#include <vector>#include <set>#include <iostream>#include <map>#include <algorithm>#include <bitset>#include <numeric>#include <cmath>#include <tr1/unordered_map>#include <limits>#include "common_tree.hpp"
Include dependency graph for element_tree.hpp:Go to the source code of this file.
Namespaces | |
| moab | |
| Class representing axis-aligned bounding box. | |
| moab::anonymous_namespace{element_tree.hpp} | |
| moab::anonymous_namespace{element_tree.hpp}::_element_tree | |
Macros | |
| #define | ELEMENT_TREE_HPP |
| #define | MAX_ITERATIONS 2 |
| #define | ELEMENTS_PER_LEAF 30 |
| #define | MAX_DEPTH 30 |
| #define | EPSILON 1e-1 |
Functions | |
| template<typename Partition_data , typename Box > | |
| void | moab::anonymous_namespace{element_tree.hpp}::_element_tree::correct_bounding_box (const Partition_data &data, Box &box, const int child) |
| #define ELEMENT_TREE_HPP |
element_tree.hpp Ryan H. Lewis (C) 2012
An element tree partitions a mesh composed of elements. We subdivide the bounding box of a mesh, and each element is either entirely on the left, entirely on the right, or crossing the diving line. We build a tree on the mesh with this property.
Definition at line 25 of file element_tree.hpp.
| #define ELEMENTS_PER_LEAF 30 |
Definition at line 466 of file element_tree.hpp.
| #define EPSILON 1e-1 |
Definition at line 468 of file element_tree.hpp.
| #define MAX_DEPTH 30 |
Definition at line 467 of file element_tree.hpp.
| #define MAX_ITERATIONS 2 |
Definition at line 248 of file element_tree.hpp.