Chaste  Release::3.4
HoneycombVertexMeshGenerator.cpp
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34 */
35 
36 #include "HoneycombVertexMeshGenerator.hpp"
37 
39  unsigned numElementsUp,
40  bool isFlatBottom,
41  double cellRearrangementThreshold,
42  double t2Threshold,
43  double elementArea)
44 {
45  assert(numElementsAcross > 0);
46  assert(numElementsUp > 0);
47  assert(cellRearrangementThreshold > 0.0);
48  assert(t2Threshold > 0.0);
49  assert(elementArea > 0.0);
50 
51  std::vector<Node<2>*> nodes;
52  std::vector<VertexElement<2,2>*> elements;
53 
54  unsigned node_index = 0;
55  unsigned node_indices[6];
56  unsigned element_index;
57 
58  // Create the nodes, row by row, from the bottom up
59 
60  // On the first row we have numElementsAcross nodes, all of which are boundary nodes
61  for (unsigned i=0; i<numElementsAcross; i++)
62  {
63  Node<2>* p_node = new Node<2>(node_index, true, i+0.5, 0);
64  nodes.push_back(p_node);
65  node_index++;
66  }
67 
68  /*
69  * On each interior row we have numElementsAcross+1 nodes. On the second and penultimate
70  * row all nodes are boundary nodes. On other rows the first and last nodes only
71  * are boundary nodes.
72  */
73  for (unsigned j=1; j<2*numElementsUp+1; j++)
74  {
75  for (unsigned i=0; i<=numElementsAcross; i++)
76  {
77  double x_coord = ((j%4 == 0)||(j%4 == 3)) ? i+0.5 : i;
78  double y_coord = (1.5*j - 0.5*(j%2))*0.5/sqrt(3.0);
79  bool is_boundary_node = (j==1 || j==2*numElementsUp || i==0 || i==numElementsAcross) ? true : false;
80 
81  Node<2>* p_node = new Node<2>(node_index, is_boundary_node, x_coord, y_coord);
82  nodes.push_back(p_node);
83  node_index++;
84  }
85  }
86 
87  /*
88  * On the last row we have numElementsAcross nodes, all of which are boundary nodes.
89  */
90  double y_coord = (1.5*(2*numElementsUp+1) - 0.5*((2*numElementsUp+1)%2))*0.5/sqrt(3.0);
91  if (((2*numElementsUp+1)%4 == 0)||((2*numElementsUp+1)%4 == 3))
92  {
93  Node<2>* p_node = new Node<2>(node_index, true, 0.5, y_coord);
94  nodes.push_back(p_node);
95  node_index++;
96  }
97  for (unsigned i=1; i<numElementsAcross; i++)
98  {
99  double x_coord = (((2*numElementsUp+1)%4 == 0)||((2*numElementsUp+1)%4 == 3)) ? i+0.5 : i;
100 
101  Node<2>* p_node = new Node<2>(node_index, true, x_coord, y_coord);
102  nodes.push_back(p_node);
103  node_index++;
104  }
105  if (((2*numElementsUp+1)%4 == 1)||((2*numElementsUp+1)%4 == 2))
106  {
107  Node<2>* p_node = new Node<2>(node_index, true, numElementsAcross, y_coord);
108  nodes.push_back(p_node);
109  node_index++;
110  }
111 
112  /*
113  * Create the elements. The array node_indices contains the
114  * global node indices from bottom, going anticlockwise.
115  */
116  for (unsigned j=0; j<numElementsUp; j++)
117  {
118  for (unsigned i=0; i<numElementsAcross; i++)
119  {
120  if (j==0)
121  {
122  node_indices[0] = i;
123  }
124  else
125  {
126  node_indices[0] = 2*j*(numElementsAcross+1) - 1*(j%2==0) + i; // different for even/odd rows
127  }
128  node_indices[1] = node_indices[0] + numElementsAcross + 1 + 1*(j%2==0 && j>0);
129  node_indices[2] = node_indices[1] + numElementsAcross + 1;
130  node_indices[3] = node_indices[2] + numElementsAcross + 1*(j%2==1 && j<numElementsUp-1);
131  node_indices[4] = node_indices[2] - 1;
132  node_indices[5] = node_indices[1] - 1;
133 
134  std::vector<Node<2>*> element_nodes;
135  for (unsigned k=0; k<6; k++)
136  {
137  element_nodes.push_back(nodes[node_indices[k]]);
138  }
139 
140  element_index = j*numElementsAcross + i;
141  VertexElement<2,2>* p_element = new VertexElement<2,2>(element_index, element_nodes);
142  elements.push_back(p_element);
143  }
144  }
145 
146  mpMesh = new MutableVertexMesh<2,2>(nodes, elements, cellRearrangementThreshold, t2Threshold);
147 
148  // Scale the mesh so that each element's area takes the value elementArea
149  mpMesh->Scale(sqrt(elementArea*2.0/sqrt(3.0)), sqrt(elementArea*2.0/sqrt(3.0)));
150 }
151 
153 {
154  delete mpMesh;
155 }
156 
158 {
159  return mpMesh;
160 }
Definition: Node.hpp:58
virtual MutableVertexMesh< 2, 2 > * GetMesh()
virtual void Scale(const double xFactor=1.0, const double yFactor=1.0, const double zFactor=1.0)