--- /dev/null
+// ---------------------------------------------------------------------
+//
+// Copyright (C) 2002 - 2021 by the deal.II authors
+//
+// This file is part of the deal.II library.
+//
+// The deal.II library is free software; you can use it, redistribute
+// it, and/or modify it under the terms of the GNU Lesser General
+// Public License as published by the Free Software Foundation; either
+// version 2.1 of the License, or (at your option) any later version.
+// The full text of the license can be found in the file LICENSE.md at
+// the top level directory of deal.II.
+//
+// ---------------------------------------------------------------------
+
+/**
+ * @defgroup reordering Grid reordering and cell orientation
+ *
+ * @brief A module describing how deal.II consistently orients Triangulation
+ * objects.
+ *
+ * This class reorders the vertices of cells such that they meet the standard
+ * requirements of the Triangulation class when creating grids, i.e. all lines
+ * have a unique orientation with respect to all neighboring cells. This class
+ * is mainly used when reading in grids from files and converting them to
+ * deal.II triangulations.
+ *
+ * @note In contrast to the rest of the deal.II library, by default this class
+ * uses the old deal.II numbering scheme, which was used up to deal.II version
+ * 5.2 (but the main function of this class takes a flag that specifies
+ * whether it should do an implicit conversion from the new to the old format
+ * before doing its work, and then back again after reordering). In this old
+ * format, the vertex and face ordering in 2d is assumed to be
+ * @verbatim
+ * 2
+ * 3--->---2
+ * | |
+ * 3^ ^1
+ * | |
+ * 0--->---1
+ * 0
+ * @endverbatim
+ * the vertices in 3d:
+ * @verbatim
+ * 7-------6 7-------6
+ * /| | / /|
+ * / | | / / |
+ * / | | / / |
+ * 3 | | 3-------2 |
+ * | 4-------5 | | 5
+ * | / / | | /
+ * | / / | | /
+ * |/ / | |/
+ * 0-------1 0-------1
+ * @endverbatim
+ * and the faces in 3d:
+ * @verbatim
+ * *-------* *-------*
+ * /| | / /|
+ * / | 1 | / 4 / |
+ * / | | / / |
+ * * | | *-------* |
+ * | 5 *-------* | | 3 *
+ * | / / | | /
+ * | / 2 / | 0 | /
+ * |/ / | |/
+ * *-------* *-------*
+ * @endverbatim
+ * After calling the GridReordering::reorder_cells() function the CellData is
+ * still in this old numbering scheme. Hence, for creating a Triangulation
+ * based on the resulting CellData the
+ * Triangulation::create_triangulation_compatibility() (and not the
+ * Triangulation::create_triangulation()) function must be used. For a
+ * typical use of the reorder_cells() function see the implementation of the
+ * GridIn <code>read_*()</code> functions.
+ *
+ *
+ * <h3>Statement of problems</h3>
+ *
+ * Triangulations in deal.II have a special structure, in that there are not
+ * only cells, but also faces, and in 3d also edges, that are objects of their
+ * own right. Faces and edges have unique orientations, and they have a
+ * specified orientation also with respect to the cells that are adjacent.
+ * Thus, a line that separates two cells in two space dimensions does not only
+ * have a direction, but it must also have a well-defined orientation with
+ * respect to the other lines bounding the two quadrilaterals adjacent to the
+ * first line. Likewise definitions hold for three dimensional cells and the
+ * objects (lines, quads) that separate them.
+ *
+ * For example, in two dimensions, a quad consists of four lines which have a
+ * direction, which is by definition as follows:
+ * @verbatim
+ * 3-->--2
+ * | |
+ * ^ ^
+ * | |
+ * 0-->--1
+ * @endverbatim
+ * Now, two adjacent cells must have a vertex numbering such that the
+ * direction of the common side is the same. For example, the following two
+ * quads
+ * @verbatim
+ * 3---4---5
+ * | | |
+ * 0---1---2
+ * @endverbatim
+ * may be characterised by the vertex numbers <tt>(0 1 4 3)</tt> and <tt>(1 2
+ * 5 4)</tt>, since the middle line would get the direction <tt>1->4</tt> when
+ * viewed from both cells. The numbering <tt>(0 1 4 3)</tt> and <tt>(5 4 1
+ * 2)</tt> would not be allowed, since the left quad would give the common
+ * line the direction <tt>1->4</tt>, while the right one would want to use
+ * <tt>4->1</tt>, leading to an ambiguity.
+ *
+ * As a sidenote, we remark that if one adopts the idea that having directions
+ * of faces is useful, then the orientation of the four faces of a cell as
+ * shown above is almost necessary. In particular, it is not possible to
+ * orient them such that they represent a (counter-)clockwise sense, since
+ * then we couldn't already find a valid orientation of the following patch of
+ * three cells:
+ * @verbatim
+ * o
+ * / \
+ * o o
+ * | \ / |
+ * | o |
+ * | | |
+ * o---o---o
+ * @endverbatim
+ * (The reader is asked to try to find a conforming choice of line directions;
+ * it will soon be obvious that there can't exists such a thing, even if we
+ * allow that there might be cells with clockwise and counterclockwise
+ * orientation of the lines at the same time.)
+ *
+ * One might argue that the definition of unique directions for faces and
+ * edges, and the definition of directions relative to the cells they bound,
+ * is a misfeature of deal.II. In fact, it makes reading in grids created by
+ * mesh generators rather difficult, as they usually don't follow these
+ * conventions when generating their output. On the other hand, there are good
+ * reasons to introduce such conventions, as they can make programming much
+ * simpler in many cases, leading to an increase in speed of some computations
+ * as one can avoid expensive checks in many places because the orientation of
+ * faces is known by assumption that it is guaranteed by the triangulation.
+ *
+ * The purpose of this class is now to find an ordering for a given set of
+ * cells such that the generated triangulation satisfies all the requirements
+ * stated above. To this end, we will first show some examples why this is a
+ * difficult problem, and then develop algorithms that finds such a
+ * reordering. Note that the algorithm operates on a set of CellData objects
+ * that are used to describe a mesh to the triangulation class. These objects
+ * are, for example, generated by the GridIn class, when reading in grids from
+ * input files.
+ *
+ * As a last question for this first section: is it guaranteed that such
+ * orientations of faces always exist for a given subdivision of a domain into
+ * cells? The linear complexity algorithm described below for 2d also proves
+ * that the answer is yes for 2d. For 3d, the answer is no (which also
+ * underlines that using such orientations might be an -- unfortunately
+ * uncurable -- misfeature of deal.II). A simple counter-example in 3d
+ * illustrates this: take a string of 3d cells and bend it together to a
+ * torus. Since opposing lines in a cell need to have the same direction,
+ * there is a simple ordering for them, for example all lines radially
+ * outward, tangentially clockwise, and axially upward. However, if before
+ * joining the two ends of the string of cells, the string is twisted by 180
+ * degrees, then no such orientation is possible any more, as can easily be
+ * checked. In effect, some meshes could not be used in deal.II. In order to
+ * overcome this problem, the <code>face_rotation</code>,
+ * <code>face_flip</code> and <code>line_orientation</code> flags have been
+ * introduced. With these, it is possible to treat all purely hexahedral
+ * meshes. However, in order to reduce the effect of possible bugs, it should
+ * still be tried to reorder a grid. Only if this procedure fails, the
+ * original connectivity information should be used.
+ *
+ *
+ * <h3>Examples of problems</h3>
+ *
+ * As noted, reordering the vertex lists of cells such that the resulting grid
+ * is not a trivial problem. In particular, it is often not sufficient to only
+ * look at the neighborhood of a cell that cannot be added to a set of other
+ * cells without violating the requirements stated above. We will show two
+ * examples where this is obvious.
+ *
+ * The first such example is the following, which we will call the ``four
+ * cells at the end'' because of the four cells that close of the right end of
+ * a row of three vertical cells each (in the following picture we only show
+ * one such column of three cells at the left, but we will indicate what
+ * happens if we prolong this list):
+ * @verbatim
+ * 9---10-----11
+ * | | / |
+ * 6---7---8 |
+ * | | | |
+ * 3---4---5 |
+ * | | \ |
+ * 0---1------2
+ * @endverbatim
+ * Assume that you had numbered the vertices in the cells at the left boundary
+ * in a way, that the following line directions are induced:
+ * @verbatim
+ * 9->-10-----11
+ * ^ ^ / |
+ * 6->-7---8 |
+ * ^ ^ | |
+ * 3->-4---5 |
+ * ^ ^ \ |
+ * 0->-1------2
+ * @endverbatim
+ * (This could for example be done by using the indices <tt>(0 1 4 3)</tt>,
+ * <tt>(3 4 7 6)</tt>, <tt>(6 7 10 9)</tt> for the three cells). Now, you will
+ * not find a way of giving indices for the right cells, without introducing
+ * either ambiguity for one line or other, or without violating that within
+ * each cells, there must be one vertex from which both lines are directed
+ * away and the opposite one to which both adjacent lines point to.
+ *
+ * The solution in this case is to renumber one of the three left cells, e.g.
+ * by reverting the sense of the line between vertices 7 and 10 by numbering
+ * the top left cell by <tt>(9 6 7 10)</tt>:
+ * @verbatim
+ * 9->-10-----11
+ * v v / |
+ * 6->-7---8 |
+ * ^ ^ | |
+ * 3->-4---5 |
+ * ^ ^ \ |
+ * 0->-1------2
+ * @endverbatim
+ *
+ * The point here is the following: assume we wanted to prolong the grid to
+ * the left like this:
+ * @verbatim
+ * o---o---o---o---o------o
+ * | | | | | / |
+ * o---o---o---o---o---o |
+ * | | | | | | |
+ * o---o---o---o---o---o |
+ * | | | | | \ |
+ * o---o---o---o---o------o
+ * @endverbatim
+ * Then we run into the same problem as above if we order the cells at the
+ * left uniformly, thus forcing us to revert the ordering of one cell (the one
+ * which we could order as <tt>(9 6 7 10)</tt> above). However, since opposite
+ * lines have to have the same direction, this in turn would force us to
+ * rotate the cell left of it, and then the one left to that, and so on until
+ * we reach the left end of the grid. This is therefore an example we have
+ * to track back right until the first column of three cells to find a
+ * consistent ordering, if we had initially ordered them uniformly.
+ *
+ * As a second example, consider the following simple grid, where the order in
+ * which the cells are numbered is important:
+ * @verbatim
+ * 3-----2-----o-----o ... o-----7-----6
+ * | | | | | | |
+ * | 0 | N | N-1 | ... | 2 | 1 |
+ * | | | | | | |
+ * 0-----1-----o-----o ... o-----4-----5
+ * @endverbatim
+ * We have here only indicated the numbers of the vertices that are relevant.
+ * Assume that the user had given the cells 0 and 1 by the vertex indices
+ * <tt>0 1 2 3</tt> and <tt>6 7 4 5</tt>. Then, if we follow this orientation,
+ * the grid after creating the lines for these two cells would look like this:
+ * @verbatim
+ * 3-->--2-----o-----o ... o-----7--<--6
+ * | | | | | | |
+ * ^ 0 ^ N | N-1 | ... | 2 v 1 v
+ * | | | | | | |
+ * 0-->--1-----o-----o ... o-----4--<--5
+ * @endverbatim
+ * Now, since opposite lines must point in the same direction, we can only add
+ * the cells 2 through N-1 to cells 1 such that all vertical lines point down.
+ * Then, however, we cannot add cell N in any direction, as it would have two
+ * opposite lines that do not point in the same direction. We would have to
+ * rotate either cell 0 or 1 in order to be able to add all the other cells
+ * such that the requirements of deal.II triangulations are met.
+ *
+ * These two examples demonstrate that if we have added a certain number of
+ * cells in some orientation of faces and can't add the next one without
+ * introducing faces that had already been added in another direction, then it
+ * might not be sufficient to only rotate cells in the neighborhood of the
+ * cell that we failed to add. It might be necessary to go back a long way and
+ * rotate cells that have been entered long ago.
+ *
+ *
+ * <h3>Solution</h3>
+ *
+ * From the examples above, it is obvious that if we encounter a cell that
+ * cannot be added to the cells which have already been entered, we can not
+ * usually point to a cell that is the culprit and that must be entered in a
+ * different orientation. Furthermore, even if we knew which cell, there might
+ * be large number of cells that would then cease to fit into the grid and
+ * which we would have to find a different orientation as well (in the second
+ * example above, if we rotated cell 1, then we would have to rotate the cells
+ * 1 through N-1 as well).
+ *
+ * A brute force approach to this problem is the following: if cell N can't be
+ * added, then try to rotate cell N-1. If we can't rotate cell N-1 any more,
+ * then try to rotate cell N-2 and try to add cell N with all orientations of
+ * cell N-1. And so on. Algorithmically, we can visualize this by a tree
+ * structure, where node N has as many children as there are possible
+ * orientations of node N+1 (in two space dimensions, there are four
+ * orientations in which each cell can be constructed from its four vertices;
+ * for example, if the vertex indices are <tt>(0 1 2 3)</tt>, then the four
+ * possibilities would be <tt>(0 1 2 3)</tt>, <tt>(1 2 3 0)</tt>, <tt>(2 3 0
+ * 1)</tt>, and <tt>(3 0 1 2)</tt>). When adding one cell after the other, we
+ * traverse this tree in a depth-first (pre-order) fashion. When we encounter
+ * that one path from the root (cell 0) to a leaf (the last cell) is not
+ * allowed (i.e. that the orientations of the cells which are encoded in the
+ * path through the tree does not lead to a valid triangulation), we have to
+ * track back and try another path through the tree.
+ *
+ * In practice, of course, we do not follow each path to a final node and then
+ * find out whether a path leads to a valid triangulation, but rather use an
+ * inductive argument: if for all previously added cells the triangulation is
+ * a valid one, then we can find out whether a path through the tree can yield
+ * a valid triangulation by checking whether entering the present cell would
+ * introduce any faces that have a nonunique direction; if that is so, then we
+ * can stop following all paths below this point and track back immediately.
+ *
+ * Nevertheless, it is already obvious that the tree has <tt>4**N</tt> leaves
+ * in two space dimensions, since each of the N cells can be added in four
+ * orientations. Most of these nodes can be discarded rapidly, since firstly
+ * the orientation of the first cell is irrelevant, and secondly if we add one
+ * cell that has a neighbor that has already been added, then there are
+ * already only two possible orientations left, so the total number of checks
+ * we have to make until we find a valid way is significantly smaller than
+ * <tt>4**N</tt>. However, the algorithm is still exponential in time and
+ * linear in memory (we only have to store the information for the present
+ * path in form of a stack of orientations of cells that have already been
+ * added).
+ *
+ * In fact, the two examples above show that the exponential estimate is not a
+ * pessimized one: we indeed have to track back to one of the very first cells
+ * there to find a way to add all cells in a consistent fashion.
+ *
+ * This discouraging situation is greatly improved by the fact that we have an
+ * alternative algorithm for 2d that is always linear in runtime (discovered
+ * and implemented by Michael Anderson of TICAM, University of Texas, in
+ * 2003), and that for 3d we can find an algorithm that in practice is usually
+ * only roughly linear in time and memory. We will describe these algorithms
+ * in the following.
+ *
+ *
+ * <h3>The 2d linear complexity algorithm</h3>
+ *
+ * The algorithm uses the fact that opposite faces of a cell need to have the
+ * same orientation. So you start with one arbitrary line, choose an
+ * orientation. Then the orientation of the opposite face is already fixed.
+ * Then go to the two cells across the two faces we have fixed: for them, one
+ * face is fixed, so we can also fix the opposite face. Go on with doing so.
+ * Eventually, we have done this for a string of cells. Then take one of the
+ * non-fixed faces of a cell which has already two fixed faces and do all this
+ * again.
+ *
+ * In more detail, the algorithm is best illustrated using an example. We
+ * consider the mesh below:
+ * @verbatim
+ * 9------10-------11
+ * | | /|
+ * | | / |
+ * | | / |
+ * 6------7-----8 |
+ * | | | |
+ * | | | |
+ * | | | |
+ * 3------4-----5 |
+ * | | \ |
+ * | | \ |
+ * | | \|
+ * 0------1---------2
+ * @endverbatim
+ * First a cell is chosen ( (0,1,4,3) in this case). A single side of the cell
+ * is oriented arbitrarily (3->4). This choice of orientation is then
+ * propagated through the mesh, across sides and elements. (0->1), (6->7) and
+ * (9->10). The involves edge-hopping and face hopping, giving a path through
+ * the mesh shown in dots.
+ * @verbatim
+ * 9-->--10-------11
+ * | . | /|
+ * | . | / |
+ * | . | / |
+ * 6-->--7-----8 |
+ * | . | | |
+ * | . | | |
+ * | . | | |
+ * 3-->--4-----5 |
+ * | . | \ |
+ * | X | \ |
+ * | . | \|
+ * 0-->--1---------2
+ * @endverbatim
+ * This is then repeated for the other sides of the chosen element, orienting
+ * more sides of the mesh.
+ * @verbatim
+ * 9-->--10-------11
+ * | | /|
+ * v.....v.......V |
+ * | | /. |
+ * 6-->--7-----8 . |
+ * | | | . |
+ * | | | . |
+ * | | | . |
+ * 3-->--4-----5 . |
+ * | | \. |
+ * ^..X..^.......^ |
+ * | | \|
+ * 0-->--1---------2
+ * @endverbatim
+ * Once an element has been completely oriented it need not be considered
+ * further. These elements are filled with o's in the diagrams. We then move
+ * to the next element.
+ * @verbatim
+ * 9-->--10->-----11
+ * | ooo | . /|
+ * v ooo v . V |
+ * | ooo | . / |
+ * 6-->--7-->--8 |
+ * | | . | |
+ * | | . | |
+ * | | . | |
+ * 3-->--4-->--5 |
+ * | ooo | . \ |
+ * ^ ooo ^ X ^ |
+ * | ooo | . \|
+ * 0-->--1-->------2
+ * @endverbatim
+ * Repeating this gives
+ * @verbatim
+ * 9-->--10->-----11
+ * | ooo | oooooo /|
+ * v ooo v ooooo V |
+ * | ooo | oooo / |
+ * 6-->--7-->--8 |
+ * | | | |
+ * ^.....^..X..^...^
+ * | | | |
+ * 3-->--4-->--5 |
+ * | ooo | oooo \ |
+ * ^ ooo ^ ooooo ^ |
+ * | ooo | oooooo \|
+ * 0-->--1-->------2
+ * @endverbatim
+ * and the final oriented mesh is
+ * @verbatim
+ * 9-->--10->-----11
+ * | | /|
+ * v v V |
+ * | | / |
+ * 6-->--7-->--8 |
+ * | | | |
+ * ^ ^ ^ ^
+ * | | | |
+ * 3-->--4-->--5 |
+ * | | \ |
+ * ^ ^ ^ |
+ * | | \|
+ * 0-->--1-->-------2
+ * @endverbatim
+ * It is obvious that this algorithm has linear run-time, since it only ever
+ * touches each face exactly once.
+ *
+ * The algorithm just described in the two-dimensional case is
+ * implemented for both 2d and (in generalized form) for 3d in this
+ * class. The 3d case uses sheets instead of strings of cells to work
+ * on. If a grid is orientable, then the algorithm is able to do its
+ * work in linear time; if it is not orientable, then it aborts in
+ * linear time as well.
+ *
+ * Both algorithms are described in the paper "On orienting edges of
+ * unstructured two- and three-dimensional meshes", R. Agelek,
+ * M. Anderson, W. Bangerth, W. L. Barth, ACM Transactions on
+ * Mathematical Software, vol. 44, article 5, 2017. A preprint is
+ * available as <a href="http://arxiv.org/abs/1512.02137">arxiv
+ * 1512.02137</a>.
+ *
+ *
+ * <h3>For the curious</h3>
+ *
+ * Prior to the implementation of the algorithms described above (originally
+ * implemented by Michael Anderson in 2002, and re-implemented by Wolfgang
+ * Bangerth in 2016), we used a branch-and-cut algorithm initially
+ * implemented in 2000 by Wolfgang Bangerth. Although it is no longer used,
+ * here is how it works, and why it doesn't always work for large meshes since
+ * its run-time can be exponential in bad cases.
+ *
+ * The first observation is that although there are counterexamples, problems
+ * are usually local. For example, in the second example mentioned above, if
+ * we had numbered the cells in a way that neighboring cells have similar cell
+ * numbers, then the amount of backtracking needed is greatly reduced.
+ * Therefore, in the implementation of the algorithm, the first step is to
+ * renumber the cells in a Cuthill-McKee fashion: start with the cell with the
+ * least number of neighbors and assign to it the cell number zero. Then find
+ * all neighbors of this cell and assign to them consecutive further numbers.
+ * Then find their neighbors that have not yet been numbered and assign to
+ * them numbers, and so on. Graphically, this represents finding zones of
+ * cells consecutively further away from the initial cells and number them in
+ * this front-marching way. This already greatly improves locality of problems
+ * and consequently reduced the necessary amount of backtracking.
+ *
+ * The second point is that we can use some methods to prune the tree, which
+ * usually lead to a valid orientation of all cells very quickly.
+ *
+ * The first such method is based on the observation that if we fail to insert
+ * one cell with number N, then this may not be due to cell N-1 unless N-1 is
+ * a direct neighbor of N. The reason is obvious: the chosen orientation of
+ * cell M could only affect the possibilities to add cell N if either it were
+ * a direct neighbor or if there were a sequence of cells that were added
+ * after M and that connected cells M and N. Clearly, for M=N-1, the latter
+ * cannot be the case. Conversely, if we fail to add cell N, then it is not
+ * necessary to track back to cell N-1, but we can track back to the neighbor
+ * of N with the largest cell index and which has already been added.
+ *
+ * Unfortunately, this method can fail to yield a valid path through the tree
+ * if not applied with care. Consider the following situation, initially
+ * extracted from a mesh of 950 cells generated automatically by the program
+ * BAMG (this program usually generates meshes that are quite badly balanced,
+ * often have many -- sometimes 10 or more -- neighbors of one vertex, and
+ * exposed several problems in the initial algorithm; note also that the
+ * example is in 2d where we now have the much better algorithm described
+ * above, but the same observations also apply to 3d):
+ * @verbatim
+ * 13----------14----15
+ * | \ | |
+ * | \ 4 | 5 |
+ * | \ | |
+ * | 12-----10----11
+ * | | | |
+ * | | | 7 |
+ * | | | |
+ * | 3 | 8-----9
+ * | | | |
+ * | | | 6 |
+ * | | | |
+ * 4-----5-----6-----7
+ * | | | |
+ * | 2 | 1 | 0 |
+ * | | | |
+ * 0-----1-----2-----3
+ * @endverbatim
+ * Note that there is a hole in the middle. Assume now that the user described
+ * the first cell 0 by the vertex numbers <tt>2 3 7 6</tt>, and cell 5 by
+ * <tt>15 14 10 11</tt>, and assume that cells 1, 2, 3, and 4 are numbered
+ * such that 5 can be added in initial rotation. All other cells are numbered
+ * in the usual way, i.e. starting at the bottom left and counting
+ * counterclockwise. Given this description of cells, the algorithm will start
+ * with cell zero and add one cell after the other, up until the sixth one.
+ * Then the situation will be the following:
+ * @verbatim
+ * 13----->---14--<--15
+ * | \ | |
+ * | > 4 v 5 v
+ * | \ | |
+ * | 12->--10--<--11
+ * | | | |
+ * ^ | | 7 |
+ * | | | |
+ * | 3 ^ 8-->--9
+ * | | | |
+ * | | ^ 6 ^
+ * | | | |
+ * 4-->--5-->--6-->--7
+ * | | | |
+ * ^ 2 ^ 1 ^ 0 ^
+ * | | | |
+ * 0-->--1-->--2-->--3
+ * @endverbatim
+ * Coming now to cell 7, we see that the two opposite lines at its top and
+ * bottom have different directions; we will therefore find no orientation of
+ * cell 7 in which it can be added without violation of the consistency of the
+ * triangulation. According to the rule stated above, we track back to the
+ * neighbor with greatest index, which is cell 6, but since its bottom line is
+ * to the right, its top line must be to the right as well, so we won't be
+ * able to find an orientation of cell 6 such that 7 will fit into the
+ * triangulation. Then, if we have finished all possible orientations of cell
+ * 6, we track back to the neighbor of 6 with the largest index and which has
+ * been added already. This would be cell 0. However, we know that the
+ * orientation of cell 0 can't be important, so we conclude that there is no
+ * possible way to orient all the lines of the given cells such that they
+ * satisfy the requirements of deal.II triangulations. We know that this can't
+ * be, so it results in an exception be thrown.
+ *
+ * The bottom line of this example is that when we looked at all possible
+ * orientations of cell 6, we couldn't find one such that cell 7 could be
+ * added, and then decided to track back to cell 0. We did not even attempt to
+ * turn cell 5, after which it would be simple to add cell 7. Thus, the
+ * algorithm described above has to be modified: we are only allowed to track
+ * back to that neighbor that has already been added, with the largest cell
+ * index, if we fail to add a cell in any orientation. If we track back
+ * further because we have exhausted all possible orientations but could add
+ * the cell (i.e. we track back since another cell, further down the road
+ * couldn't be added, irrespective of the orientation of the cell which we are
+ * presently considering), then we are not allowed to track back to one of its
+ * neighbors, but have to track back only one cell index.
+ *
+ * The second method to prune the tree is that usually we cannot add a new
+ * cell since the orientation of one of its neighbors that have already been
+ * added is wrong. Thus, if we may try to rotate one of the neighbors (of
+ * course making sure that rotating that neighbor does not violate the
+ * consistency of the triangulation) in order to allow the present cell to be
+ * added.
+ *
+ * While the first method could be explained in terms of backtracking in the
+ * tree of orientations more than one step at once, turning a neighbor means
+ * jumping to a totally different place in the tree. For both methods, one can
+ * find arguments that they will never miss a path that is valid and only skip
+ * paths that are invalid anyway.
+ *
+ * These two methods have proven extremely efficient. We have been able to
+ * read very large grids (several ten thousands of cells) without the need to
+ * track back much. In particular, the time to find an ordering of the cells
+ * was found to be mostly linear in the number of cells, and the time to
+ * reorder them is usually much smaller (for example by one order of
+ * magnitude) than the time needed to read the data from a file, and also to
+ * actually generate the triangulation from this data using the
+ * Triangulation::create_triangulation() function.
+ *
+ * @ingroup grid
+ */
/**
- * This class reorders the vertices of cells such that they meet the standard
- * requirements of the Triangulation class when creating grids, i.e. all lines
- * have a unique orientation with respect to all neighboring cells. This class
- * is mainly used when reading in grids from files and converting them to
- * deal.II triangulations.
- *
- * @note In contrast to the rest of the deal.II library, by default this class
- * uses the old deal.II numbering scheme, which was used up to deal.II version
- * 5.2 (but the main function of this class takes a flag that specifies
- * whether it should do an implicit conversion from the new to the old format
- * before doing its work, and then back again after reordering). In this old
- * format, the vertex and face ordering in 2d is assumed to be
- * @verbatim
- * 2
- * 3--->---2
- * | |
- * 3^ ^1
- * | |
- * 0--->---1
- * 0
- * @endverbatim
- * the vertices in 3d:
- * @verbatim
- * 7-------6 7-------6
- * /| | / /|
- * / | | / / |
- * / | | / / |
- * 3 | | 3-------2 |
- * | 4-------5 | | 5
- * | / / | | /
- * | / / | | /
- * |/ / | |/
- * 0-------1 0-------1
- * @endverbatim
- * and the faces in 3d:
- * @verbatim
- * *-------* *-------*
- * /| | / /|
- * / | 1 | / 4 / |
- * / | | / / |
- * * | | *-------* |
- * | 5 *-------* | | 3 *
- * | / / | | /
- * | / 2 / | 0 | /
- * |/ / | |/
- * *-------* *-------*
- * @endverbatim
- * After calling the GridReordering::reorder_cells() function the CellData is
- * still in this old numbering scheme. Hence, for creating a Triangulation
- * based on the resulting CellData the
- * Triangulation::create_triangulation_compatibility() (and not the
- * Triangulation::create_triangulation()) function must be used. For a
- * typical use of the reorder_cells() function see the implementation of the
- * GridIn <code>read_*()</code> functions.
- *
- *
- * <h3>Statement of problems</h3>
- *
- * Triangulations in deal.II have a special structure, in that there are not
- * only cells, but also faces, and in 3d also edges, that are objects of their
- * own right. Faces and edges have unique orientations, and they have a
- * specified orientation also with respect to the cells that are adjacent.
- * Thus, a line that separates two cells in two space dimensions does not only
- * have a direction, but it must also have a well-defined orientation with
- * respect to the other lines bounding the two quadrilaterals adjacent to the
- * first line. Likewise definitions hold for three dimensional cells and the
- * objects (lines, quads) that separate them.
- *
- * For example, in two dimensions, a quad consists of four lines which have a
- * direction, which is by definition as follows:
- * @verbatim
- * 3-->--2
- * | |
- * ^ ^
- * | |
- * 0-->--1
- * @endverbatim
- * Now, two adjacent cells must have a vertex numbering such that the
- * direction of the common side is the same. For example, the following two
- * quads
- * @verbatim
- * 3---4---5
- * | | |
- * 0---1---2
- * @endverbatim
- * may be characterised by the vertex numbers <tt>(0 1 4 3)</tt> and <tt>(1 2
- * 5 4)</tt>, since the middle line would get the direction <tt>1->4</tt> when
- * viewed from both cells. The numbering <tt>(0 1 4 3)</tt> and <tt>(5 4 1
- * 2)</tt> would not be allowed, since the left quad would give the common
- * line the direction <tt>1->4</tt>, while the right one would want to use
- * <tt>4->1</tt>, leading to an ambiguity.
- *
- * As a sidenote, we remark that if one adopts the idea that having directions
- * of faces is useful, then the orientation of the four faces of a cell as
- * shown above is almost necessary. In particular, it is not possible to
- * orient them such that they represent a (counter-)clockwise sense, since
- * then we couldn't already find a valid orientation of the following patch of
- * three cells:
- * @verbatim
- * o
- * / \
- * o o
- * | \ / |
- * | o |
- * | | |
- * o---o---o
- * @endverbatim
- * (The reader is asked to try to find a conforming choice of line directions;
- * it will soon be obvious that there can't exists such a thing, even if we
- * allow that there might be cells with clockwise and counterclockwise
- * orientation of the lines at the same time.)
- *
- * One might argue that the definition of unique directions for faces and
- * edges, and the definition of directions relative to the cells they bound,
- * is a misfeature of deal.II. In fact, it makes reading in grids created by
- * mesh generators rather difficult, as they usually don't follow these
- * conventions when generating their output. On the other hand, there are good
- * reasons to introduce such conventions, as they can make programming much
- * simpler in many cases, leading to an increase in speed of some computations
- * as one can avoid expensive checks in many places because the orientation of
- * faces is known by assumption that it is guaranteed by the triangulation.
- *
- * The purpose of this class is now to find an ordering for a given set of
- * cells such that the generated triangulation satisfies all the requirements
- * stated above. To this end, we will first show some examples why this is a
- * difficult problem, and then develop algorithms that finds such a
- * reordering. Note that the algorithm operates on a set of CellData objects
- * that are used to describe a mesh to the triangulation class. These objects
- * are, for example, generated by the GridIn class, when reading in grids from
- * input files.
- *
- * As a last question for this first section: is it guaranteed that such
- * orientations of faces always exist for a given subdivision of a domain into
- * cells? The linear complexity algorithm described below for 2d also proves
- * that the answer is yes for 2d. For 3d, the answer is no (which also
- * underlines that using such orientations might be an -- unfortunately
- * uncurable -- misfeature of deal.II). A simple counter-example in 3d
- * illustrates this: take a string of 3d cells and bend it together to a
- * torus. Since opposing lines in a cell need to have the same direction,
- * there is a simple ordering for them, for example all lines radially
- * outward, tangentially clockwise, and axially upward. However, if before
- * joining the two ends of the string of cells, the string is twisted by 180
- * degrees, then no such orientation is possible any more, as can easily be
- * checked. In effect, some meshes could not be used in deal.II. In order to
- * overcome this problem, the <code>face_rotation</code>,
- * <code>face_flip</code> and <code>line_orientation</code> flags have been
- * introduced. With these, it is possible to treat all purely hexahedral
- * meshes. However, in order to reduce the effect of possible bugs, it should
- * still be tried to reorder a grid. Only if this procedure fails, the
- * original connectivity information should be used.
- *
- *
- * <h3>Examples of problems</h3>
- *
- * As noted, reordering the vertex lists of cells such that the resulting grid
- * is not a trivial problem. In particular, it is often not sufficient to only
- * look at the neighborhood of a cell that cannot be added to a set of other
- * cells without violating the requirements stated above. We will show two
- * examples where this is obvious.
- *
- * The first such example is the following, which we will call the ``four
- * cells at the end'' because of the four cells that close of the right end of
- * a row of three vertical cells each (in the following picture we only show
- * one such column of three cells at the left, but we will indicate what
- * happens if we prolong this list):
- * @verbatim
- * 9---10-----11
- * | | / |
- * 6---7---8 |
- * | | | |
- * 3---4---5 |
- * | | \ |
- * 0---1------2
- * @endverbatim
- * Assume that you had numbered the vertices in the cells at the left boundary
- * in a way, that the following line directions are induced:
- * @verbatim
- * 9->-10-----11
- * ^ ^ / |
- * 6->-7---8 |
- * ^ ^ | |
- * 3->-4---5 |
- * ^ ^ \ |
- * 0->-1------2
- * @endverbatim
- * (This could for example be done by using the indices <tt>(0 1 4 3)</tt>,
- * <tt>(3 4 7 6)</tt>, <tt>(6 7 10 9)</tt> for the three cells). Now, you will
- * not find a way of giving indices for the right cells, without introducing
- * either ambiguity for one line or other, or without violating that within
- * each cells, there must be one vertex from which both lines are directed
- * away and the opposite one to which both adjacent lines point to.
- *
- * The solution in this case is to renumber one of the three left cells, e.g.
- * by reverting the sense of the line between vertices 7 and 10 by numbering
- * the top left cell by <tt>(9 6 7 10)</tt>:
- * @verbatim
- * 9->-10-----11
- * v v / |
- * 6->-7---8 |
- * ^ ^ | |
- * 3->-4---5 |
- * ^ ^ \ |
- * 0->-1------2
- * @endverbatim
- *
- * The point here is the following: assume we wanted to prolong the grid to
- * the left like this:
- * @verbatim
- * o---o---o---o---o------o
- * | | | | | / |
- * o---o---o---o---o---o |
- * | | | | | | |
- * o---o---o---o---o---o |
- * | | | | | \ |
- * o---o---o---o---o------o
- * @endverbatim
- * Then we run into the same problem as above if we order the cells at the
- * left uniformly, thus forcing us to revert the ordering of one cell (the one
- * which we could order as <tt>(9 6 7 10)</tt> above). However, since opposite
- * lines have to have the same direction, this in turn would force us to
- * rotate the cell left of it, and then the one left to that, and so on until
- * we reach the left end of the grid. This is therefore an example we have
- * to track back right until the first column of three cells to find a
- * consistent ordering, if we had initially ordered them uniformly.
- *
- * As a second example, consider the following simple grid, where the order in
- * which the cells are numbered is important:
- * @verbatim
- * 3-----2-----o-----o ... o-----7-----6
- * | | | | | | |
- * | 0 | N | N-1 | ... | 2 | 1 |
- * | | | | | | |
- * 0-----1-----o-----o ... o-----4-----5
- * @endverbatim
- * We have here only indicated the numbers of the vertices that are relevant.
- * Assume that the user had given the cells 0 and 1 by the vertex indices
- * <tt>0 1 2 3</tt> and <tt>6 7 4 5</tt>. Then, if we follow this orientation,
- * the grid after creating the lines for these two cells would look like this:
- * @verbatim
- * 3-->--2-----o-----o ... o-----7--<--6
- * | | | | | | |
- * ^ 0 ^ N | N-1 | ... | 2 v 1 v
- * | | | | | | |
- * 0-->--1-----o-----o ... o-----4--<--5
- * @endverbatim
- * Now, since opposite lines must point in the same direction, we can only add
- * the cells 2 through N-1 to cells 1 such that all vertical lines point down.
- * Then, however, we cannot add cell N in any direction, as it would have two
- * opposite lines that do not point in the same direction. We would have to
- * rotate either cell 0 or 1 in order to be able to add all the other cells
- * such that the requirements of deal.II triangulations are met.
- *
- * These two examples demonstrate that if we have added a certain number of
- * cells in some orientation of faces and can't add the next one without
- * introducing faces that had already been added in another direction, then it
- * might not be sufficient to only rotate cells in the neighborhood of the
- * cell that we failed to add. It might be necessary to go back a long way and
- * rotate cells that have been entered long ago.
- *
- *
- * <h3>Solution</h3>
- *
- * From the examples above, it is obvious that if we encounter a cell that
- * cannot be added to the cells which have already been entered, we can not
- * usually point to a cell that is the culprit and that must be entered in a
- * different orientation. Furthermore, even if we knew which cell, there might
- * be large number of cells that would then cease to fit into the grid and
- * which we would have to find a different orientation as well (in the second
- * example above, if we rotated cell 1, then we would have to rotate the cells
- * 1 through N-1 as well).
- *
- * A brute force approach to this problem is the following: if cell N can't be
- * added, then try to rotate cell N-1. If we can't rotate cell N-1 any more,
- * then try to rotate cell N-2 and try to add cell N with all orientations of
- * cell N-1. And so on. Algorithmically, we can visualize this by a tree
- * structure, where node N has as many children as there are possible
- * orientations of node N+1 (in two space dimensions, there are four
- * orientations in which each cell can be constructed from its four vertices;
- * for example, if the vertex indices are <tt>(0 1 2 3)</tt>, then the four
- * possibilities would be <tt>(0 1 2 3)</tt>, <tt>(1 2 3 0)</tt>, <tt>(2 3 0
- * 1)</tt>, and <tt>(3 0 1 2)</tt>). When adding one cell after the other, we
- * traverse this tree in a depth-first (pre-order) fashion. When we encounter
- * that one path from the root (cell 0) to a leaf (the last cell) is not
- * allowed (i.e. that the orientations of the cells which are encoded in the
- * path through the tree does not lead to a valid triangulation), we have to
- * track back and try another path through the tree.
- *
- * In practice, of course, we do not follow each path to a final node and then
- * find out whether a path leads to a valid triangulation, but rather use an
- * inductive argument: if for all previously added cells the triangulation is
- * a valid one, then we can find out whether a path through the tree can yield
- * a valid triangulation by checking whether entering the present cell would
- * introduce any faces that have a nonunique direction; if that is so, then we
- * can stop following all paths below this point and track back immediately.
- *
- * Nevertheless, it is already obvious that the tree has <tt>4**N</tt> leaves
- * in two space dimensions, since each of the N cells can be added in four
- * orientations. Most of these nodes can be discarded rapidly, since firstly
- * the orientation of the first cell is irrelevant, and secondly if we add one
- * cell that has a neighbor that has already been added, then there are
- * already only two possible orientations left, so the total number of checks
- * we have to make until we find a valid way is significantly smaller than
- * <tt>4**N</tt>. However, the algorithm is still exponential in time and
- * linear in memory (we only have to store the information for the present
- * path in form of a stack of orientations of cells that have already been
- * added).
- *
- * In fact, the two examples above show that the exponential estimate is not a
- * pessimized one: we indeed have to track back to one of the very first cells
- * there to find a way to add all cells in a consistent fashion.
- *
- * This discouraging situation is greatly improved by the fact that we have an
- * alternative algorithm for 2d that is always linear in runtime (discovered
- * and implemented by Michael Anderson of TICAM, University of Texas, in
- * 2003), and that for 3d we can find an algorithm that in practice is usually
- * only roughly linear in time and memory. We will describe these algorithms
- * in the following.
- *
- *
- * <h3>The 2d linear complexity algorithm</h3>
- *
- * The algorithm uses the fact that opposite faces of a cell need to have the
- * same orientation. So you start with one arbitrary line, choose an
- * orientation. Then the orientation of the opposite face is already fixed.
- * Then go to the two cells across the two faces we have fixed: for them, one
- * face is fixed, so we can also fix the opposite face. Go on with doing so.
- * Eventually, we have done this for a string of cells. Then take one of the
- * non-fixed faces of a cell which has already two fixed faces and do all this
- * again.
- *
- * In more detail, the algorithm is best illustrated using an example. We
- * consider the mesh below:
- * @verbatim
- * 9------10-------11
- * | | /|
- * | | / |
- * | | / |
- * 6------7-----8 |
- * | | | |
- * | | | |
- * | | | |
- * 3------4-----5 |
- * | | \ |
- * | | \ |
- * | | \|
- * 0------1---------2
- * @endverbatim
- * First a cell is chosen ( (0,1,4,3) in this case). A single side of the cell
- * is oriented arbitrarily (3->4). This choice of orientation is then
- * propagated through the mesh, across sides and elements. (0->1), (6->7) and
- * (9->10). The involves edge-hopping and face hopping, giving a path through
- * the mesh shown in dots.
- * @verbatim
- * 9-->--10-------11
- * | . | /|
- * | . | / |
- * | . | / |
- * 6-->--7-----8 |
- * | . | | |
- * | . | | |
- * | . | | |
- * 3-->--4-----5 |
- * | . | \ |
- * | X | \ |
- * | . | \|
- * 0-->--1---------2
- * @endverbatim
- * This is then repeated for the other sides of the chosen element, orienting
- * more sides of the mesh.
- * @verbatim
- * 9-->--10-------11
- * | | /|
- * v.....v.......V |
- * | | /. |
- * 6-->--7-----8 . |
- * | | | . |
- * | | | . |
- * | | | . |
- * 3-->--4-----5 . |
- * | | \. |
- * ^..X..^.......^ |
- * | | \|
- * 0-->--1---------2
- * @endverbatim
- * Once an element has been completely oriented it need not be considered
- * further. These elements are filled with o's in the diagrams. We then move
- * to the next element.
- * @verbatim
- * 9-->--10->-----11
- * | ooo | . /|
- * v ooo v . V |
- * | ooo | . / |
- * 6-->--7-->--8 |
- * | | . | |
- * | | . | |
- * | | . | |
- * 3-->--4-->--5 |
- * | ooo | . \ |
- * ^ ooo ^ X ^ |
- * | ooo | . \|
- * 0-->--1-->------2
- * @endverbatim
- * Repeating this gives
- * @verbatim
- * 9-->--10->-----11
- * | ooo | oooooo /|
- * v ooo v ooooo V |
- * | ooo | oooo / |
- * 6-->--7-->--8 |
- * | | | |
- * ^.....^..X..^...^
- * | | | |
- * 3-->--4-->--5 |
- * | ooo | oooo \ |
- * ^ ooo ^ ooooo ^ |
- * | ooo | oooooo \|
- * 0-->--1-->------2
- * @endverbatim
- * and the final oriented mesh is
- * @verbatim
- * 9-->--10->-----11
- * | | /|
- * v v V |
- * | | / |
- * 6-->--7-->--8 |
- * | | | |
- * ^ ^ ^ ^
- * | | | |
- * 3-->--4-->--5 |
- * | | \ |
- * ^ ^ ^ |
- * | | \|
- * 0-->--1-->-------2
- * @endverbatim
- * It is obvious that this algorithm has linear run-time, since it only ever
- * touches each face exactly once.
- *
- * The algorithm just described in the two-dimensional case is
- * implemented for both 2d and (in generalized form) for 3d in this
- * class. The 3d case uses sheets instead of strings of cells to work
- * on. If a grid is orientable, then the algorithm is able to do its
- * work in linear time; if it is not orientable, then it aborts in
- * linear time as well.
- *
- * Both algorithms are described in the paper "On orienting edges of
- * unstructured two- and three-dimensional meshes", R. Agelek,
- * M. Anderson, W. Bangerth, W. L. Barth, ACM Transactions on
- * Mathematical Software, vol. 44, article 5, 2017. A preprint is
- * available as <a href="http://arxiv.org/abs/1512.02137">arxiv
- * 1512.02137</a>.
- *
- *
- * <h3>For the curious</h3>
- *
- * Prior to the implementation of the algorithms described above (originally
- * implemented by Michael Anderson in 2002, and re-implemented by Wolfgang
- * Bangerth in 2016), we used a branch-and-cut algorithm initially
- * implemented in 2000 by Wolfgang Bangerth. Although it is no longer used,
- * here is how it works, and why it doesn't always work for large meshes since
- * its run-time can be exponential in bad cases.
- *
- * The first observation is that although there are counterexamples, problems
- * are usually local. For example, in the second example mentioned above, if
- * we had numbered the cells in a way that neighboring cells have similar cell
- * numbers, then the amount of backtracking needed is greatly reduced.
- * Therefore, in the implementation of the algorithm, the first step is to
- * renumber the cells in a Cuthill-McKee fashion: start with the cell with the
- * least number of neighbors and assign to it the cell number zero. Then find
- * all neighbors of this cell and assign to them consecutive further numbers.
- * Then find their neighbors that have not yet been numbered and assign to
- * them numbers, and so on. Graphically, this represents finding zones of
- * cells consecutively further away from the initial cells and number them in
- * this front-marching way. This already greatly improves locality of problems
- * and consequently reduced the necessary amount of backtracking.
- *
- * The second point is that we can use some methods to prune the tree, which
- * usually lead to a valid orientation of all cells very quickly.
- *
- * The first such method is based on the observation that if we fail to insert
- * one cell with number N, then this may not be due to cell N-1 unless N-1 is
- * a direct neighbor of N. The reason is obvious: the chosen orientation of
- * cell M could only affect the possibilities to add cell N if either it were
- * a direct neighbor or if there were a sequence of cells that were added
- * after M and that connected cells M and N. Clearly, for M=N-1, the latter
- * cannot be the case. Conversely, if we fail to add cell N, then it is not
- * necessary to track back to cell N-1, but we can track back to the neighbor
- * of N with the largest cell index and which has already been added.
- *
- * Unfortunately, this method can fail to yield a valid path through the tree
- * if not applied with care. Consider the following situation, initially
- * extracted from a mesh of 950 cells generated automatically by the program
- * BAMG (this program usually generates meshes that are quite badly balanced,
- * often have many -- sometimes 10 or more -- neighbors of one vertex, and
- * exposed several problems in the initial algorithm; note also that the
- * example is in 2d where we now have the much better algorithm described
- * above, but the same observations also apply to 3d):
- * @verbatim
- * 13----------14----15
- * | \ | |
- * | \ 4 | 5 |
- * | \ | |
- * | 12-----10----11
- * | | | |
- * | | | 7 |
- * | | | |
- * | 3 | 8-----9
- * | | | |
- * | | | 6 |
- * | | | |
- * 4-----5-----6-----7
- * | | | |
- * | 2 | 1 | 0 |
- * | | | |
- * 0-----1-----2-----3
- * @endverbatim
- * Note that there is a hole in the middle. Assume now that the user described
- * the first cell 0 by the vertex numbers <tt>2 3 7 6</tt>, and cell 5 by
- * <tt>15 14 10 11</tt>, and assume that cells 1, 2, 3, and 4 are numbered
- * such that 5 can be added in initial rotation. All other cells are numbered
- * in the usual way, i.e. starting at the bottom left and counting
- * counterclockwise. Given this description of cells, the algorithm will start
- * with cell zero and add one cell after the other, up until the sixth one.
- * Then the situation will be the following:
- * @verbatim
- * 13----->---14--<--15
- * | \ | |
- * | > 4 v 5 v
- * | \ | |
- * | 12->--10--<--11
- * | | | |
- * ^ | | 7 |
- * | | | |
- * | 3 ^ 8-->--9
- * | | | |
- * | | ^ 6 ^
- * | | | |
- * 4-->--5-->--6-->--7
- * | | | |
- * ^ 2 ^ 1 ^ 0 ^
- * | | | |
- * 0-->--1-->--2-->--3
- * @endverbatim
- * Coming now to cell 7, we see that the two opposite lines at its top and
- * bottom have different directions; we will therefore find no orientation of
- * cell 7 in which it can be added without violation of the consistency of the
- * triangulation. According to the rule stated above, we track back to the
- * neighbor with greatest index, which is cell 6, but since its bottom line is
- * to the right, its top line must be to the right as well, so we won't be
- * able to find an orientation of cell 6 such that 7 will fit into the
- * triangulation. Then, if we have finished all possible orientations of cell
- * 6, we track back to the neighbor of 6 with the largest index and which has
- * been added already. This would be cell 0. However, we know that the
- * orientation of cell 0 can't be important, so we conclude that there is no
- * possible way to orient all the lines of the given cells such that they
- * satisfy the requirements of deal.II triangulations. We know that this can't
- * be, so it results in an exception be thrown.
- *
- * The bottom line of this example is that when we looked at all possible
- * orientations of cell 6, we couldn't find one such that cell 7 could be
- * added, and then decided to track back to cell 0. We did not even attempt to
- * turn cell 5, after which it would be simple to add cell 7. Thus, the
- * algorithm described above has to be modified: we are only allowed to track
- * back to that neighbor that has already been added, with the largest cell
- * index, if we fail to add a cell in any orientation. If we track back
- * further because we have exhausted all possible orientations but could add
- * the cell (i.e. we track back since another cell, further down the road
- * couldn't be added, irrespective of the orientation of the cell which we are
- * presently considering), then we are not allowed to track back to one of its
- * neighbors, but have to track back only one cell index.
- *
- * The second method to prune the tree is that usually we cannot add a new
- * cell since the orientation of one of its neighbors that have already been
- * added is wrong. Thus, if we may try to rotate one of the neighbors (of
- * course making sure that rotating that neighbor does not violate the
- * consistency of the triangulation) in order to allow the present cell to be
- * added.
- *
- * While the first method could be explained in terms of backtracking in the
- * tree of orientations more than one step at once, turning a neighbor means
- * jumping to a totally different place in the tree. For both methods, one can
- * find arguments that they will never miss a path that is valid and only skip
- * paths that are invalid anyway.
- *
- * These two methods have proven extremely efficient. We have been able to
- * read very large grids (several ten thousands of cells) without the need to
- * track back much. In particular, the time to find an ordering of the cells
- * was found to be mostly linear in the number of cells, and the time to
- * reorder them is usually much smaller (for example by one order of
- * magnitude) than the time needed to read the data from a file, and also to
- * actually generate the triangulation from this data using the
- * Triangulation::create_triangulation() function.
- *
- * @ingroup grid
+ * A class implementing various grid reordering algorithms. For more information
+ * see the @ref reordering "reordering module".
*/
template <int dim, int spacedim = dim>
class GridReordering