//--------------------------------------------------// //- move mesh //--------------------------------------------------// { //Info << "Moving mesh using least squares interpolation" << endl; leastSquaresVolPointInterpolation pointInterpolation(mesh); // Create point mesh pointMesh pMesh(mesh); //pointMesh pMesh(mesh); wordList types ( pMesh.boundary().size(), calculatedFvPatchVectorField::typeName ); pointVectorField pointDU ( IOobject ( "pointDU", runTime.timeName(), mesh ), pMesh, dimensionedVector("zero", dimLength, vector::zero), types ); pointInterpolation.interpolate(DU, pointDU); //pointDU.write(); const vectorField& pointDUI = pointDU.internalField(); //- Move mesh //vectorField newPoints = mesh.allPoints(); pointVectorField newPoints ( IOobject ( "newPoints", runTime.timeName(), mesh ), pMesh, dimensionedVector("zero", dimLength, vector::zero) //mesh.allPoints() ); //newPoints.internalField() = mesh.allPoints(); newPoints.internalField() = oldPoints; // old points for DL //const vectorField oldPoints = mesh.allPoints(); // note: allPoints will have more points than pointDU // if there are globalFaceZones forAll (pointDUI, pointI) { newPoints[pointI] += pointDUI[pointI]; } // Correct symmetryPlane points forAll(mesh.boundaryMesh(), patchI) { if (isA(mesh.boundaryMesh()[patchI])) { const labelList& meshPoints = mesh.boundaryMesh()[patchI].meshPoints(); vector avgN = gAverage(mesh.boundaryMesh()[patchI].pointNormals()); vector i(1, 0, 0); vector j(0, 1, 0); vector k(0, 0, 1); if (mag(avgN&i) > 0.95) { forAll(meshPoints, pI) { newPoints[meshPoints[pI]].x() = 0; } } else if (mag(avgN&j) > 0.95) { forAll(meshPoints, pI) { newPoints[meshPoints[pI]].y() = 0; } } else if (mag(avgN&k) > 0.95) { forAll(meshPoints, pI) { newPoints[meshPoints[pI]].z() = 0; } } } } # include "calcUnusedNewPoints.H" // // now we make sure processor patches are exactly the same // newPoints.correctBoundaryConditions(); twoDPointCorrector twoDCorrector(mesh); twoDCorrector.correctPoints(newPoints); mesh.movePoints(newPoints); mesh.V00(); mesh.moving(false); // Update n n = mesh.Sf()/mesh.magSf(); }