
int CMesh::insertElemWithNodeIDs(const uInt& type, const vecUInt& nodeIDs)
{
// check if incorrect type is given
if (type != 1 &&
type != 2 &&
type != 10 &&
type != 11 &&
type != 20 &&
type != 21 )
return -3;
// check if proper node number is given
if (nodeIDs.size()!=3 && nodeIDs.size()!=4)
return -1;
// check if type does not conform to number of nodes
if (nodeIDs.size()==3 && (type==1 || type==10 || type==20))
return -6;
// check if duplicate node ID's are given
if (nodeIDs.size() == 4){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[3] ||
nodeIDs[3] == nodeIDs[0] ||
nodeIDs[0] == nodeIDs[2] ||
nodeIDs[1] == nodeIDs[3] )
return -4;
}
else if (nodeIDs.size() == 3){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[0] )
return -4;
}
// check if nodes exist and assemble their pointers
vecPNode nodes(nodeIDs.size());
for (uInt i=0; i<nodeIDs.size(); i++){
mapNodeIt it = meshNodes.find(nodeIDs[i]);
if (it == meshNodes.end())
return -5;
else
nodes[i] = &it->second;
}
// check normal
if (calcNormal(nodes) == -1)
return -2;
// get new element ID
uInt id = ++maxElemId;
// add new element with given ID to element map
Elem* newElemP = &meshElems[id];
// add element ID
newElemP->id = id;
// add element type
newElemP->type = type;
// add constituing nodes (pointers)
newElemP->nodes = nodes;
// add element associativity to nodes
for (uInt i=0; i<nodeIDs.size(); i++)
newElemP->nodes[i]->elements.insert(newElemP);
// update bounds with element
updateBoundsWithElem(newElemP);
// add to counter of elements
if (type == 1 ) numBodyQuad++;
else if (type == 2 ) numBodyTria++;
else if (type == 10) numWakeQuad++;
else if (type == 11) numWakeTria++;
else if (type == 20) numDummQuad++;
else if (type == 21) numDummTria++;
return id;
}
//-----------------------------------------------------------------------/
// insert element with ID and constituing nodes ID's
// 0 = OK
// -1 = element ID already exists
// -2 = zero element ID
// -3 = incorrect number of nodes given
// -4 = duplicate node ID(s) given
// -5 = node(s) does not exist
// -6 = zero surface element
//-----------------------------------------------------------------------/
int CMesh::insertElemWithIDNodeIDs(const uInt& id, const vecUInt& nodeIDs)
{
// check if element ID already exists
if (meshElems.find(id) != meshElems.end())
return -1;
// check if element ID equals zero
if (id == 0)
return -2;
// check if duplicate node ID's are given
uInt type;
if (nodeIDs.size() == 4){
type = 1;
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[3] ||
nodeIDs[3] == nodeIDs[0] ||
nodeIDs[0] == nodeIDs[2] ||
nodeIDs[1] == nodeIDs[3] )
return -4;
}
else if (nodeIDs.size() == 3){
type = 2;
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[0] )
return -4;
}
else
return -3;
// check if nodes exist and assemble their pointers
vecPNode nodes(nodeIDs.size());
for (uInt i=0; i<nodeIDs.size(); i++){
mapNodeIt it = meshNodes.find(nodeIDs[i]);
if (it == meshNodes.end())
return -5;
else
nodes[i] = &it->second;
}
// check normal
if (calcNormal(nodes) == -1)
return -6;
// update maximum element ID
if (id > maxElemId)
maxElemId = id;
// add new element with given ID to element map
Elem* newElemP = &meshElems[id];
// add element ID
newElemP->id = id;
// add element type
newElemP->type = type;
// add constituing nodes (pointers)
newElemP->nodes = nodes;
// add element associativity to node
for (uInt i=0; i<nodeIDs.size(); i++)
newElemP->nodes[i]->elements.insert(newElemP);
// update bounds with element
updateBoundsWithElem(newElemP);
// add to counter of elements
if (type == 1) numBodyQuad++;
else if (type == 2) numBodyTria++;
return 0;
}
//-----------------------------------------------------------------------/
// insert element with ID and constituing nodes ID's
// 0 = OK
// -1 = element ID already exists
// -2 = zero element ID
// -3 = incorrect number of nodes given
// -4 = duplicate node ID(s) given
// -5 = node(s) does not exist
// -6 = zero surface element
// -7 = type does not match number of nodes
// -8 = incorrect type given
//-----------------------------------------------------------------------/
int CMesh::insertElemWithIDTypeNodeIDs(
const uInt& id,
const uInt& type,
const vecUInt& nodeIDs)
{
// check if element ID already exists
if (meshElems.find(id) != meshElems.end())
return -1;
// check if element ID equals zero
if (id == 0)
return -2;
// check for proper element type
if (type!=1 && type!=2 && type!=10 && type!=11 && type!=20 && type!=21)
return -8;
// check if proper node number is given
if (nodeIDs.size()!=3 && nodeIDs.size()!=4)
return -3;
// check if duplicate node ID's are given
if (nodeIDs.size() == 4){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[3] ||
nodeIDs[3] == nodeIDs[0] ||
nodeIDs[0] == nodeIDs[2] ||
nodeIDs[1] == nodeIDs[3] )
return -4;
}
else if (nodeIDs.size() == 3){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[0] )
return -4;
}
// check if type matches number of nodes
if (nodeIDs.size()==4 && (type==2 || type==11 || type==21))
return -7;
// check if nodes exist and assemble their pointers
vecPNode nodes(nodeIDs.size());
for (uInt i=0; i<nodeIDs.size(); i++){
mapNodeIt it = meshNodes.find(nodeIDs[i]);
if (it == meshNodes.end())
return -5;
else
nodes[i] = &it->second;
}
// check normal
if (calcNormal(nodes) == -1)
return -6;
// update maximum element ID
if (id > maxElemId)
maxElemId = id;
// add new element with given ID to element map
Elem* newElemP = &meshElems[id];
// add element ID
newElemP->id = id;
// add element type
newElemP->type = type;
// add constituing nodes (pointers)
newElemP->nodes = nodes;
// add element associativity to node
for (uInt i=0; i<nodeIDs.size(); i++)
newElemP->nodes[i]->elements.insert(newElemP);
// update bounds with element
updateBoundsWithElem(newElemP);
// add to counter of elements
if (type == 1 ) numBodyQuad++;
else if (type == 2 ) numBodyTria++;
else if (type == 10) numWakeQuad++;
else if (type == 11) numWakeTria++;
else if (type == 20) numDummQuad++;
else if (type == 21) numDummTria++;
return 0;
}
//-----------------------------------------------------------------------/
// insert neighboring information to element
// 0 = OK
// -1 = element does not exist
// -2 = neighbor(s) does not exist
// -3 = same ID in element and neighbor
// -4 = trying to assign neighbors to wake element
// -5 = cannot assign neighbors to wake element
//-----------------------------------------------------------------------/
int CMesh::insertNeighborsToElem(const uInt& id, const vecUInt& neighbors)
{
// check if element ID exists
mapElemIt elemIt = meshElems.find(id);
if (elemIt == meshElems.end())
return -1;
// extract element
Elem* element = &elemIt->second;
// check if wake type
if (element->type==10 || element->type==11)
return -5;
// check neighbors
vecPElem pNeighbors(neighbors.size());
for (uInt i=0; i<neighbors.size(); i++){
// check that exists
mapElemIt neighIt = meshElems.find(neighbors[i]);
if (neighIt == meshElems.end())
return -2;
pNeighbors[i] = &neighIt->second;
// check that neighbor is not same as watched element
if (pNeighbors[i]->id == element->id)
return -3;
}
// add neighboring associativity
for (uInt i=0; i<pNeighbors.size(); i++){
// neighbors to element
element->neighbors.insert(pNeighbors[i]);
// element to neighbors
pNeighbors[i]->neighbors.insert(element);
}
return 0;
}
//-----------------------------------------------------------------------/
// insert trailing elements information to wake elements
// 0 = OK
// -1 = element does not exist
// -2 = trail(s) does not exist
// -3 = same ID in element and trail
// -4 = non-wake element
// -5 = more that two trails given
//-----------------------------------------------------------------------/
int CMesh::insertTrailsToElem(const uInt& id, const vecUInt& trailIDs)
{
// check if element ID exists
mapElemIt elemIt = meshElems.find(id);
if (elemIt == meshElems.end())
return -1;
// extract element
Elem* element = &elemIt->second;
// check if not wake type
if (element->type!=10 && element->type!=11)
return -4;
// check number of trails
if (trailIDs.size() > 2)
return -5;
// check trails
vecPElem pTrails(trailIDs.size());
for (uInt i=0; i<trailIDs.size(); i++){
// check that exists
mapElemIt trailIt = meshElems.find(trailIDs[i]);
if (trailIt == meshElems.end())
return -2;
pTrails[i] = &trailIt->second;
// check that trail is not same as watched element
if (pTrails[i]->id == element->id)
return -3;
}
// add trailing associativity to current element (wake)
if (pTrails.size() == 2){
element->trailUpper = pTrails[0];
element->trailLower = pTrails[1];
}
else if (pTrails.size() == 1)
element->trailUpper = pTrails[0];
// add wake associativity to trailing elements
for (uInt i=0; i<pTrails.size(); i++)
pTrails[i]->wakes.insert(element);
return 0;
}
//-----------------------------------------------------------------------/
// edit node
//-----------------------------------------------------------------------/
int CMesh::editNode(
const uInt& nodeID,
const uInt& newNodeID,
const double newCoordinates[3])
{
// check if node exists and get its iterator
mapNodeIt nodeIt = meshNodes.find(nodeID);
if (nodeIt == meshNodes.end())
return -1;
// extract node
Node* node = &(nodeIt->second);
// check if change of node ID is to happen
if (nodeID == newNodeID){
// change only coordinates
for (uInt i=0; i<3; i++)
node->coordinates[i] = newCoordinates[i];
}
else{
// check if new node exists
if (meshNodes.find(newNodeID) != meshNodes.end())
return -2;
// get node elements
setPElem elements = node->elements;
// erase node from map
meshNodes.erase(node->id);
// insert new node
Node* newNodeP;
newNodeP = &meshNodes[newNodeID];
// assign node ID
newNodeP->id = newNodeID;
// assign coordinates
for (uInt i=0; i<3; i++)
newNodeP->coordinates[i] = newCoordinates[i];
// assign elements
newNodeP->elements = elements;
// update node references in elements
for (setPElemIt elemIt=newNodeP->elements.begin(); elemIt!=newNodeP->elements.end(); elemIt++){
for (uInt i=0; i<(*elemIt)->nodes.size(); i++){
if ((*elemIt)->nodes[i] == node)
(*elemIt)->nodes[i] = newNodeP;
}
}
// update bounds
updateNodeBounds();
// update maximum node ID
updateMaxNodeID();
}
return 0;
}
//-----------------------------------------------------------------------/
// edit element
//-----------------------------------------------------------------------/
int CMesh::editElement(
const uInt& elemID,
const uInt& newElemID,
const uInt& type,
const vecUInt& nodeIDs,
const vecUInt& neighborTrailIDs)
{
// check if element exists
if (meshElems.find(elemID) == meshElems.end())
return -1;
// check if element with new ID exists
if (newElemID!=elemID && meshElems.find(newElemID)!=meshElems.end())
return -2;
// check element type
if (type!=1 && type!=2 && type!=10 && type!=11 && type!=20 && type!=21)
return -3;
// check if duplicate node IDs are given
if (nodeIDs.size() == 4){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[3] ||
nodeIDs[3] == nodeIDs[0] ||
nodeIDs[0] == nodeIDs[2] ||
nodeIDs[1] == nodeIDs[3] )
return -4;
}
else if (nodeIDs.size() == 3){
if (nodeIDs[0] == nodeIDs[1] ||
nodeIDs[1] == nodeIDs[2] ||
nodeIDs[2] == nodeIDs[0] )
return -4;
}
else
return -5;
// check if nodes exist and assemble their pointers
vecPNode nodes(nodeIDs.size());
for (uInt i=0; i<nodeIDs.size(); i++){
mapNodeIt it = meshNodes.find(nodeIDs[i]);
if (it == meshNodes.end())
return -6;
else
nodes[i] = &it->second;
}
// check normal
if (calcNormal(nodes))
return -7;
// check if duplicate element IDs are given
if (neighborTrailIDs.size() == 4){
if (neighborTrailIDs[0] == neighborTrailIDs[1] ||
neighborTrailIDs[1] == neighborTrailIDs[2] ||
neighborTrailIDs[2] == neighborTrailIDs[3] ||
neighborTrailIDs[3] == neighborTrailIDs[0] ||
neighborTrailIDs[0] == neighborTrailIDs[2] ||
neighborTrailIDs[1] == neighborTrailIDs[3] )
return -8;
}
else if (neighborTrailIDs.size() == 3){
if (neighborTrailIDs[0] == neighborTrailIDs[1] ||
neighborTrailIDs[1] == neighborTrailIDs[2] ||
neighborTrailIDs[2] == neighborTrailIDs[0] )