ug4
prism_rules.h File Reference

Go to the source code of this file.

Namespaces

 ug
 the ug namespace
 
 ug::prism_rules
 

Functions

int ug::prism_rules::CollapseEdge (int *newIndsOut, int v0, int v1)
 Creates new volume elements that result from collapsing the edge between v0 and v1 into v0. More...
 
template<class TCmp >
int ug::prism_rules::ConvertToTetrahedra (int *newIndsOut, TCmp cmp)
 fills an array of integers describing tetrahedra that shall replace the prism More...
 
bool ug::prism_rules::IsRegularRefRule (const int edgeMarks)
 returns true if the specified edgeMarks would lead to a regular refinement More...
 
int ug::prism_rules::Refine (int *newIndsOut, int *newEdgeVrts, bool &newCenterOut, vector3 *, bool *isSnapPoint)
 

Variables

const int ug::prism_rules::BOTTOM_FACE = 0
 
const int ug::prism_rules::EDGE_FROM_VRTS [6][6]
 Associates the index of the connecting edge with each tuple of vertices. More...
 
const int ug::prism_rules::EDGE_VRT_INDS [][2]
 the local vertex indices of the given edge More...
 
const int ug::prism_rules::FACE_CONTAINS_EDGE [][9]
 tells whether the i-th face contains the j-th edge More...
 
const int ug::prism_rules::FACE_EDGE_INDS [5][4]
 returns the j-th edge of the i-th face More...
 
const int ug::prism_rules::FACE_FROM_EDGES [][9]
 given two edges, the table returns the face, which contains both (or -1) More...
 
const int ug::prism_rules::FACE_FROM_VRTS [6][6][6]
 Associates the index of the connecting face with each triple of vertices. More...
 
const int ug::prism_rules::FACE_VRT_INDS [][4]
 the local vertex indices of the given face More...
 
const int ug::prism_rules::IS_BOTTOM_EDGE [9] = {1, 1, 1, 0, 0, 0, 0, 0, 0}
 
const int ug::prism_rules::IS_SIDE_EDGE [9] = {0, 0, 0, 1, 1, 1, 0, 0, 0}
 
const int ug::prism_rules::IS_TOP_EDGE [9] = {0, 0, 0, 0, 0, 0, 1, 1, 1}
 
const int ug::prism_rules::MAX_NUM_COLLAPSE_INDS_OUT = 6
 
const int ug::prism_rules::MAX_NUM_CONVERT_TO_TETS_INDS_OUT = 15
 
const int ug::prism_rules::MAX_NUM_INDS_OUT = 128
 
const int ug::prism_rules::NUM_EDGES = 9
 
const int ug::prism_rules::NUM_FACES = 5
 
const int ug::prism_rules::NUM_QUADS = 3
 
const int ug::prism_rules::NUM_TRIS = 2
 
const int ug::prism_rules::NUM_VERTICES = 6
 
const int ug::prism_rules::OPPOSED_FACE [NUM_FACES] = {4, -1, -1, -1, 0}
 the index of the face opposed to the given one. -1 if no face is opposed More...
 
const int ug::prism_rules::OPPOSED_OBJECT [][NUM_VERTICES] = {{1, 7}, {1, 8}, {1, 6}, {1, 1}, {1, 2}, {1, 0}}
 
const int ug::prism_rules::QUADS [3] = {1, 2, 3}
 
const int ug::prism_rules::TOP_FACE = 4
 
const int ug::prism_rules::TRIS [2] = {0, 4}