// Cell definition 2d:
// A quadrilateral element is converted to 8 simplices elements. Each
// triangle is defined by 3 vertices.
- static const ndarray<unsigned int, 8, 3> table_2D_cell = {{{{0, 6, 4}},
- {{8, 4, 6}},
- {{8, 6, 5}},
- {{1, 5, 6}},
- {{2, 4, 7}},
- {{8, 7, 4}},
- {{8, 5, 7}},
- {{3, 7, 5}}}};
+ static const ndarray<unsigned int, 8, 3> vertex_ids_for_cells_2d = {
+ {{{0, 6, 4}},
+ {{8, 4, 6}},
+ {{8, 6, 5}},
+ {{1, 5, 6}},
+ {{2, 4, 7}},
+ {{8, 7, 4}},
+ {{8, 5, 7}},
+ {{3, 7, 5}}}};
// Cell definition 3d:
// A hexahedron element is converted to 24 tetrahedron elements. Each
// get cell-manifold id from current quad cell
const auto manifold_id_cell = cell->manifold_id();
// inherit cell manifold
- for (const auto &cell_vertices : table_2D_cell)
+ for (const auto &cell_vertices : vertex_ids_for_cells_2d)
add_cell(dim, cell_vertices, material_id_cell, manifold_id_cell);
// inherit inner manifold (faces)
in_tria.n_global_levels() > 1 ? temp_tria : in_tria;
// Three triangles connecting to barycenter with vertex index 3:
- static const ndarray<unsigned int, 3, 3> table_2D_cell = {
+ static const ndarray<unsigned int, 3, 3> vertex_ids_for_cells_2d = {
{{{0, 1, 3}}, {{1, 2, 3}}, {{2, 0, 3}}}};
// Boundary-faces 2d:
{{{{{0, 1}}}}, {{{{1, 2}}}}, {{{{2, 0}}}}}};
// Three tetrahedra connecting to barycenter with vertex index 4:
- static const ndarray<unsigned int, 4, 4> table_3D_cell = {
+ static const ndarray<unsigned int, 4, 4> vertex_ids_for_cells_3d = {
{{{0, 1, 2, 4}}, {{1, 0, 3, 4}}, {{0, 2, 3, 4}}, {{2, 1, 3, 4}}}};
// Boundary-faces 3d:
// create cells one by one
if (dim == 2)
{
- for (const auto &cell_vertices : table_2D_cell)
+ for (const auto &cell_vertices : vertex_ids_for_cells_2d)
add_cell(dim, cell_vertices, material_id_cell, manifold_id_cell);
}
else if (dim == 3)
{
- for (const auto &cell_vertices : table_3D_cell)
+ for (const auto &cell_vertices : vertex_ids_for_cells_3d)
add_cell(dim, cell_vertices, material_id_cell, manifold_id_cell);
}
else