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#ifndef DUNE_UGGRID_INTERSECTIONS_HH
#define DUNE_UGGRID_INTERSECTIONS_HH

#include <dune/common/sllist.hh>
#include <dune/common/shared_ptr.hh>

#include <dune/grid/uggrid/uggridrenumberer.hh>

/** \file
 * \brief The UGGridLeafIntersection and UGGridLevelIntersection classes
 */

namespace Dune {

    /** \brief Implementation class for an intersection with an element on the same level */
template<class GridImp>
class UGGridLevelIntersection
{
public:
    enum {dim=GridImp::dimension};
    enum {dimworld=GridImp::dimensionworld};

private:
    friend class UGGridEntity<0,dim,GridImp>;

    // The type used to store coordinates
    typedef typename GridImp::ctype UGCtype;

    // The corresponding iterator needs to access all members
    friend class UGGridLevelIntersectionIterator<GridImp>;

    typedef FieldVector<UGCtype, dimworld> WorldVector;
    typedef FieldVector<UGCtype, dim-1> FaceVector;

    typedef typename GridImp::Traits::template Codim<1>::GeometryImpl GeometryImpl;
    typedef typename GridImp::Traits::template Codim<1>::LocalGeometryImpl LocalGeometryImpl;

public:
    typedef typename GridImp::template Codim<0>::EntityPointer EntityPointer;
    typedef typename GridImp::template Codim<1>::Geometry Geometry;
    typedef typename GridImp::template Codim<1>::LocalGeometry LocalGeometry;
    typedef typename GridImp::template Codim<0>::Entity Entity;

    /** The default Constructor makes empty Iterator 
        \todo Should be private
    */
    UGGridLevelIntersection(typename UG_NS<dim>::Element* center, int nb, const GridImp* gridImp)
      : geometryIsUpToDate_(false),
        geometryInInsideIsUpToDate_(false),
        geometryInOutsideIsUpToDate_(false),
        center_(center), neighborCount_(nb),
        gridImp_(gridImp)
    {}

    //! equality
    bool equals(const UGGridLevelIntersection<GridImp>& i) const {
        return center_==i.center_ && neighborCount_ == i.neighborCount_;
    }

    //! return EntityPointer to the Entity on the inside of this intersection
    //! (that is the entity where we started this iterator)
    EntityPointer inside() const {
        return UGGridEntityPointer<0,GridImp>(center_,gridImp_);
    }

    //! return EntityPointer to the Entity on the outside of this intersection
    //! (that is the neighboring Entity)
    EntityPointer outside() const {
        typename UG_NS<dim>::Element* otherelem = UG_NS<dim>::NbElem(center_, neighborCount_);

        if (otherelem==0) 
            DUNE_THROW(GridError,"no neighbor found in outside()");

        return UGGridEntityPointer<0,GridImp>(otherelem,gridImp_);
    }

  //! return true if intersection is with boundary.
    bool boundary () const {
      return UG_NS<dim>::Side_On_Bnd(center_, neighborCount_);
  }

  //! return true if across the edge an neighbor on this level exists
  bool neighbor () const {
      return UG_NS<dim>::NbElem(center_, neighborCount_) != NULL;
  }

  //! return information about the Boundary 
  int boundaryId () const DUNE_DEPRECATED {
      return boundarySegmentIndex();
  }

    /** \brief return index of the corresponding coarse grid boundary segment */
  size_t boundarySegmentIndex () const {
#ifndef NDEBUG
      if (!boundary())
          DUNE_THROW(GridError, "Calling boundarySegmentIndex() for a non-boundary intersection!");
#endif
      UG_NS<dim>::Set_Current_BVP(gridImp_->multigrid_->theBVP);
      return UG_NS<dim>::boundarySegmentIndex(center_, neighborCount_);
  }

    /** \brief Returns true, because UG level intersections are always conforming */
    bool conforming() const {
        return true;
    }
      
  //! intersection of codimension 1 of this neighbor with element where
  //! iteration started. 
  //! Here returned element is in LOCAL coordinates of the element
  //! where iteration started.
  LocalGeometry geometryInInside () const;

  //! intersection of codimension 1 of this neighbor with element where iteration started. 
  //! Here returned element is in GLOBAL coordinates of the element where iteration started.
  Geometry geometry () const;

  /** \brief obtain the type of reference element for this intersection */
  GeometryType type () const
  {
    return geometryInInside().type();
  }

  //! intersection of codimension 1 of this neighbor with element where iteration started. 
  //! Here returned element is in LOCAL coordinates of neighbor
  LocalGeometry geometryInOutside () const;

  //! local index of codim 1 entity in self where intersection is contained in 
  int indexInInside () const
  {
    return UGGridRenumberer<dim>::facesUGtoDUNE(neighborCount_, UG_NS<dim>::Tag(center_));
  }

  //! local index of codim 1 entity in neighbor where intersection is contained
  int indexInOutside () const;
  
  //! return outer normal
  const WorldVector&
  outerNormal (const FaceVector& local) const;
    
  //! return outer normal
  const FieldVector<UGCtype, dimworld>&
  integrationOuterNormal (const FieldVector<UGCtype, dim-1>& local) const
  {
    integrationOuterNormal_ = outerNormal(local);

    const UGCtype scale = geometry().integrationElement( local ) / integrationOuterNormal_.two_norm();
    integrationOuterNormal_ *= scale;

    return integrationOuterNormal_;
  }

  //! return outer normal
  const FieldVector<UGCtype, GridImp::dimensionworld>&
  unitOuterNormal (const FieldVector<UGCtype, dim-1>& local) const
  {
    unitOuterNormal_ = outerNormal(local);
    unitOuterNormal_ /= unitOuterNormal_.two_norm();
    return unitOuterNormal_;
  }

  //! return outer normal
  const FieldVector<UGCtype, GridImp::dimensionworld>&
  centerUnitOuterNormal () const
  {
    GeometryType type = geometry().type();
    const GenericReferenceElement<UGCtype, dim-1> & refElement =
      GenericReferenceElements<UGCtype, dim-1>::general(type);
    return unitOuterNormal(refElement.position(0,0));
  }

private:
    
  //! vector storing the outer normal 
    mutable FieldVector<UGCtype, dimworld> outerNormal_;
    mutable FieldVector<UGCtype, dimworld> integrationOuterNormal_;
    mutable FieldVector<UGCtype, dimworld> unitOuterNormal_;

    // The geometries are only constructed when necessary.  The following
    // flags store whether they have been constructed already.
    mutable bool geometryIsUpToDate_;
    mutable bool geometryInInsideIsUpToDate_;
    mutable bool geometryInOutsideIsUpToDate_;

  //! pointer to element holding the self_local and self_global information.
  //! This element is created on demand.
    mutable LocalGeometryImpl geometryInInside_;
    mutable LocalGeometryImpl geometryInOutside_;
 
  //! pointer to element holding the neighbor_global and neighbor_local 
  //! information.
    mutable GeometryImpl geometry_;

    //! The UG element the iterator was created from
    typename UG_NS<dim>::Element *center_;

    //! count on which neighbor we are looking at. Note that this is interpreted in UG's ordering!
    int neighborCount_;
    
    /** \brief The grid we belong to.  We need it to call set_Current_BVP */
    const GridImp* gridImp_;
    
};


    /** \brief Implementation class for a leaf intersection in a UGGrid */
template<class GridImp>
class UGGridLeafIntersection
{

    enum {dim=GridImp::dimension};

    enum {dimworld=GridImp::dimensionworld};

    friend class UGGridEntity<0,dim,GridImp>;

    // The type used to store coordinates
    typedef typename GridImp::ctype UGCtype;

    // An element face identfied by the element and a face number
    typedef std::pair<const typename UG_NS<dim>::Element*, int> Face;

    // The corresponding iterator needs to access all members
    friend class UGGridLeafIntersectionIterator<GridImp>;

    typedef FieldVector<UGCtype, dimworld> WorldVector;
    typedef FieldVector<UGCtype, dim-1> FaceVector;

    typedef typename GridImp::Traits::template Codim<1>::GeometryImpl GeometryImpl;
    typedef typename GridImp::Traits::template Codim<1>::LocalGeometryImpl LocalGeometryImpl;

public:
    typedef typename GridImp::template Codim<0>::EntityPointer EntityPointer;
    typedef typename GridImp::template Codim<1>::Geometry Geometry;
    typedef typename GridImp::template Codim<1>::LocalGeometry LocalGeometry;
    typedef typename GridImp::template Codim<0>::Entity Entity;

    UGGridLeafIntersection(typename UG_NS<dim>::Element* center, int nb, const GridImp* gridImp)
        : geometryIsUpToDate_(false),
          geometryInInsideIsUpToDate_(false),
          geometryInOutsideIsUpToDate_(false),
        center_(center), neighborCount_(nb), subNeighborCount_(0),
          gridImp_(gridImp)
    {
        if (neighborCount_ < UG_NS<dim>::Sides_Of_Elem(center_))
            constructLeafSubfaces();
    }

    //! equality
    bool equals(const UGGridLeafIntersection<GridImp>& other) const {
        return center_           == other.center_ 
            && neighborCount_    == other.neighborCount_
            && subNeighborCount_ == other.subNeighborCount_;
    }

  //! return EntityPointer to the Entity on the inside of this intersection
  //! (that is the Entity where we started this Iterator)
  EntityPointer inside() const {
      return UGGridEntityPointer<0,GridImp>(center_,gridImp_);
  }

  //! return EntityPointer to the Entity on the outside of this intersection
  //! (that is the neighboring Entity)
  EntityPointer outside() const {
      
      const typename UG_NS<dim>::Element* otherelem = leafSubFaces_[subNeighborCount_].first;

        if (otherelem==0) 
            DUNE_THROW(GridError,"no neighbor found in outside()");

        /** \todo Remove the const_cast */
        return UGGridEntityPointer<0,GridImp>(const_cast<typename UG_NS<dim>::Element*>(otherelem),gridImp_);
    }

  //! return true if intersection is with boundary.
  bool boundary () const {
      return UG_NS<dim>::Side_On_Bnd(center_, neighborCount_);
  }

  //! return true if a neighbor element exists across this intersection
  bool neighbor () const {
      return leafSubFaces_[subNeighborCount_].first != NULL;
  }

  //! return information about the Boundary 
  int boundaryId () const DUNE_DEPRECATED {
      return boundarySegmentIndex();
  }

    /** \brief Return index of corresponding coarse grid boundary segment */
  size_t boundarySegmentIndex () const {
#ifndef NDEBUG
      if (!boundary())
          DUNE_THROW(GridError, "Calling boundarySegmentIndex() for a non-boundary intersection!");
#endif
      UG_NS<dim>::Set_Current_BVP(gridImp_->multigrid_->theBVP);
      return UG_NS<dim>::boundarySegmentIndex(center_, neighborCount_);
  }

    /** \brief Is this intersection conforming? */
    bool conforming() const {

        const typename UG_NS<dim>::Element* outside = leafSubFaces_[subNeighborCount_].first;

        if (outside == NULL       // boundary intersection
            // inside and outside are on the same level
            || UG_NS<dim>::myLevel(outside) == UG_NS<dim>::myLevel(center_) 
            // outside is on a higher level, but there is only one intersection
            || (UG_NS<dim>::myLevel(outside) > UG_NS<dim>::myLevel(center_)
                && leafSubFaces_.size()==1))
            return true;

        // outside is on a lower level.  we have to check whether vertices match
        int numInsideIntersectionVertices  = UG_NS<dim>::Corners_Of_Side(center_, neighborCount_);
        int numOutsideIntersectionVertices = UG_NS<dim>::Corners_Of_Side(outside, leafSubFaces_[subNeighborCount_].second);
        if (numInsideIntersectionVertices != numOutsideIntersectionVertices)
            return false;

        // Loop over all vertices of the face of this element that corresponds to this intersection
        for (int i=0; i<numInsideIntersectionVertices; i++) {

            const typename UG_NS<dim>::Vertex* insideVertex = UG_NS<dim>::Corner(center_, UG_NS<dim>::Corner_Of_Side(center_, neighborCount_, i))->myvertex;
            
            // Loop over all vertices of the corresponding element side of the outside element
            bool vertexFound = false;
            for (int j=0; j<numOutsideIntersectionVertices; j++) {
                
                // get vertex
                const typename UG_NS<dim>::Vertex* outsideVertex = UG_NS<dim>::Corner(outside, UG_NS<dim>::Corner_Of_Side(outside, leafSubFaces_[subNeighborCount_].second, j))->myvertex;

                // Stop if we have found corresponding vertices
                if (insideVertex==outsideVertex) {
                    vertexFound = true;
                    break;
                }
            
            }

            // One of this face's vertices has not been found in the face of the outside element
            if (vertexFound == false)
                return false;

        }

        return true;
    }
      
  //! intersection of codimension 1 of this neighbor with element where
  //! iteration started. 
  //! Here returned element is in LOCAL coordinates of the element
  //! where iteration started.
  LocalGeometry geometryInInside () const;

  //! intersection of codimension 1 of this neighbor with element where iteration started. 
  //! Here returned element is in GLOBAL coordinates of the element where iteration started.
  Geometry geometry () const;

  //! intersection of codimension 1 of this neighbor with element where iteration started. 
  //! Here returned element is in LOCAL coordinates of neighbor
  LocalGeometry geometryInOutside () const;

  /** \brief obtain the type of reference element for this intersection */
  GeometryType type () const
  {
    return geometryInInside().type();
  }

  //! local index of codim 1 entity in self where intersection is contained in 
  int indexInInside () const
  {
    return UGGridRenumberer<dim>::facesUGtoDUNE(neighborCount_, UG_NS<dimworld>::Tag(center_));
  }

  //! local index of codim 1 entity in neighbor where intersection is contained
  int indexInOutside () const;
  
  //! return outer normal, this should be dependent on local 
  //! coordinates for higher order boundary 
  const WorldVector&
  outerNormal (const FaceVector& local) const;

  //! return outer normal
  const FieldVector<UGCtype, dimworld>&
  integrationOuterNormal (const FieldVector<UGCtype, dim-1>& local) const
  {
    integrationOuterNormal_ = outerNormal(local);

    //integrationOuterNormal_ /= integrationOuterNormal_.two_norm();
    //integrationOuterNormal_ *= geometry().integrationElement(local);

    const UGCtype scale = geometry().integrationElement( local ) / integrationOuterNormal_.two_norm();
    integrationOuterNormal_ *= scale;

    return integrationOuterNormal_;
  }

  //! return outer normal
  const FieldVector<UGCtype, dimworld>&
  unitOuterNormal (const FieldVector<UGCtype, dim-1>& local) const {
    unitOuterNormal_ = outerNormal(local);
    unitOuterNormal_ /= unitOuterNormal_.two_norm();
    return unitOuterNormal_;
  }

  //! return outer normal
  const FieldVector<UGCtype, dimworld>&
  centerUnitOuterNormal () const
  {
    GeometryType type = geometry().type();
    const GenericReferenceElement<UGCtype, dim-1> & refElement =
      GenericReferenceElements<UGCtype, dim-1>::general(type);
    return unitOuterNormal(refElement.position(0,0));
  }

private:
  //**********************************************************
  //  private methods 
  //**********************************************************

    int numberInNeighbor(const typename UG_NS<dim>::Element* me, const typename UG_NS<dim>::Element* other) const {
        const int nSides = UG_NS<dim>::Sides_Of_Elem(other);
        
        for (int i=0; i<nSides; i++)
            if (UG_NS<dim>::NbElem(other,i) == me)
                return i;

        // this point should not be reached, otherwise throw exception
        DUNE_THROW(InvalidStateException,"no consistency in numberInNeighbor");
        return -1;
  }

    /** \brief Find the topological father face of a given fact*/
    int getFatherSide(const Face& currentFace) const;
    
    /** \brief Precompute list of all leaf intersections of the current element face */
    void constructLeafSubfaces();

    //! vector storing the outer normal 
    mutable FieldVector<UGCtype, dimworld> outerNormal_;
    mutable FieldVector<UGCtype, dimworld> integrationOuterNormal_;
    mutable FieldVector<UGCtype, dimworld> unitOuterNormal_;

    // The geometries are only constructed when necessary.  The following
    // flags store whether they have been constructed already.
    mutable bool geometryIsUpToDate_;
    mutable bool geometryInInsideIsUpToDate_;
    mutable bool geometryInOutsideIsUpToDate_;

    //! pointer to element holding the self_local and self_global information.
    //! This element is created on demand.
    mutable LocalGeometryImpl geometryInInside_;
    mutable LocalGeometryImpl geometryInOutside_;
    
    //! pointer to element holding the neighbor_global and neighbor_local 
  //! information.
    mutable GeometryImpl geometry_;

    //! The UG element the iterator was created from
    typename UG_NS<dim>::Element *center_;

    //! count on which neighbor we are lookin' at. Note that this is interpreted in UG's ordering!
    int neighborCount_;

    /** \brief List of precomputed intersections */
    std::vector<Face> leafSubFaces_;

    /** \brief Current position in the leafSubFaces_ array */
    unsigned int subNeighborCount_;

    /** \brief The grid we belong to.  We need it to call set_Current_BVP */
    const GridImp* gridImp_;
    
};

}  // namespace Dune

#endif