define version number for distance-to-boundary computations
Entry | Description |
---|---|
radiusBig | integer value to be GIVEN IN PERCENT! |
A point "i" looks within a ball of radius (radiusBig/100)*SMOOTH_LENGTH for boundary elements (BE) like trias, quads, etc., and computes the boundary distance based on the found BE-list. | |
Neighbor points of "i" closer than (radiusBig/100 - radiusSmall/100)*SMOOTH_LENGTH use the same neighbor list. This saves a lot of compution time as retrieving the BE-list from the search tree might be costly if the geometry is of much finer resolution than the local SMOOTH_LENGTH. The computed distance is valid only if it is smaller than (radiusSmall/100)*SMOOTH_LENGTH. | |
radiusSmall | integer value to be GIVEN IN PERCENT! |
effective radius of BE-search and distance-to-boundary computation | |
TrianglePreselection | = 2, then use a preselection of triangles of the list that is delivered from the triangle search tree. The preselection is based on the Cartesian boxes of the triangles. |
= 3, then use the preselection and, additionally, try to use a faster implementation (vectorized loop). First tests on INTEL processors show that this does not speed up the computation. | |
Put a minus sign in front of this entry in order to additionally trigger a time measurement for the distance-point-to-triangle computations, appearing in the secreen output. | |
TouchDownIrreduciblePoints | = 1, then allow touch down of irreducible points (Y%ind_MARKER% > 0) to regular boundaries (such as walls). |
= 0, then strictly push back irreducible points such that touch down to walls is not possible. Handle this option with care: if all points are irreducible, no touch down of a free surface to walls would be possible. |