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https://github.com/OPM/opm-simulators.git
synced 2026-09-05 04:40:19 -05:00
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..
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@@ -87,21 +87,21 @@ public:
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EclMaterialLawManager& materialLawManager)
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: simulator_(simulator)
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{
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const auto& gridManager = simulator.gridManager();
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const auto& vanguard = simulator.vanguard();
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unsigned numElems = gridManager.grid().size(0);
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unsigned numCartesianElems = gridManager.cartesianSize();
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unsigned numElems = vanguard.grid().size(0);
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unsigned numCartesianElems = vanguard.cartesianSize();
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typedef typename GET_PROP_TYPE(TypeTag, FluidSystem) FluidSystem;
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EQUIL::DeckDependent::InitialStateComputer<TypeTag> initialState(materialLawManager,
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gridManager.eclState(),
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gridManager.grid(),
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vanguard.eclState(),
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vanguard.grid(),
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simulator.problem().gravity()[dimWorld - 1]);
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// copy the result into the array of initial fluid states
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initialFluidStates_.resize(numCartesianElems);
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for (unsigned int elemIdx = 0; elemIdx < numElems; ++elemIdx) {
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unsigned cartesianElemIdx = gridManager.cartesianIndex(elemIdx);
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unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
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auto& fluidState = initialFluidStates_[cartesianElemIdx];
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// get the PVT region index of the current element
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@@ -147,9 +147,9 @@ public:
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*/
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const ScalarFluidState& initialFluidState(unsigned elemIdx) const
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{
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const auto& gridManager = simulator_.gridManager();
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const auto& vanguard = simulator_.vanguard();
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unsigned cartesianElemIdx = gridManager.cartesianIndex(elemIdx);
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unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
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return initialFluidStates_[cartesianElemIdx];
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}
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