mainviewtest.html
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<TITLE>COG 2.0: cogenOctree</TITLE>
<A HREF="mainfacetest.html">next</A>
<H1>COG 2.0: CogenOctree</H1>
<P>Let's consider now some additional possibilities of the octree grid
generator <B>CogenOctree</B>. Here and in the following we use 2D
examples, because it seems easier to get a feeling what happens.
<PRE>
#include "<A HREF="coglib.hxx">cog/coglib.hxx</A>"
int main()
{
cogenOctree gen = new CogenOctree();
</PRE>
<P>We can add a lot of rectangular boxes, with different region
numbers:
<PRE>
wzIndex i1 = gen->addBox(wzRegion(2), 0.0,0.4, 0.0,0.5, 0.0,0.6);
wzIndex i2 = gen->addBox(wzRegion(3), 0.2,0.8, 0.3,1.0, 0.4,1.0);
gen->setFaceOfBox(wzFace(2),i1);
gen->setFaceOfBox(wzFace(3),i2);
gen->setFaceOfBoxSide(wzFace(4),i1,wzX);
gen->setFaceOfBoxSide(wzFace(5),i2,wzXdown);
</PRE>
<P>The grid generator defines a covering box (here the standard unit
cube), includes all planes (in x-direction the planes 0.0, 0.2, 0.4,
1.0) and if we like some additional planes too:
<PRE>
gen->addPlaneZ(0.9);
</PRE>
<P>An additional possibility is a regular refinement in each
direction:
<PRE>
gen->setRegularRefinementX(1);
gen->setRegularRefinementY(1);
</PRE>
<P>subdivides each rectangle in x-direction into four parts (three
additional planes), in y-direction into five parts (four additional
planes). But we do not recommend to use this possibility - only for
small values. Instead, we learn later how to control <A
HREF="mainreftest.html">refinement</A>.
<P>What remains is the same as before:
<PRE>
// cogOutput(gen->geometry);
wzgrid grid = (*gen)();
ibgOutput(grid);
grid->write("test.sg");
}
</PRE>
<P>Similar to <A HREF="mainstarttest.html">mainstarttest.html</A>,
you can extract and test the code in this example using the perl
scripts <B>run</B> and <B>use</B>:
<P><B>> run main octree</B>
<P>Now, let's continue with the definition of
<A HREF="mainfacetest.html">boundary conditions</A>.
<P>Of course, the possibilities of <B>CogenOctree</B> are available
also for <A HREF="mainoctree3dtest.html">3D grid generation</A>.
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