本文整理汇总了C++中mesquite::MeshImpl::elements_get_topologies方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshImpl::elements_get_topologies方法的具体用法?C++ MeshImpl::elements_get_topologies怎么用?C++ MeshImpl::elements_get_topologies使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类mesquite::MeshImpl
的用法示例。
在下文中一共展示了MeshImpl::elements_get_topologies方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: test_element_get_attached_vertex_indices
void test_element_get_attached_vertex_indices()
{
// Find the index of the triangle
Mesquite::EntityTopology topo=Mesquite::MIXED;
int tri_index = -1;
while (topo != Mesquite::TRIANGLE) {
++tri_index;
CPPUNIT_ASSERT((unsigned)tri_index < mElements.size());
Mesquite::Mesh::ElementHandle handle = mElements[tri_index];
mMesh->elements_get_topologies(&handle, &topo, 1, mErr);
CPPUNIT_ASSERT(!mErr);
}
// creates list with correct vertices coordinates for the triangle
std::vector<Mesquite::Vector3D> correct_coords;
correct_coords.push_back(Mesquite::Vector3D(1.,0.,0.));
correct_coords.push_back(Mesquite::Vector3D(0.,1.732050807,0.));
correct_coords.push_back(Mesquite::Vector3D(-1.,0.,0.));
// Creates same list from the mesh implementation
std::vector<Mesquite::MsqVertex> tri_coords(3);
mMesh->vertices_get_coordinates(&mConnectivity[mOffsets[tri_index]],
&tri_coords[0], 3, mErr );
CPPUNIT_ASSERT(!mErr);
// Makes sure both list contain the same elements (not necessarily in the same order).
std::vector<Mesquite::Vector3D>::iterator correct_iter;
std::vector<Mesquite::MsqVertex>::iterator tri_iter;
for (tri_iter = tri_coords.begin(); tri_iter != tri_coords.end(); ++tri_iter)
{
for (correct_iter = correct_coords.begin();
correct_iter != correct_coords.end();
++correct_iter)
{
if (Mesquite::Vector3D::distance_between(*tri_iter, *correct_iter) < 10e-4)
break;
}
// check if a match was found
CPPUNIT_ASSERT( correct_iter != correct_coords.end() );
// remove match from list
correct_coords.erase( correct_iter );
}
CPPUNIT_ASSERT(correct_coords.empty());
}
示例2: test_elements_get_topology
void test_elements_get_topology()
{
const size_t nbElem = mElements.size();
int nb_quads=0;
int nb_tri=0;
Mesquite::EntityTopology* topos = new Mesquite::EntityTopology[nbElem];
mMesh->elements_get_topologies(&mElements[0], topos, nbElem, mErr);
CPPUNIT_ASSERT(!mErr);
for (size_t i=0; i<nbElem; ++i) {
switch (topos[i]) {
case Mesquite::TRIANGLE:
++nb_tri;
break;
case Mesquite::QUADRILATERAL:
++nb_quads;
break;
default:
CPPUNIT_FAIL("Topology should be quad or Hex only.");
}
}
CPPUNIT_ASSERT_EQUAL(1,nb_tri);
CPPUNIT_ASSERT_EQUAL(3,nb_quads);
delete []topos;
}
示例3: main
int main( int argc, char* argv[] )
{
unsigned i;
const char* input_file = MESH_FILES_DIR "3D/VTK/mixed-hex-pyr-tet.vtk";
if (argc == 2)
input_file = argv[1];
else if (argc != 1)
{
std::cerr << "Invalid arguments.\n";
return 2;
}
Mesquite::MsqPrintError err(cout);
IdealWeightMeanRatio m1;
IdealWeightInverseMeanRatio m2(err);
ConditionNumberQualityMetric m3;
QualityMetric* metrics[] = { &m1, &m2, &m3, 0 };
// Read Mesh
Mesquite::MeshImpl mesh;
mesh.read_vtk(MESH_FILES_DIR "3D/VTK/12-pyramid-unit-sphere.vtk", err);
CPPUNIT_ASSERT(!err);
Mesquite::MeshImpl ideal_mesh;
ideal_mesh.read_vtk(MESH_FILES_DIR "3D/VTK/12-pyramid-unit-sphere.vtk", err);
CPPUNIT_ASSERT(!err);
// Check that the mesh read correctly, and contains what is
// expected later.
// Get mesh data
// Expecting file to contain 12 pyramid elements constructed
// from 15 vertices.
std::vector<Mesh::VertexHandle> vert_array;
std::vector<Mesh::ElementHandle> elem_array;
std::vector<size_t> conn_offsets;
mesh.get_all_elements( elem_array, err );
CPPUNIT_ASSERT(!err);
CPPUNIT_ASSERT( elem_array.size() == 12 );
mesh.elements_get_attached_vertices( &elem_array[0],
elem_array.size(),
vert_array,
conn_offsets,
err );
CPPUNIT_ASSERT(!err);
CPPUNIT_ASSERT(vert_array.size() == 60);
CPPUNIT_ASSERT(conn_offsets.size() == 13);
EntityTopology type_array[12];
mesh.elements_get_topologies( &elem_array[0], type_array, 12, err );
CPPUNIT_ASSERT(!err);
// Verify element types and number of vertices
for (i = 0; i < 12; ++i)
{
CPPUNIT_ASSERT( type_array[i] == PYRAMID );
CPPUNIT_ASSERT( conn_offsets[i] == 5*i );
}
// All pyramids should share a common apex, at the
// center of the sphere
Mesh::VertexHandle apex_handle = vert_array[4];
for (i = 1; i < 12; ++i)
{
CPPUNIT_ASSERT( vert_array[5*i+4] == apex_handle );
}
// Verify that apex is at origin and all other vertices are
// on unit sphere
MsqVertex vertices[60];
mesh.vertices_get_coordinates( &vert_array[0], vertices, 60, err );
CPPUNIT_ASSERT(!err);
for (i = 0; i < 60; ++i)
{
if (vert_array[i] == apex_handle)
CPPUNIT_ASSERT( vertices[i].within_tolerance_box( Vector3D(0,0,0), 1e-6 ) );
else
CPPUNIT_ASSERT( fabs(1.0 - vertices[i].length()) < 1e-6 );
}
// Try smoothing w/out moving the free vertex and verify that
// the smoother didn't move the vertex
Vector3D position(0,0,0);
for (i = 0; metrics[i] != NULL; ++i)
CPPUNIT_ASSERT( !smooth_mesh( &mesh, &ideal_mesh, apex_handle, position, metrics[i] ) );
// Now try moving the vertex and see if the smoother moves it back
// to the origin
position.set( 0.1, 0.1, 0.1 );
for (i = 0; metrics[i] != NULL; ++i)
CPPUNIT_ASSERT( !smooth_mesh( &mesh, &ideal_mesh, apex_handle, position, metrics[i] ) );
// Now try moving the vertex further and see if the smoother moves it back
// to the origin
position.set( 0.3, 0.3, 0.3 );
for (i = 0; metrics[i] != NULL; ++i)
CPPUNIT_ASSERT( !smooth_mesh( &mesh, &ideal_mesh, apex_handle, position, metrics[i] ) );
// Now try smoothing a real mixed mesh
CPPUNIT_ASSERT( !smooth_mixed_mesh( input_file ) );
//.........这里部分代码省略.........