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📄 fem.hpp

📁 FreeFem++可以生成高质量的有限元网格。可以用于流体力学
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template<class Rd>class TBoundaryEdge: public Label {public: typedef TVertex<Rd> Vertex;    static const int NbWhat = 3; // 3+3+1     static const int NbV = 2; // 3+3+1     static const int NbE = 1; //      Vertex *vertices[2];  TBoundaryEdge(Vertex * v0,int i0,int i1,int r): Label(r)   { vertices[0]=v0+i0; vertices[1]=v0+i1; }  void set(Vertex * v0,int i0,int i1,int r)  { lab=r,vertices[0]=v0+i0; vertices[1]=v0+i1; }  bool in(const Vertex * pv) const {return pv == vertices[0] || pv == vertices[1];}  TBoundaryEdge(){}; // constructor empty for array   void Draw() const;  Vertex & operator[](int i) const {return *vertices[i];}  R length() const { return Norme2(R2(*vertices[0],*vertices[1]));}  void Renum(Vertex   *v0, long * r) {     for (int i=0;i<2;i++)       vertices[i]=v0+r[vertices[i]-v0];}    SortedTriplet what(int i,Vertex *v0,TBoundaryEdge * t0) {       if (i<0) ffassert(i>=0);      else if  (i<2) return SortedTriplet(vertices[i]-v0);      else if( (i==0) ) return SortedTriplet( vertices[0]-v0, vertices[1]-v0) ;      else ffassert(0);  }  };typedef TBoundaryEdge<R2> BoundaryEdge;typedef BoundaryEdge Edge;  // typedef Tetraedre Tet;  // just to playtemplate<class Rd>class TMortar {   public: typedef TVertex<Rd> Vertex;    friend class Mesh;  friend class ConstructDataFElement;   Mesh * Th;   int nleft,nright;   int *left,*right;   TMortar(): Th(0),nleft(0),nright(0),left(0),right(0){}   void Draw() const;   public:     int NbLeft() const{return nleft;}      int NbRight() const{return nright;}      int TLeft(int i) const { return left[i]/3;}     //        int NbT() const {return nleft+nright;}      int T_e(int i,int & e)  const { // return the triangle number + the edge number         throwassert(i>=0 && i < nleft+nright);        int k= (i<nleft ? left[i]: right[i-nleft]);        e=k%3;        return k/3;}     int ELeft(int i) const { return left[i]%3;}     int TRight(int i) const { return right[i]/3;}     int ERight(int i) const { return right[i]%3;}          //  warning  i is in [0, nleft]     Vertex & VLeft(int i) const ;     Vertex & VRight(int i) const;          };typedef TMortar<R2> Mortar; class FQuadTree;class Mesh: public RefCounter { public:    typedef TTriangle<R2> Triangle;  typedef TTriangle<R2> Element;  typedef BoundaryEdge  BorderElement;   typedef TVertex<R2>  Vertex;  typedef  R2 Rd;  typedef R2  RdHat;// for parametrization   typedef Rd::R R;  typedef FQuadTree GTree;    static const char magicmesh[8]  ;  int dim;   int nt,nv,neb,ne,ntet;  R area;  R volume;  R lenbord;  static int kthrough,kfind;  FQuadTree *quadtree;   Vertex *vertices;  Triangle *triangles;  BoundaryEdge  *bedges;  Edge  *edges;  // edge element   Tetraedre * tet; //         int NbMortars,NbMortarsPaper;  Mortar *mortars; //  list of mortar  int    *datamortars;  R2  * bnormalv; //  boundary vertex normal   //Triangle * adj;  Triangle & operator[](int i) const {throwassert(i>=0 && i<nt);return triangles[i];} // const Triangle & operator[](int i) const {return triangles[i];}  Vertex & operator()(int i) const {throwassert(i>=0 && i<nv);return vertices[i];}  Mesh(const char * filename) {read(filename);} // read on a file  Mesh(const string s) {read(s.c_str());}  Mesh( const Serialize & ) ;  Mesh(int nbv,R2 * P);  R mesure(){ return area;}  R bordermesure(){ return lenbord;}    Serialize serialize() const;  Mesh(int nbv,int nbt,int nbeb,Vertex *v,Triangle *t,BoundaryEdge  *b);    Mesh(const Mesh & Thold,int *split,bool WithMortar=true,int label=1);  ~Mesh();  int number(const Triangle & t) const {return &t - triangles;}  int number(const Triangle * t) const {return t  - triangles;}  int number(const Vertex & v)   const {return &v - vertices;}  int number(const Vertex * v)   const {return v  - vertices;}  int operator()(const Triangle & t) const {return &t - triangles;}  int operator()(const Triangle * t) const {return t  - triangles;}  int operator()(const Vertex & v)   const {return &v - vertices;}  int operator()(const Vertex * v)   const {return v  - vertices;}  int operator()(int it,int j) const {return number(triangles[it][j]);}  BoundaryEdge &  be(int i) const { return bedges[i];}  Element &  t(int i) const { return triangles[i];}  Vertex &  v(int i) const { return vertices[i];}        // Nu vertex j of triangle it  void BoundingBox(R2 & Pmin,R2 &Pmax) const;  void InitDraw() const ;  void Draw(int init=2,bool fill=false) const;  void DrawBoundary() const;   int Contening(const Vertex * v) const{ return TriangleConteningVertex[ v  - vertices];}  int renum();  int gibbsv (long* ptvoi,long* vois,long* lvois,long* w,long* v);  int ElementAdj(int it,int &j) const       {int i=TheAdjacencesLink[3*it+j];j=i%3;return i/3;}  int nTonEdge(int it,int e) const { int k=3*it+e;return k==TheAdjacencesLink[k] ? 1 : 2;}        void VerticesNumberOfEdge(const Triangle & T,int j,int & j0,int & j1) const       {j0 =  number(T[(j+1)%3]),j1=  number(T[(j+ 2)%3]);}  bool SensOfEdge(const Triangle & T,int j) const       { return  number(T[(j+1)%3]) <number(T[(j+ 2)%3]);}        int GetAllElementAdj(int it,int *tabk) const   { //  get the tab of all adj triangle to a traingle (max 3)     //  and return the size of the tab       int i=0;      tabk[i]=TheAdjacencesLink[3*it+0]/3;      if(tabk[i] >=0 && tabk[i]!=it) i++;       tabk[i]=TheAdjacencesLink[3*it+1]/3;      if(tabk[i] >=0 && tabk[i]!=it) i++;       tabk[i]=TheAdjacencesLink[3*it+2]/3;      if(tabk[i] >=0 && tabk[i]!=it) i++;       return i;   }        int BoundaryElement(int be,int & edgeInT) const {     int i= BoundaryEdgeHeadLink[be]; edgeInT = i%3;      return i/3;}       Triangle * Find(const R2 & P) const ;  const Triangle * Find(R2 P, R2 & Phat,bool & outside,const Triangle * tstart=0) const  ;    BoundaryEdge * TheBoundaryEdge(int i,int j)  const   {      int p2;    for (int p=BoundaryAdjacencesHead[i];p>=0;p=BoundaryAdjacencesLink[p])     {      if ( bedges[p2=p/2].in(vertices+j) )   return bedges+p2;     }         return 0;} void destroy() {RefCounter::destroy();} void MakeQuadTree() ;      private:  void read(const char * filename);   void read(ifstream & f,bool bin=false);   void BuildBoundaryAdjacences();  void ConsAdjacence();  void Buildbnormalv();   void BuilTriangles(bool empty,bool removeoutside=true);  // to construct the adj triangle                 int *TheAdjacencesLink;  int *BoundaryEdgeHeadLink;  int *BoundaryAdjacencesHead;  int *BoundaryAdjacencesLink;   int *TriangleConteningVertex;         // no copy  Mesh(const Mesh &);  void operator=(const Mesh &);       };//  2 routines to compute the caracteristicint WalkInTriangle(const Mesh & Th,int it, double *lambda,                   const  KN_<R> & U,const  KN_<R> & V, R & dt);int  WalkInTriangle(const Mesh & Th,int it, double *lambda,                     R u, R v, R & dt);                    int Walk(const Mesh & Th,int & it, R *l,         const KN_<R>  & U,const KN_<R>  & V, R dt) ; void DrawMark(R2 P,R k=0.02);         template<class T>void  HeapSort(T *c,long n){  long l,j,r,i;  T crit;  c--; // on decale de 1 pour que le tableau commence a 1  if( n <= 1) return;  l = n/2 + 1;  r = n;  while (1) { // label 2    if(l <= 1 ) { // label 20      crit = c[r];      c[r--] = c[1];    if ( r == 1 ) { c[1]=crit; return;}    } else  crit = c[--l];     j=l;    while (1) {// label 4      i=j;      j=2*j;      if  (j>r) {c[i]=crit;break;} // L8 -> G2      if ((j<r) && (c[j] < c[j+1])) j++; // L5      if (crit < c[j]) c[i]=c[j]; // L6+1 G4      else {c[i]=crit;break;} //L8 -> G2    }  }}template<class T,class T1,class T2>void  HeapSort(T *c,T1 *c1,T2 *c2,long n){  long l,j,r,i;  T crit;  T1 crit1;  T2 crit2;  c--;c1--;c2--; // on decale de 1 pour que le tableau commence a 1  if( n <= 1) return;  l = n/2 + 1;  r = n;  while (1) { // label 2    if(l <= 1 ) { // label 20      crit = c[r];     crit1 = c1[r];  crit2 = c2[r];      c2[r] = c2[1];   c1[r] = c1[1];  c[r--] = c[1];    if ( r == 1 ) { c2[1] = crit2,   c1[1] = crit1; c[1]=crit; return;}    } else  {crit = c[--l];crit1=c1[l];crit2=c2[l]; }    j=l;    while (1) {// label 4      i=j;      j=2*j;      if  (j>r) {c[i]=crit;c1[i]=crit1;c2[i]=crit2;break;} // L8 -> G2      if ((j<r) && (c[j] < c[j+1])) j++; // L5      if (crit < c[j]) {c[i]=c[j];c1[i]=c1[j];c2[i]=c2[j];} // L6+1 G4      else {c[i]=crit;c1[i]=crit1;c2[i]=crit2;break;} //L8 -> G2    }  }} inline   int numSubTVertex(int N,int i,int j)    {  //  i,j  coordonne barycentre * N dans l'ele鵨nt de reference.	i=i+j; // numerotation / diag  	// i,j 	assert(j<=i && 0<= j); 	return j+i*(i+1)/2;    }     inline    void  num1SubTVertex(int N,int l,int & i,int & j)    {	      i= (int) ((-1 + sqrt(1.+8*l))/2); //  modif gcc 3.3.3  FH 100109	j = l - i*(i+1)/2;        // io=in+j;	// in = io-j	i=i-j;	assert( l == numSubTVertex(N,i,j));     }      R2 SubTriangle(const int N,const int n,const int l);    int numSubTriangle(const int N,const int n,const int l);  int  NbOfSubTriangle(const int N);  int NbOfSubInternalVertices(int kk);  R2  SubInternalVertex(int N,int k);          //  warning  i is in [0, nleft]template<class Rd> inline     TVertex<Rd> & TMortar<Rd>::VLeft(int i) const   { throwassert(i>=0 && i <= nleft);    return i< nleft ? (*Th)[TLeft( i  )][VerticesOfTriangularEdge[ELeft(i)][0]]                    : (*Th)[TLeft( i-1)][VerticesOfTriangularEdge[ELeft(i-1)][1]];}template<class Rd> inline TVertex<Rd> & TMortar<Rd>::VRight(int i) const   { throwassert(i>=0 && i <= nright);    return i< nright ? (*Th)[TRight( i  )][VerticesOfTriangularEdge[ERight(i)][1]]                     : (*Th)[TRight( i-1)][VerticesOfTriangularEdge[ERight(i-1)][0]];} void DrawCommentaire(const char *cm,float x=0.1,float y=0.97) ; inline R2 minmax(const R2 & a,const R2 & b)   {return R2(Min(a.x,b.x),Max(a.y,b.y));}}using Fem2D::R; #include "FQuadTree.hpp"namespace Fem2D {inline void Mesh::MakeQuadTree()   {    if (!quadtree) {        R2 Pn,Px;        BoundingBox(Pn,Px);        quadtree=new FQuadTree(this,Pn,Px,nv);    }  }}#endif

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