/usr/include/libmesh/elem.h is in libmesh-dev 0.7.1-2ubuntu1.
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// The libMesh Finite Element Library.
// Copyright (C) 2002-2008 Benjamin S. Kirk, John W. Peterson, Roy H. Stogner
// 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
#ifndef __elem_h__
#define __elem_h__
// C++ includes
#include <algorithm>
#include <set>
#include <vector>
// Local includes
#include "libmesh_common.h"
#include "dof_object.h"
#include "id_types.h"
#include "reference_counted_object.h"
#include "node.h"
#include "enum_elem_type.h"
#include "enum_elem_quality.h"
#include "enum_order.h"
#include "enum_io_package.h"
#include "auto_ptr.h"
#include "multi_predicates.h"
#include "variant_filter_iterator.h"
namespace libMesh
{
// Forward declarations
class MeshBase;
class MeshRefinement;
class Elem;
#ifdef LIBMESH_ENABLE_PERIODIC
class PeriodicBoundaries;
class PointLocatorBase;
#endif
/**
* This is the base class from which all geometric entities
* (elements) are derived. The \p Elem class contains information
* that every entity might need, such as its number of nodes and
* pointers to the nodes to which it is connected. This class
* also provides virtual functions that will be overloaded by
* derived classes. These functions provide information such as
* the number of sides the element has, who its neighbors are,
* how many children it might have, and who they are.
*
* In an \p Elem becomes an \p Edge in 1D, a \p Face in 2D, and a \p
* Cell in 3D. An \p Elem is composed of a number of sides, which you
* may access as \p Elem types in dimension \p D-1. For example, a
* concrete element type in 3D is a \p Hex8, which is a hexahedral. A
* \p Hex8 has 6 sides, which are \p Faces. You may access these
* sides.
*
* An \p Elem is composed of a number of \p Node objects. Some of
* these nodes live at the vertices of the element, and others may
* live on edges (and faces in 3D) or interior to the element. The
* number of vertices an element contains \p n_vertices() is
* determined strictly by the type of geometric object it corresponds
* to. For example, a \p Tri is a type of \p Face that always
* contains 3 vertices. A \p Tri3 is a specific triangular element
* type with three 3 nodes, all located at the vertices. A \p Tri6 is
* another triangular element with 6 nodes, 3 of which are located at
* vertices and another 3 that live on the edges.
* In all that follows, nodes that live either on edges, faces or the
* interior are named @e second-order nodes.
*
* \author Benjamin S. Kirk, 2002-2007
*/
// ------------------------------------------------------------
// Elem class definition
class Elem : public ReferenceCountedObject<Elem>,
public DofObject
{
protected:
/**
* Constructor. Creates an element with \p n_nodes nodes,
* \p n_sides sides, \p n_children possible children, and
* parent \p p. The constructor allocates the memory necessary
* to support this data.
*/
Elem (const unsigned int n_nodes=0,
const unsigned int n_sides=0,
Elem* parent=NULL);
public:
/**
* Destructor. Frees all the memory associated with the element.
*/
virtual ~Elem();
/**
* @returns the \p Point associated with local \p Node \p i.
*/
virtual const Point & point (const unsigned int i) const;
/**
* @returns the \p Point associated with local \p Node \p i
* as a writeable reference.
*/
virtual Point & point (const unsigned int i);
/**
* @returns the global id number of local \p Node \p i.
*/
virtual unsigned int node (const unsigned int i) const;
/**
* @returns the pointer to local \p Node \p i.
*/
virtual Node* get_node (const unsigned int i) const;
/**
* @returns the pointer to local \p Node \p i as a writeable reference.
*/
virtual Node* & set_node (const unsigned int i);
/**
* @returns the subdomain that this element belongs to.
* To conserve space this is stored as an unsigned char.
*/
subdomain_id_type subdomain_id () const;
/**
* @returns the subdomain that this element belongs to as a
* writeable reference.
*/
subdomain_id_type & subdomain_id ();
/**
* @returns an id associated with the \p s side of this element.
* The id is not necessariy unique, but should be close. This is
* particularly useful in the \p MeshBase::find_neighbors() routine.
*/
virtual unsigned int key (const unsigned int s) const = 0;
/**
* @returns true if two elements are identical, false otherwise.
* This is true if the elements are connected to identical global
* nodes, regardless of how those nodes might be numbered local
* to the elements.
*/
bool operator == (const Elem& rhs) const;
/**
* @returns a pointer to the \f$ i^{th} \f$ neighbor of this element.
* If \p MeshBase::find_neighbors() has not been called this
* simply returns \p NULL. If \p MeshBase::find_neighbors()
* has been called and this returns \p NULL then the side is on
* a boundary of the domain.
*/
Elem* neighbor (const unsigned int i) const;
#ifdef LIBMESH_ENABLE_PERIODIC
/**
* @returns a pointer to the \f$ i^{th} \f$ neighbor of this element
* for interior elements. If an element is on a periodic
* boundary, it will return a corresponding element on the opposite
* side.
*/
Elem* topological_neighbor (const unsigned int i,
const MeshBase& mesh,
const PointLocatorBase& point_locator,
PeriodicBoundaries* pb) const;
/**
* @return \p true if the element \p elem in question is a neighbor or
* topological neighbor of this element, \p false otherwise.
*/
bool has_topological_neighbor (const Elem* elem,
const MeshBase& mesh,
const PointLocatorBase& point_locator,
PeriodicBoundaries* pb) const;
#endif
/**
* Assigns \p n as the \f$ i^{th} \f$ neighbor.
*/
void set_neighbor (const unsigned int i, Elem* n);
/**
* @returns \p true if the element \p elem in question is a neighbor
* of this element, \p false otherwise.
*/
bool has_neighbor (const Elem* elem) const;
/**
* If the element \p elem in question is a neighbor
* of a child of this element, this returns a pointer
* to that child. Otherwise it returns NULL.
*/
Elem* child_neighbor (Elem* elem) const;
/**
* If the element \p elem in question is a neighbor
* of a child of this element, this returns a pointer
* to that child. Otherwise it returns NULL.
*/
const Elem* child_neighbor (const Elem* elem) const;
/**
* @returns \p true if this element has a side coincident
* with a boundary (indicated by a \p NULL neighbor), \p false
* otherwise.
*/
bool on_boundary () const;
/**
* This function tells you which neighbor you \p (e) are.
* I.e. if s = a->which_neighbor_am_i(e); then
* a->neighbor(s) will be an ancestor of e;
*/
unsigned int which_neighbor_am_i(const Elem *e) const;
/**
* This function returns true iff a vertex of e is contained
* in this element
*/
bool contains_vertex_of(const Elem *e) const;
/**
* This function returns true iff an edge of \p e is contained in
* this element. (Internally, this is done by checking whether at
* least two vertices of \p e are contained in this element).
*/
bool contains_edge_of(const Elem *e) const;
/**
* This function finds all elements which
* touch the current element at any point
*/
void find_point_neighbors(std::set<const Elem *> &neighbor_set) const;
/**
* This function finds all elements which touch the current element
* at any edge (more precisely, at at least two points).
*/
void find_edge_neighbors(std::set<const Elem *> &neighbor_set) const;
/**
* Resets this element's neighbors' appropriate neighbor pointers
* and its parent's and children's appropriate pointers
* to point to the global remote_elem instead of this.
* Used by the library before a remote element is deleted on the
* local processor.
*/
void make_links_to_me_remote ();
/**
* Returns true if this element is remote, false otherwise.
* A remote element (see \p RemoteElem) is a syntactic convenience --
* it is a placeholder for an element which exists on some other
* processor. Local elements are required to have valid neighbors,
* and these ghost elements may have remote neighbors for data
* structure consistency. The use of remote elements helps assure
* that any element we may access has a NULL neighbor if and only if
* it lies on the physical boundary of the domain.
*/
virtual bool is_remote () const
{ return false; }
/**
* Returns the connectivity for this element in a specific
* format, which is specified by the IOPackage tag. This
* method supercedes the tecplot_connectivity(...) and vtk_connectivity(...)
* routines.
*/
virtual void connectivity(const unsigned int sc,
const IOPackage iop,
std::vector<unsigned int>& conn) const = 0;
/**
* Writes the element connectivity for various IO packages
* to the passed ostream "out". Not virtual, since it is
* implemented in the base class. This function supercedes the
* write_tecplot_connectivity(...) and write_ucd_connectivity(...)
* routines.
*/
void write_connectivity (std::ostream& out,
const IOPackage iop) const;
// /**
// * @returns the VTK element type of the sc-th sub-element.
// */
// virtual unsigned int vtk_element_type (const unsigned int sc) const = 0;
/**
* @returns the type of element that has been derived from this
* base class.
*/
virtual ElemType type () const = 0;
/**
* This array maps the integer representation of the \p ElemType enum
* to the number of nodes in the element.
*/
static const unsigned int type_to_n_nodes_map[INVALID_ELEM];
/**
* @returns the dimensionality of the object.
*/
virtual unsigned int dim () const = 0;
/**
* @returns the number of nodes this element contains.
*/
virtual unsigned int n_nodes () const = 0;
/**
* @returns the number of sides the element that has been derived
* from this class has. In 2D the number of sides is the number
* of edges, in 3D the number of sides is the number of faces.
*/
virtual unsigned int n_sides () const = 0;
/**
* @returns the number of neighbors the element that has been derived
* from this class has. By default only face (or edge in 2D)
* neighbors are stored, so this method returns n_sides(),
* however it may be overloaded in a derived class
*/
virtual unsigned int n_neighbors () const
{ return this->n_sides(); }
/**
* @returns the number of vertices the element that has been derived
* from this class has.
*/
virtual unsigned int n_vertices () const = 0;
/**
* @returns the number of edges the element that has been derived
* from this class has.
*/
virtual unsigned int n_edges () const = 0;
/**
* @returns the number of faces the element that has been derived
* from this class has.
*/
virtual unsigned int n_faces () const = 0;
/**
* @returns the number of children the element that has been derived
* from this class may have.
*/
virtual unsigned int n_children () const = 0;
/**
* @returns true iff the specified (local) node number is a vertex.
*/
virtual bool is_vertex(const unsigned int i) const = 0;
/**
* @returns true iff the specified (local) node number is an edge.
*/
virtual bool is_edge(const unsigned int i) const = 0;
/**
* @returns true iff the specified (local) node number is a face.
*/
virtual bool is_face(const unsigned int i) const = 0;
/*
* @returns true iff the specified (local) node number is on the
* specified side
*/
virtual bool is_node_on_side(const unsigned int n,
const unsigned int s) const = 0;
/*
* @returns true iff the specified (local) node number is on the
* specified edge
*/
virtual bool is_node_on_edge(const unsigned int n,
const unsigned int e) const = 0;
// /**
// * @returns the number of children this element has that
// * share side \p s
// */
// virtual unsigned int n_children_per_side (const unsigned int) const = 0;
/**
* @returns the number of sub-elements this element may be broken
* down into for visualization purposes. For example, this returns
* 1 for a linear triangle, 4 for a quadratic (6-noded) triangle, etc...
*/
virtual unsigned int n_sub_elem () const = 0;
/**
* @returns a proxy element coincident with side \p i. This method returns
* the _minimum_ element necessary to uniquely identify the side. So,
* for example, the side of a hexahedral is always returned as a 4-noded
* quadrilateral, regardless of what type of hex you are dealing with. If
* you want the full-ordered face (i.e. a 9-noded quad face for a 27-noded
* hexahedral) use the build_side method.
*/
virtual AutoPtr<Elem> side (const unsigned int i) const = 0;
/**
* Creates an element coincident with side \p i. The element returned is
* full-ordered, in contrast to the side method. For example, calling
* build_side(0) on a 20-noded hex will build a 8-noded quadrilateral
* coincident with face 0 and pass back the pointer.
*
* A \p AutoPtr<Elem> is returned to prevent a memory leak.
* This way the user need not remember to delete the object.
*
* The second argument, which is true by default, specifies that a
* "proxy" element (of type Side) will be returned. This type of
* return value is useful because it does not allocate additional
* memory, and is usually sufficient for FE calculation purposes.
* If you really need a full-ordered, non-proxy side object, call
* this function with proxy=false.
*/
virtual AutoPtr<Elem> build_side (const unsigned int i,
bool proxy=true) const = 0;
/**
* Creates an element coincident with edge \p i. The element returned is
* full-ordered. For example, calling build_edge(0) on a 20-noded hex will
* build a 3-noded edge coincident with edge 0 and pass back the pointer.
*
* A \p AutoPtr<Elem> is returned to prevent a memory leak.
* This way the user need not remember to delete the object.
*/
virtual AutoPtr<Elem> build_edge (const unsigned int i) const = 0;
/**
* @returns the default approximation order for this element type.
* This is the order that will be used to compute the map to the
* reference element.
*/
virtual Order default_order () const = 0;
/**
* @returns the centriod of the element. The centroid is
* computed as the average of all the element vertices.
* This method is overloadable since some derived elements
* might want to use shortcuts to compute their centroid.
*/
virtual Point centroid () const;
/**
* @returns the minimum vertex separation for the element.
*/
virtual Real hmin () const;
/**
* @returns the maximum vertex separation for the element.
*/
virtual Real hmax () const;
/**
* @return the (length/area/volume) of the geometric element.
*/
virtual Real volume () const;
/**
* Based on the quality metric q specified by the user,
* returns a quantitative assessment of element quality.
*/
virtual Real quality (const ElemQuality q) const;
/**
* Returns the suggested quality bounds for
* the hex based on quality measure q. These are
* the values suggested by the CUBIT User's Manual.
* Since this function can have no possible meaning
* for an abstract Elem, it is an error.
*/
virtual std::pair<Real,Real> qual_bounds (const ElemQuality) const
{ libmesh_error(); return std::make_pair(0.,0.); }
/**
* @returns true if the point p is contained in this element,
* false otherwise.
*
* Since we are doing floating point comparisons here the parameter
* \p tol can be specified to indicate a tolerance. For example,
* \f$ \xi \le 1 \f$ becomes \f$ \xi \le 1 + \epsilon \f$.
*/
virtual bool contains_point (const Point& p, Real tol=TOLERANCE) const;
/**
* @returns true iff the element map is definitely affine (i.e. the same at
* every quadrature point) within numerical tolerances
*/
virtual bool has_affine_map () const { return false; }
/**
* @returns \p true if the element is active (i.e. has no active
* descendants), \p false otherwise. Note that it suffices to check the
* first child only. Always returns \p true if AMR is disabled.
*/
bool active () const;
/**
* @returns \p true if the element is an ancestor (i.e. has an
* active child or ancestor child), \p false otherwise. Always
* returns \p false if AMR is disabled.
*/
bool ancestor () const;
/**
* @returns \p true if the element is subactive (i.e. has no active
* descendants), \p false otherwise. Always returns \p false if AMR
* is disabled.
*/
bool subactive () const;
/**
* @returns \p true if the element has any children (active or not),
* \p false otherwise. Always returns \p false if AMR is disabled.
*/
bool has_children () const;
/**
* @returns \p true if the element has any descendants other than
* its immediate children, \p false otherwise. Always returns \p
* false if AMR is disabled.
*/
bool has_ancestor_children () const;
/**
* @returns \p true if \p descendant is a child of \p this, or a
* child of a child of \p this, etc.
* Always returns \p false if AMR is disabled.
*/
bool is_ancestor_of(const Elem *descendant) const;
/**
* @returns a const pointer to the element's parent. Returns \p NULL if
* the element was not created via refinement, i.e. was read from file.
*/
const Elem* parent () const;
/**
* @returns a pointer to the element's parent. Returns \p NULL if
* the element was not created via refinement, i.e. was read from file.
*/
Elem* parent ();
/**
* Sets the pointer to the element's parent.
* Dangerous to use in high-level code.
*/
void set_parent (Elem *p);
/**
* @returns a pointer to the element's top-most (i.e. level-0) parent.
* Returns \p this if this is a level-0 element, this element's parent
* if this is a level-1 element, this element's grandparent if this is
* a level-2 element, etc...
*/
const Elem* top_parent () const;
/**
* In some cases it is desireable to extract the boundary (or a subset thereof)
* of a D-dimensional mesh as a (D-1)-dimensional manifold. In this case
* we may want to know the 'parent' element from which the manifold elements
* were extracted. We can easily do that for the level-0 manifold elements
* by storing the D-dimensional parent. This method provides access to that
* element.
*/
const Elem* interior_parent () const;
/**
* @returns the magnitude of the distance between nodes n1 and n2.
* Useful for computing the lengths of the sides of elements.
*/
Real length (const unsigned int n1,
const unsigned int n2) const;
/**
* @returns the number of adjacent vertices, that uniquely define
* the location of the \f$ n^{th} \f$ @e second-order node. For linear
* elements ( \p default_order()==FIRST ), this returns 0.
* This method is useful when converting linear elements to quadratic
* elements. Note that \p n has to be greater or equal
* \p this->n_vertices().
*/
virtual unsigned int n_second_order_adjacent_vertices (const unsigned int n) const;
/**
* @returns the element-local number of the \f$ v^{th} \f$ vertex
* that defines the \f$ n^{th} \f$ second-order node. Note that
* the return value is always less \p this->n_vertices(), while
* \p n has to be greater or equal \p this->n_vertices(). For
* linear elements this returns 0.
*/
virtual unsigned short int second_order_adjacent_vertex (const unsigned int n,
const unsigned int v) const;
/**
* @returns the child number \p c and element-local index \p v of the
* \f$ n^{th} \f$ second-order node on the parent element. Note that
* the return values are always less \p this->n_children() and
* \p this->child(c)->n_vertices(), while \p n has to be greater or equal
* to \p * this->n_vertices(). For linear elements this returns 0,0.
* On refined second order elements, the return value will satisfy
* \p this->get_node(n)==this->child(c)->get_node(v)
*/
virtual std::pair<unsigned short int, unsigned short int>
second_order_child_vertex (const unsigned int n) const;
/**
* @returns the element type of the associated second-order element,
* e.g. when \p this is a \p TET4, then \p TET10 is returned. Returns
* \p INVALID_ELEM for second order or other elements that should not
* or cannot be converted into higher order equivalents.
*
* For some elements, there exist two second-order equivalents, e.g.
* for \p Quad4 there is \p Quad8 and \p Quad9. When the optional
* \p full_ordered is \p true, then \p QUAD9 is returned. When
* \p full_ordered is \p false, then \p QUAD8 is returned.
*/
static ElemType second_order_equivalent_type (const ElemType et,
const bool full_ordered=true);
/**
* @returns the element type of the associated first-order element,
* e.g. when \p this is a \p TET10, then \p TET4 is returned. Returns
* \p INVALID_ELEM for first order or other elements that should not
* or cannot be converted into lower order equivalents.
*/
static ElemType first_order_equivalent_type (const ElemType et);
/**
* @returns the refinement level of the current element. If the
* element's parent is \p NULL then by convention it is at
* level 0, otherwise it is simply at one level greater than
* its parent.
*/
unsigned int level () const;
/**
* Returns the value of the p refinement level of an active
* element, or the minimum value of the p refinement levels
* of an ancestor element's descendants
*/
unsigned int p_level () const;
#ifdef LIBMESH_ENABLE_AMR
/**
* Useful ENUM describing the refinement state of
* an element.
*/
enum RefinementState { COARSEN = 0,
DO_NOTHING,
REFINE,
JUST_REFINED,
JUST_COARSENED,
INACTIVE,
COARSEN_INACTIVE };
/**
* @returns a pointer to the \f$ i^{th} \f$ child for this element.
* Do not call if this element has no children, i.e. is active.
*/
Elem* child (const unsigned int i) const;
/**
* This function tells you which child you \p (e) are.
* I.e. if c = a->which_child_am_i(e); then
* a->child(c) will be e;
*/
unsigned int which_child_am_i(const Elem *e) const;
/**
* @returns true iff the specified child is on the
* specified side
*/
virtual bool is_child_on_side(const unsigned int c,
const unsigned int s) const = 0;
/**
* @returns true iff the specified child is on the
* specified edge
*/
virtual bool is_child_on_edge(const unsigned int c,
const unsigned int e) const;
/**
* Adds a child pointer to the array of children of this element.
* If this is the first child to be added, this method allocates
* memory in the parent's _children array, otherwise, it just sets
* the pointer.
*/
void add_child (Elem* elem);
/**
* Adds a new child pointer to the specified index in the array of
* children of this element. If this is the first child to be added,
* this method allocates memory in the parent's _children array,
* otherwise, it just sets the pointer.
*/
void add_child (Elem* elem, unsigned int c);
/**
* Replaces the child pointer at the specified index in the array of
* children of this element.
*/
void replace_child (Elem* elem, unsigned int c);
/**
* Fills the vector \p family with the children of this element,
* recursively. So, calling this method on a twice-refined element
* will give you the element itself, its direct children, and their
* children, etc... When the optional parameter \p reset is
* true then the vector will be cleared before the element and its
* descendants are added.
*/
void family_tree (std::vector<const Elem*>& family,
const bool reset=true) const;
/**
* Same as the \p family_tree() member, but only adds the active
* children. Can be thought of as removing all the inactive
* elements from the vector created by \p family_tree, but is
* implemented more efficiently.
*/
void active_family_tree (std::vector<const Elem*>& active_family,
const bool reset=true) const;
/**
* Same as the \p family_tree() member, but only adds elements
* which are next to \p side.
*/
void family_tree_by_side (std::vector<const Elem*>& family,
const unsigned int side,
const bool reset=true) const;
/**
* Same as the \p active_family_tree() member, but only adds elements
* which are next to \p side.
*/
void active_family_tree_by_side (std::vector<const Elem*>& family,
const unsigned int side,
const bool reset=true) const;
/**
* Same as the \p family_tree() member, but only adds elements
* which are next to \p neighbor.
*/
void family_tree_by_neighbor (std::vector<const Elem*>& family,
const Elem *neighbor,
const bool reset=true) const;
/**
* Same as the \p family_tree() member, but only adds elements
* which are next to \p subneighbor. Only applicable when
* \p this->has_neighbor(neighbor) and
* \p neighbor->is_ancestor(subneighbor)
*/
void family_tree_by_subneighbor (std::vector<const Elem*>& family,
const Elem *neighbor,
const Elem *subneighbor,
const bool reset=true) const;
/**
* Same as the \p active_family_tree() member, but only adds elements
* which are next to \p neighbor.
*/
void active_family_tree_by_neighbor (std::vector<const Elem*>& family,
const Elem *neighbor,
const bool reset=true) const;
/**
* Returns the value of the refinement flag for the element.
*/
RefinementState refinement_flag () const;
/**
* Sets the value of the refinement flag for the element.
*/
void set_refinement_flag (const RefinementState rflag);
/**
* Returns the value of the p refinement flag for the element.
*/
RefinementState p_refinement_flag () const;
/**
* Sets the value of the p refinement flag for the element.
*/
void set_p_refinement_flag (const RefinementState pflag);
/**
* Returns the maximum value of the p refinement levels of
* an ancestor element's descendants
*/
unsigned int max_descendant_p_level () const;
/**
* Returns the minimum p refinement level of elements which
* are descended from this and which share a side with the
* active \p neighbor
*/
unsigned int min_p_level_by_neighbor (const Elem* neighbor,
unsigned int current_min) const;
/**
* Returns the minimum new p refinement level (i.e. after
* refinement and coarsening is done) of elements which are
* descended from this and which share a side with the
* active \p neighbor
*/
unsigned int min_new_p_level_by_neighbor (const Elem* neighbor,
unsigned int current_min) const;
/**
* Sets the value of the p refinement level for the element
* Note that the maximum p refinement level is currently 255
*/
void set_p_level (const unsigned int p);
/**
* Sets the value of the p refinement level for the element
* without altering the p level of its ancestors
*/
void hack_p_level (const unsigned int p);
/**
* Refine the element.
*/
virtual void refine (MeshRefinement& mesh_refinement);
/**
* Coarsen the element. This is not
* virtual since it is the same for all
* element types.
*/
void coarsen ();
/**
* Contract an active element, i.e. remove pointers to any
* subactive children. This should only be called via
* MeshRefinement::contract, which will also remove subactive
* children from the mesh
*/
void contract ();
#endif
#ifdef DEBUG
/**
* This function checks for consistent neighbor links at this
* element.
*/
void libmesh_assert_valid_neighbors() const;
/**
* This function checks for a valid id and for pointers to nodes
* with valid ids at this element.
*/
void libmesh_assert_valid_node_pointers() const;
#endif // DEBUG
protected:
/**
* The protected nested SideIter class is used to iterate over the
* sides of this Elem. It is a specially designed class since
* no sides are actually stored by the element. This iterator-like
* class has to provide the following three operations
* 1) operator*
* 2) operator++
* 3) operator==
* The definition can be found at the end of this header file.
*/
class SideIter;
public:
/**
* Useful iterator typedefs
*/
typedef Predicates::multi_predicate Predicate;
//typedef variant_filter_iterator<Elem*, Predicate> side_iterator;
/**
* Data structure for iterating over sides. Defined at the end of
* this header file.
*/
struct side_iterator;
/**
* Iterator accessor functions
*/
side_iterator boundary_sides_begin();
side_iterator boundary_sides_end();
private:
/**
* Side iterator helper functions. Used to replace the begin()
* and end() functions of the STL containers.
*/
SideIter _first_side();
SideIter _last_side();
public:
#ifdef LIBMESH_ENABLE_INFINITE_ELEMENTS
/**
* @returns \p true if the element is an infinite element,
* \p false otherwise.
*/
virtual bool infinite () const = 0;
/**
* @returns the origin for an infinite element. Currently,
* @e all infinite elements used in a mesh share the same
* origin. Overload this in infinite element classes.
* By default, issues an error, because returning the
* all zero point would very likely lead to unexpected
* behavior.
*/
virtual Point origin () const { libmesh_error(); return Point(); }
#endif
/**
* Build an element of type \p type. Since this method
* allocates memory the new \p Elem is returned in a
* \p AutoPtr<>
*/
static AutoPtr<Elem> build (const ElemType type,
Elem* p=NULL);
#ifdef LIBMESH_ENABLE_AMR
/**
* Matrix that transforms the parents nodes into the children's
* nodes
*/
virtual float embedding_matrix (const unsigned int i,
const unsigned int j,
const unsigned int k) const = 0;
#endif
//--------------------------------------------------------
/**
* Convenient way to communicate elements. This struct
* packes up an element so that it can easily be communicated through
* an MPI array.
*
* \author Benjamin S. Kirk
* \date 2008
*/
class PackedElem;
protected:
//-------------------------------------------------------
// These methods compute has keys from the specified
// global node numbers
//
/**
* Compute a key from the specified nodes.
*/
static unsigned int compute_key (unsigned int n0);
/**
* Compute a key from the specified nodes.
*/
static unsigned int compute_key (unsigned int n0,
unsigned int n1);
/**
* Compute a key from the specified nodes.
*/
static unsigned int compute_key (unsigned int n0,
unsigned int n1,
unsigned int n2);
/**
* Compute a key from the specified nodes.
*/
static unsigned int compute_key (unsigned int n0,
unsigned int n1,
unsigned int n2,
unsigned int n3);
//-------------------------------------------------------
/**
* Replaces this element with \p NULL for all of
* its neighbors. This is useful when deleting an
* element.
*/
void nullify_neighbors ();
/**
* Pointers to the nodes we are conneted to.
*/
Node** _nodes;
/**
* Pointers to this element's neighbors.
*/
Elem** _neighbors;
/**
* A pointer to this element's parent.
*/
Elem* _parent;
#ifdef LIBMESH_ENABLE_AMR
/**
* Pointers to this element's children.
*/
Elem** _children;
/**
* h refinement flag. This is stored as an unsigned char
* to save space.
*/
unsigned char _rflag;
//RefinementState _rflag;
/**
* p refinement flag. This is stored as an unsigned char
* to save space.
*/
unsigned char _pflag;
//RefinementState _pflag;
/**
* p refinement level - the difference between the
* polynomial degree on this element and the minimum
* polynomial degree on the mesh.
* This is stored as an unsigned char to save space.
* In theory, these last four bytes might have
* been padding anyway.
*/
unsigned char _p_level;
#endif
/**
* The subdomain to which this element belongs.
*/
subdomain_id_type _sbd_id;
/**
* Make the classes that need to access our build
* member friends. These classes do not really fit
* the profile of what a "friend" should be, but
* if we are going to protect the constructor and
* the build method, there's no way around it.
*
* Do we *really* need to protect the build member?
* It would seem that we are just getting around it
* by using friends!
*/
friend class MeshRefinement; // (Elem::nullify_neighbors)
private:
/**
* This function is used internally for node key generation.
* It handles casting of pointers on various architectures.
*/
unsigned int _cast_node_address_to_unsigned_int(const unsigned int n);
// Prime numbers used for computing node keys. These are the same
// for every instance of the Elem class.
static const unsigned int _bp1;
static const unsigned int _bp2;
};
// ------------------------------------------------------------
// Elem class member functions
inline
Elem::Elem(const unsigned int nn,
const unsigned int ns,
Elem* p) :
_nodes(NULL),
_neighbors(NULL),
_parent(p),
#ifdef LIBMESH_ENABLE_AMR
_children(NULL),
_rflag(Elem::DO_NOTHING),
_pflag(Elem::DO_NOTHING),
_p_level(0),
#endif
_sbd_id(0)
{
this->processor_id() = DofObject::invalid_processor_id;
// Initialize the nodes data structure
if (nn != 0)
{
_nodes = new Node*[nn];
for (unsigned int n=0; n<nn; n++)
_nodes[n] = NULL;
}
// Initialize the neighbors data structure
if (ns != 0)
{
_neighbors = new Elem*[ns];
for (unsigned int n=0; n<ns; n++)
_neighbors[n] = NULL;
}
// Optionally initialize data from the parent
if (this->parent() != NULL)
{
this->subdomain_id() = this->parent()->subdomain_id();
this->processor_id() = this->parent()->processor_id();
}
#ifdef LIBMESH_ENABLE_AMR
if (this->parent())
this->set_p_level(parent()->p_level());
#endif
}
inline
Elem::~Elem()
{
// Delete my node storage
if (_nodes != NULL)
delete [] _nodes;
_nodes = NULL;
// Delete my neighbor storage
if (_neighbors != NULL)
delete [] _neighbors;
_neighbors = NULL;
#ifdef LIBMESH_ENABLE_AMR
// Delete my children's storage
if (_children != NULL)
delete [] _children;
_children = NULL;
#endif
}
inline
const Point & Elem::point (const unsigned int i) const
{
libmesh_assert (i < this->n_nodes());
libmesh_assert (_nodes[i] != NULL);
libmesh_assert (_nodes[i]->id() != Node::invalid_id);
return *_nodes[i];
}
inline
Point & Elem::point (const unsigned int i)
{
libmesh_assert (i < this->n_nodes());
return *_nodes[i];
}
inline
unsigned int Elem::node (const unsigned int i) const
{
libmesh_assert (i < this->n_nodes());
libmesh_assert (_nodes[i] != NULL);
libmesh_assert (_nodes[i]->id() != Node::invalid_id);
return _nodes[i]->id();
}
inline
Node* Elem::get_node (const unsigned int i) const
{
libmesh_assert (i < this->n_nodes());
libmesh_assert (_nodes[i] != NULL);
return _nodes[i];
}
inline
Node* & Elem::set_node (const unsigned int i)
{
libmesh_assert (i < this->n_nodes());
return _nodes[i];
}
inline
subdomain_id_type Elem::subdomain_id () const
{
return _sbd_id;
}
inline
subdomain_id_type & Elem::subdomain_id ()
{
return _sbd_id;
}
inline
Elem* Elem::neighbor (const unsigned int i) const
{
libmesh_assert (i < this->n_neighbors());
return _neighbors[i];
}
inline
void Elem::set_neighbor (const unsigned int i, Elem* n)
{
libmesh_assert (i < this->n_neighbors());
_neighbors[i] = n;
}
inline
bool Elem::has_neighbor (const Elem* elem) const
{
for (unsigned int n=0; n<this->n_neighbors(); n++)
if (this->neighbor(n) == elem)
return true;
return false;
}
inline
Elem* Elem::child_neighbor (Elem* elem) const
{
for (unsigned int n=0; n<elem->n_neighbors(); n++)
if (elem->neighbor(n) &&
elem->neighbor(n)->parent() == this)
return elem->neighbor(n);
return NULL;
}
inline
const Elem* Elem::child_neighbor (const Elem* elem) const
{
for (unsigned int n=0; n<elem->n_neighbors(); n++)
if (elem->neighbor(n) &&
elem->neighbor(n)->parent() == this)
return elem->neighbor(n);
return NULL;
}
inline
bool Elem::on_boundary () const
{
// By convention, the element is on the boundary
// if it has a NULL neighbor.
return this->has_neighbor(NULL);
}
inline
unsigned int Elem::which_neighbor_am_i (const Elem* e) const
{
libmesh_assert (e != NULL);
const Elem* eparent = e;
while (eparent->level() > this->level())
{
eparent = eparent->parent();
libmesh_assert(eparent);
}
for (unsigned int s=0; s<this->n_neighbors(); s++)
if (this->neighbor(s) == eparent)
return s;
return libMesh::invalid_uint;
}
inline
bool Elem::active() const
{
#ifdef LIBMESH_ENABLE_AMR
if ((this->refinement_flag() == INACTIVE) ||
(this->refinement_flag() == COARSEN_INACTIVE))
return false;
else
return true;
#else
return true;
#endif
}
inline
bool Elem::subactive() const
{
#ifdef LIBMESH_ENABLE_AMR
if (this->active())
return false;
if (!this->has_children())
return true;
return this->child(0)->subactive();
#else
return false;
#endif
}
inline
bool Elem::has_children() const
{
#ifdef LIBMESH_ENABLE_AMR
if (_children == NULL)
return false;
else
return true;
#else
return false;
#endif
}
inline
bool Elem::has_ancestor_children() const
{
#ifdef LIBMESH_ENABLE_AMR
if (_children == NULL)
return false;
else
for (unsigned int c=0; c != this->n_children(); c++)
if (this->child(c)->has_children())
return true;
#endif
return false;
}
inline
bool Elem::is_ancestor_of(const Elem *
#ifdef LIBMESH_ENABLE_AMR
descendant
#endif
) const
{
#ifdef LIBMESH_ENABLE_AMR
const Elem *e = descendant;
while (e)
{
if (this == e)
return true;
e = e->parent();
}
#endif
return false;
}
inline
const Elem* Elem::parent () const
{
return _parent;
}
inline
Elem* Elem::parent ()
{
return _parent;
}
inline
void Elem::set_parent (Elem *p)
{
_parent = p;
}
inline
const Elem* Elem::top_parent () const
{
const Elem* tp = this;
// Keep getting the element's parent
// until that parent is at level-0
while (tp->parent() != NULL)
tp = tp->parent();
libmesh_assert (tp != NULL);
libmesh_assert (tp->level() == 0);
return tp;
}
inline
const Elem* Elem::interior_parent () const
{
// interior parents make no sense for 3D elements.
libmesh_assert (this->dim() != 3);
// and they are only good for level-0 elements
if (this->level() != 0)
return this->parent()->interior_parent();
// if we are at level-0 and our parent is not NULL
// then it better be the higher-dimensional
// interior element we are looking for.
if (_parent)
libmesh_assert (_parent->dim() == (this->dim()+1));
return _parent;
}
inline
unsigned int Elem::level() const
{
#ifdef LIBMESH_ENABLE_AMR
// if I don't have a parent I was
// created directly from file
// or by the user, so I am a
// level-0 element
if (this->parent() == NULL)
return 0;
// if the parent and this element are of different
// dimensionality we are at the same level as
// the parent (e.g. we are the 2D side of a
// 3D element)
if (this->dim() != this->parent()->dim())
return this->parent()->level();
// otherwise we are at a level one
// higher than our parent
return (this->parent()->level() + 1);
#else
// Without AMR all elements are
// at level 0.
return 0;
#endif
}
inline
unsigned int Elem::p_level() const
{
#ifdef LIBMESH_ENABLE_AMR
return _p_level;
#else
return 0;
#endif
}
#ifdef LIBMESH_ENABLE_AMR
inline
Elem* Elem::child (const unsigned int i) const
{
libmesh_assert (_children != NULL);
libmesh_assert (_children[i] != NULL);
return _children[i];
}
inline
unsigned int Elem::which_child_am_i (const Elem* e) const
{
libmesh_assert (e != NULL);
libmesh_assert (this->has_children());
for (unsigned int c=0; c<this->n_children(); c++)
if (this->child(c) == e)
return c;
libMesh::err << "ERROR: which_child_am_i() was called with a non-child!"
<< std::endl;
libmesh_error();
return libMesh::invalid_uint;
}
inline
Elem::RefinementState Elem::refinement_flag () const
{
return static_cast<RefinementState>(_rflag);
}
inline
void Elem::set_refinement_flag(RefinementState rflag)
{
#ifdef DEBUG
if (rflag != static_cast<RefinementState>(static_cast<unsigned char>(rflag)))
{
libMesh::err << "ERROR: unsigned char too small to hold Elem::_rflag!"
<< std::endl
<< "Recompile with Elem:_*flag set to something bigger!"
<< std::endl;
libmesh_error();
}
#endif
_rflag = rflag;
}
inline
Elem::RefinementState Elem::p_refinement_flag () const
{
return static_cast<RefinementState>(_pflag);
}
inline
void Elem::set_p_refinement_flag(RefinementState pflag)
{
#ifdef DEBUG
if (pflag != static_cast<RefinementState>(static_cast<unsigned char>(pflag)))
{
libMesh::err << "ERROR: unsigned char too small to hold Elem::_pflag!"
<< std::endl
<< "Recompile with Elem:_*flag set to something bigger!"
<< std::endl;
libmesh_error();
}
#endif
_pflag = pflag;
}
inline
unsigned int Elem::max_descendant_p_level () const
{
// This is undefined for subactive elements,
// which have no active descendants
libmesh_assert (!this->subactive());
if (this->active())
return this->p_level();
unsigned int max_p_level = _p_level;
for (unsigned int c=0; c != this->n_children(); c++)
max_p_level = std::max(max_p_level,
this->child(c)->max_descendant_p_level());
return max_p_level;
}
inline
void Elem::set_p_level(unsigned int p)
{
#ifdef DEBUG
if (p != static_cast<unsigned int>(static_cast<unsigned char>(p)))
{
libMesh::err << "ERROR: unsigned char too small to hold Elem::_p_level!"
<< std::endl
<< "Recompile with Elem:_p_level set to something bigger!"
<< std::endl;
libmesh_error();
}
#endif
// Maintain the parent's p level as the minimum of it's children
if (this->parent() != NULL)
{
unsigned int parent_p_level = this->parent()->p_level();
// If our new p level is less than our parents, our parents drops
if (parent_p_level > p)
{
this->parent()->set_p_level(p);
}
// If we are the lowest p level and it increases, so might
// our parent's, but we have to check every other child to see
else if (parent_p_level == _p_level && _p_level < p)
{
_p_level = p;
parent_p_level = p;
for (unsigned int c=0; c != this->parent()->n_children(); c++)
parent_p_level = std::min(parent_p_level,
this->parent()->child(c)->p_level());
if (parent_p_level != this->parent()->p_level())
this->parent()->set_p_level(parent_p_level);
return;
}
}
_p_level = p;
}
inline
void Elem::hack_p_level(unsigned int p)
{
_p_level = p;
}
#endif /* ifdef LIBMESH_ENABLE_AMR */
inline
unsigned int Elem::compute_key (unsigned int n0)
{
return n0;
}
inline
unsigned int Elem::compute_key (unsigned int n0,
unsigned int n1)
{
// big prime number
const unsigned int bp = 65449;
// Order the two so that n0 < n1
if (n0 > n1) std::swap (n0, n1);
return (n0%bp + (n1<<5)%bp);
}
inline
unsigned int Elem::compute_key (unsigned int n0,
unsigned int n1,
unsigned int n2)
{
// big prime number
const unsigned int bp = 65449;
// Order the numbers such that n0 < n1 < n2.
// We'll do it in 3 steps like this:
//
// n0 n1 n2
// min(n0,n1) max(n0,n1) n2
// min(n0,n1) min(n2,max(n0,n1) max(n2,max(n0,n1)
// |\ /| |
// | \ / | |
// | / | |
// | / \| |
// gb min= min max gb max
// Step 1
if (n0 > n1) std::swap (n0, n1);
// Step 2
if (n1 > n2) std::swap (n1, n2);
// Step 3
if (n0 > n1) std::swap (n0, n1);
libmesh_assert ((n0 < n1) && (n1 < n2));
return (n0%bp + (n1<<5)%bp + (n2<<10)%bp);
}
inline
unsigned int Elem::compute_key (unsigned int n0,
unsigned int n1,
unsigned int n2,
unsigned int n3)
{
// big prime number
const unsigned int bp = 65449;
// Step 1
if (n0 > n1) std::swap (n0, n1);
// Step 2
if (n2 > n3) std::swap (n2, n3);
// Step 3
if (n0 > n2) std::swap (n0, n2);
// Step 4
if (n1 > n3) std::swap (n1, n3);
// Finally step 5
if (n1 > n2) std::swap (n1, n2);
libmesh_assert ((n0 < n1) && (n1 < n2) && (n2 < n3));
return (n0%bp + (n1<<5)%bp + (n2<<10)%bp + (n3<<15)%bp);
}
//-----------------------------------------------------------------
/**
* Convenient way to communicate elements. This class
* packes up an element so that it can easily be communicated through
* an MPI array.
*
* \author Benjamin S. Kirk
* \date 2008
*/
class Elem::PackedElem
{
private:
/**
* Iterator pointing to the beginning of this packed element's index buffer.
*/
const std::vector<int>::const_iterator _buf_begin;
public:
/**
* Constructor. Takes an input iterator pointing to the
* beginning of the connectivity block for this element.
*/
PackedElem (const std::vector<int>::const_iterator _buf_in) :
_buf_begin(_buf_in)
{}
/**
* An \p Elem can be packed into an integer array which is
* \p header_size + elem->n_nodes() in length.
*/
static const unsigned int header_size; /* = 10 with AMR, 4 without */
/**
* For each element it is of the form
* [ level p_level r_flag p_r_flag etype processor_id subdomain_id
* self_ID parent_ID which_child node_0 node_1 ... node_n]
* We cannot use unsigned int because parent_ID can be negative
*/
static void pack (std::vector<int> &conn, const Elem* elem);
/**
* Unpacks this packed element. Returns a pointer to the new element.
* Takes a pointer to the parent, which is required unless this packed
* element is at level 0.
*/
Elem * unpack (MeshBase &mesh, Elem *parent = NULL) const;
/**
* \p return the level of this packed element.
*/
unsigned int level () const
{
return static_cast<unsigned int>(*_buf_begin);
}
/**
* \p return the p-level of this packed element.
*/
unsigned int p_level () const
{
return static_cast<unsigned int>(*(_buf_begin+1));
}
#ifdef LIBMESH_ENABLE_AMR
/**
* \p return the refinement state of this packed element.
*/
Elem::RefinementState refinement_flag () const
{
return static_cast<Elem::RefinementState>(*(_buf_begin+2));
}
/**
* \p return the p-refinement state of this packed element.
*/
Elem::RefinementState p_refinement_flag () const
{
return static_cast<Elem::RefinementState>(*(_buf_begin+3));
}
#endif // LIBMESH_ENABLE_AMR
/**
* \p return the element type of this packed element.
*/
ElemType type () const
{
return static_cast<ElemType>(*(_buf_begin+4));
}
/**
* \p return the processor id of this packed element.
*/
unsigned int processor_id () const
{
return static_cast<unsigned int>(*(_buf_begin+5));
}
/**
* \p return the subdomain id of this packed element.
*/
subdomain_id_type subdomain_id () const
{
return static_cast<subdomain_id_type>(*(_buf_begin+6));
}
/**
* \p return the id of this packed element.
*/
unsigned int id () const
{
return static_cast<unsigned int>(*(_buf_begin+7));
}
/**
* \p return the parent id of this packed element.
*/
int parent_id () const
{
return *(_buf_begin+8);
}
/**
* \p return which child this packed element is.
*/
unsigned int which_child_am_i () const
{
return static_cast<unsigned int>(*(_buf_begin+9));
}
/**
* \p return the number of nodes in this packed element
*/
unsigned int n_nodes () const
{
return Elem::type_to_n_nodes_map[this->type()];
}
/**
* \p return the global index of the packed element's nth node.
*/
unsigned int node (const unsigned int n) const
{
return static_cast<unsigned int>(*(_buf_begin+10+n));
}
}; // end class PackedElem
/**
* The definition of the protected nested SideIter class.
*/
class Elem::SideIter
{
public:
// Constructor with arguments.
SideIter(const unsigned int side_number,
Elem* parent)
: _side_number(side_number),
_side(),
_side_ptr(NULL),
_parent(parent)
{}
// Empty constructor.
SideIter()
: _side_number(libMesh::invalid_uint),
_side(),
_side_ptr(NULL),
_parent(NULL)
{}
// Copy constructor
SideIter(const SideIter& other)
: _side_number(other._side_number),
_side(),
_side_ptr(NULL),
_parent(other._parent)
{}
// op=
SideIter& operator=(const SideIter& other)
{
this->_side_number = other._side_number;
this->_parent = other._parent;
return *this;
}
// unary op*
Elem*& operator*() const
{
// Set the AutoPtr
this->_update_side_ptr();
// Return a reference to _side_ptr
return this->_side_ptr;
}
// op++
SideIter& operator++()
{
++_side_number;
return *this;
}
// op== Two side iterators are equal if they have
// the same side number and the same parent element.
bool operator == (const SideIter& other) const
{
return (this->_side_number == other._side_number &&
this->_parent == other._parent);
}
// Consults the parent Elem to determine if the side
// is a boundary side. Note: currently side N is a
// boundary side if nieghbor N is NULL. Be careful,
// this could possibly change in the future?
bool side_on_boundary() const
{
return this->_parent->neighbor(_side_number) == NULL;
}
private:
// Update the _side pointer by building the correct side.
// This has to be called before dereferencing.
void _update_side_ptr() const
{
// Construct new side, store in AutoPtr
this->_side = this->_parent->build_side(this->_side_number);
// Also set our internal naked pointer. Memory is still owned
// by the AutoPtr.
this->_side_ptr = _side.get();
}
// A counter variable which keeps track of the side number
unsigned int _side_number;
// AutoPtr to the actual side, handles memory management for
// the sides which are created during the course of iteration.
mutable AutoPtr<Elem> _side;
// Raw pointer needed to facilitate passing back to the user a
// reference to a non-temporary raw pointer in order to conform to
// the variant_filter_iterator interface. It points to the same
// thing the AutoPtr "_side" above holds. What happens if the user
// calls delete on the pointer passed back? Well, this is an issue
// which is not addressed by the iterators in libMesh. Basically it
// is a bad idea to ever call delete on an iterator from the library.
mutable Elem* _side_ptr;
// Pointer to the parent Elem class which generated this iterator
Elem* _parent;
};
// Private implementation functions in the Elem class for the side iterators.
// They have to come after the definition of the SideIter class.
inline
Elem::SideIter Elem::_first_side()
{
return SideIter(0, this);
}
inline
Elem::SideIter Elem::_last_side()
{
return SideIter(this->n_neighbors(), this);
}
/**
* The definition of the struct used for iterating over sides.
*/
struct
Elem::side_iterator :
variant_filter_iterator<Elem::Predicate,
Elem*>
{
// Templated forwarding ctor -- forwards to appropriate variant_filter_iterator ctor
template <typename PredType, typename IterType>
side_iterator (const IterType& d,
const IterType& e,
const PredType& p ) :
variant_filter_iterator<Elem::Predicate,
Elem*>(d,e,p) {}
};
} // namespace libMesh
#endif // end #ifndef __elem_h__
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