--- /dev/null
+/* ---------------------------------------------------------------------
+ *
+ * Copyright (C) 1999 - 2015 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 at
+ * the top level of the deal.II distribution.
+ *
+ * ---------------------------------------------------------------------
+
+ */
+
+// @sect3{Include files}
+
+// The most fundamental class in the library is the Triangulation class, which
+// is declared here:
+#include <deal.II/grid/tria.h>
+// We need the following two includes for loops over cells and/or faces:
+#include <deal.II/grid/tria_accessor.h>
+#include <deal.II/grid/tria_iterator.h>
+// Here are some functions to generate standard grids:
+#include <deal.II/grid/grid_generator.h>
+// We would like to use faces and cells which are not straight lines,
+// or bi-linear quads, so we import some classes which predefine some
+// manifold descriptions:
+#include <deal.II/grid/manifold_lib.h>
+// Output of grids in various graphics formats:
+#include <deal.II/grid/grid_out.h>
+
+// This is needed for C++ output:
+#include <iostream>
+#include <fstream>
+// And this for the declarations of the `sqrt' and `fabs' functions:
+#include <cmath>
+
+// The final step in importing deal.II is this: All deal.II functions and
+// classes are in a namespace <code>dealii</code>, to make sure they don't
+// clash with symbols from other libraries you may want to use in conjunction
+// with deal.II. One could use these functions and classes by prefixing every
+// use of these names by <code>dealii::</code>, but that would quickly become
+// cumbersome and annoying. Rather, we simply import the entire deal.II
+// namespace for general use:
+using namespace dealii;
+
+// @sect3{Creating the first mesh}
+
+// In the following, first function, we simply use the unit square as domain
+// and produce a globally refined grid from it.
+void first_grid ()
+{
+ // The first thing to do is to define an object for a triangulation of a
+ // two-dimensional domain:
+ Triangulation<2> triangulation;
+ // Here and in many following cases, the string "<2>" after a class name
+ // indicates that this is an object that shall work in two space
+ // dimensions. Likewise, there are versions of the triangulation class that
+ // are working in one ("<1>") and three ("<3>") space dimensions. The way
+ // this works is through some template magic that we will investigate in
+ // some more detail in later example programs; there, we will also see how
+ // to write programs in an essentially dimension independent way.
+
+ // Next, we want to fill the triangulation with a single cell for a square
+ // domain. The triangulation is the refined four times, to yield $4^4=256$
+ // cells in total:
+ GridGenerator::hyper_cube (triangulation);
+ triangulation.refine_global (4);
+
+ // Now we want to write a graphical representation of the mesh to an output
+ // file. The GridOut class of deal.II can do that in a number of different
+ // output formats; here, we choose encapsulated postscript (eps) format:
+ std::ofstream out ("grid-1.eps");
+ GridOut grid_out;
+ grid_out.write_eps (triangulation, out);
+ std::cout << "Grid written to grid-1.eps" << std::endl;
+}
+
+
+
+// @sect3{Creating the second mesh}
+
+// The grid in the following, second function is slightly more complicated in
+// that we use a ring domain and refine the result once globally.
+void second_grid ()
+{
+ // We start again by defining an object for a triangulation of a
+ // two-dimensional domain:
+ Triangulation<2> triangulation;
+
+ // We then fill it with a ring domain. The center of the ring shall be the
+ // point (1,0), and inner and outer radius shall be 0.5 and 1. The number of
+ // circumferential cells could be adjusted automatically by this function,
+ // but we choose to set it explicitly to 10 as the last argument:
+ const Point<2> center (1,0);
+ const double inner_radius = 0.5,
+ outer_radius = 1.0;
+ GridGenerator::hyper_shell (triangulation,
+ center, inner_radius, outer_radius,
+ 10);
+ // By default, the triangulation assumes that all boundaries are
+ // straight lines, and all cells are bi-linear quads or tri-linear
+ // hexes, and that they are defined by the cells of the coarse grid
+ // (which we just created). Unless we do something special, when new
+ // points need to be introduced; the domain is assumed to be
+ // delineated by the straight lines of the coarse mesh, and new
+ // points will simply be in the middle of the surrounding ones.
+ // Here, however, we know that the domain is curved, and we would
+ // like to have the Triangulation place new points according to the
+ // underlying geometry. Fortunately, some good soul implemented an
+ // object which describes a spherical domain, of which the ring is a
+ // section; it only needs the center of the ring and automatically
+ // figures out how to instruct the Triangulation where to place the
+ // new points. The way this works in deal.II is that you tag parts
+ // of the triangulation you want to be curved with a number that is
+ // usually referred to as "manifold indicator" and then tell the
+ // triangulation to use a particular "manifold object" for all
+ // places with this manifold indicator. How exactly this works is
+ // not important at this point (you can read up on it in step-53 and
+ // @ref manifold). Here, for simplicity, we will choose the manifold
+ // id to be zero. By default, all cells and faces of the
+ // Triangulation have their manifold_id set to
+ // numbers::invalid_manifold_id, which is the default if you want a
+ // manifold that produces straight edges, but you can change this
+ // number for individual cells and faces. In that case, the curved
+ // manifold thus associated with number zero will not apply to those
+ // parts with a non-zero manifold indicator, but other manifold
+ // description objects can be associated with those non-zero
+ // indicators. If no manifold description is associated with a
+ // particular manifold indicator, a manifold that produces straight
+ // edges is implied. (Manifold indicators are a slightly complicated
+ // topic; if you're confused about what exactly is happening here,
+ // you may want to look at the @ref GlossManifoldIndicator "glossary
+ // entry on this topic".)
+ triangulation.set_all_manifold_ids(0);
+ const SphericalManifold<2> manifold_description(center);
+ triangulation.set_manifold (0, manifold_description);
+
+ // In order to demonstrate how to write a loop over all cells, we will
+ // refine the grid in five steps towards the inner circle of the domain:
+ for (unsigned int step=0; step<5; ++step)
+ {
+ // Next, we need an iterator that points to a cell and which we will
+ // move over all active cells one by one. In a sense, you can think of a
+ // triangulation as a collection of cells. If it was an array, you would
+ // just get a pointer that you move from one to the next. In
+ // triangulations, cells aren't stored as an array, so simple pointers
+ // do not work, but one can generalize pointers to iterators (see <a
+ // href="http://en.wikipedia.org/wiki/Iterator#C.2B.2B">this wikipedia
+ // link</a> for more information). We will then get an iterator to the
+ // first cell and iterate over all of the cells until we hit the last
+ // one.
+ //
+ // The second important piece is that we only need the active cells.
+ // Active cells are those that are not further refined, and the only
+ // ones that can be marked for further refinement, obviously. deal.II
+ // provides iterator categories that allow us to iterate over <i>all</i>
+ // cells (including the parent cells of active ones) or only over the
+ // active cells. Because we want the latter, we need to choose
+ // Triangulation::active_cell_iterator as data type.
+ //
+ // Finally, by convention, we almost always use the names
+ // <code>cell</code> and <code>endc</code> for the iterator pointing to
+ // the present cell and to the "one-past-the-end" iterator. This is, in
+ // a sense a misnomer, because the object is not really a "cell": it is
+ // an iterator/pointer to a cell. We should really have started to call
+ // these objects <code>cell_iterator</code> when deal.II started in
+ // 1998, but it is what it is.
+ //
+ // After declaring the iterator variable, the loop over all cells is
+ // then rather trivial, and looks like any loop involving pointers
+ // instead of iterators:
+ Triangulation<2>::active_cell_iterator
+ cell = triangulation.begin_active(),
+ endc = triangulation.end();
+ for (; cell!=endc; ++cell)
+ {
+ // @note Writing a loop like this requires a lot of typing, but it
+ // is the only way of doing it in C++98 and C++03. However, if you
+ // have a C++11-compliant compiler, you can also use the C++11
+ // range-based for loop style that requires significantly less
+ // typing. Take a look at @ref CPP11 "the deal.II C++11 page" to see
+ // how this works.
+ //
+ // Next, we want to loop over all vertices of the cells. Since we are
+ // in 2d, we know that each cell has exactly four vertices. However,
+ // instead of penning down a 4 in the loop bound, we make a first
+ // attempt at writing it in a dimension-independent way by which we
+ // find out about the number of vertices of a cell. Using the
+ // GeometryInfo class, we will later have an easier time getting the
+ // program to also run in 3d: we only have to change all occurrences
+ // of <code><2></code> to <code><3></code>, and do not
+ // have to audit our code for the hidden appearance of magic numbers
+ // like a 4 that needs to be replaced by an 8:
+ for (unsigned int v=0;
+ v < GeometryInfo<2>::vertices_per_cell;
+ ++v)
+ {
+ // If this cell is at the inner boundary, then at least one of its
+ // vertices must sit on the inner ring and therefore have a radial
+ // distance from the center of exactly 0.5, up to floating point
+ // accuracy. Compute this distance, and if we have found a vertex
+ // with this property flag this cell for later refinement. We can
+ // then also break the loop over all vertices and move on to the
+ // next cell.
+ const double distance_from_center
+ = center.distance (cell->vertex(v));
+
+ if (std::fabs(distance_from_center - inner_radius) < 1e-10)
+ {
+ cell->set_refine_flag ();
+ break;
+ }
+ }
+ }
+
+ // Now that we have marked all the cells that we want refined, we let
+ // the triangulation actually do this refinement. The function that does
+ // so owes its long name to the fact that one can also mark cells for
+ // coarsening, and the function does coarsening and refinement all at
+ // once:
+ triangulation.execute_coarsening_and_refinement ();
+ }
+
+
+ // Finally, after these five iterations of refinement, we want to again
+ // write the resulting mesh to a file, again in eps format. This works just
+ // as above:
+ std::ofstream out ("grid-2.eps");
+ GridOut grid_out;
+ grid_out.write_eps (triangulation, out);
+
+ std::cout << "Grid written to grid-2.eps" << std::endl;
+
+ // At this point, all objects created in this function will be destroyed in
+ // reverse order. Unfortunately, we defined the manifold object after the
+ // triangulation, which still has a pointer to it and the library will
+ // produce an error if the manifold object is destroyed before the
+ // triangulation. We therefore have to release it, which can be done as
+ // follows. Note that this sets the manifold object used for part "0" of the
+ // domain back to a default object, over which the triangulation has full
+ // control.
+ triangulation.set_manifold (0);
+ // An alternative to doing so, and one that is frequently more convenient,
+ // would have been to declare the manifold object before the triangulation
+ // object. In that case, the triangulation would have let lose of the
+ // manifold object upon its destruction, and everything would have been
+ // fine.
+}
+
+
+
+// @sect3{The main function}
+
+// Finally, the main function. There isn't much to do here, only to call the
+// two subfunctions, which produce the two grids.
+int main ()
+{
+ first_grid ();
+ second_grid ();
+}