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Mesh Oriented datABase
(version 5.4.1)
Array-based unstructured mesh datastructure
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00001 /// \file mbex4.cpp
00002 ///
00003 /// \author Milad Fatenejad
00004 ///
00005 /// \brief beginner tutorial, example 4: Create a 2D structured mesh
00006 /// and set some tag data on it
00007 ///
00008 /// In this example, we create a 2D structured mesh (actually a 3D
00009 /// mesh made of quads) and then we will actually set data on the
00010 /// mesh. Tags represent data that is attached to entities. In this
00011 /// example, we will create two tags:
00012 ///
00013 /// -# A "temperature" tag that is a single double precision number
00014 /// attached to each quad.
00015 /// -# A "velocity" tag that is an array of 2 double precision numbers
00016 /// attached to each vertex.
00017 ///
00018 /// We will write the mesh out to a file, and you can visualize the
00019 /// data using your favorite tool.
00020 ///
00021 /// In this example, I am demonstrating these operations in the
00022 /// clearest possible way - not using the most efficient method. MOAB
00023 /// has been designed so that users do not need to sacrifice
00024 /// performance - future examples will demonstrate how to
00025 /// access/manipulate the mesh using the fastest methods possible.
00026
00027 // The moab/Core.hpp header file is needed for all MOAB work...
00028 #include "moab/Core.hpp"
00029
00030 // The moab/ScdInterface.hpp contains code which defines the moab
00031 // structured mesh interface
00032 #include "moab/ScdInterface.hpp"
00033
00034 #include
00035 #include
00036
00037 // ****************
00038 // * *
00039 // * main *
00040 // * *
00041 // ****************
00042 int main()
00043 {
00044 moab::ErrorCode rval;
00045 moab::Core mbint;
00046
00047 // ***********************
00048 // * Create the Mesh *
00049 // ***********************
00050
00051 // First, lets make the mesh. It will be a 100 by 100 uniform grid
00052 // (there will be 100x100 quads, 101x101 vertexes) with dx = dy =
00053 // 0.1. Unlike the previous example, we will first make the mesh,
00054 // then set the coordinates one at a time.
00055
00056 const unsigned NI = 100;
00057 const unsigned NJ = 100;
00058
00059 // moab::ScdInterface is the structured mesh interface class for
00060 // MOAB.
00061 moab::ScdInterface* scdint;
00062
00063 // Tell MOAB that our mesh is structured:
00064 rval = mbint.query_interface( scdint );MB_CHK_SET_ERR( rval, "mbint.query_interface failed" );
00065
00066 // Create the mesh:
00067 moab::ScdBox* scdbox = NULL;
00068 rval = scdint->construct_box( moab::HomCoord( 0, 0, 0 ), moab::HomCoord( NI, NJ, 0 ), NULL, 0, scdbox );MB_CHK_SET_ERR( rval, "scdint->construct_box failed" );
00069
00070 // MOAB knows to make quads instead of hexes because the last start
00071 // and end indexes are the same (0). Note that it is still a "3D"
00072 // mesh because each vertex coordinate is still defined using three
00073 // numbers although every element in the mesh is a quadrilateral.
00074
00075 // ******************************
00076 // * Set Vertex Coordinates *
00077 // ******************************
00078
00079 // The "NULL" and "0" arguments in the call to construct_box are
00080 // where we could specify the vertex coordinates. Since we didn't
00081 // give any coordinates, every vertex is given a position of 0,0,0
00082 // by default. Now we will set the vertex coordinates...
00083
00084 const double DX = 0.1;
00085 const double DY = 0.1;
00086
00087 for( unsigned i = 0; i < NI + 1; i++ )
00088 for( unsigned j = 0; j < NJ + 1; j++ )
00089 {
00090 // First, get the entity handle:
00091 moab::EntityHandle handle = scdbox->get_vertex( i, j );
00092
00093 // Compute the coordinate:
00094 double coord[3] = { DX * i, DY * j, 0.0 };
00095
00096 // Change the coordinate of the vertex:
00097 mbint.set_coords( &handle, 1, coord );
00098 }
00099
00100 // *******************
00101 // * Attach Tags *
00102 // *******************
00103
00104 // The vertex coordinates have been defined, now let's attach some
00105 // data to the mesh. In MOAB this is done using "tags". Tags are
00106 // little bits of information that can be attached to any mesh
00107 // entity. In our example, we want to create two tags. The
00108 // "temperature" tag will be attached to each quad and will be 1
00109 // double. The "velocity" tag will be attached to each vertex and
00110 // will be an array of two doubles.
00111
00112 // zero and twozeros represent the initial tag
00113
00114 // Create the tags:
00115 moab::Tag temp_tag;
00116 double temp_default_value = 0.0;
00117 rval = mbint.tag_get_handle( "temperature", 1, moab::MB_TYPE_DOUBLE, temp_tag,
00118 moab::MB_TAG_DENSE | moab::MB_TAG_CREAT, &temp_default_value );MB_CHK_SET_ERR( rval, "mbint.tag_get_handle(temperature) failed" );
00119
00120 moab::Tag vel_tag;
00121 double vel_default_value[2] = { 0.0, 0.0 };
00122 rval = mbint.tag_get_handle( "velocity", 2, moab::MB_TYPE_DOUBLE, vel_tag, moab::MB_TAG_DENSE | moab::MB_TAG_CREAT,
00123 vel_default_value );MB_CHK_SET_ERR( rval, "mbint.tag_get_handle(velocity) failed" );
00124
00125 // Note that when we created each tag, we specified two flags:
00126 //
00127 // The moab::MB_TAG_DENSE flag tells MOAB that this is a dense
00128 // tag. Dense tags will get automatically assigned to entities which
00129 // have continuous handles. For this example, this means that once
00130 // we set a tag on one vertex, memory will be allocated for
00131 // assigning the tag to all vertexes. The same is true of
00132 // quads. Dense tags are much more efficient when assigning tags to
00133 // lots of entities. If you only want to assign a tag to a few
00134 // entities, it is more efficient to use sparse tags
00135 // (moab::MB_TAG_SPARSE).
00136 //
00137 // The moab::MB_TAG_CREAT flag tells MOAB to create the tag if it
00138 // doesn't already exist.
00139
00140 // The tags have now been created, now we have to attach them to
00141 // entities and set their values. NOTE: I am going to do this in a
00142 // manner which emphasizes clarity - this is not the most efficient
00143 // approach - that will be saved for later tutorial examples.
00144
00145 // Loop through each quad and set the temperature:
00146 for( unsigned i = 0; i < NI; i++ )
00147 for( unsigned j = 0; j < NJ; j++ )
00148 {
00149 // Get the handle for this quad:
00150 moab::EntityHandle handle = scdbox->get_element( i, j );
00151
00152 // Compute the temperature...
00153 double xc = DX * ( i + 0.5 );
00154 double yc = DY * ( j + 0.5 );
00155 double r = std::sqrt( xc * xc + yc * yc );
00156 double temperature = std::exp( -0.5 * r );
00157
00158 // Set the temperature on a single quad:
00159 rval = mbint.tag_set_data( temp_tag, &handle, 1, &temperature );MB_CHK_SET_ERR( rval, "mbint.tag_set_data(temp_tag) failed" );
00160 }
00161
00162 // Loop through each vertex and set the velocity:
00163 for( unsigned i = 0; i < NI + 1; i++ )
00164 for( unsigned j = 0; j < NJ + 1; j++ )
00165 {
00166 // Get the handle for this vertex:
00167 moab::EntityHandle handle = scdbox->get_vertex( i, j );
00168 double velocity[2] = { i, j };
00169
00170 // Set the velocity on a vertex:
00171 rval = mbint.tag_set_data( vel_tag, &handle, 1, velocity );MB_CHK_SET_ERR( rval, "mbint.tag_set_data(vel_tag) failed" );
00172 }
00173
00174 // ***************************
00175 // * Write Mesh to Files *
00176 // ***************************
00177
00178 // NOTE: Some visualization software (such as VisIt) may not
00179 // interpret the velocity tag as a vector and you may not be able to
00180 // plot it. But you should be able to plot the temperature on top of
00181 // the mesh.
00182
00183 rval = mbint.write_file( "mbex4.vtk" );MB_CHK_SET_ERR( rval, "write_file(mbex4.vtk) failed" );
00184
00185 return 0;
00186 }