/* * 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()