Cosmetics: space after "if" in src/ASM/LR/*
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@ -63,7 +63,7 @@ bool ASMu2D::read (std::istream& is)
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// read inputfile as either an LRSpline file directly or a tensor product B-spline and convert
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// read inputfile as either an LRSpline file directly or a tensor product B-spline and convert
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char firstline[256];
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char firstline[256];
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is.getline(firstline, 256);
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is.getline(firstline, 256);
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if(strncmp(firstline, "# LRSPLINE", 10) == 0) {
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if (strncmp(firstline, "# LRSPLINE", 10) == 0) {
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lrspline.reset(new LR::LRSplineSurface());
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lrspline.reset(new LR::LRSplineSurface());
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is >> *lrspline;
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is >> *lrspline;
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} else { // probably a SplineSurface, so we'll read that and convert
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} else { // probably a SplineSurface, so we'll read that and convert
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@ -179,7 +179,7 @@ bool ASMu2D::diagonalRefine (int minBasisfunctions)
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u += h;
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u += h;
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v += h;
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v += h;
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iter++;
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iter++;
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if( u>end1 ) {
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if ( u>end1 ) {
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h /= 2.0;
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h /= 2.0;
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iter = 0;
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iter = 0;
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u = h/2.0;
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u = h/2.0;
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@ -204,17 +204,17 @@ bool ASMu2D::uniformRefine (int minBasisfunctions)
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double u = h/2.0;
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double u = h/2.0;
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double v = h/2.0;
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double v = h/2.0;
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while(lrspline->nBasisFunctions() < minBasisfunctions) {
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while(lrspline->nBasisFunctions() < minBasisfunctions) {
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if(step_u) {
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if (step_u) {
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lrspline->insert_const_u_edge(u, 0, end2);
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lrspline->insert_const_u_edge(u, 0, end2);
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u += h;
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u += h;
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if(u > end1) {
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if (u > end1) {
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step_u = !step_u;
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step_u = !step_u;
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u = h/4.0;
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u = h/4.0;
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}
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}
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} else {
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} else {
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lrspline->insert_const_v_edge(v, 0, end1);
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lrspline->insert_const_v_edge(v, 0, end1);
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v += h;
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v += h;
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if(v > end2) {
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if (v > end2) {
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step_u = !step_u;
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step_u = !step_u;
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v = h/4.0;
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v = h/4.0;
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h /= 2.0;
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h /= 2.0;
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@ -1389,7 +1389,7 @@ bool ASMu2D::getGridParameters (RealArray& prm, int dir, int nSegPerSpan) const
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for(int iu=0; iu<=nSegPerSpan; iu++) {
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for(int iu=0; iu<=nSegPerSpan; iu++) {
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double u = umin + (umax-umin)/nSegPerSpan*iu;
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double u = umin + (umax-umin)/nSegPerSpan*iu;
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double v = vmin + (vmax-vmin)/nSegPerSpan*iv;
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double v = vmin + (vmax-vmin)/nSegPerSpan*iv;
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if(dir==0)
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if (dir==0)
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prm.push_back(u);
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prm.push_back(u);
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else
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else
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prm.push_back(v);
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prm.push_back(v);
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@ -1451,9 +1451,9 @@ bool ASMu2D::tesselate (ElementBlock& grid, const int* npe) const
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#ifdef SP_DEBUG
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#ifdef SP_DEBUG
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std::cout << "ASMu2D::tesselate( )\n";
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std::cout << "ASMu2D::tesselate( )\n";
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#endif
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#endif
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if(!lrspline) return false;
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if (!lrspline) return false;
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if(npe[0] != npe[1]) {
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if (npe[0] != npe[1]) {
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std::cerr << "ASMu2D::tesselate does not support different tesselation resolution in "
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std::cerr << "ASMu2D::tesselate does not support different tesselation resolution in "
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<< "u- and v-direction. nviz u = " << npe[0] << ", nviz v = " << npe[1] << "\n";
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<< "u- and v-direction. nviz u = " << npe[0] << ", nviz v = " << npe[1] << "\n";
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return false;
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return false;
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@ -636,7 +636,7 @@ bool ASMu2Dmx::refine (const LR::RefineData& prm,
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// do actual refinement
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// do actual refinement
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if (doRefine == 'E')
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if (doRefine == 'E')
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m_basis[bas]->refineByDimensionIncrease(prm.errors,beta);
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m_basis[bas]->refineByDimensionIncrease(prm.errors,beta);
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else if(strat == LR_STRUCTURED_MESH)
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else if (strat == LR_STRUCTURED_MESH)
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m_basis[bas]->refineBasisFunction(prm.elements);
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m_basis[bas]->refineBasisFunction(prm.elements);
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else
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else
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m_basis[bas]->refineElement(prm.elements);
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m_basis[bas]->refineElement(prm.elements);
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@ -280,11 +280,11 @@ LR::LRSplineSurface* ASMu2D::scRecovery (const IntegrandBase& integrand) const
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// Special case for basis functions with too many zero knot spans by using
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// Special case for basis functions with too many zero knot spans by using
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// the extended support
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// the extended support
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// if(nel*ng1*ng2 < nPol)
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// if (nel*ng1*ng2 < nPol)
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if(true)
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if (true)
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{
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{
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// I am unsure as to the consequence of going back to previous if-statement
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// I am unsure as to the consequence of going back to previous if-statement
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// here so we keep if(true) for now. This was introduced mainly when considering
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// here so we keep if (true) for now. This was introduced mainly when considering
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// functions that live on the boundary and have support on few elements;
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// functions that live on the boundary and have support on few elements;
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// corner functions have support on one element. Using i.e. 2x2 points
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// corner functions have support on one element. Using i.e. 2x2 points
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// for every element is not enough to fit 1,x,x^2,x^3,y,xy,...x^3y^3 when
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// for every element is not enough to fit 1,x,x^2,x^3,y,xy,...x^3y^3 when
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@ -61,7 +61,7 @@ bool ASMu3D::read (std::istream& is)
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// read inputfile as either an LRSpline file directly or a tensor product B-spline and convert
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// read inputfile as either an LRSpline file directly or a tensor product B-spline and convert
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char firstline[256];
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char firstline[256];
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is.getline(firstline, 256);
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is.getline(firstline, 256);
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if(strncmp(firstline, "# LRSPLINE", 10) == 0) {
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if (strncmp(firstline, "# LRSPLINE", 10) == 0) {
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lrspline.reset(new LR::LRSplineVolume());
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lrspline.reset(new LR::LRSplineVolume());
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is >> *lrspline;
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is >> *lrspline;
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} else { // probably a SplineVolume, so we'll read that and convert
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} else { // probably a SplineVolume, so we'll read that and convert
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@ -446,7 +446,7 @@ void ASMu3D::closeFaces (int dir, int basis, int master)
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void ASMu3D::constrainFace (int dir, bool open, int dof, int code, char)
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void ASMu3D::constrainFace (int dir, bool open, int dof, int code, char)
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{
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{
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if(open)
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if (open)
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std::cerr << "\nWARNING: ASMu3D::constrainFace, open boundary conditions not supported yet. Treating it as closed" << std::endl;
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std::cerr << "\nWARNING: ASMu3D::constrainFace, open boundary conditions not supported yet. Treating it as closed" << std::endl;
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int bcode = code;
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int bcode = code;
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@ -460,17 +460,17 @@ void ASMu3D::constrainFace (int dir, bool open, int dof, int code, char)
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// get all the boundary functions from the LRspline object
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// get all the boundary functions from the LRspline object
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std::vector<LR::Basisfunction*> thisEdge;
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std::vector<LR::Basisfunction*> thisEdge;
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if(dir == -1)
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if (dir == -1)
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lrspline->getEdgeFunctions(thisEdge, LR::WEST, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::WEST, 1);
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else if(dir == 1)
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else if (dir == 1)
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lrspline->getEdgeFunctions(thisEdge, LR::EAST, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::EAST, 1);
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else if(dir == -2)
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else if (dir == -2)
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lrspline->getEdgeFunctions(thisEdge, LR::SOUTH, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::SOUTH, 1);
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else if(dir == 2)
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else if (dir == 2)
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lrspline->getEdgeFunctions(thisEdge, LR::NORTH, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::NORTH, 1);
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else if(dir == -3)
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else if (dir == -3)
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lrspline->getEdgeFunctions(thisEdge, LR::BOTTOM, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::BOTTOM, 1);
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else if(dir == 3)
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else if (dir == 3)
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lrspline->getEdgeFunctions(thisEdge, LR::TOP, 1);
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lrspline->getEdgeFunctions(thisEdge, LR::TOP, 1);
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std::cout << "\nNumber of constraints: " << thisEdge.size() << std::endl;
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std::cout << "\nNumber of constraints: " << thisEdge.size() << std::endl;
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@ -495,29 +495,29 @@ std::vector<int> ASMu3D::getEdge(int lEdge, bool open, int) const
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// lEdge = 9-12, running index is w
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// lEdge = 9-12, running index is w
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int edge = LR::NONE;
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int edge = LR::NONE;
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if(lEdge == 1)
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if (lEdge == 1)
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edge = LR::BOTTOM | LR::SOUTH;
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edge = LR::BOTTOM | LR::SOUTH;
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else if(lEdge == 2)
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else if (lEdge == 2)
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edge = LR::BOTTOM | LR::NORTH;
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edge = LR::BOTTOM | LR::NORTH;
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else if(lEdge == 3)
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else if (lEdge == 3)
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edge = LR::TOP | LR::SOUTH;
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edge = LR::TOP | LR::SOUTH;
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else if(lEdge == 4)
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else if (lEdge == 4)
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edge = LR::TOP | LR::NORTH;
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edge = LR::TOP | LR::NORTH;
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else if(lEdge == 5)
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else if (lEdge == 5)
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edge = LR::BOTTOM | LR::WEST;
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edge = LR::BOTTOM | LR::WEST;
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else if(lEdge == 6)
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else if (lEdge == 6)
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edge = LR::BOTTOM | LR::EAST;
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edge = LR::BOTTOM | LR::EAST;
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else if(lEdge == 7)
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else if (lEdge == 7)
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edge = LR::TOP | LR::WEST;
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edge = LR::TOP | LR::WEST;
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else if(lEdge == 8)
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else if (lEdge == 8)
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edge = LR::TOP | LR::EAST;
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edge = LR::TOP | LR::EAST;
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else if(lEdge == 9)
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else if (lEdge == 9)
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edge = LR::SOUTH | LR::WEST;
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edge = LR::SOUTH | LR::WEST;
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else if(lEdge == 10)
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else if (lEdge == 10)
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edge = LR::SOUTH | LR::EAST;
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edge = LR::SOUTH | LR::EAST;
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else if(lEdge == 11)
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else if (lEdge == 11)
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edge = LR::NORTH | LR::WEST;
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edge = LR::NORTH | LR::WEST;
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else if(lEdge == 12)
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else if (lEdge == 12)
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edge = LR::NORTH | LR::EAST;
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edge = LR::NORTH | LR::EAST;
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// get all the boundary functions from the LRspline object
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// get all the boundary functions from the LRspline object
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@ -532,7 +532,7 @@ std::vector<int> ASMu3D::getEdge(int lEdge, bool open, int) const
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void ASMu3D::constrainEdge (int lEdge, bool open, int dof, int code, char)
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void ASMu3D::constrainEdge (int lEdge, bool open, int dof, int code, char)
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{
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{
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if(open)
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if (open)
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std::cerr << "\nWARNING: ASMu3D::constrainEdge, open boundary conditions not supported yet. Treating it as closed" << std::endl;
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std::cerr << "\nWARNING: ASMu3D::constrainEdge, open boundary conditions not supported yet. Treating it as closed" << std::endl;
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// enforce the boundary conditions
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// enforce the boundary conditions
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@ -619,11 +619,11 @@ void ASMu3D::constrainLine (int fdir, int ldir, double xi, int dof,
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void ASMu3D::constrainCorner (int I, int J, int K, int dof, int code, char)
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void ASMu3D::constrainCorner (int I, int J, int K, int dof, int code, char)
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{
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{
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int corner = LR::NONE;
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int corner = LR::NONE;
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if( I < 0) corner |= LR::WEST;
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if ( I < 0) corner |= LR::WEST;
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else corner |= LR::EAST;
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else corner |= LR::EAST;
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if( J < 0) corner |= LR::SOUTH;
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if ( J < 0) corner |= LR::SOUTH;
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else corner |= LR::NORTH;
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else corner |= LR::NORTH;
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if( K < 0) corner |= LR::BOTTOM;
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if ( K < 0) corner |= LR::BOTTOM;
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else corner |= LR::TOP;
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else corner |= LR::TOP;
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std::vector<LR::Basisfunction*> one_function;
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std::vector<LR::Basisfunction*> one_function;
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@ -887,12 +887,12 @@ void ASMu3D::evaluateBasis (FiniteElement &el, int derivs) const
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size_t jp, n = 1;
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size_t jp, n = 1;
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for (jp = 0; jp < nBasis; jp++, n++) {
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for (jp = 0; jp < nBasis; jp++, n++) {
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el.N (n) = result[jp][0];
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el.N (n) = result[jp][0];
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if(derivs > 0) {
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if (derivs > 0) {
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el.dNdX (n,1) = result[jp][1];
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el.dNdX (n,1) = result[jp][1];
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el.dNdX (n,2) = result[jp][2];
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el.dNdX (n,2) = result[jp][2];
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el.dNdX (n,3) = result[jp][3];
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el.dNdX (n,3) = result[jp][3];
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}
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}
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if(derivs > 1) {
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if (derivs > 1) {
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el.d2NdX2(n,1,1) = result[jp][4];
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el.d2NdX2(n,1,1) = result[jp][4];
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el.d2NdX2(n,1,2) = el.d2NdX2(n,2,1) = result[jp][5];
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el.d2NdX2(n,1,2) = el.d2NdX2(n,2,1) = result[jp][5];
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el.d2NdX2(n,1,3) = el.d2NdX2(n,3,1) = result[jp][6];
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el.d2NdX2(n,1,3) = el.d2NdX2(n,3,1) = result[jp][6];
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@ -1147,37 +1147,37 @@ bool ASMu3D::integrate (Integrand& integrand,
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int allP = p1*p2*p3;
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int allP = p1*p2*p3;
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double sum = 0;
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double sum = 0;
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for(int qq=1; qq<=N; qq++) sum+= fe.N(qq);
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for(int qq=1; qq<=N; qq++) sum+= fe.N(qq);
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if(fabs(sum-1) > 1e-10) {
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if (fabs(sum-1) > 1e-10) {
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std::cerr << "fe.N not sums to one at integration point #" << ig << std::endl;
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std::cerr << "fe.N not sums to one at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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sum = 0;
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sum = 0;
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,1);
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,1);
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if(fabs(sum) > 1e-10) {
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if (fabs(sum) > 1e-10) {
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std::cerr << "dNdu not sums to zero at integration point #" << ig << std::endl;
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std::cerr << "dNdu not sums to zero at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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sum = 0;
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sum = 0;
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,2);
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,2);
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if(fabs(sum) > 1e-10) {
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if (fabs(sum) > 1e-10) {
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std::cerr << "dNdv not sums to zero at integration point #" << ig << std::endl;
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std::cerr << "dNdv not sums to zero at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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sum = 0;
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sum = 0;
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,3);
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for(int qq=1; qq<=N; qq++) sum+= dNdu(qq,3);
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if(fabs(sum) > 1e-10) {
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if (fabs(sum) > 1e-10) {
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std::cerr << "dNdw not sums to zero at integration point #" << ig << std::endl;
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std::cerr << "dNdw not sums to zero at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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sum = 0;
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sum = 0;
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for(int qq=1; qq<=allP; qq++) sum+= B(qq,1);
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for(int qq=1; qq<=allP; qq++) sum+= B(qq,1);
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if(fabs(sum-1) > 1e-10) {
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if (fabs(sum-1) > 1e-10) {
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std::cerr << "Bezier basis not sums to one at integration point #" << ig << std::endl;
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std::cerr << "Bezier basis not sums to one at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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sum = 0;
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sum = 0;
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for(int qq=1; qq<=allP; qq++) sum+= B(qq,2);
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for(int qq=1; qq<=allP; qq++) sum+= B(qq,2);
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if(fabs(sum) > 1e-10) {
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if (fabs(sum) > 1e-10) {
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std::cerr << "Bezier derivatives not sums to zero at integration point #" << ig << std::endl;
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std::cerr << "Bezier derivatives not sums to zero at integration point #" << ig << std::endl;
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exit(123);
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exit(123);
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}
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}
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@ -1642,9 +1642,9 @@ bool ASMu3D::getGridParameters (RealArray& prm, int dir, int nSegPerSpan) const
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double u = umin + (umax-umin)/nSegPerSpan*iu;
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double u = umin + (umax-umin)/nSegPerSpan*iu;
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double v = vmin + (vmax-vmin)/nSegPerSpan*iv;
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double v = vmin + (vmax-vmin)/nSegPerSpan*iv;
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double w = wmin + (wmax-wmin)/nSegPerSpan*iw;
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double w = wmin + (wmax-wmin)/nSegPerSpan*iw;
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if(dir==0)
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if (dir==0)
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||||||
prm.push_back(u);
|
prm.push_back(u);
|
||||||
else if(dir==1)
|
else if (dir==1)
|
||||||
prm.push_back(v);
|
prm.push_back(v);
|
||||||
else
|
else
|
||||||
prm.push_back(w);
|
prm.push_back(w);
|
||||||
@ -1657,9 +1657,9 @@ bool ASMu3D::getGridParameters (RealArray& prm, int dir, int nSegPerSpan) const
|
|||||||
|
|
||||||
bool ASMu3D::tesselate (ElementBlock& grid, const int* npe) const
|
bool ASMu3D::tesselate (ElementBlock& grid, const int* npe) const
|
||||||
{
|
{
|
||||||
if(!lrspline) return false;
|
if (!lrspline) return false;
|
||||||
|
|
||||||
if(npe[0] != npe[1] || npe[0] != npe[2]) {
|
if (npe[0] != npe[1] || npe[0] != npe[2]) {
|
||||||
std::cerr << "ASMu2D::tesselate does not support different tesselation resolution in "
|
std::cerr << "ASMu2D::tesselate does not support different tesselation resolution in "
|
||||||
<< "u- and v-direction. nviz u = " << npe[0] << ", nviz v = " << npe[1]
|
<< "u- and v-direction. nviz u = " << npe[0] << ", nviz v = " << npe[1]
|
||||||
<< ", nviz w = " << npe[2] << std::endl;
|
<< ", nviz w = " << npe[2] << std::endl;
|
||||||
@ -2020,7 +2020,7 @@ int ASMu3D::getCorner(int I, int J, int K, int basis) const
|
|||||||
std::vector<LR::Basisfunction*> corner; // vector of one function for corner-input
|
std::vector<LR::Basisfunction*> corner; // vector of one function for corner-input
|
||||||
vol->getEdgeFunctions(corner, (LR::parameterEdge) edge);
|
vol->getEdgeFunctions(corner, (LR::parameterEdge) edge);
|
||||||
|
|
||||||
if( corner.empty() )
|
if ( corner.empty() )
|
||||||
return -1;
|
return -1;
|
||||||
|
|
||||||
size_t ofs = 1;
|
size_t ofs = 1;
|
||||||
|
@ -297,11 +297,11 @@ LR::LRSplineVolume* ASMu3D::scRecovery (const IntegrandBase& integrand) const
|
|||||||
|
|
||||||
// Special case for basis functions with too many zero knot spans by using
|
// Special case for basis functions with too many zero knot spans by using
|
||||||
// the extended support
|
// the extended support
|
||||||
// if(nel*ng1*ng2*ng3 < nPol)
|
// if (nel*ng1*ng2*ng3 < nPol)
|
||||||
if(true)
|
if (true)
|
||||||
{
|
{
|
||||||
// I am unsure as to the consequence of going back to previous if-statement
|
// I am unsure as to the consequence of going back to previous if-statement
|
||||||
// here so we keep if(true) for now. This was introduced mainly when considering
|
// here so we keep if (true) for now. This was introduced mainly when considering
|
||||||
// functions that live on the boundary and have support on few elements;
|
// functions that live on the boundary and have support on few elements;
|
||||||
// corner functions have support on one element. Using i.e. 2x2 points
|
// corner functions have support on one element. Using i.e. 2x2 points
|
||||||
// for every element is not enough to fit 1,x,x^2,x^3,y,xy,...x^3y^3 when
|
// for every element is not enough to fit 1,x,x^2,x^3,y,xy,...x^3y^3 when
|
||||||
|
Loading…
Reference in New Issue
Block a user