Bugfix in faceZone reconstruction procedure
Forgot to take into account the "turning face" index and decrement by one
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1 changed files with 13 additions and 8 deletions
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@ -1915,18 +1915,23 @@ Foam::processorMeshesReconstructor::reconstructMesh(const Time& db)
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// Get the face index in the new, reconstructed mesh
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// Get the face index in the new, reconstructed mesh
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const label& newFaceI = curFaceProcAddr[oldFaceI];
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const label& newFaceI = curFaceProcAddr[oldFaceI];
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// Check if the face is mapped (if the index is >= 0)
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// Check if the face is mapped.
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if (newFaceI > -1)
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// Note:
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// 1. Need to decrement by 1 because of the face turning
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// 2. No need to handle negative new indices coming from
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// slave processor because we'd end up with
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// duplicate entries (two faces on two processors
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// merged into a single one)
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if (newFaceI > 0)
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{
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{
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// This is a face that's been correctly
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// This is a face that's been correctly
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// mapped, insert the face in the new zone
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// mapped, insert the face in the new zone
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zoneReconFaces[nFaces] = newFaceI;
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zoneReconFaces[nFaces] = newFaceI - 1;
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// Also store the flip map of the face. Note: I'm
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// Also store the flip map of the face. We don't
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// pretty sure that we don't need to check whether
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// need to check whether the flip map has been
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// the flip map has been preserved because the
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// preserved because we only get the combined faces
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// combined faces are inserted from master side
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// that are inserted from master side.
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// always.
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zoneReconFaceFlips[nFaces] = zoneFlipMap[i];
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zoneReconFaceFlips[nFaces] = zoneFlipMap[i];
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// Increment the number of faces for this zone
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// Increment the number of faces for this zone
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