/*
* vmg - a versatile multigrid solver
* Copyright (C) 2012 Institute for Numerical Simulation, University of Bonn
*
* vmg is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* vmg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
/**
* @file discretization_poisson_fv.cpp
* @author Julian Iseringhausen
* @date Mon Apr 18 13:03:47 2011
*
* @brief Finite volume discretization for the Poisson
* equation. Absolutely equivalent to the finite
* difference discretization unless you use
* hierarchically coarsened grids.
*
*/
#ifdef HAVE_CONFIG_H
#include
#endif
#include "grid/grid_index_translations.hpp"
#include "samples/discretization_poisson_fv.hpp"
using namespace VMG;
void DiscretizationPoissonFV::InitDiscretizationPoissonFV()
{
switch (order)
{
case 2:
stencil.SetDiag(6.0);
stencil.push_back(-1, 0, 0, -1.0);
stencil.push_back( 1, 0, 0, -1.0);
stencil.push_back( 0, -1, 0, -1.0);
stencil.push_back( 0, 1, 0, -1.0);
stencil.push_back( 0, 0, -1, -1.0);
stencil.push_back( 0, 0, 1, -1.0);
break;
case 4:
stencil.SetDiag(24.0/6.0);
stencil.push_back(-1, 0, 0, -2.0/6.0);
stencil.push_back( 1, 0, 0, -2.0/6.0);
stencil.push_back( 0, -1, 0, -2.0/6.0);
stencil.push_back( 0, 1, 0, -2.0/6.0);
stencil.push_back( 0, 0, -1, -2.0/6.0);
stencil.push_back( 0, 0, 1, -2.0/6.0);
stencil.push_back(-1, -1, 0, -1.0/6.0);
stencil.push_back(-1, 1, 0, -1.0/6.0);
stencil.push_back( 1, -1, 0, -1.0/6.0);
stencil.push_back( 1, 1, 0, -1.0/6.0);
stencil.push_back(-1, 0, -1, -1.0/6.0);
stencil.push_back(-1, 0, 1, -1.0/6.0);
stencil.push_back( 1, 0, -1, -1.0/6.0);
stencil.push_back( 1, 0, 1, -1.0/6.0);
stencil.push_back( 0, -1, -1, -1.0/6.0);
stencil.push_back( 0, -1, 1, -1.0/6.0);
stencil.push_back( 0, 1, -1, -1.0/6.0);
stencil.push_back( 0, 1, 1, -1.0/6.0);
break;
default:
assert(0 != "vmg choose discretization order 2 or 4");
break;
}
}
void DiscretizationPoissonFV::ModifyRightHandSide()
{
if (order == 4) {
Grid& rhs = MG::GetRhsMaxLevel();
Stencil stencil(6.0/12.0);
stencil.push_back(-1, 0, 0, 1.0/12.0);
stencil.push_back( 1, 0, 0, 1.0/12.0);
stencil.push_back( 0, -1, 0, 1.0/12.0);
stencil.push_back( 0, 1, 0, 1.0/12.0);
stencil.push_back( 0, 0, -1, 1.0/12.0);
stencil.push_back( 0, 0, 1, 1.0/12.0);
stencil.Apply(rhs);
}
}
void DiscretizationPoissonFV::SetInnerBoundaryCompute(Grid& sol_f, Grid& rhs_f, Grid& sol_c) const
{
/*
//FIXME
Index i_c, i_f;
Index b1_c, b2_c, b1_f, b2_f;
GridIndexTranslations::GetInnerBoundary(sol_c, b1_c, b2_c, sol_f, b1_f, b2_f);
*/
/*
const Index b1_c = sol_c.Local().FinerBegin();
const Index b2_c = sol_c.Local().FinerEnd() - 1;
const Index b1_f = 0;
const Index b2_f = rhs_f.Local().SizeTotal() - 1;
*/
/*
const Index begin_f = sol_f.Local().Begin();
const Index end_f = sol_f.Local().End();
const Index begin_c = sol_c.Local().FinerBegin();
const Vector h2_inv = 0.5 / sol_f.Extent().MeshWidth();
const vmg_float c_1_3 = 1.0 / 3.0;
const Vector c_2_3_sp = 2.0 / 3.0 * sol_f.Extent().MeshWidth();
const vmg_float c_4_3 = 4.0 / 3.0;
Helper::AssertVectorsEqual(sol_c.GetSpatialPos(sol_c.Local().FinerBegin()), sol_f.GetSpatialPos(sol_f.Local().Begin()));
Helper::AssertVectorsEqual(sol_c.GetSpatialPos(sol_c.Local().FinerEnd()-1), sol_f.GetSpatialPos(sol_f.Local().End()-1));
//
// X-direction
//
i_f = begin_f; i_c = begin_c;
for (i_f.Y()=begin_f.Y(), i_c.Y()=begin_c.Y(); i_f.Y()