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* @defgroup Gem Gem class
* @brief The geometry manager object.
*/
/**
* @file gem.h
* @ingroup Gem
* @brief Class Gem: the geometry manager object.
* @author Michael Holst
* @note None
* @version $Id: gem.h,v 1.43 2010/08/12 05:19:05 fetk Exp $
*
* @attention
* @verbatim
*
* MC = < Manifold Code >
* Copyright (C) 1994-- Michael Holst
*
* 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
*
* @endverbatim
*/
#ifndef _GEM_H_
#define _GEM_H_
#include <mc/mc_base.h>
#include <mc/pde.h>
#include <mc/vel.h>
#include <mc/ves.h>
#include <mc/bam.h>
/** @brief Class Gem: Parameters and datatypes */
#define VMAXSQ 2
/**
* @ingroup Gem
* @brief Contains public data memebers for Gem class
* @author Michael Holst
*/
struct sGem {
/** @brief Intrinsic spatial dim (2 for sphere) */
int dim;
/** @brief Imbedded spatial dim (3 for sphere) */
int dimII;
/** @brief Number of vertices in a dim-simplex */
int dimVV;
/** @brief Number of edges in a dim-simplex */
int dimEE;
/** @brief Initial count of the number of vertices */
int numVV0;
/** @brief Last count of the number of vertices */
int numVV;
/** @brief Last count of the number of edges */
int numEE;
/** @brief Last count of the number of faces */
int numFF;
/** @brief Last count of the number of simplices */
int numSS;
/** @brief Last count of boundary vertices */
int numBV;
/** @brief Last count of boundary faces */
int numBF;
/** @brief the memory manager */
Vmem *vmem;
/** @brief did i make vmem or was it inherited */
int iMadeVmem;
/** @brief the set of vertices */
Vset *vertices;
/** @brief the set of edges */
Vset *edges;
/** @brief the set of simplices */
Vset *simplices;
/** @brief refinement/conformity/flipping simplex Qs */
Vset *sQueM[VMAXSQ];
/** @brief did I have to make a fake PDE object? */
int iMadePDE;
/** @brief container for various user-provided functions*/
PDE *pde;
/** @brief Hook for external structure updating */
int xUpFlag;
/** @brief Hook for external structure updating */
void (*xUp)(SS **sms, int numS);
};
/**
* @brief Declaration of the Gem class as the Gem structure
* @ingroup Gem
* @author Michael Holst
* @return None
*/
typedef struct sGem Gem;
/*
* ***************************************************************************
* Class Gem: Inlineable methods (gem.c)
* ***************************************************************************
*/
#if !defined(VINLINE_GEM)
/**
* @ingroup Gem
* @brief Return the extrinsic spatial dimension.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the extrinsic spatial dimension.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_dim(Gem *thee);
/**
* @ingroup Gem
* @brief Return the extrinsic spatial dimension.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the extrinsic spatial dimension.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_dimII(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of vertices in a simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of vertices in a simplex
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_dimVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of edges in a simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of edges in a simplex
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_dimEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the logical number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the logical number of vertices in the mesh.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numVirtVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the logical number of edges in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the logical number of edges in the mesh.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numVirtEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the logical number of faces in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the logical number of faces in the mesh.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numVirtFF(Gem *thee);
/**
* @ingroup Gem
* @brief Return the logical number of simplices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the logical number of simplices in the mesh.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numVirtSS(Gem *thee);
/**
* @ingroup Gem
* @brief Set the logical number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of vertices
*/
VEXTERNC void Gem_setNumVirtVV(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Set the logical number of edges in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of edges
*/
VEXTERNC void Gem_setNumVirtEE(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Geometry manager constructor.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of faces
*/
VEXTERNC void Gem_setNumVirtFF(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Set the logical number of simplices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of simplices
*/
VEXTERNC void Gem_setNumVirtSS(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Return the number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of vertices in the mesh.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return a given vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return a given vertex.
* @param thee Pointer to class Gem
* @param i index for a given vertex
*/
VEXTERNC VV* Gem_VV(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Create a new vertex (becoming the new last vertex).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the new created vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_createVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the first vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the first vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_firstVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the last vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_lastVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the next vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the next vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_nextVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the previous vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the previous vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_prevVV(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the first vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the first vertex in the list
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_peekFirstVV(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the last vertex in the list
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_peekLastVV(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_destroyVV(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy all of the vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_resetVV(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of edges.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return a given edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return a given edge
* @param thee Pointer to class Gem
* @param i index for a given edge
*/
VEXTERNC EE* Gem_EE(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Create a new edge (becoming the new last edge).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the new created edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_createEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the first edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the first edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_firstEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the last edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_lastEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the next edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the next edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_nextEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the previous edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the previous edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_prevEE(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the first edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the first edge in the list
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_peekFirstEE(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the last edge in the list
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_peekLastEE(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_destroyEE(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy all of the edges.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_resetEE(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of simplices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of simplicies
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return a given simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return a given simplex
* @param thee Pointer to class Gem
* @param i Pointer to a given simplex
*/
VEXTERNC SS* Gem_SS(Gem *thee, int i);
/**
* @ingroup Gem
* @brief Create a new simplex (becoming the new last simplex).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return a new simplex (becoming the new last simplex).
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_createSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the first simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the first simplex
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_firstSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the last simplex
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_lastSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the next simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the next simplex
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_nextSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the previous simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the previous simplex
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_prevSS(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the first simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the first simplex in the list
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_peekFirstSS(Gem *thee);
/**
* @ingroup Gem
* @brief Peek at the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return Pointer to the last simplex in the list
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_peekLastSS(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_destroySS(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy all of the simplices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_resetSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of simplices in a given queue.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of simplices in a given queue.
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
*/
VEXTERNC int Gem_numSQ(Gem *thee, int currentQ);
/**
* @ingroup Gem
* @brief Release all of the simplices in a given queue.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_resetSQ(Gem *thee, int currentQ);
/**
* @ingroup Gem
* @brief Return the number of boundary faces.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of boundary faces.
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numBF(Gem *thee);
/**
* @ingroup Gem
* @brief Return the number of boundary vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return the number of boundary vertices
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_numBV(Gem *thee);
/**
* @ingroup Gem
* @brief Set the number of boundary faces.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for boundary faces
*/
VEXTERNC void Gem_setNumBF(Gem *thee, int val);
/**
* @ingroup Gem
* @brief Set the number of boundary vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for boundary vertices
*/
VEXTERNC void Gem_setNumBV(Gem *thee, int val);
/**
* @ingroup Gem
* @brief Increment the number of boundary faces by a given integer.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val Value for incrementing the number of boundary faces
*/
VEXTERNC void Gem_addToNumBF(Gem *thee, int val);
/**
* @ingroup Gem
* @brief Increment the number of boundary vertices by a given integer.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for incrementing the number of boundary vertices
*/
VEXTERNC void Gem_addToNumBV(Gem *thee, int val);
/**
* @ingroup Gem
* @brief Increment the number of boundary faces by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_numBFpp(Gem *thee);
/**
* @ingroup Gem
* @brief Increment the number of boundary vertices by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_numBVpp(Gem *thee);
/**
* @ingroup Gem
* @brief Decrement the number of boundary faces by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_numBFmm(Gem *thee);
/**
* @ingroup Gem
* @brief Decrement the number of boundary vertices by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if !defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_numBVmm(Gem *thee);
#else /* if defined(VINLINE_GEM) */
/**
* @ingroup Gem
* @brief Return the extrinsic spatial dimension.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the extrinsic spatial dimension.
* @param thee Pointer to class Gem
*/
# define Gem_dim(thee) ((thee)->dim)
/**
* @ingroup Gem
* @brief Return the extrinsic spatial dimension.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the extrinsic spatial dimension.
* @param thee Pointer to class Gem
*/
# define Gem_dimII(thee) ((thee)->dimII)
/**
* @ingroup Gem
* @brief Return the number of vertices in a simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of vertices in a simplex
* @param thee Pointer to class Gem
*/
# define Gem_dimVV(thee) ((thee)->dimVV)
/**
* @ingroup Gem
* @brief Return the number of edges in a simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of edges in a simplex
* @param thee Pointer to class Gem
*/
# define Gem_dimEE(thee) ((thee)->dimEE)
/**
* @ingroup Gem
* @brief Return the logical number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the logical number of vertices in the mesh.
* @param thee Pointer to class Gem
*/
# define Gem_numVirtVV(thee) ((thee)->numVV)
/**
* @ingroup Gem
* @brief Return the logical number of edges in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the logical number of edges in the mesh.
* @param thee Pointer to class Gem
*/
# define Gem_numVirtEE(thee) ((thee)->numEE)
/**
* @ingroup Gem
* @brief Return the logical number of faces in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the logical number of faces in the mesh.
* @param thee Pointer to class Gem
*/
# define Gem_numVirtFF(thee) ((thee)->numFF)
/**
* @ingroup Gem
* @brief Return the logical number of simplices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the logical number of simplices in the mesh.
* @param thee Pointer to class Gem
*/
# define Gem_numVirtSS(thee) ((thee)->numSS)
/**
* @ingroup Gem
* @brief Set the logical number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of vertices
*/
# define Gem_setNumVirtVV(thee,i) ((thee)->numVV = (i))
/**
* @ingroup Gem
* @brief Set the logical number of edges in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of edges
*/
# define Gem_setNumVirtEE(thee,i) ((thee)->numEE = (i))
/**
* @ingroup Gem
* @brief Geometry manager constructor.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of faces
*/
# define Gem_setNumVirtFF(thee,i) ((thee)->numFF = (i))
/**
* @ingroup Gem
* @brief Set the logical number of simplices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param i index for the logical number of simplices
*/
# define Gem_setNumVirtSS(thee,i) ((thee)->numSS = (i))
/**
* @ingroup Gem
* @brief Return the number of vertices in the mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of vertices in the mesh.
* @param thee Pointer to class Gem
*/
# define Gem_numVV(thee) (Vset_num((thee)->vertices))
/**
* @ingroup Gem
* @brief Return a given vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return a given vertex.
* @param thee Pointer to class Gem
* @param i index for a given vertex
*/
# define Gem_VV(thee,i) ((VV*)Vset_access((thee)->vertices,(i)))
/**
* @ingroup Gem
* @brief Create a new vertex (becoming the new last vertex).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the new created vertex
* @param thee Pointer to class Gem
*/
# define Gem_createVV(thee) ((VV*)Vset_create((thee)->vertices))
/**
* @ingroup Gem
* @brief Return the first vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the first vertex
* @param thee Pointer to class Gem
*/
# define Gem_firstVV(thee) ((VV*)Vset_first((thee)->vertices))
/**
* @ingroup Gem
* @brief Return the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the last vertex
* @param thee Pointer to class Gem
*/
# define Gem_lastVV(thee) ((VV*)Vset_last((thee)->vertices))
/**
* @ingroup Gem
* @brief Return the next vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the next vertex
* @param thee Pointer to class Gem
*/
# define Gem_nextVV(thee) ((VV*)Vset_next((thee)->vertices))
/**
* @ingroup Gem
* @brief Return the previous vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the previous vertex
* @param thee Pointer to class Gem
*/
# define Gem_prevVV(thee) ((VV*)Vset_prev((thee)->vertices))
/**
* @ingroup Gem
* @brief Peek at the first vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the first vertex in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekFirstVV(thee) ((VV*)Vset_peekFirst((thee)->vertices))
/**
* @ingroup Gem
* @brief Peek at the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the last vertex in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekLastVV(thee) ((VV*)Vset_peekLast((thee)->vertices))
/**
* @ingroup Gem
* @brief Destroy the last vertex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_destroyVV(thee) (Vset_destroy((thee)->vertices))
/**
* @ingroup Gem
* @brief Destroy all of the vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_resetVV(thee) (Vset_reset((thee)->vertices))
/**
* @ingroup Gem
* @brief Return the number of edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of edges.
* @param thee Pointer to class Gem
*/
# define Gem_numEE(thee) (Vset_num((thee)->edges))
/**
* @ingroup Gem
* @brief Return a given edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return a given edge
* @param thee Pointer to class Gem
* @param i index for a given edge
*/
# define Gem_EE(thee,i) ((EE*)Vset_access((thee)->edges,(i)))
/**
* @ingroup Gem
* @brief Create a new edge (becoming the new last edge).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the new created edge
* @param thee Pointer to class Gem
*/
# define Gem_createEE(thee) ((EE*)Vset_create((thee)->edges))
/**
* @ingroup Gem
* @brief Return the first edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the first edge
* @param thee Pointer to class Gem
*/
# define Gem_firstEE(thee) ((EE*)Vset_first((thee)->edges))
/**
* @ingroup Gem
* @brief Return the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the last edge
* @param thee Pointer to class Gem
*/
# define Gem_lastEE(thee) ((EE*)Vset_last((thee)->edges))
/**
* @ingroup Gem
* @brief Return the next edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the next edge
* @param thee Pointer to class Gem
*/
# define Gem_nextEE(thee) ((EE*)Vset_next((thee)->edges))
/**
* @ingroup Gem
* @brief Return the previous edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the previous edge
* @param thee Pointer to class Gem
*/
# define Gem_prevEE(thee) ((EE*)Vset_prev((thee)->edges))
/**
* @ingroup Gem
* @brief Peek at the first edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the first edge in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekFirstEE(thee) ((EE*)Vset_peekFirst((thee)->edges))
/**
* @ingroup Gem
* @brief Peek at the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the last edge in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekLastEE(thee) ((EE*)Vset_peekLast((thee)->edges))
/**
* @ingroup Gem
* @brief Destroy the last edge.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_destroyEE(thee) (Vset_destroy((thee)->edges))
/**
* @ingroup Gem
* @brief Destroy all of the edges.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_resetEE(thee) (Vset_reset((thee)->edges))
/**
* @ingroup Gem
* @brief Return the number of simplices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of simplicies
* @param thee Pointer to class Gem
*/
# define Gem_numSS(thee) (Vset_num((thee)->simplices))
/**
* @ingroup Gem
* @brief Return a given simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return a given simplex
* @param thee Pointer to class Gem
* @param i Pointer to a given simplex
*/
# define Gem_SS(thee,i) ((SS*)Vset_access((thee)->simplices,(i)))
/**
* @ingroup Gem
* @brief Create a new simplex (becoming the new last simplex).
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return a new simplex (becoming the new last simplex).
* @param thee Pointer to class Gem
*/
# define Gem_createSS(thee) ((SS*)Vset_create((thee)->simplices))
/**
* @ingroup Gem
* @brief Return the first simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the first simplex
* @param thee Pointer to class Gem
*/
# define Gem_firstSS(thee) ((SS*)Vset_first((thee)->simplices))
/**
* @ingroup Gem
* @brief Return the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the last simplex
* @param thee Pointer to class Gem
*/
# define Gem_lastSS(thee) ((SS*)Vset_last((thee)->simplices))
/**
* @ingroup Gem
* @brief Return the next simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the next simplex
* @param thee Pointer to class Gem
*/
# define Gem_nextSS(thee) ((SS*)Vset_next((thee)->simplices))
/**
* @ingroup Gem
* @brief Return the previous simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the previous simplex
* @param thee Pointer to class Gem
*/
# define Gem_prevSS(thee) ((SS*)Vset_prev((thee)->simplices))
/**
* @ingroup Gem
* @brief Peek at the first simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the first simplex in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekFirstSS(thee) ((SS*)Vset_peekFirst((thee)->simplices))
/**
* @ingroup Gem
* @brief Peek at the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return Pointer to the last simplex in the list
* @param thee Pointer to class Gem
*/
# define Gem_peekLastSS(thee) ((SS*)Vset_peekLast((thee)->simplices))
/**
* @ingroup Gem
* @brief Destroy the last simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_destroySS(thee) (Vset_destroy((thee)->simplices))
/**
* @ingroup Gem
* @brief Destroy all of the simplices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_resetSS(thee) (Vset_reset((thee)->simplices))
/**
* @ingroup Gem
* @brief Return the number of simplices in a given queue.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of simplices in a given queue.
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
*/
# define Gem_numSQ(thee,currentQ) (Vset_num((thee)->sQueM[(currentQ)]))
/**
* @ingroup Gem
* @brief Release all of the simplices in a given queue.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
*/
# define Gem_resetSQ(thee,currentQ) (Vset_reset((thee)->sQueM[(currentQ)]))
/**
* @ingroup Gem
* @brief Return the number of boundary faces.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of boundary faces.
* @param thee Pointer to class Gem
*/
# define Gem_numBF(thee) ((thee)->numBF)
/**
* @ingroup Gem
* @brief Return the number of boundary vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return the number of boundary vertices
* @param thee Pointer to class Gem
*/
# define Gem_numBV(thee) ((thee)->numBV)
/**
* @ingroup Gem
* @brief Set the number of boundary faces.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for boundary faces
*/
# define Gem_setNumBF(thee,val) ((thee)->numBF = (val))
/**
* @ingroup Gem
* @brief Set the number of boundary vertices.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for boundary vertices
*/
# define Gem_setNumBV(thee,val) ((thee)->numBV = (val))
/**
* @ingroup Gem
* @brief Increment the number of boundary faces by a given integer.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val Value for incrementing the number of boundary faces
*/
# define Gem_addToNumBF(thee,val) ((thee)->numBF += (val))
/**
* @ingroup Gem
* @brief Increment the number of boundary vertices by a given integer.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
* @param val value for incrementing the number of boundary vertices
*/
# define Gem_addToNumBV(thee,val) ((thee)->numBV += (val))
/**
* @ingroup Gem
* @brief Increment the number of boundary faces by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_numBFpp(thee) ((thee)->numBF++)
/**
* @ingroup Gem
* @brief Increment the number of boundary vertices by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_numBVpp(thee) ((thee)->numBV++)
/**
* @ingroup Gem
* @brief Decrement the number of boundary faces by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_numBFmm(thee) ((thee)->numBF--)
/**
* @ingroup Gem
* @brief Decrement the number of boundary vertices by 1.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c) if defined(VINLINE_GEM)
* @return None
* @param thee Pointer to class Gem
*/
# define Gem_numBVmm(thee) ((thee)->numBV--)
#endif /* if !defined(VINLINE_GEM) */
/**
* @ingroup Gem
* @brief Geometry manager constructor.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return Pointer to a newly allocated (empty) Gem class
* @param vmem Memory management object
* @param tpde Pointer to the PDE object
*/
VEXTERNC Gem* Gem_ctor(Vmem *vmem, PDE *tpde);
/**
* @ingroup Gem
* @brief Geometry manager destructor.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_dtor(Gem **thee);
/**
* @ingroup Gem
* @brief Reset all of the geometry datastructures.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
* @param dim the extrinsic spatial dimension
* @param dimII the intrinsic spatial dimension
*/
VEXTERNC void Gem_reset(Gem *thee, int dim, int dimII);
/**
* @ingroup Gem
* @brief Create and initialize a new vertex; return a point to it.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return a point to the newly created and initialized vertex
* @param thee Pointer to class Gem
*/
VEXTERNC VV* Gem_createAndInitVV(Gem *thee);
/**
* @ingroup Gem
* @brief Create and initialize a new edge; return a point to it.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return a point to the newly created and initialized edge
* @param thee Pointer to class Gem
*/
VEXTERNC EE* Gem_createAndInitEE(Gem *thee);
/**
* @ingroup Gem
* @brief Create and initialize a new simplex; return a point to it.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return a point to the newly created and initialized simplex
* @param thee Pointer to class Gem
*/
VEXTERNC SS* Gem_createAndInitSS(Gem *thee);
/**
* @ingroup Gem
* @brief Return the simplex at a particular location in the simplex Q.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return the simplex at a particular location in the simplex Q.
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
* @param i index for the number of simplices in a given queue
*/
VEXTERNC SS* Gem_SQ(Gem *thee, int currentQ, int i);
/**
* @ingroup Gem
* @brief Append a simplex to the end of a simplex Q.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
* @param qsm Pointer to the simplex
*/
VEXTERNC void Gem_appendSQ(Gem *thee, int currentQ, SS *qsm);
/**
* @ingroup Gem
* @brief Create all of the simplex rings.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_createSimplexRings(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy all of the simplex rings.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_destroySimplexRings(Gem *thee);
/**
* @ingroup Gem
* @brief Look for a common edges between two vertices.
* If it doesn't yet exist, we create it, and then note that
* we did so.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return Pointer to the common edges between two vertices.
* @param thee Pointer to class Gem
* @param v0 Pointer to the first vertex
* @param v1 Pointer to the second vertex
* @param iDid index for creating an edge
*/
VEXTERNC EE* Gem_findOrCreateEdge(Gem *thee, VV *v0, VV *v1, int *iDid);
/**
* @ingroup Gem
* @brief Create all of the edges.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)\n
* Based on a simplex traversal.
* We also set the edge numbers in the simplices while we we
* are doing the edge creation.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_createEdges(Gem *thee);
/**
* @ingroup Gem
* @brief Destroy all of the edges.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_destroyEdges(Gem *thee);
/**
* @ingroup Gem
* @brief Count all vertices, edges, faces, simplices, and do it
* is cheaply as possible. Also do a form check.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_countChk(Gem *thee);
/**
* @ingroup Gem
* @brief Count all of the faces without actually creating them.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)\n
* Keep track of the global face numbers in each element.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_countFaces(Gem *thee);
/**
* @ingroup Gem
* @brief Clear all of the edge numbers in each simplex.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_clearEdges(Gem *thee);
/**
* @ingroup Gem
* @brief Count up all of the edges without actually creating them, and
* keep track of the global edge numbers in each element.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)\n
* Based on a simplex traversal.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_countEdges(Gem *thee);
/**
* @ingroup Gem
* @brief Make some specified hacked fix to a given mesh.
* @author Michael Holst
* @note Class Gem: Inlineable methods (gem.c)
* @return None
* @param thee Pointer to class Gem
* @param key 0 --> ?
*/
VEXTERNC void Gem_formFix(Gem *thee, int key);
#if 0
/**
* @ingroup Gem
* @brief Hook for external structure updating
* @author Michael Holst
* @note We intentionally do not define these three prototypes.
* These three routines may be present in the library depending
* on how it was compiled. Users of these three functions must
* provide their own prototypes if they have built the library
* to enable them.
* @return index for hooking for external structure updating
* @param thee Pointer to class Gem
*/
VEXTERNC int Gem_externalUpdateFlag(Gem *thee);
/**
* @ingroup Gem
* @brief Hook for external structure updating
* @author Michael Holst
* @note We intentionally do not define these three prototypes.
* These three routines may be present in the library depending
* on how it was compiled. Users of these three functions must
* provide their own prototypes if they have built the library
* to enable them.
* @return None
* @param thee Pointer to class Gem
* @param fl index for hooking for external structure updating
*/
VEXTERNC void Gem_setExternalUpdateFlag(Gem *thee, int fl);
/**
* @ingroup Gem
* @brief Hook for external structure updating
* @author Michael Holst
* @note We intentionally do not define these three prototypes.
* These three routines may be present in the library depending
* on how it was compiled. Users of these three functions must
* provide their own prototypes if they have built the library
* to enable them.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_setExternalUpdateFunction(Gem *thee,
void (*xUp)(SS **sms, int numS));
#endif
/**
* @ingroup Gem
* @brief Build the basic master-to-element transformation information.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n\n
* gchart ==> unified common chart for vertex coordinates\n
* chart[4] ==> individual charts for vertex coordinates\n
* \n
* D ==> jacobian determinant of the transformation\n
* Dcook ==> jacobian determinant of cooked trans\n
* faceD[4] ==> face jacobian determinants\n
* \n
* ff[3][3], bb[3] ==> affine trans from master to arbitrary el\n
* gg[3][3], cc[3] ==> affine trans from arbitrary el to master\n
* \n
* loc[4][3] ==> local ordering of vertices for each face\n
* vx[4][3] ==> vertex coordinate labels\n
* nvec[4][3] ==> normal vectors to the faces\n
* evec[6][3] ==> edge vectors\n
* elen[6] ==> edge vector lengths\n
* \n
* dimV ==> number of vertices in the d-simplex\n
* dimE ==> number of edges in the d-simplex\n
* dimF ==> number of faces in the d-simplex\n
* dimS ==> number of simplices in the d-simplex (=1)\n
* \n
* sid ==> global simplex ID\n
* vid[4] ==> global vertex IDs\n
* fid[4] ==> global face IDs\n
* eid[6] ==> global edge IDs\n
* \n
* stype ==> global simplex type\n
* vtype[4] ==> global vertex types\n
* ftype[4] ==> global face types\n
* etype[6] ==> LOCAL edge types\n
* \n
* *s ==> pointer to the simplex\n
* *v[4] ==> pointers to vertices of the simplex
* @return None
* @param thee Pointer to class Gem
* @param sm Pointer to a simplex
* @param t Pointer to class TT
*/
VEXTERNC void Gem_simplexInfo(Gem *thee, SS *sm, TT *t);
/**
* @ingroup Gem
* @brief Build the complete master-to-element transformatio.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* We just call Gem_simplexInfo to build the basic information,
* and then we compute the transformation and some additional
* things like the inverse transformations and various determinants.
* @return None
* @param thee Pointer to class Gem
* @param sm Pointer to a simplex
* @param t Pointer to class TT
*/
VEXTERNC void Gem_buildVolumeTrans(Gem *thee, SS *sm, TT *t);
/**
* @ingroup Gem
* @brief Build the complete masterFace-to-elementFace transformation.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* We ASSUME that Gem_simplexInfo has already been called to build
* the basic information in the TT structure we are given.
* We then compute some additional things here for a SINGLE face
* specified by "iface", such as the inverse transformations and
* various determinants.
* \n
* We do not actually have to assume that Gem_buildVolumeTrans
* has been previously called, only that Gem_simplexInfo has
* been called. However, it seems that all situations that
* occur result in Gem_buildVolumeTrans being called for an
* element before Gem_buildSurfTrans is called on any face.
* @return None
* @param thee Pointer to class Gem
* @param iface index for the faces in a simplex
* @param t index for class TT
*/
VEXTERNC void Gem_buildSurfaceTrans(Gem *thee, int iface, TT *t);
/**
* @ingroup Gem
* @brief Calculate the edge lengths of a simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return the edge lengths of a simplex
* @param thee Pointer to class Gem
* @param v0 Pointer to the first vertex
* @param v1 Pointer to the second vertex
*/
VEXTERNC double Gem_edgeLength(Gem *thee, VV *v0, VV *v1);
/**
* @ingroup Gem
* @brief Determine the edge of a simplex opposite the newest vertex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return The permutation map of the edge of a simplex opposite the newest
* vertex
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param face index for the face
* @param len Pointer to the current longest edge length
*/
VEXTERNC int Gem_newestVertex(Gem *thee, SS *sm, int face, double *len);
/**
* @ingroup Gem
* @brief Determine the longest edge of a simplex or a simplex face.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* It is critical to have a consistent tie-breaking rule in order
* to guarantee that recursive refinement procedures: \n
* (1) produce conforming meshes (two simplices will refine the
* same edge of a shared face) \n
* (2) terminate in finite steps (due to (1)).
* @return The permutation map of the longest edge of a simplex or a simplex face.
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param face index for the face
* @param len Pointer to the current longest edge length
*/
VEXTERNC int Gem_longestEdge(Gem *thee, SS *sm, int face, double *len);
/**
* @ingroup Gem
* @brief Determine the shortest edge of a simplex or a simplex face.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* It is critical to have a consistent tie-breaking rule in order
* to guarantee that recursive refinement procedures: \n
* (1) produce conforming meshes (two simplices will refine the
* same edge of a shared face) \n
* (2) terminate in finite steps (due to (1)).
* @return The permutation map of the shortest edge of a simplex or a simplex face.
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param face index for the face
* @param len Pointer to the current longest edge length
*/
VEXTERNC int Gem_shortestEdge(Gem *thee, SS *sm, int face, double *len);
/**
* @ingroup Gem
* @brief Calculate the shape quality measure for this simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* @verbatim
* Let |s| denote the volume (which may be negative) of a given
* d-simplex "s", let v_i (i=0,...,d) denote the vertices of s,
* and let e_{ij} denote the d-vectors representing the 3 or 6 edges
* of s that connect v_i to v_j. We compute the following shape
* quality measure for the simplex s:
*
* f(s,d) 2^{2(1-1/d)} * 3^{(d-1)/2} * |s|^{2/d}
* meas(s,d) = ------ = --------------------------------------
* g(s,d) \sum_{0<=i<j<=d} |e_{ij}|^2
*
* 2D Notes: The shape function meas(s,2) is (nearly) the same one used by
* Randy Bank and Kent Smith in their joint paper on mesh smoothing:
*
* f(s,2) 2 * 3^{1/2} * |s|
* meas(s,2) = ------ = ---------------------------
* g(s,2) \sum_{0<=i<j<=2} |e_{ij}|^2
*
* It has the property that its maximal value of 1 is obtained
* for an equilateral triangle, and it is scaling invariant, i.e.,
* we don't have to worry about the size of the triangle.
* Their original function was normalized (their numerator was
* 2*f(s,2) above) to yield a value of 1 for a equalateral triangle
* (with volume 1); this is modified to yield a maximal value
* of 1 for the unit triangle (with volume 1/2) to work better with
* the unit triangle code. To effect this slightly different
* normalization, the numerator of the quality function was changed
* to 2(3)^{1/2}|s|.
*
* 3D Notes: The shape function meas(s,3) is (nearly) the same one used by
* Joe and Liu in their paper on quality measures for tetrahedra:
*
* f(s,3) 2^{4/3} * 3 * |s|^{2/3}
* meas(s,3) = ------ = ---------------------------
* g(s,3) \sum_{0<=i<j<=3} |e_{ij}|^2
*
* It is also scaling invariant, so we don't have to worry about
* the size of the tetrahedron. Their original function was
* normalized (their numerator was 12(3|s|)^{2/3}) to yield a
* maximal value of 1 for a regular tetrahedron (with volume 1);
* this was modified to yield a maximal value of 1 for the unit
* tetrahedron (with volume 1/6) to work better with the unit
* tetrahedron code. To effect this slightly different
* normalization, the numerator of the quality function was changed
* to f(s,3) = 12(3|s|/6)^{2/3} = 2^{4/3}*3*|s|^{2/3}, as above.
* @endverbatim
* @return the shape quality measure for this simplex
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param f Pointer to volume scaling
* @param g Pointer to the sum of d-vectors representing the 3 or 6 edges
*/
VEXTERNC double Gem_shapeMeasure(Gem *thee, SS *sm, double *f, double *g);
/**
* @ingroup Gem
* @brief Calculate gradient of the shape quality measure for this simplex,
* where the last vertex (vertex d) is treated as the set of
* independent variables.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param vmap the array of the map
* @param dm gradient of the shape quality measure for this simplex
*/
VEXTERNC void Gem_shapeMeasureGrad(Gem *thee, SS *sm, int vmap[], double dm[]);
/**
* @ingroup Gem
* @brief Calculate ratio of longest-to-shortest edge of a simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return ratio of longest-to-shortest edge of a simplex.
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
*/
VEXTERNC double Gem_edgeRatio(Gem *thee, SS *sm);
/**
* @ingroup Gem
* @brief Calculate the determinant of the transformation from the
* master element to this element.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c) \n
* We just call Gem_simplexInfo to build the basic information,
* and then we build the transformation and compute the determinant
* here. \n
* For a manifold, we need to know the orientation of the manifold
* in order to decide what is counter-clock-wise, and what is
* clockwise, in terms of vertex orderings. One will lead to a
* positive volume, and the other to a negative volume, when we
* compute volume using the determinant of the jacobian of the
* affine transformation to the master element. We assume here
* that the uniform chart computed by Gem_simplexInfo is such that
* the orientation in the chart reflects the correct orientation
* of the manifold (locally).
* @return the determinant of the transformation from the master element to this
* element.
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
*/
VEXTERNC double Gem_simplexVolume(Gem *thee, SS *sm);
/**
* @ingroup Gem
* @brief Traverse the simplices and check their shapes.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_shapeChk(Gem *thee);
/**
* @ingroup Gem
* @brief Produce the initial edge markings in all of the simplices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_markEdges(Gem *thee);
/**
* @ingroup Gem
* @brief Go through simplices and enforce a vertex ordering that
* will produce a positive determinant.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)\n
* This relies on an embedding of R2 into R3 (or R3 into R4)
* and breaks e.g. if this is a non-orientable 2-manifold, etc.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_reorderSV(Gem *thee);
/**
* @ingroup Gem
* @brief Smooth the mesh using simple Laplace smoothing.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)\n
* We don't need the simplex rings here, but we need the edge rings.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_smoothMeshLaplace(Gem *thee);
/**
* @ingroup Gem
* @brief Smooth the mesh using simple Laplace smoothing.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)\n
* We don't need the simplex rings here, but we need the edge rings.
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_smoothMesh(Gem *thee);
/**
* @ingroup Gem
* @brief Smooth the boundary mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_smoothMeshBnd(Gem *thee);
/**
* @ingroup Gem
* @brief Smooth the mesh using a volume optimization approach.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_smoothMeshOpt(Gem *thee);
/**
* @ingroup Gem
* @brief Unify the charts of vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_buildCharts(Gem *thee);
/**
* @ingroup Gem
* @brief Unify the charts of vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemg.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_clearCharts(Gem *thee);
/**
* @ingroup Gem
* @brief Print the exact current malloc usage.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_memChk(Gem *thee);
/**
* @ingroup Gem
* @brief Print the exact current malloc usage: vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param num the global "T" counter -- how many "T"s in list
* @param size size of the object in bytes
* @param vecUse total object size in the the global "T" counter
* @param vecMal total size of allocated blocks
* @param vecOhd max size of blocks
*/
VEXTERNC void Gem_memChkVV(Gem *thee, int *num,
int *size, int *vecUse, int *vecMal, int *vecOhd);
/**
* @ingroup Gem
* @brief Print the exact current malloc usage: edges.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param tnum the global "T" counter -- how many "T"s in list
* @param size size of the object in bytes
* @param vecUse total object size in the the global "T" counter
* @param vecMal total size of allocated blocks
* @param vecOhd max size of blocks
*/
VEXTERNC void Gem_memChkEE(Gem *thee, int *tnum,
int *size, int *vecUse, int *vecMal, int *vecOhd);
/**
* @ingroup Gem
* @brief Print the exact current malloc usage: simplices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param tnum the global "T" counter -- how many "T"s in list
* @param size size of the object in bytes
* @param vecUse total object size in the the global "T" counter
* @param vecMal total size of allocated blocks
* @param vecOhd max size of blocks
*/
VEXTERNC void Gem_memChkSS(Gem *thee, int *tnum,
int *size, int *vecUse, int *vecMal, int *vecOhd);
/**
* @ingroup Gem
* @brief Print the exact current malloc usage: simplex queues.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
* @param tnum the global "T" counter -- how many "T"s in list
* @param tsize size of the object in bytes
* @param tVecUse total object size in the the global "T" counter
* @param tVecMal total size of allocated blocks
* @param tVecOhd max size of blocks
*/
VEXTERNC void Gem_memChkSQ(Gem *thee, int currentQ,
int *tnum, int *tsize, int *tVecUse, int *tVecMal, int *tVecOhd);
/**
* @ingroup Gem
* @brief Estimate the current RAM usage.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_memChkMore(Gem *thee);
/**
* @ingroup Gem
* @brief Calculate the cost to traverse the various structures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_speedChk(Gem *thee);
/**
* @ingroup Gem
* @brief Check the self-consistency of the geometry datastructures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param key 0 --> check: min (just vertices and simplices) \n
* 1 --> check: min + simplex ring \n
* 2 --> check: min + simplex ring + edge ring \n
* 3 --> check: min + simplex ring + edge ring + conform
*/
VEXTERNC void Gem_formChk(Gem *thee, int key);
/**
* @ingroup Gem
* @brief Print out contents of all geometry structures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_contentChk(Gem *thee);
/**
* @ingroup Gem
* @brief Check some structures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param key 0 --> check: min (just vertices and simplices) \n
* 1 --> check: min + simplex ring \n
* 2 --> check: min + simplex ring + edge ring \n
*/
VEXTERNC void Gem_ramClear(Gem *thee, int key);
/**
* @ingroup Gem
* @brief Force naborless faces to become boundary faces.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param btype 0 --> create interior boundary faces \n
* 1 --> create boundary faces of type "1"\n
* 2 --> create boundary faces of type "2"
*/
VEXTERNC void Gem_makeBnd(Gem *thee, int btype);
/**
* @ingroup Gem
* @brief Mark selected boundary faces in a special way.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemchk.c)
* @return None
* @param thee Pointer to class Gem
* @param key index for selected boundary faces
* key==0 --> check: min (just vertices and simplices)
* key==1 --> check: min + simplex ring
* key==2 --> check: min + simplex ring + edge ring
* key==3 --> check: min + simplex ring + edge ring + conform
*/
VEXTERNC void Gem_makeBndExt(Gem *thee, int key);
/**
* @ingroup Gem
* @brief Incremental flip Delaunay generator.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)\n
* @verbatim
* We use an incremental flip Delaunay mesh generator.
* In 2D, this is based on the standard edge-flipping.
* In 3D, this is based on 2-to-3 flips (shared face-to-edge flip),
* and 3-to-2 flips (a restricted edge-to-face flip).
*
* The 2D version of the algorithm here is similar to several
* edge-flip-based Delaunay algorithms in the literature.
*
* The 3D version of the algorithm here is similar to Barry Joe's
* and Ernst Mucke's. However, the ringed-vertex datastructure used
* here leads to a more concise implementation, as compared to
* implementations using e.g. Mucke's edge-facet datastructure.
*
* Both this algorithm and similar incremental flip algorithms in
* the 3D case are based on several recent theoretical results
* due to Barry Joe, which guarantee the following:
*
* (1) The flipping algorithm to re-establish Delaunay-ness
* always terminates in a finite number of steps.
*
* (2) The algorithm works regardless of the flipping order.
*
* (3) Only the exterior faces of the star region of the new
* vertex (what Mucke calls "link facets", because these
* "facets" link two triangles or tets together), and in the
* 3D case the three edges which make up those faces, need
* be tested and then possibly flipped.
*
* The algorithm is as follows:
*
* (1) Given N inputs points, a single enclosing simplex is
* formed by adding d+1 additional points, and then forming
* that single simplex.
*
* (2) The N points are then added to the mesh one at a time
* by locating the simplex containing each point, adding
* the point, and splitting the containing simplex into
* d+1 children (note that unless the points are in
* "general" position, this may give rise to degenerate
* simplices).
*
* (3) The link-facets of the newly added vertex are checked
* for Delaunayness. The link-facets are the faces
* opposite the new vertex in each simplex that uses
* the new vertex. (This is the boundary of the support
* region for a finite element basis function, for example.)
* If a non-Delaunay face is located, we attempt to flip
* one of the three edges of the face using a 3-to-2
* (edge-to-face) flip. We only flip such as edge if the
* simplex ring about the edge has length three. If no
* such edge flips are possible, we do a 2-to-3 flip
* (face-to-edge) if this is possible (it is only possible
* if the two tets sharing the face form a convex region).
* If no flipping is possible, we temporarily ignore this
* non-Delaunay face and move on to the next face.
*
* (4) Step (3) above terminates in a finite number of steps
* thanks to the theoretical results of Barry Joe.
* @endverbatim
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_delaunay(Gem *thee);
/**
* @ingroup Gem
* @brief Edge or face flip for the incremental flip algorithm.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return None
* @param thee Pointer to class Gem
* @param vx Pointer to the vertex
*/
VEXTERNC void Gem_flip(Gem *thee, VV *vx);
/**
* @ingroup Gem
* @brief Find a simplex containing a given vertex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Pointer to the simplex
* @param thee Pointer to class Gem
* @param vx Pointer to the vertex
*/
VEXTERNC SS* Gem_findSimplex(Gem *thee, VV *vx);
/**
* @ingroup Gem
* @brief Initialize the geometric predicates.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_predinit(Gem *thee);
/**
* @ingroup Gem
* @brief Determine the orientation of the vertices in a simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Success enumeration
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
*/
VEXTERNC int Gem_orient(Gem *thee, SS *sm);
/**
* @ingroup Gem
* @brief Determine if a vertex lies in a sphere of other vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Success enumeration
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param sm_facet index for the face
* @param vx pointer to the vertex
* @param vxnb pointer to the given vertex
*/
VEXTERNC int Gem_inSphere(Gem *thee, SS *sm, int sm_facet, VV *vx, VV *vxnb);
/**
* @ingroup Gem
* @brief Determine whether or a not a point is in a simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Success enumeration
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param x arrary of the point position
*/
VEXTERNC int Gem_pointInSimplex(Gem *thee, SS *sm, double x[]);
/**
* @ingroup Gem
* @brief Evaluate basis functions at a point in a simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Success enumeration
* @param thee Pointer to class Gem
* @param sm Pointer to the simplex
* @param x arrary of the point position
* @param phi basis functions at a point in a simplex
* @param phix derivs of basis functions at a point in a simplex
*/
VEXTERNC int Gem_pointInSimplexVal(Gem *thee, SS *sm, double x[],
double phi[], double phix[][3]);
/**
* @ingroup Gem
* @brief Edge or face flip for the incremental flip algorithm.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemgen.c)
* @return Success enumeration
* @param thee Pointer to class Gem
* @param dimX the intrinsic spatial dimension
* @param defX Pointer to vertex deformation or displacement values
*/
VEXTERNC int Gem_deform(Gem *thee, int dimX, double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Mark simplices to be refined.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)
* @return number of marked simplices
* @param thee Pointer to class Gem
* @param key If (key == -1) Clear all simplex refinement flags.\n
* If (key == 0) Mark all simplices for refinement.\n
* If (key == 1) Mark special simplices for a testcase
* refinement.
* @param color the chart of the simplex
*/
VEXTERNC int Gem_markRefine(Gem *thee, int key, int color);
/**
* @ingroup Gem
* @brief Refine the manifold and also build a prolongation operator that
* can interpolate functions from the original manifold to the
* new manifold.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n
* Longest Edge, Newest Vertex, or Newest Pair, is used to bisect
* a single simplex in an asymptotically non-degenerate way in the
* "bisect[LE,NV,NP]" routines which are called from this routine.
* Marked simplices are subdivided into 2/4/8 child simplices.
* A closure algorithm is performed which continues subdivision
* until a conforming mesh is produced. Boundary
* nodes/edges[faces] are correctly refined.
* \n\n
* We purposely do the following trick in order to facilitate the
* construction of a prolongation operator after refinement,
* if it is so desired. We begin the refinement with no edges;
* only the conforming mesh as described by the list of vertices
* and the list of simplices using the vertices. When a simplex
* is to be subdivided, the refinement edge (or edges) is then
* identified, and then created on the fly. The new vertex which
* is created by the refinement, namely the midpoint of the edge,
* is then stored with the newly created edge. The edge is added
* to the ring of edges around each of its two vertices. This
* allows our refinement algorithm to easily detect whether or
* not an edge has already been refined by a naboring simplex by
* simply traversing the edge lists of the two vertices on the
* refinement edge. If the edge exists, then it must have already
* been refined, since it is only created in order to refine it.
* Moreover, the new vertex at the midpoint of the edge is then
* also directly available from the edge structure for use in
* building the children simplices, without having to search for it.
* (The edge datastructure can be viewed as simply a holding cell
* for the newly created vertices so that they can be found without
* any searching.)
* \n\n
* How does this help us to later build an appropriate prolongation
* operator between the original mesh and the final refined mesh?
* While we begin the refinement with no edges, we end with a
* list of edges that is precisely the set of edges that were
* refined. Let us order the function values of a mesh function
* on the fine mesh (with function values at vertices) in the
* following order: vertices common to the coarse mesh in the same
* order as the coarse mesh, followed by vertices at the midpoints
* of the refined mesh, in the order of the edges in the edge list.
* The linear prolongation operator (for example) which would
* linearly interpolate a function from the original coarse mesh
* to the refined mesh is then a block 2x1 matrix. The upper block
* is a square identity matrix with number of rows/columns equal
* to the number of vertices in the original mesh; it is completely
* clear how to build this upper block. The lower block is a
* (generally) rectangular matrix, with number of rows equal to the
* number of edges that were refined. Since we finish refinement
* with precisely the refined edges in the edge list, he can
* simply traverse the edge list to build the lower block of the
* prolongation matrix. In particular, in the linear interpolation
* case, each row of the lower block will be zero, except for two
* columns, corresponding to the vertex numbers of the two coarse
* mesh vertices which lie on the ends of the edge that was refined.
* A value of 0.5 is then placed in those two columns.
* \n\n
* In the case of linear prolongation, the lower block of the
* prolongation matrix has exactly one row for each edge that was
* refined, with zeros as every entry except for the two columns
* corresponding to the vertex numbers that were on each end of the
* edge that was bisected.
* \n\n
* There is an opportunity for a problem with this approach; if an
* edge is multiply refined, then we must keep track of all of the
* resulting edges and their parent-child relationships, in order
* to build the correct interpolation. The lower block of the
* prolongation matrix will now be slightly more complicated than
* described above.
* @return number of refined simplices
* @param thee Pointer to class Gem
* @param rkey If (rkey==0) Perform recursive simplex bisection until
* conformity\n
* If (rkey==1) Perform first quadra-[octa-]-section, followed
* by recursive simplex bisection until conformity.\n
* IMPORTANT NOTE: In 2D, (rkey==1) WILL generate
* a conforming mesh. However, in 3D, this procedure
* will in general produce nonconforming simplices.
* To produce a conforming mesh in 3D would require an
* implementation covering all possible face refinement
* combinations (something like 169 cases). This has
* been done e.g. by Jurgen Bey in AGM, but we are
* not that patient; use (rkey==0) above if you want
* a conforming mesh...\n
* If (rkey==2) As a test of the conformity procedure,
* perform quadra-[octa-]-section until conformity, which
* should produce a uniformly regularly refined mesh.
* (In 2D, each triangle should be divided into four
* children, and in 3D each tetrahedron should be
* divided into eight children.)
* @param bkey Boolean sets the bkey type for bisecting the mesh
* If (bkey==0) Bisection type: Longest Edge
* If (bkey==1) Bisection type: Newest Vertex
* If (bkey==2) Bisection type: Newest Pair
* @param pkey Boolean sets the pkey type to prolongate a vector
*/
VEXTERNC int Gem_refine(Gem *thee, int rkey, int bkey, int pkey);
/**
* @ingroup Gem
* @brief We do three things in this routine:\n
* (1) Find the midpoint of existing edge, or create it\n
* (2) Tell simplices using edge that they are now nonconforming\n
* (3) Determine the "type" of the new point by using the type
* of the edge. The edge type must itself be calculated
* on the fly, because we allow the use of lazy edge creation.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n\n
* Note that we MUST determine the type of the new point
* (interior or boundary) based effectively on EDGE types
* rather than vertex or face types. It is easy to construct
* examples where typing based on vertex type can mark a new
* interior point falsely as a boundary point. Note that typing by
* the faces of a single simplex which uses the bisection edge
* can also be fooled in 3D (it is foolproof in 2D).
* For example, it may be the case in 3D that an edge of a tet
* touches a boundary, but none of its faces are boundary faces.
* In this case, the new point would be marked (incorrectly)
* as an interior point.
* \n\n
* The solution to this problem is to determine the type of the
* new point by using the type of the edge. The only problem we
* then face is how to do this without actually having edges around.
* In other words, we must determine the correct edge type on the
* fly. This can be handled by looking at all faces of all simplices
* which use the edge, and applying the following rules:
* (1) If all faces are interior, the edge is interior
* (3) If at least one face is boundary, the edge is boundary
* \n\n
* Note that since we must look at all simplices on the ring
* around the edge anyway to handle the conformity situation,
* we don't have to do any additional work to determine the
* correct edge type. Therefore, we will take this approach
* at determining the correct edge type on the fly, EVEN IF
* the edges are always around and their correct types are
* recorded correctly once and for all when a mesh is built.
* \n\n
* This way we can also do lazy edge creation; i.e., create an
* edge only when it needs to be refined. The lazy edge is then
* in principle simply a holder for the new point, allowing O(1)
* access to the new point by other simplices, through the edge
* rings around their vertices.
* \n\n
* Note that lazy edge creation has a serious performance benefit
* to this routine in particular: if all edges are around, then to
* find a particular edge, we then always have to search both edge
* rings associated with each vertex for a common edge. This means
* we look for the intersection of two sets of five elements on
* average in 2D, and two sets of fifteen elements on average in 3D.
* With lazy edge creation, we search only through lists of edges
* that were created for refinement; these lists are usually a
* much smaller.
* \n\n
* A final advantage of lazy edge creation is that having a list
* of only the refined edges allows us to efficiently build a
* prolongation operator between the original mesh and the refined
* mesh.
* @return None
* @param thee Pointer to class Gem
* @param currentQ index of a given queue
* @param sm pointer to the simplex
* @param v pointer to the vertex
* @param vAB pointer to the midpoint of the edge
* @param A index for a vertex in a simplex
* @param B index for a vertex in a simplex
*/
VEXTERNC void Gem_refineEdge(Gem *thee, int currentQ,
SS *sm, VV *v[4], VV **vAB, int A, int B);
/**
* @ingroup Gem
* @brief Uniform regular (quadrasection) refinement of a single simplex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n
* Boundary nodes/edges[faces] are correctly refined.
* @return None
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_octsect(Gem *thee, SS *sm, int currentQ);
/**
* @ingroup Gem
* @brief Bisection refinement of a single simplex by longest edge.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n
* Boundary nodes/edges[faces] are correctly refined.\n
* "Face Type rule": Boundary faces rule over Interior faces.\n
* In other words, if an edge is shared between a boundary face and
* an interior face, and the edge gets refined, the new point will
* be a boundary point.
* @return None
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_bisectLE(Gem *thee, SS *sm, int currentQ);
/**
* @ingroup Gem
* @brief Bisection refinement of a single simplex by newest vertex.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n\n
* @verbatim
* Boundary nodes/edges[faces] are correctly refined.
*
* "Face Type rule": Boundary faces rule over Interior faces.
*
* In other words, if an edge is shared between a boundary face and
* an interior face, and the edge gets refined, the new point will
* be a boundary point.
*
* We use "newest vertex" approach to selecting the refinement edge
* choice generated by the Arnold-Mukherjee marking procedure.
* Below is a mathematica program that demonstrates the marking
* algorithm, courtesy of Doug Arnold and Arup Mukerjee.
*
* (* -- BEGIN MATHEMATICA CODE ----------------------------------------- *)
* (*
* * NOTE: The following mathematica program, courtesy of doug arnold
* * and arup mukherjee, illustrates their particular edge choice,
* * which is provably non-degenerate. The small comment at the
* * beginning, just following my comment here, is from Arup.
* * We implement their marking procedure in MC with our MC geometry
* * datastructures (as an alternative to longest edge choice) by
* * allocating a few bits to indicate both the marked edges on each face
* * and then the refinement edge choice. -mike
* *)
* (*
* * Arup's Comment: I am also including a mathematica script for the
* * bisection. Given a tet and its "type" it does the bisection upto a
* * required bisection level and lists the total number of similarity
* * classes produced in the process (it uses a Liu-Joe indicator given on
* * one of their papers ... the example at the end of Chap 3 in the
* * thesis has the specific reference on this). The tetrahedron specified
* * in the example attains the upper bound of 36 similarity classes.
* *)
*
* (* SET the value of nlevels (number of bisection levels)
* and the TYPE of t[0] p-uf, p-f, np-aa, etc ...
* before input
* to mathematica *)
*
* nlevels=8
*
* SetAttributes[bisect,Listable]
* (* these are the "bisection" rules
* p-uf -- planar with flag off
* v0-v1 is refinement edge and v0-v2 and v1-v2 are marked edges
* the plane containing all marked edges is v0 v1 v2
* p-f -- planar with flag on
* v0-v1 is refinement edge and v0-v2 and v1-v2 are marked edges
* the plane containing all marked edges is v0 v1 v2
* np-aa -- non planar case with adjacent markings
* v0-v1 is refinement edge and v0-v2 and v1-v3 are marked edges
* np-oo -- opp-opp
* v0-v1 is refinement edge and v2-v3 is the other marked edge
* np-ao -- adj-opp
* v0-v1 is the refinement edge and v0-v2 and v2-v3 are marked
* *)
*
* bisect[Tetra[v0_,v1_,v2_,v3_,p-uf]]:= {
* Tetra[v0,v2,v3,(v0+v1)/2,p-f], Tetra[v1,v2,v3,(v0+v1)/2,p-f] }
*
* bisect[Tetra[v0_,v1_,v2_,v3_,p-f]]:= {
* Tetra[v0,v2,v3,(v0+v1)/2,np-aa], Tetra[v1,v2,v3,(v0+v1)/2,np-aa] }
*
* bisect[Tetra[v0_,v1_,v2_,v3_,np-aa]]:={
* Tetra[v0,v2,v3,(v0+v1)/2,p-uf], Tetra[v1,v3,v2,(v0+v1)/2,p-uf] }
*
* bisect[Tetra[v0_,v1_,v2_,v3_,np-oo]]:={
* Tetra[v2,v3,v0,(v0+v1)/2,p-uf], Tetra[v2,v3,v1,(v0+v1)/2,p-uf] }
*
* bisect[Tetra[v0_,v1_,v2_,v3_,np-ao]]:={
* Tetra[v0,v2,v3,(v0+v1)/2,p-uf], Tetra[v2,v3,v1,(v0+v1)/2,p-uf] }
*
* (* a "generic" tetrahedron *)
* v0={0,0,0};
* v1={23,0,0};
* v2={7,0,11};
* v3={17,5,13};
*
* Clear[t]
* (* set t[0] to be pf, pt, or np-** as the case may be *)
* t[0]={Tetra[v0,v1,v2,v3,p-uf]};
* t[n_]:=t[n]=bisect[t[n-1]]
*
* (* The Liu-Joe quality indicator *)
* dist2[v0_,v1_] := (v0-v1).(v0-v1)
* dist[v0_,v1_] := Sqrt[dist[v0,v1]]
* SetAttributes[qual,Listable]
* qual[Tetra[v0_,v1_,v2_,v3_,any_]] :=
* 12 Abs[Det[{v1-v0,v2-v0,v3-v0}]/2]^(2/3)/
* (dist2[v0,v1]+dist2[v0,v2]+dist2[v0,v3]
* +dist2[v1,v2]+dist2[v1,v3]+dist2[v2,v3])
*
* (* discretized Liu-Joe quality indicator *)
* (* (scaled to [0,100000] and rounded to an integer *)
* SetAttributes[dqual,Listable]
* dqual[t_] := Round[100000 N[qual[t],10]]
*
* (* q[i] --- list of qualities for level i
* qq[i] -- list of all qualities upto level i
* newout[i] -- the "number" of different similarity classes at
* level i
* totout[i] -- the "number" of different similarity classes at
* or below level i *)
* Do[q[i]=dqual[t[i]],{i,0,nlevels}]
* Do[qq[i]= Union@@Table[q[j],{j,0,i}],{i,0,nlevels}]
* Do[newout[i]=Dimensions[Union[Flatten[q[i]]]],{i,0,nlevels}]
* Do[totout[i]=Dimensions[Union[Flatten[qq[i]]]],{i,0,nlevels}]
* Table[{i,newout[i],totout[i]},{i,0,nlevels}]//TableForm
* (* -- END MATHEMATICA CODE ---------------------------------------- *)
* @endverbatim
* @return None
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_bisectNV(Gem *thee, SS *sm, int currentQ);
/**
* @ingroup Gem
* @brief Bisection refinement by pairs.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemref.c)\n
* Boundary nodes/edges[faces] are correctly refined.\n
* "Face Type rule": Boundary faces rule over Interior faces.\n
* In other words, if an edge is shared between a boundary face and
* an interior face, and the edge gets refined, the new point will
* be a boundary point.
* @return None
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_bisectNP(Gem *thee, SS *sm, int currentQ);
/**
* @ingroup Gem
* @brief Un-refine the mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemunref.c)\n
* If (key==0) Simply toss out the marked simplices; this leaves
* "holes", and we mark all neighbor faces that were
* revealed as boundary faces.
* @return number of unrefined mesh elements
* @param thee Pointer to class Gem
* @param rkey If (rkey==0) Perform recursive simplex bisection until
* conformity\n
* If (rkey==1) Perform first quadra-[octa-]-section, followed
* by recursive simplex bisection until conformity.\n
* IMPORTANT NOTE: In 2D, (rkey==1) WILL generate
* a conforming mesh. However, in 3D, this procedure
* will in general produce nonconforming simplices.
* To produce a conforming mesh in 3D would require an
* implementation covering all possible face refinement
* combinations (something like 169 cases). This has
* been done e.g. by Jurgen Bey in AGM, but we are
* not that patient; use (rkey==0) above if you want
* a conforming mesh...\n
* If (rkey==2) As a test of the conformity procedure,
* perform quadra-[octa-]-section until conformity, which
* should produce a uniformly regularly refined mesh.
* (In 2D, each triangle should be divided into four
* children, and in 3D each tetrahedron should be
* divided into eight children.)
* @param pkey Boolean sets the pkey type to prolongate a vector
*/
VEXTERNC int Gem_unRefine(Gem *thee, int rkey, int pkey);
/**
* @ingroup Gem
* @brief Delete a simplex cleanly, maintaining a consecutive list
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemunref.c)
* @return None
* @param thee Pointer to class Gem
* @param sm pointer to the simplex
* @param currentQ index of a given queue
*/
VEXTERNC void Gem_delSimplex(Gem *thee, SS *sm, int currentQ);
/**
* @ingroup Gem
* @brief Toss out any hanging vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemunref.c)
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_unHangVertices(Gem *thee);
/**
* @ingroup Gem
* @brief Read in the user-specified initial vertex-simplex mesh.
* provided to us in MC-Simplex-Format (MCSF), and transform
* into our internal datastructures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @verbatim
* The user provides the following information about a domain and an
* initial simplex-triangulation:
*
* D = DIMENSION = spatial dimension of problem (1, 2, or 3)
* N = NVERTICES = total number of vertices in mesh
* L = NSIMPLICES = total number of simplices in the mesh
*
* double vertex* = List of all vertex coordinates in the form:
*
* vertex[ N * (3+D) ] = {
* { id1, chart1, v1_x1, ..., v1_xD },
* { id2, chart2, v2_x1, ..., v2_xD },
* ...
* { idN, chartN, vN_x1, ..., vN_xD }
* }
*
* Here, vj_xk is the kth component (float or double) of the vertex
* with global vertex number j. The "idj" flag is a 32-bit integer
* "name" for vertex j, "chartj" is a 32-bit number representing the
* "chart" with which to interpret the coordinates vj_xk, in the sense
* of the charts of an atlas of manifold domain.
*
* int simplex* = List of all simplices by vertex number in the form:
*
* simplex[ L * (2 + 2*(D+1)) ] = {
* { id1, g1, m1, f1_1, ..., f1_{D+1}, s1_v1, ..., s1_v{D+1} },
* { id2, g2, m2, f2_1, ..., f2_{D+1}, s2_v1, ..., s2_v{D+1} },
* ...
* { idL, gL, mL, fL_1, ..., f2_{D+1}, sL_v1, ..., sL_v{D+1} }
* }
*
* Here, sj_vk is a 32-bit integer giving the global vertex number
* making up the kth vertex of the simplex with global number j. The
* "idj" flag is a 32-bit integer "name" for simplex j, "gj" is a
* 32-bit group number associated with simplex j (for grouping subsets
* of simplices together for various reasons), "mj" is a 32-bit integer
* containing the information about the simplex j such as its material
* type, and "fj_k" is a 32-bit integer containing the information
* about each face k of simplex j such as their boundary types (each
* face opposite vertex k in simplex j).
*
* Thus, in 2D, a simplex (triangle) is specified by 3 consecutive
* vertex numbers, and in 3D a simplex (tetrahedra) is specified by 4
* consecutive vertex numbers. The physical coordinates of any vertex
* k in the simplex array are given in the vertex array in the
* appropriate row of the array.
*
* NOTE: The ordering of the vertices in a simplex is *extremely*
* important here; see the note below.
*
* Ordering of the vertices in a simplex:
*
* 1D: Well, this is pretty straight-forward; we will order the vertices
* from left-to-right in each simplex; this will produce the correct
* sign in integration by parts.
*
* 2D: All closed triangles must be specified by three consecutive vertices
* in simplex and must be counter-clockwise-ordered by their vertices,
* as seen from the "up" side of the 2D body/shell/surface. This
* produces the correct surface-normals from the right-hand-rule for
* surface (line in 2D) integrals.
*
* 3D: All closed tetrahedra must be specified by four consecutive vertices
* in "simplex" in the following way: The first three vertices must
* represent any one of the four faces as a counter-clockwise-ordered
* triangle, as seen from INSIDE the tetrahedra. I.e., you can think
* about this first triangle as lying in the plane, and you are
* standing on the plane looking down at it. The fourth vertex
* specified following the first three in the simplex is then some
* height above the plane containing the first counter-clockwise
* ordered triangle. This specification allows the remaining three
* (of the four) triangles making up any tetrahedra to be correctly
* specified in a counter-clockwise, inward-facing manner, so that the
* correct surface-normals can be calculated consistently.
* @endverbatim
* @return Success enumeration
* @param thee Pointer to class Gem
* @param key input format type\n
* 0 ==> simplex format\n
* 1 ==> edge format\n
* 2 ==> simplex-nabor format
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC int Gem_read(Gem *thee, int key, Vio *sock);
/**
* @ingroup Gem
* @brief Toss out any hanging vertices.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param key output format type\n
* 0 ==> simplex format\n
* 1 ==> edge format\n
* 2 ==> simplex-nabor format
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fkey simplex write option\n
* 0 ==> write simplices\n
* 1 ==> write only sipmlex boundary faces\n
* 2 ==> write only simplices that have
* at least one boundary face
* (NOT IMPLEMENTED HERE)
*/
VEXTERNC void Gem_write(Gem *thee, int key, Vio *sock, int fkey);
/**
* @ingroup Gem
* @brief Write out the faces of a 3-simplex mesh as a complete and legal
* 2-simplex mesh in "MCSF" format (described above for Gem_read).
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeFace3d(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Read in the user-specified initial vertex-edge mesh
* provided to us in MC-Edge-Format (MCEF), and transform
* into our internal datastructures.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)\n
* @verbatim
* Notes: The user provides the following information about a domain and an
* initial edge-based triangulation:
*
* D = DIMENSION = spatial dimension of problem (1, 2, or 3)
* N = NVERTICES = total number of vertices in mesh
* L = NEDGES = total number of edges in the mesh
*
* double vertex* = List of all vertex coordinates in the form:
*
* vertex[ N * (3+D) ] = {
* { id1, proc1, info1, v1_x1, ..., v1_xD },
* { id2, proc2, info2, v2_x1, ..., v2_xD },
* ...
* { idN, procN, infoN, vN_x1, ..., vN_xD }
* }
*
* Here, vj_xk is the kth component (float or double) of the vertex
* with global vertex number j. The "idj" flag is a 32-bit integer
* "name" for vertex j, "procj" is a 32-bit color or processor number
* associated with vertex j, and "infoj" is a 32-bit integer containing
* information about vertex j.
*
* int edge* = List of all edges by vertex number in the form:
*
* edge[ L * (2 + 2*(D+1)) ] = {
* { id1, proc1, info1, e1_v1, e1_v2 },
* { id2, proc2, info2, e2_v1, e2_v2 },
* ...
* { idL, procL, infoL, eL_v1, eL_v2 }
* }
*
* Here, ej_vk is a 32-bit integer giving the global vertex number
* making up the kth vertex of the edge with global number j. The
* "idj" flag is a 32-bit integer "name" for edge j, "procj" is a
* 32-bit color or processor number associated with edge j,
* "infoj" is a 32-bit integer containing the information about the
* edge j.
*
* Notes: To recover a simplex (triangle) mesh from the vertices and edges,
* we must traverse them and rebuild the simplex structure, and do it
* all in linear time.
*
* The three-step simplex recovery algorithm is as follows:
*
* (1) Definite vertices and edges from the input data.
*
* (2) Create all possible simplices as follows:
*
* For (vx=firstVV; vx!=lastVV; vx=nextVV) {
* | Build all simplices which use vx as a vertex as follows:
* | 2D CASE: For each distinct pair of vertices connected
* | by an edge with vx, if this pair are also
* | connected by an edge, then the three make a
* | triangle. If the triangle has not already
* | been created, then do so and add to the
* | simplex rings for each of the three vertices.
* | 3D CASE: For each distinct trio of vertices connected
* | by an edge with vx, if this trio forms a triangle,
* | then the foursome make a tetrahedron. If the
* | tetrahedron has not already been created, then do
* | so and add to the simplex rings for each of the
* | four vertices.
* EndFor
*
* (3) Remove a few "bad" simplices which were created incorrectly
* in Step (2) above as follows:
*
* For (sm=firstSS; sm!=lastSS; sm=nextSS) {
* | Remove all "bad" simplices, defined to be those satisfying:
* | 2D CASE: All interior edges have multiple nabors, and
* | all boundary edges have at least one nabor.
* | 3D CASE: All interior faces have multiple nabors, and
* | all boundary faces have at least one nabor.
* EndFor
*
* NOTE: The crucial Step (3) of the above algorithm only works
* correctly if we correctly identify the boundary faces of the
* simplices, which is only possible if the input edge-based mesh
* was given with boundary edge information. (We can construct
* correct face types from the types of the one or three edges
* forming the face in 2D or 3D respectively.)
*
* We attempt to recover simplex face types from the given
* edge types. However, (at least) one degenerate cases is not
* recoverable: an isolated Neumann face surounded by Dirichlet faces
* will appear simply as three Dirichlet edges in the edge-based mesh,
* and we turn this into a Dirichlet face. Note that if a Neumann
* face consists of more than one simplex face, then it will be
* recovered correctly from the edge types.
*
* Note also that if a non-simplex mesh is provided as input in
* as an edge-based mesh, we will build the edges as specified,
* but our attempt to build simplices will only recover those
* simplices which actually exist in the edge mesh. Any other
* non-simplex polyedra will appear as holes in the final
* simplex mesh.
* @endverbatim
* @return Success enumeration
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC int Gem_readEdge(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out the edges of a 2- or 3-simplex mesh
* in "MCEF" (MC-Edge-Format).
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeEdge(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Build a vertex-simplex mesh from a vertex-edge mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)\n
* @verbatim
* Notes: Below is an email I sent to R. Bank outlining the idea of the
* algorithm. I wanted to do this completely topologically, using
* no geometry information, so that it would work for abstract
* simplex manifolds.
*
* ---------------------------------------------------------------------------
* Randy,
*
* I realized on the drive that your 2-manifold example is not actually
* a problem after all.
*
* Consider first the planar situation we were worrying about, e.g., take a tet
* and push the fourth vertex down into the plane of the other three vertices,
* and you have the three (good) triangles inside one (bad) triangle.
* As we agreed, any situation like this in the plane is managable (e.g. we can
* detect the "bad" triangle) as long as we known what the boundary edges are
* for the entire mesh.
*
* I conjecture that the "bad" simplices in this case and other 2D cases, as
* well as the 3D case, are precisely those whose faces (edges in 2D) satisfy
* both of the following conditions. (If this is a theorem, then everything
* in this note is rigorous.)
* (a) All interior faces are shared with >1 other simplex
* (b) All boundary faces are shared with >0 other simplex
*
* Consider now your example, e.g. the four surface triangles of a tetrahedron
* as a 2-manifold without boundary. We would like to be able to recover all
* four surface triangles from the six edges, and we don't want to toss out one
* of the triangles as we did above. The key difference is that above, the
* problem triangle either has one or more boundary edges, OR it is imbedded in
* the interior of a mesh, so its interior edges have neighoring triangles.
*
* That doesn't happen for the tet surface example. We would first build all
* possible triangles from triples of edges. According to the above
* "bad simplex" rule, all four of the triangles are "good", since they all
* have exactly one naboring triangle sharing each edge. So we get the correct
* triangulation of the surface of the tet.
*
* I conjecture that the following algorithm will rebuild d-simplices
* (d=2 or d=3) from edges, using only topological information, with no
* geometry information (and no floating point arithmetic at all, for that
* matter). The edge-based input mesh has to satisfy three properties:
*
* 1. The dimension "d" of the mesh is specified (either d=2 or d=3)
* 2. The edge-based mesh was built from an underlying d-simplex mesh
* 3. The boundary edges are marked as such
*
* The two-step simplex reconstruction algorithm is then as follows:
*
* 1. For each vertex "v" do:
* For all vertices connected to "v" by a single edge do:
* Build every possible d-simplex
* EndFor
* EndFor
* 2. For each simplex "s" that was built in step 1 do:
* 3. If d=3, calculate all "face" types of "s" based on edge types
* 4. Remove simplex "s" from list of simplices if (a) AND (b) hold:
* (a) ALL inter faces (edges if d=2) shared by >1 other simplices
* (b) ALL bndry faces (edges if d=2) shared by >0 other simplices
* EndFor
*
* If you can come up with a triangulation of any 2-manifold, with or without
* boundary, with or without holes, etc, which can't be turned into an edge
* mesh and then recovered correctly using the above algorithm, then I'll
* give you a dollar... -mike
* @endverbatim
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_buildSfromE(Gem *thee);
/**
* @ingroup Gem
* @brief Write out the boundary edges or boundary faces of a
* 2-simplex or 3-simplex mesh in a "BREP" format for input
* into Barry Joe's 2D/3D Geompak.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeBrep(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out boundary edges of a 2-simplex mesh
* in a "BREP" format for input into Barry Joe's 2D Geompak.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeBrep2(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out boundary faces of a 3-simplex mesh
* in a "BREP" format for input into Barry Joe's 3D Geompak.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeBrep3(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out triangles of a 2-manifold as a 3-simplex boundary mesh
* in a "BREP" format for input into Barry Joe's 3D Geompak.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemio.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeBrep2to3(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write a finite element mesh or mesh function in some format.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param defKey defKey == 0 ==> draw mesh as it is
* defKey == 1 ==> use "def??" as new vertex coords (deformation)
* defKey == 2 ==> add "def??" to old vertex coords (displacement)
*
* @param colKey colKey == 0 ==> color simplices all same default color
* colKey == 1 ==> color simplices based on their chart
* colKey == 2 ==> color boundary simplices based on type
*
* @param chartKey chartKey < 0 ==> draw all simplices
* chartKey >= 0 ==> draw only simplices with chart chartKey
*
* @param gluVal gluVal == 1. ==> draw all simplices glued together
* 0. < gluVal < 1. ==> draw simplices with some separation
*
* @param fkey fkey == 0 ==> draw simplices
* fkey == 1 ==> draw only simplex boundary faces
* fkey == 2 ==> draw only simplices with a boundary face
* @param defX Pointer to vertex deformation or displacement values
* @param format Pointer to GV/MATH format
*/
VEXTERNC void Gem_writeGEOM(Gem *thee, Vio *sock,
int defKey, int colKey, int chartKey, double gluVal, int fkey,
double *defX[MAXV], char *format);
/**
* @ingroup Gem
* @brief Write a finite element mesh or mesh function in some format.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fldKey index for drawing the mesh
* fldKey == 0 ==> draw mesh as it is
* fldKey == 1 ==> write field[] as a scalar field over the mesh
* fldKey == 2 ==> write field[] as a 2-vector field over the mesh
* fldKey == 3 ==> write field[] as a 3-vector field over the mesh
* fldKey == 4 ==> etc
* @param defX Pointer to vertex deformation or displacement values
* @param format Pointer to GV/MATH format
*/
VEXTERNC void Gem_writeSOL(Gem *thee, Vio *sock,
int fldKey,
double *defX[MAXV], char *format);
/**
* @ingroup Gem
* @brief Produce an OFF file header for a volume mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeVolHeaderOFF(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Produce an OFF file header for a boundary mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeBndHeaderOFF(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Produce an OFF file trailer.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeTrailerOFF(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out a mesh in "Geomview OFF" format to a file or socket.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param defKey 0 ==> draw mesh as it is\n
* 1 ==> use "def??" as new vertex coords (deformation)\n
* 2 ==> add "def??" to old vertex coords (displacement)
* @param colKey 0 ==> color simplices all same default color\n
* 1 ==> color simplices based on their chart\n
* 2 ==> color boundary simplices based on type
* @param chartKey < 0 ==> draw all simplices\n
* >= 0 ==> draw only simplices with chart chartKey
* @param gluVal gluVal == 1. ==> draw all simplices glued together\n
* 0. < gluVal < 1. ==> draw simplices with some separation
* @param fkey 0 ==> draw simplices\n
* 1 ==> draw only simplex boundary faces\n
* 2 ==> draw only simplices with a boundary face
* @param defX defX[][MAXV] ==> vertex deformation or displacement values
*/
VEXTERNC void Gem_writeGV(Gem *thee, Vio *sock,
int defKey, int colKey, int chartKey, double gluVal, int fkey,
double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out the faces of a 2-simplex mesh as a complete and legal
* 1-simplex mesh in "Geomview SKEL" format.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param defKey 0 ==> draw mesh as it is\n
* 1 ==> use "def??" as new vertex coords (deformation)\n
* 2 ==> add "def??" to old vertex coords (displacement)
* @param colKey 0 ==> color simplices all same default color\n
* 1 ==> color simplices based on their chart\n
* 2 ==> color boundary simplices based on type
* @param chartKey < 0 ==> draw all simplices\n
* >= 0 ==> draw only simplices with chart chartKey
* @param gluVal gluVal == 1. ==> draw all simplices glued together\n
* 0. < gluVal < 1. ==> draw simplices with some separation
* @param defX defX[][MAXV] ==> vertex deformation or displacement values
*/
VEXTERNC void Gem_writeFace2dGV(Gem *thee, Vio *sock,
int defKey, int colKey, int chartKey, double gluVal,
double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out the faces of a 3-simplex mesh as a complete and legal
* 2-simplex mesh in "Geomview OFF" format.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param defKey 0 ==> draw mesh as it is\n
* 1 ==> use "def??" as new vertex coords (deformation)\n
* 2 ==> add "def??" to old vertex coords (displacement)
* @param colKey 0 ==> color simplices all same default color\n
* 1 ==> color simplices based on their chart\n
* 2 ==> color boundary simplices based on type
* @param chartKey < 0 ==> draw all simplices\n
* >= 0 ==> draw only simplices with chart chartKey
* @param gluVal gluVal == 1. ==> draw all simplices glued together\n
* 0. < gluVal < 1. ==> draw simplices with some separation
* @param defX defX[][MAXV] ==> vertex deformation or displacement values
*/
VEXTERNC void Gem_writeFace3dGV(Gem *thee, Vio *sock,
int defKey, int colKey, int chartKey, double gluVal,
double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Produce an MATH file header for a volume mesh.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeHeaderMATH(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Produce an MATH file trailer.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
*/
VEXTERNC void Gem_writeTrailerMATH(Gem *thee, Vio *sock);
/**
* @ingroup Gem
* @brief Write out a mesh in "Mathematica" format to a file or socket.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param defKey 0 ==> draw mesh as it is\n
* 1 ==> use "def??" as new vertex coords (deformation)\n
* 2 ==> add "def??" to old vertex coords (displacement)
* @param colKey 0 ==> color simplices all same default color\n
* 1 ==> color simplices based on their chart\n
* 2 ==> color boundary simplices based on type
* @param chartKey < 0 ==> draw all simplices\n
* >= 0 ==> draw only simplices with chart chartKey
* @param gluVal gluVal == 1. ==> draw all simplices glued together\n
* 0. < gluVal < 1. ==> draw simplices with some separation
* @param fkey 0 ==> draw simplices\n
* 1 ==> draw only simplex boundary faces\n
* 2 ==> draw only simplices with a boundary face
* @param defX defX[][MAXV] ==> vertex deformation or displacement values
*/
VEXTERNC void Gem_writeMATH(Gem *thee, Vio *sock,
int defKey, int colKey, int chartKey, double gluVal, int fkey,
double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out a scalar or vector function over a simplex mesh
* in "GMV" (General Mesh Viewer) format.
* @author Michael Holst
* @note Class Gem: Non-inlineable methods (gemdisp.c)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fldKey 0 ==> draw mesh as it is \n
* 1 ==> write field[] as a scalar field over the mesh \n
* 2 ==> write field[] as a 2-vector field over the mesh\n
* 3 ==> write field[] as a 3-vector field over the mesh\n
* 4 ==> etc
* @param defX defX[][MAXV] ==> possible scalar or vector field
*/
VEXTERNC void Gem_writeGMV(Gem *thee, Vio *sock,
int fldKey, double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out a scalar or vector function over a simplex mesh
* in "UCD" (Unstructured Cell Data) format for AVS 5.0
* @authors Amit Majumdar and Stephen Bond
* (created using Mike Holst's Gem_writeGMV as template)
* @note Class Gem: Non-inlineable methods (gemdisp.c)\n
* Format: Our particular use of the UCD format is as follows\n
* \n
* PART 1.1: [# NODES] [# CELLS] [DIM NODEDAT] [DIM CELLDAT] [0]\n
* PART 1.2: [NODE ID] [X COORD] [Y COORD] [Z COORD]\n
* (REPEATED FOR EACH NODE)\n
* PART 1.3: [CELL ID] [MATERIAL] [CELL TYPE] [LIST OF NODE IDS]\n
* (REPEATED FOR EACH CELL)\n
* PART 2.1: [NUM NODE FIELD COMPONENTS] [LIST OF COMPONENT SIZES]\n
* PART 2.2: [COMPONENT LABEL], [COMPONENT UNITS]\n
* (REPEATED FOR EACH NODE DATA COMPONENT)\n
* PART 2.3: [NODE ID] [DATA VALUES]\n
* (REPEATED FOR EACH NODE)\n
* \n
* PART 3.1: [NUM CELL FIELD COMPONENTS] [LIST OF COMPONENT SIZES]\n
* PART 3.2: [COMPONENT LABEL], [COMPONENT UNITS]\n
* (REPEATED FOR EACH CELL DATA COMPONENT)\n
* PART 3.3: [CELL ID] [DATA VALUES]\n
* (REPEATED FOR EACH CELL)
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fldKey 0 ==> draw mesh as it is \n
* 1 ==> write field[] as a scalar field over the mesh \n
* 2 ==> write field[] as a 2-vector field over the mesh\n
* 3 ==> write field[] as a 3-vector field over the mesh\n
* 4 ==> etc
* @param defX defX[][MAXV] ==> possible scalar or vector field
*/
VEXTERNC void Gem_writeUCD(Gem *thee, Vio *sock,
int fldKey, double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out a scalar or vector function over a simplex mesh
* in "DX" (www.opendx.org) format.
* @authors Nathan Baker, Stephen Bond, and Michael Holst
* (created using Mike Holst's Gem_writeGMV as template)
* @note Class Gem: Non-inlineable methods (gemdisp.c)\n
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fldKey 0 ==> draw mesh as it is \n
* 1 ==> write field[] as a scalar field over the mesh \n
* 2 ==> write field[] as a 2-vector field over the mesh\n
* 3 ==> write field[] as a 3-vector field over the mesh\n
* 4 ==> etc
* @param defX defX[][MAXV] ==> possible scalar or vector field
*/
VEXTERNC void Gem_writeDX(Gem *thee, Vio *sock,
int fldKey, double *defX[MAXV]);
/**
* @ingroup Gem
* @brief Write out a scalar or vector function over a simplex mesh
* in "TEC" (www.opendx.org) format.
* @authors Nathan Baker, Jason Suen, and Michael Holst
* (created using Mike Holst's Gem_writeGMV as template)
* @note Class Gem: Non-inlineable methods (gemdisp.c)\n
* @return None
* @param thee Pointer to class Gem
* @param sock socket for reading/writing a finite element mesh or mesh function
* @param fldKey 0 ==> draw mesh as it is \n
* 1 ==> write field[] as a scalar field over the mesh \n
* 2 ==> write field[] as a 2-vector field over the mesh\n
* 3 ==> write field[] as a 3-vector field over the mesh\n
* 4 ==> etc
* @param defX defX[][MAXV] ==> possible scalar or vector field
*/
VEXTERNC void Gem_writeTEC(Gem *thee, Vio *sock,
int fldKey, double *defX[MAXV]);
/*
* ***************************************************************************
* Class Gem: Non-inlineable methods (gemext.c)
* ***************************************************************************
*/
/*
* ***************************************************************************
* Class Gem: Non-inlineable methods (gemcube.c)
* ***************************************************************************
*/
/**
* @ingroup Gem
* @brief Generate a unit cube domain.
* @authors Michael Holst
* @note Class Gem: Non-inlineable methods (gemcube.c)\n
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_makeCube(Gem *thee);
/**
* @ingroup Gem
* @brief Generate a unit octahedron domain.
* @authors Michael Holst
* @note Class Gem: Non-inlineable methods (gemcube.c)\n
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_makeOctahedron(Gem *thee);
/**
* @ingroup Gem
* @brief Generate a unit icosahedron domain.
* @authors Michael Holst
* @note Class Gem: Non-inlineable methods (gemcube.c)\n
* @return None
* @param thee Pointer to class Gem
*/
VEXTERNC void Gem_makeIcosahedron(Gem *thee);
#endif /* _GEM_H_ */
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