/usr/include/trilinos/MeshTransform.hpp is in libtrilinos-dev 10.4.0.dfsg-1ubuntu2.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 | /* *****************************************************************
MESQUITE -- The Mesh Quality Improvement Toolkit
Copyright 2004 Sandia Corporation and Argonne National
Laboratory. Under the terms of Contract DE-AC04-94AL85000
with Sandia Corporation, the U.S. Government retains certain
rights in this software.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
(lgpl.txt) along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
diachin2@llnl.gov, djmelan@sandia.gov, mbrewer@sandia.gov,
pknupp@sandia.gov, tleurent@mcs.anl.gov, tmunson@mcs.anl.gov
***************************************************************** */
/*!
\file MeshTransform.hpp
\brief
Class for performing an affine transformation on the mesh.
\author Michael Brewer
\date 2004-11-06
*/
#ifndef Mesquite_MeshTransform_hpp
#define Mesquite_MeshTransform_hpp
#include "Mesquite.hpp"
#include "Vector3D.hpp"
#include "Matrix3D.hpp"
#include "Instruction.hpp"
namespace MESQUITE_NS
{
/*! \class MeshTransform
Perform an Affine transformation on Mesh vertex positions.
Essentially define the new vertex position, v_new, from the original
vertex position, v_old, s.t.
v_new = (mMat * v_old) + mVec,
where mMat is a constant matrix and mVec is a constant vector.
*/
class MeshTransform : public Instruction
{
public:
MESQUITE_EXPORT MeshTransform(bool skip_fixed = false)
: mMat(1,0,0,0,1,0,0,0,1), mVec(0.0), skipFixed(skip_fixed)
{}
MESQUITE_EXPORT MeshTransform(Matrix3D &in_mat, Vector3D &in_vec,
bool skip_fixed = false)
: mMat(in_mat), mVec(in_vec), skipFixed(skip_fixed)
{}
// virtual destructor ensures use of polymorphism during destruction
MESQUITE_EXPORT virtual ~MeshTransform() { };
//virtual functions from PatchDataUser...
//!Loop over the mesh and perform the affine transformation
MESQUITE_EXPORT virtual double loop_over_mesh( Mesh* mesh,
MeshDomain* domain,
const Settings* settings,
MsqError &err);
//! Return the name of this PatchDataUser: Mesh Transform
MESQUITE_EXPORT virtual std::string get_name() const { return "Mesh Transform";}
MESQUITE_EXPORT void add_translation( const Vector3D& offset );
MESQUITE_EXPORT void add_rotation( const Vector3D& axis, double radians );
MESQUITE_EXPORT void add_scale( double factor );
MESQUITE_EXPORT void add_scale( const Vector3D& factors );
bool skipping_fixed_vertices() const { return skipFixed; }
void skip_fixed_vertices(bool yesno) { skipFixed = yesno; }
private:
Matrix3D mMat;//!Matrix for the affine transformation
Vector3D mVec;//!Vector for the affine transformation
bool skipFixed;
};
} // namespace
#endif // Mesquite_MeshTransform_hpp
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