SundanceIncrementallyCreatableMesh.hpp
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00004 //                             Sundance
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00040 /* @HEADER@ */
00041 
00042 #ifndef SUNDANCE_INCREMENTALLYCREATABLEMESH_H
00043 #define SUNDANCE_INCREMENTALLYCREATABLEMESH_H
00044 
00045 
00046 
00047 #include "SundanceDefs.hpp"
00048 #include "SundanceMeshBase.hpp"
00049 #include "Teuchos_Array.hpp"
00050 
00051 namespace Sundance
00052 {
00053 /**
00054  * IncrementallyCreatableMesh is an interface for the creation of meshes
00055  * by adding vertices, then elements.
00056  */
00057 class IncrementallyCreatableMesh : public MeshBase
00058 {
00059 public:
00060   /** Construct an empty mesh of the given dimension, distributed over
00061    * processors in the MPI communicator*/
00062   IncrementallyCreatableMesh(int dim, const MPIComm& comm, 
00063     const MeshEntityOrder& meshOrder)
00064     : MeshBase(dim, comm, meshOrder) {;}
00065 
00066   /** virtual dtor */
00067   virtual ~IncrementallyCreatableMesh(){;}
00068 
00069   /** Optional preallocation of space for an estimated number of vertices */
00070   virtual void estimateNumVertices(int nPts) {;}
00071 
00072   /** Optional preallocation of space for an estimated number of elements */
00073   virtual void estimateNumElements(int nElems) {;}
00074 
00075       
00076 
00077   /** 
00078    * Add new new vertex to the mesh.
00079    * \param globalIndex the GID of the new vertex
00080    * \param x the spatial position of the new vertex
00081    * \param ownerProcID the processor that "owns" this vertex 
00082    * \param label a label for this vertex (optionally used in setting loads, boundary
00083    * conditions, etc)
00084    * \return the LID of the vertex.
00085    */
00086   virtual int addVertex(int globalIndex, const Point& x,
00087     int ownerProcID, int label) = 0 ;
00088 
00089   /** 
00090    * Add a new element to the mesh.
00091    * \param globalIndex the GID of the new element
00092    * \param vertexGIDs tuple of GIDs for the vertices defining this element. 
00093    * \param ownerProcID the processor that "owns" this element
00094    * \param label a label for this element (optionally used in setting loads, 
00095    * material properties, etc)
00096    * \return the LID of the element
00097    */
00098   virtual int addElement(int globalIndex, const Array<int>& vertexGIDs,
00099     int ownerProcID, int label) = 0 ;
00100 
00101 
00102   /** 
00103    * 
00104    */
00105   virtual void freezeTopology() {}
00106 };
00107 
00108 }
00109 
00110 
00111 
00112 #endif

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