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Commit 805a14fc authored by Oliver Sander's avatar Oliver Sander
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Added missing */. How could I compile the UGGrid-test with this bug???

[[Imported from SVN: r3978]]
parent aac5323c
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......@@ -23,91 +23,91 @@ namespace Dune {
public:
/** \brief Turn a local vertex number from DUNE numbering to UG numbering *
static int verticesDUNEtoUG(int i, NewGeometryType type) {
if (type.isCube()) {
const int renumbering[4] = {0, 1, 3, 2};
return renumbering[i];
}
return i;
}
/** \brief Turn a local face number from DUNE numbering to UG numbering *
static int facesDUNEtoUG(int i, NewGeometryType type) {
if (type.isCube()) {
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[6] = {4, 2, 1, 3, 0, 5};
return renumbering[i];
}
if (type.isSimplex()) {
/** \todo Check this */
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[4] = {1, 2, 0, 3};
return renumbering[i];
}
return i;
}
/** \brief Turn a local vertex number from DUNE numbering to UG numbering */
static int verticesDUNEtoUG(int i, NewGeometryType type) {
};
if (type.isCube()) {
const int renumbering[4] = {0, 1, 3, 2};
return renumbering[i];
}
/** \brief DUNE and UG use different local numberings for the subentities of elements.
This class does the conversions for 3d-grids.
*/
template <>
class UGGridRenumberer<3> {
return i;
}
/** \brief Turn a local face number from DUNE numbering to UG numbering */
static int facesDUNEtoUG(int i, NewGeometryType type) {
public:
if (type.isCube()) {
/** \brief Turn a local vertex number from DUNE numbering to UG numbering *
static int verticesDUNEtoUG(int i, NewGeometryType type) {
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[6] = {4, 2, 1, 3, 0, 5};
return renumbering[i];
}
if (type.isSimplex()) {
/** \todo Check this */
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[4] = {1, 2, 0, 3};
return renumbering[i];
}
return i;
}
};
/** \brief DUNE and UG use different local numberings for the subentities of elements.
This class does the conversions for 3d-grids.
*/
template <>
class UGGridRenumberer<3> {
public:
/** \brief Turn a local vertex number from DUNE numbering to UG numbering */
static int verticesDUNEtoUG(int i, NewGeometryType type) {
if (type.isCube()) {
const int renumbering[8] = {0, 1, 3, 2, 4, 5, 7, 6};
return renumbering[i];
const int renumbering[8] = {0, 1, 3, 2, 4, 5, 7, 6};
return renumbering[i];
}
return i;
}
}
/** \brief Turn a local face number from DUNE numbering to UG numbering *
static int facesDUNEtoUG(int i, NewGeometryType type) {
/** \brief Turn a local face number from DUNE numbering to UG numbering */
static int facesDUNEtoUG(int i, NewGeometryType type) {
if (type.isCube()) {
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[6] = {4, 2, 1, 3, 0, 5};
return renumbering[i];
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[6] = {4, 2, 1, 3, 0, 5};
return renumbering[i];
}
if (type.isSimplex()) {
/** \todo Check this */
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[4] = {1, 2, 0, 3};
return renumbering[i];
}
return i;
}
/** \todo Check this */
// Dune numbers the vertices of a hexahedron and quadrilaterals differently than UG.
// The following two lines do the transformation
// The renumbering scheme is {0,1,3,2} for quadrilaterals, therefore, the
// following code works for 2d and 3d.
const int renumbering[4] = {1, 2, 0, 3};
return renumbering[i];
}
return i;
}
};
};
}
#endif
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