rename the "grid manager" to "vanguard"

IMO the term "vanguard" expresses better what these classes are
supposed to do: level the ground for the cavalry. Normally this simply
means to create and distribute a grid object, but it can become quite
a bit more complicated, as exemplified by the vanguard classes of
ebos..
This commit is contained in:
Andreas Lauser
2018-02-08 16:26:58 +01:00
parent 61461dd61c
commit 436c9f8791
13 changed files with 262 additions and 262 deletions
+8 -8
View File
@@ -87,21 +87,21 @@ public:
EclMaterialLawManager& materialLawManager)
: simulator_(simulator)
{
const auto& gridManager = simulator.gridManager();
const auto& vanguard = simulator.vanguard();
unsigned numElems = gridManager.grid().size(0);
unsigned numCartesianElems = gridManager.cartesianSize();
unsigned numElems = vanguard.grid().size(0);
unsigned numCartesianElems = vanguard.cartesianSize();
typedef typename GET_PROP_TYPE(TypeTag, FluidSystem) FluidSystem;
EQUIL::DeckDependent::InitialStateComputer<TypeTag> initialState(materialLawManager,
gridManager.eclState(),
gridManager.grid(),
vanguard.eclState(),
vanguard.grid(),
simulator.problem().gravity()[dimWorld - 1]);
// copy the result into the array of initial fluid states
initialFluidStates_.resize(numCartesianElems);
for (unsigned int elemIdx = 0; elemIdx < numElems; ++elemIdx) {
unsigned cartesianElemIdx = gridManager.cartesianIndex(elemIdx);
unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
auto& fluidState = initialFluidStates_[cartesianElemIdx];
// get the PVT region index of the current element
@@ -147,9 +147,9 @@ public:
*/
const ScalarFluidState& initialFluidState(unsigned elemIdx) const
{
const auto& gridManager = simulator_.gridManager();
const auto& vanguard = simulator_.vanguard();
unsigned cartesianElemIdx = gridManager.cartesianIndex(elemIdx);
unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
return initialFluidStates_[cartesianElemIdx];
}