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changed faceZone flip map usage
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@ -28,8 +28,8 @@ Description
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There is one catch: for faceZones you also need to specify a flip
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There is one catch: for faceZones you also need to specify a flip
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condition which basically denotes the side of the face. In this app
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condition which basically denotes the side of the face. In this app
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it reads a cellSet (xxxCells if 'xxx' is the name of the faceSet) and
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it reads a cellSet (xxxCells if 'xxx' is the name of the faceSet) which
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any face whose neighbour is in the cellSet gets a flip=true.
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is the masterCells of the zone.
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There are lots of situations in which this will go wrong but it is the
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There are lots of situations in which this will go wrong but it is the
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best I can think of for now.
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best I can think of for now.
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@ -201,13 +201,10 @@ int main(int argc, char *argv[])
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if (!noFlipMap)
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if (!noFlipMap)
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{
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{
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word setName(set.name() + "Cells");
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word setName(set.name() + "SlaveCells");
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Pout<< "Trying to load cellSet " << setName
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Pout<< "Trying to load cellSet " << setName
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<< " to find out the flipMap." << nl
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<< " to find out the slave side of the zone." << nl
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<< "If the neighbour side of the face is in the cellSet"
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<< " the flipMap becomes true," << nl
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<< "in all other cases it stays false."
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<< " If you do not care about the flipMap"
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<< " If you do not care about the flipMap"
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<< " (i.e. do not use the sideness)" << nl
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<< " (i.e. do not use the sideness)" << nl
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<< "use the -noFlipMap command line option."
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<< "use the -noFlipMap command line option."
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@ -230,7 +227,7 @@ int main(int argc, char *argv[])
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&& !cells.found(mesh.faceNeighbour()[faceI])
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&& !cells.found(mesh.faceNeighbour()[faceI])
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)
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)
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{
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{
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flip = false;
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flip = true;
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}
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}
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else if
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else if
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(
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(
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@ -238,7 +235,7 @@ int main(int argc, char *argv[])
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&& cells.found(mesh.faceNeighbour()[faceI])
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&& cells.found(mesh.faceNeighbour()[faceI])
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)
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)
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{
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{
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flip = true;
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flip = false;
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}
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}
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else
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else
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{
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{
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@ -260,11 +257,11 @@ int main(int argc, char *argv[])
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{
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{
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if (cells.found(mesh.faceOwner()[faceI]))
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if (cells.found(mesh.faceOwner()[faceI]))
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{
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{
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flip = false;
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flip = true;
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}
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}
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else
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else
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{
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{
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flip = true;
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flip = false;
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}
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}
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}
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}
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