On Thu, Sep 25, 2008 at 02:30:21PM +0200, Johan Jansson wrote: > 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
ok. -- Anders
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