Ejemplo n.º 1
0
        //==================
        // constructor
        //==================

        public Codend(List <Panel> PanelList, double EntranceRadius)
        {
            this.PanelList      = PanelList;
            PanelCount          = PanelList.Count;
            this.EntranceRadius = EntranceRadius;
            MeshSettings        = new MeshSettings();
        }
Ejemplo n.º 2
0
 private void GetAlongAndAcross(MeshSettings meshSettings)
 {
     if (meshSettings.meshingMethod.Equals("ByMesh", StringComparison.InvariantCulture))
     {
         nAlong  = (int)Math.Ceiling(LengthInMeshes / meshSettings.MeshPerElemAlong);
         nAcross = (int)Math.Ceiling(WidthInMeshes / meshSettings.MeshPerElemAcross);
     }
     else
     {
         nAlong  = meshSettings.ElemAlongPanel;
         nAcross = meshSettings.ElemAcrossPanel;
     }
 }
Ejemplo n.º 3
0
        //public void StructuredMesh(int nSouth, int nEast, int nNorth, int nWest, double MaxLength, double MaxWidth, QualityOptions quality)
        //{
        //    Length = MaxLength;
        //    Width = MaxWidth;

        //    var poly = new Polygon();

        //    poly.Add(new Contour(new Vertex[4]      // Add the outer box contour with boundary marker ID.
        //    {
        //        new Vertex(0.0, 0.0, 1),
        //        new Vertex(WidthInMeshes, 0.0, 1),
        //        new Vertex(WidthInMeshes, LengthInMeshes, 1),
        //        new Vertex(0.0, LengthInMeshes, 1)
        //    }, 1));

        //    for (int i = 1; i < nSouth; i++)
        //    {
        //        poly.Add(new Vertex(i * WidthInMeshes / nSouth, 0, 1));
        //        //Console.WriteLine("{0,10:F3}{1,10:F3}", i * Geom.WidthInMeshes / nSouth, 0);
        //    }

        //    for (int i = 1; i < nEast; i++)
        //    {
        //        poly.Add(new Vertex(WidthInMeshes, i * LengthInMeshes / nEast, 1));
        //        //Console.WriteLine("{0,10:F3}{1,10:F3}", Geom.WidthInMeshes, i * Geom.LengthInMeshes / nEast);
        //    }

        //    for (int i = 1; i < nNorth; i++)
        //    {
        //        poly.Add(new Vertex(WidthInMeshes * (1 - i / (double)nNorth), LengthInMeshes, 1));
        //        //Console.WriteLine("{0,10:F3}{1,10:F3}", Geom.WidthInMeshes * (1 - i / (double)nNorth), Geom.LengthInMeshes);
        //    }

        //    for (int i = 1; i < nWest; i++)
        //    {
        //        poly.Add(new Vertex(0, LengthInMeshes * (1 - i / (double)nWest), 1));
        //        //Console.WriteLine("{0,10:F3}{1,10:F3}", 0, Geom.LengthInMeshes * (1 - i / (double)nWest));
        //    }

        //    var options = new ConstraintOptions()
        //    {
        //        ConformingDelaunay = true,
        //        SegmentSplitting = 1,
        //    };

        //    var mesh = (Mesh)poly.Triangulate(options, quality);

        //    var smoother = new SimpleSmoother();            // Smooth mesh and re-apply quality options.
        //    smoother.Smooth(mesh, 100);
        //    mesh.Refine(quality);
        //    mesh.Renumber();

        //    //====================================================
        //    //====================================================
        //    // Calculate mesh quality
        //    var statistic = new QualityMeasure();

        //    statistic.Update(mesh);

        //    // Use the minimum triangle area for region refinement
        //    double area = 3 * statistic.AreaMinimum;

        //    foreach (var t in mesh.Triangles)
        //    {
        //        t.Area = area;
        //    }

        //    // Use per triangle area constraint for next refinement
        //    quality.VariableArea = true;

        //    // Refine mesh to meet area constraint.
        //    mesh.Refine(quality);

        //    // Smooth once again.
        //    smoother.Smooth(mesh);
        //    //====================================================
        //    //====================================================

        //    foreach (var v in mesh.Vertices)
        //    {
        //        NodeList.Add(new Node(v.ID,
        //                                   MaxWidth * v.X / WidthInMeshes,
        //                                   MaxLength * v.Y / LengthInMeshes,
        //                                   0));
        //    }

        //    foreach (var t in mesh.Triangles)
        //    {
        //        TriangleList.Add(new DiamondNetTriangle(t.ID,
        //                                              NodeList[t.GetVertexID(0)], NodeList[t.GetVertexID(1)], NodeList[t.GetVertexID(2)],
        //                                              new double[] { t.GetVertex(0).X, t.GetVertex(1).X, t.GetVertex(2).X },
        //                                              new double[] { t.GetVertex(0).Y, t.GetVertex(1).Y, t.GetVertex(2).Y }
        //                                              ) { Label = ID, Material = Material });
        //    }
        //}

        public void CreateUnitMesh(MeshSettings meshSettings)
        {
            InitializeFemLists();
            GetAlongAndAcross(meshSettings);

            // rectangular grid
            for (int i = 0; i < nAlong + 1; i++) //
            {
                for (int j = 0; j < nAcross + 1; j++)
                {
                    NodeList.Add(new Node(i * (nAcross + 1) + j, j / (double)nAcross, i / (double)nAlong, 0));

                    // label for last ring of points (for BC)
                    if (i == nAlong)
                    {
                        NodeList.Last().Label = 1;
                    }

                    // label for first ring of points (for BC)
                    if (i == 0)
                    {
                        NodeList.Last().Label = 0;
                    }
                }
                LeftSelvedgeNodes.Add(NodeList[i * (nAcross + 1) + 0]);
                RightSelvedgeNodes.Add(NodeList[i * (nAcross + 1) + nAcross]);
            }

            int    gridSize = NodeList.Count;
            int    nextrowIdx, thisrowIdx;
            double xMid, yMid;

            // create midpoints in the square cells and define triangles
            for (int i = 0; i < nAlong; i++)
            {
                for (int j = 0; j < nAcross; j++)
                {
                    thisrowIdx = i * (nAcross + 1) + j;
                    nextrowIdx = (i + 1) * (nAcross + 1) + j;

                    // add mid node to a square cell

                    xMid = (NodeList[thisrowIdx].X + NodeList[thisrowIdx + 1].X + NodeList[nextrowIdx].X + NodeList[nextrowIdx + 1].X) / 4;
                    yMid = (NodeList[thisrowIdx].Y + NodeList[thisrowIdx + 1].Y + NodeList[nextrowIdx].Y + NodeList[nextrowIdx + 1].Y) / 4;

                    NodeList.Add(new Node(gridSize + i * nAcross + j, xMid, yMid, 0));

                    // label for pre-last ring of points (for initial shape)
                    if (i == nAlong - 1)
                    {
                        NodeList.Last().Label = 2;
                    }

                    //south trinagle in this row
                    TriangleList.Add(new DiamondNetTriangle(i * 4 * nAcross + 4 * j + 0,
                                                            NodeList[gridSize + i * nAcross + j], NodeList[thisrowIdx], NodeList[thisrowIdx + 1],
                                                            TriangleuCoord(NodeList, gridSize + i * nAcross + j, thisrowIdx, thisrowIdx + 1),
                                                            TrianglevCoord(NodeList, gridSize + i * nAcross + j, thisrowIdx, thisrowIdx + 1))
                    {
                        Material = Material, orientation = Orientation
                    });

                    // east trinagle in this row
                    TriangleList.Add(new DiamondNetTriangle(i * 4 * nAcross + 4 * j + 1,
                                                            NodeList[gridSize + i * nAcross + j], NodeList[thisrowIdx + 1], NodeList[nextrowIdx + 1],
                                                            TriangleuCoord(NodeList, gridSize + i * nAcross + j, thisrowIdx + 1, nextrowIdx + 1),
                                                            TrianglevCoord(NodeList, gridSize + i * nAcross + j, thisrowIdx + 1, nextrowIdx + 1))
                    {
                        Material = Material, orientation = Orientation
                    });

                    // north trinagle in this row
                    TriangleList.Add(new DiamondNetTriangle(i * 4 * nAcross + 4 * j + 2,
                                                            NodeList[gridSize + i * nAcross + j], NodeList[nextrowIdx + 1], NodeList[nextrowIdx],
                                                            TriangleuCoord(NodeList, gridSize + i * nAcross + j, nextrowIdx + 1, nextrowIdx),
                                                            TrianglevCoord(NodeList, gridSize + i * nAcross + j, nextrowIdx + 1, nextrowIdx))
                    {
                        Material = Material, orientation = Orientation
                    });

                    // west trinagle in this row
                    TriangleList.Add(new DiamondNetTriangle(i * 4 * nAcross + 4 * j + 3,
                                                            NodeList[gridSize + i * nAcross + j], NodeList[nextrowIdx], NodeList[thisrowIdx],
                                                            TriangleuCoord(NodeList, gridSize + i * nAcross + j, nextrowIdx, thisrowIdx),
                                                            TrianglevCoord(NodeList, gridSize + i * nAcross + j, nextrowIdx, thisrowIdx))
                    {
                        Material = Material, orientation = Orientation
                    });
                }
            }
        }