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using | ug::AttVrtVec = Attachment< std::vector< Vertex * > > |
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using | ug::CrossVertInf = CrossingVertexInfo< Vertex *, IndexType > |
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using | ug::ExpandCrossFracInfo = VertexFractureTriple< std::pair< Edge *, Edge * >, Face *, std::pair< Vertex *, Vertex * > > |
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using | ug::IndexType = unsigned short |
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using | ug::SegmentsFractExtrus = std::vector< VecVertexOfFaceInfo > |
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using | ug::VecEdge = std::vector< Edge * > |
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using | ug::VecExpandCrossFracInfo = std::vector< ExpandCrossFracInfo > |
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using | ug::VecFace = std::vector< Face * > |
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using | ug::VecVertexOfFaceInfo = std::vector< VertexOfFaceInfo > |
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using | ug::VecVertFracTrip = std::vector< VertFracTrip > |
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using | ug::VertexOfFaceInfo = VertexFractureTriple< std::pair< Edge *, Edge * >, Face *, std::pair< vector3, vector3 > > |
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using | ug::VertFracTrip = VertexFractureTriple< Edge *, Face *, vector3 > |
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void | ug::assignFaceSubsetToClosedFace (std::vector< Face * > &faceVec, Grid &grid, SubsetHandler &sh) |
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void | ug::computeDiamondPointXCrossType (ExpandCrossFracInfo &expCFIBeforeFracEdg, ExpandCrossFracInfo &expCFIAfterFracEdg, Vertex *const &crossPt, Grid::VertexAttachmentAccessor< APosition > &aaPos, SubsetHandler &sh, Grid &grid, IndexType const &diamantSubsNum, vector3 &distVecNewVrt2SCrossPt, bool useTrianglesInDiamonds=false) |
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void | ug::createDiamondFacesXCrossType (ExpandCrossFracInfo &expCFIBeforeFracEdg, ExpandCrossFracInfo &expCFIAfterFracEdg, std::vector< Face * > &newDiamFaceVec, SubsetHandler &sh, Grid &grid, IndexType diamantSubsNum, Vertex *&crossPt, bool isFreeTEnd=false) |
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void | ug::createNewFacesForExtXCrossFracs (ExpandCrossFracInfo const &ecf, std::vector< Face * > &newFracFaceVec, bool &boundAtShiftVrtEdg, SubsetHandler &sh, Grid &grid, Vertex *const &crossPt, std::vector< IndexType > const &subdomList) |
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bool | ug::determineOrderOfFaces (VecVertFracTrip const &vecVertFracTrip, VecFace const &assoFaces, VecVertexOfFaceInfo &orderedFaces, SegmentsFractExtrus &segments, IndexType startIndex, std::vector< Edge * > const &allAssoEdges, SubsetHandler &sh, Grid::EdgeAttachmentAccessor< ABool > const &aaMarkEdgeB, std::vector< Edge * > const &adjBndEdgs=std::vector< Edge * >(), Face *const &attFaceOf1stBndEdg=nullptr) |
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bool | ug::ExpandFractures2dArte (Grid &grid, SubsetHandler &sh, vector< FractureInfo > const &fracInfos, bool useTrianglesInDiamonds, bool establishDiamonds) |
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template<typename ASOF > |
bool | ug::expandSingleFractureAtGivenSide (vector3 const &nOne, vector3 const &nTwo, Edge *edgeOne, Edge *edgeTwo, Face *facOne, Face *facTwo, vector< FractureInfo > const &fracInfosBySubset, vector3 const &posOldVrt, Grid::VertexAttachmentAccessor< APosition > &aaPos, Grid &grid, SubsetHandler &sh, ASOF const &assoFaces, std::vector< Vertex * > const &nextFracVrt, Grid::FaceAttachmentAccessor< AttVrtVec > &aaVrtVecFace, int &dbg_flachen_passiert, Vertex *iterV) |
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template<typename ASOF > |
bool | ug::expandSingleFractureAtGivenSide (vector3 const &nOne, vector3 const &nTwo, Edge *edgeOne, Edge *edgeTwo, Face *facOne, Face *facTwo, vector< FractureInfo > const &fracInfosBySubset, vector3 const &posOldVrt, Grid::VertexAttachmentAccessor< APosition > &aaPos, Grid &grid, SubsetHandler &sh, ASOF const &assoFaces, std::vector< Vertex * > const &nextFracVrt, Grid::FaceAttachmentAccessor< AttVrtVec > &aaVrtVecFace, int &dbg_flachen_passiert, Vertex *iterV, CrossVertInf &crossVrtInf, bool insertCrossVrtInf=true) |
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template<> |
bool | ug::expandSingleFractureAtGivenSide< VecVertexOfFaceInfo > (vector3 const &nOne, vector3 const &nTwo, Edge *edgeOne, Edge *edgeTwo, Face *facOne, Face *facTwo, vector< FractureInfo > const &fracInfosBySubset, vector3 const &posOldVrt, Grid::VertexAttachmentAccessor< APosition > &aaPos, Grid &grid, SubsetHandler &sh, VecVertexOfFaceInfo const &segPart, std::vector< Vertex * > const &nextFracVrt, Grid::FaceAttachmentAccessor< AttVrtVec > &aaVrtVecFace, int &dbg_flachen_passiert, Vertex *crossPt, CrossVertInf &crossVrtInf, bool insertCrossVrtInf) |
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template<> |
bool | ug::expandSingleFractureAtGivenSide< VecVertexOfFaceInfo > (vector3 const &nOne, vector3 const &nTwo, Edge *edgeOne, Edge *edgeTwo, Face *facOne, Face *facTwo, vector< FractureInfo > const &fracInfosBySubset, vector3 const &posOldVrt, Grid::VertexAttachmentAccessor< APosition > &aaPos, Grid &grid, SubsetHandler &sh, VecVertexOfFaceInfo const &segPart, std::vector< Vertex * > const &nextFracVrt, Grid::FaceAttachmentAccessor< AttVrtVec > &aaVrtVecFace, int &dbg_flachen_passiert, Vertex *iterV) |
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bool | ug::SortFaces4DiamondCreation (SubsetHandler &sh, std::vector< Face * > &assoFacCrossCop, Edge *&firstEdgeFac, Edge *&secondEdgeFac, Face *&assoFacConsider, VecEdge const &origFracEdg, std::vector< Vertex * > const &shiftVrtcs, Vertex *const &crossPt, Edge *&assoFacEdgBeg2Fix, Edge *&assoFacEdgEnd2Fix, Grid &grid, VecExpandCrossFracInfo &vecExpCrossFI, bool isXCross=true) |
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void | ug::teachAssoFacesNewVrtx (VecVertexOfFaceInfo const &segPart, Grid::FaceAttachmentAccessor< AttVrtVec > &aaVrtVecFace, Vertex *const &crossPt, Vertex *const &newShiftVrtx) |
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