[Dune] twist.
Marco Cisternino
marco.cisternino at optimad.it
Tue Nov 20 13:23:47 CET 2012
Thank you Robert, but I can't read German!
I'll try to understand what I can, but I'm considering to use local
coordinates to understand the orientation of elements.
I would like to understand if what I can say using teh following piece
of (pseudo)code is right.
e is the element iterator.
outside is the neighbor.
in is the intersection between them.
const EGeometry & eGeo = e->geometry();
const EGeometry & outsideGeo = outside.geometry();
const ILocalGeometry & ilgeoIN = in.geometryInInside();
const ILocalGeometry & ilgeoOUT = in.geometryInOutside();
const IGeometry & iGeo = in.geometry();
for(int k = 0; k < ilgeoIN.corners(); ++k)
{
VTXTwists << k << " " << eGeo.global(ilgeoIN.corner(k)) << " | "
<< outsideGeo.global(ilgeoOUT.corner(k)) << " | " << iGeo.corner(k) <<
std::endl;
}
The result is that, for each k, the three world points are exactly the
same point!
I tried it turning one of the two element in several ways and the result
is always the same, no matter the value of the twists.
Am I wrong?
I'm going to use the results of ilgeoIN.corner(k) and ilgeoOUT.corner(k)
(because they are different for different twists) to understand the
position of one element relative to its neighbor.
And then ask for global to get the world coordinates of the points I need.
Thanks for any opinion about this.
Bests,
Marco
Il 20/11/2012 12:00, dune-request at dune-project.org ha scritto:
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--
Marco Cisternino
Optimad Engineering s.r.l.
www.optimad.it
marco.cisternino at optimad.it
+3901119719782
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