Niclas Jansson wrote:
> Anders Logg wrote:
>   
>> On Mon, Sep 22, 2008 at 05:03:59PM +0200, Niclas Jansson wrote:
>>     
>>
...
>>> It's a (ugly) workaround due to the static nature of the MeshEditor
>>> (number of vertices must be specified a priori). It could of course be
>>> fixed by moving the geometric partitioner inside the parser, and only
>>> opening the editor inside closeMesh().
>>>
>>> However the nice solution would be to make the MeshEditor more dynamic.
>>> That would also make life easier when implementing a better refinement
>>> algorithm (for example, the recursive longest edge bisection (Rivara)
>>> from unicorn)
>>>       
>> I agree it would be better to make MeshEditor dynamic. The problem is
>> that this is not always needed. Perhaps we should add a new class
>> DynamicMeshEditor that can be used when one does not know the number
>> of vertices and cells a priori.
>>
>> It could be very simple, just storing the dynamic data in suitable STL
>> containers and then calling MeshEditor in close().
>>
>>     
This is nice, and definitely needed. I'll take a look at updating the 
mesh refinement.

  Johan

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