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📄 face_quad9.c

📁 一个用来实现偏微分方程中网格的计算库
💻 C
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// $Id: face_quad9.C 2789 2008-04-13 02:24:40Z roystgnr $// The libMesh Finite Element Library.// Copyright (C) 2002-2007  Benjamin S. Kirk, John W. Peterson  // This library is free software; you can redistribute it and/or// modify it under the terms of the GNU Lesser General Public// License as published by the Free Software Foundation; either// version 2.1 of the License, or (at your option) any later version.  // This library 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// Lesser General Public License for more details.  // You should have received a copy of the GNU Lesser General Public// License along with this library; if not, write to the Free Software// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA// C++ includes// Local includes#include "side.h"#include "edge_edge3.h"#include "face_quad9.h"// ------------------------------------------------------------// Quad9 class static member initializationsconst unsigned int Quad9::side_nodes_map[4][3] ={  {0, 1, 4}, // Side 0  {1, 2, 5}, // Side 1  {2, 3, 6}, // Side 2  {3, 0, 7}  // Side 3};#ifdef ENABLE_AMRconst float Quad9::_embedding_matrix[4][9][9] ={  // embedding matrix for child 0  {    //         0           1           2           3           4           5           6           7           8    {    1.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 0    {    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 1    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000 }, // 2    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000 }, // 3    {   0.375000,  -0.125000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 4    {    0.00000,    0.00000,    0.00000,    0.00000,   0.375000,    0.00000,  -0.125000,    0.00000,   0.750000 }, // 5    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,  -0.125000,    0.00000,   0.375000,   0.750000 }, // 6    {   0.375000,    0.00000,    0.00000,  -0.125000,    0.00000,    0.00000,    0.00000,   0.750000,    0.00000 }, // 7    {   0.140625, -0.0468750,  0.0156250, -0.0468750,   0.281250, -0.0937500, -0.0937500,   0.281250,   0.562500 }  // 8  },  // embedding matrix for child 1  {    //         0           1           2           3           4           5           6           7           8    {    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 0    {    0.00000,    1.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 1    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000 }, // 2    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000 }, // 3    {  -0.125000,   0.375000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 4    {    0.00000,   0.375000,  -0.125000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000,    0.00000 }, // 5    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,   0.375000,    0.00000,  -0.125000,   0.750000 }, // 6    {    0.00000,    0.00000,    0.00000,    0.00000,   0.375000,    0.00000,  -0.125000,    0.00000,   0.750000 }, // 7    { -0.0468750,   0.140625, -0.0468750,  0.0156250,   0.281250,   0.281250, -0.0937500, -0.0937500,   0.562500 }  // 8  },  // embedding matrix for child 2  {    //         0           1           2           3           4           5           6           7           8    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000 }, // 0    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000 }, // 1    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000 }, // 2    {    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 3    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,  -0.125000,    0.00000,   0.375000,   0.750000 }, // 4    {    0.00000,    0.00000,    0.00000,    0.00000,  -0.125000,    0.00000,   0.375000,    0.00000,   0.750000 }, // 5    {    0.00000,    0.00000,  -0.125000,   0.375000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000 }, // 6    {  -0.125000,    0.00000,    0.00000,   0.375000,    0.00000,    0.00000,    0.00000,   0.750000,    0.00000 }, // 7    { -0.0468750,  0.0156250, -0.0468750,   0.140625, -0.0937500, -0.0937500,   0.281250,   0.281250,   0.562500 }  // 8  },  // embedding matrix for child 3  {    //         0           1           2           3           4           5           6           7           8    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000 }, // 0    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000 }, // 1    {    0.00000,    0.00000,    1.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000 }, // 2    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,    1.00000,    0.00000,    0.00000 }, // 3    {    0.00000,    0.00000,    0.00000,    0.00000,    0.00000,   0.375000,    0.00000,  -0.125000,   0.750000 }, // 4    {    0.00000,  -0.125000,   0.375000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000,    0.00000 }, // 5    {    0.00000,    0.00000,   0.375000,  -0.125000,    0.00000,    0.00000,   0.750000,    0.00000,    0.00000 }, // 6    {    0.00000,    0.00000,    0.00000,    0.00000,  -0.125000,    0.00000,   0.375000,    0.00000,   0.750000 }, // 7    {  0.0156250, -0.0468750,   0.140625, -0.0468750, -0.0937500,   0.281250,   0.281250, -0.0937500,   0.562500 }  // 8  }};#endif// ------------------------------------------------------------// Quad9 class member functionsbool Quad9::is_vertex(const unsigned int i) const{  if (i < 4)    return true;  return false;}bool Quad9::is_edge(const unsigned int i) const{  if (i < 4)    return false;  if (i > 7)    return false;  return true;}bool Quad9::is_face(const unsigned int i) const{  if (i > 7)    return true;  return false;}bool Quad9::is_node_on_side(const unsigned int n,			    const unsigned int s) const{  libmesh_assert(s < n_sides());  for (unsigned int i = 0; i != 3; ++i)    if (side_nodes_map[s][i] == n)      return true;  return false;}bool Quad9::has_affine_map() const{  // make sure corners form a parallelogram  Point v = this->point(1) - this->point(0);  if (!v.relative_fuzzy_equals(this->point(2) - this->point(3)))    return false;  // make sure "horizontal" sides are straight  v /= 2;  if (!v.relative_fuzzy_equals(this->point(4) - this->point(0)) ||      !v.relative_fuzzy_equals(this->point(6) - this->point(3)))    return false;  // make sure "vertical" sides are straight  // and the center node is centered  v = (this->point(3) - this->point(0))/2;  if (!v.relative_fuzzy_equals(this->point(7) - this->point(0)) ||      !v.relative_fuzzy_equals(this->point(5) - this->point(1)) ||      !v.relative_fuzzy_equals(this->point(8) - this->point(4)))    return false;  return true;} unsigned int Quad9::key (const unsigned int s) const{  libmesh_assert (s < this->n_sides());    switch (s)    {    case 0:      return	this->compute_key (this->node(4));	          case 1:      return	this->compute_key (this->node(5));	    case 2:      return	this->compute_key (this->node(6));	    case 3:      return	this->compute_key (this->node(7));    }  // We will never get here...  Look at the code above.  libmesh_error();  return 0;}AutoPtr<Elem> Quad9::build_side (const unsigned int i,				 bool proxy) const{  libmesh_assert (i < this->n_sides());  if (proxy)    {      AutoPtr<Elem> ap(new Side<Edge3,Quad9>(this,i));      return ap;    }  else    {      Edge3* edge = new Edge3;      switch (i)	{	case 0:	  {	    edge->set_node(0) = this->get_node(0);	    edge->set_node(1) = this->get_node(1);	    edge->set_node(2) = this->get_node(4);		    AutoPtr<Elem> ap(edge);  return ap;	  }	case 1:	  {	    edge->set_node(0) = this->get_node(1);	    edge->set_node(1) = this->get_node(2);	    edge->set_node(2) = this->get_node(5);		    AutoPtr<Elem> ap(edge);  return ap;	  }	case 2:	  {	    edge->set_node(0) = this->get_node(2);	    edge->set_node(1) = this->get_node(3);	    edge->set_node(2) = this->get_node(6);		    AutoPtr<Elem> ap(edge);  return ap;	  }	case 3:	  {	    edge->set_node(0) = this->get_node(3);	    edge->set_node(1) = this->get_node(0);	    edge->set_node(2) = this->get_node(7);		    AutoPtr<Elem> ap(edge);  return ap;	  }	default:	  {	    libmesh_error();	  }	}    }  // We will never get here...  AutoPtr<Elem> ap(NULL);  return ap;}void Quad9::connectivity(const unsigned int sf,			 const IOPackage iop,			 std::vector<unsigned int>& conn) const{  libmesh_assert (sf < this->n_sub_elem());  libmesh_assert (iop != INVALID_IO_PACKAGE);  conn.resize(4);  switch (iop)    {    case TECPLOT:      {	switch(sf)	  {	  case 0:	    // linear sub-quad 0	    conn[0] = this->node(0)+1;	    conn[1] = this->node(4)+1;	    conn[2] = this->node(8)+1;	    conn[3] = this->node(7)+1;	    return;	  case 1:	    // linear sub-quad 1	    conn[0] = this->node(4)+1;	    conn[1] = this->node(1)+1;	    conn[2] = this->node(5)+1;	    conn[3] = this->node(8)+1;	    return;	  case 2:	    // linear sub-quad 2	    conn[0] = this->node(7)+1;	    conn[1] = this->node(8)+1;	    conn[2] = this->node(6)+1;	    conn[3] = this->node(3)+1;	    return;	  case 3:	    // linear sub-quad 3	    conn[0] = this->node(8)+1;	    conn[1] = this->node(5)+1;	    conn[2] = this->node(2)+1;	    conn[3] = this->node(6)+1;	    return;	  default:	    libmesh_error();	  }      }    case VTK:      {        conn.resize(9);        conn[0] = this->node(0);        conn[1] = this->node(1);        conn[2] = this->node(2);        conn[3] = this->node(3);        conn[4] = this->node(4);        conn[5] = this->node(5);        conn[6] = this->node(6);        conn[7] = this->node(7);        conn[8] = this->node(8);	return;	  /*	switch(sf)	  {	  case 0:	    // linear sub-quad 0	    conn[0] = this->node(0);	    conn[1] = this->node(4);	    conn[2] = this->node(8);	    conn[3] = this->node(7);	    return;	  case 1:	    // linear sub-quad 1	    conn[0] = this->node(4);	    conn[1] = this->node(1);	    conn[2] = this->node(5);	    conn[3] = this->node(8);	    return;	  case 2:	    // linear sub-quad 2	    conn[0] = this->node(7);	    conn[1] = this->node(8);	    conn[2] = this->node(6);	    conn[3] = this->node(3);	    return;	  case 3:	    // linear sub-quad 3	    conn[0] = this->node(8);	    conn[1] = this->node(5);	    conn[2] = this->node(2);	    conn[3] = this->node(6);	    return;	  default:	    libmesh_error();	  }*/      }    default:      {	libmesh_error();      }    }  libmesh_error();}unsigned int Quad9::n_second_order_adjacent_vertices (const unsigned int n) const{  switch (n)    {      case 4:      case 5:      case 6:      case 7:	return 2;      case 8:	return 4;      default:	libmesh_error();    }  libmesh_error();  return libMesh::invalid_uint;}unsigned short int Quad9::second_order_adjacent_vertex (const unsigned int n,							const unsigned int v) const{   libmesh_assert (n >= this->n_vertices());  libmesh_assert (n <  this->n_nodes());  switch (n)    {      case 8:      {	libmesh_assert (v < 4);	return static_cast<unsigned short int>(v);      }      default:      {	libmesh_assert (v < 2);	// use the matrix that we inherited from \p Quad	return _second_order_adjacent_vertices[n-this->n_vertices()][v];       }    }}std::pair<unsigned short int, unsigned short int>Quad9::second_order_child_vertex (const unsigned int n) const{  libmesh_assert (n >= this->n_vertices());  libmesh_assert (n < this->n_nodes());  /*   * the _second_order_vertex_child_* vectors are   * stored in face_quad.C, since they are identical   * for Quad8 and Quad9 (for the first 4 higher-order nodes)   */  return std::pair<unsigned short int, unsigned short int>    (_second_order_vertex_child_number[n],     _second_order_vertex_child_index[n]);}

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