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// ---------------------------------------------------------------------
//
// Copyright (C) 2003 - 2016 by the deal.II authors
//
// This file is part of the deal.II library.
//
// The deal.II library is free software; you can use it, 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.
// The full text of the license can be found in the file LICENSE at
// the top level of the deal.II distribution.
//
// ---------------------------------------------------------------------

#ifndef dealii__grid_reordering_internal_h
#define dealii__grid_reordering_internal_h


#include <deal.II/base/config.h>
#include <deal.II/grid/tria.h>

#include <map>
#include <vector>

DEAL_II_NAMESPACE_OPEN


namespace internal
{
  /**
   * Implement the algorithm described in the documentation of the
   * GridReordering<2> class.
   *
   * @author Michael Anderson, 2003
   */
  namespace GridReordering2d
  {

    /**
     * Check whether a given arrangement of cells is already consistent. If
     * this is the case, then we skip the reordering pass.
     *
     * This function works by looping over all cells, checking whether one of
     * its faces already exists in a list of edges, and if it already exists
     * in reverse order, then return @p false. If it is not already in the
     * list, or in the correct direction, then go on with the next faces or
     * cell.
     */
    bool
    is_consistent (const std::vector<CellData<2> > &cells);


    /**
     * Defines a variety of variables related to the connectivity of a simple
     * quad element. This includes the nodes on each edge, which edges come
     * into each node and what the default deal.II directions are for the
     * quad.
     *
     * @verbatim
     *       s2
     *
     *     +-->--+
     *     |3   2|
     * s3  ^     ^ s1
     *     |0   1|
     *     +-->--+
     *
     *       s0
     * @endverbatim
     *
     * @author Michael Anderson, 2003
     */
    class ConnectGlobals
    {
    public:
      /**
       * The nodes on each edge in anti-clockwise order {
       * {0,1},{1,2},{2,3},{3,0} }
       */
      static const int EdgeToNode[4][2];

      /**
       * The edges common to each node, in anti-clockwise order {
       * {3,0},{0,1},{1,2},{2,3} }
       */
      static const int NodeToEdge[4][2];

      /**
       * The nodes on each edge in "default direction order".
       * {{0,1},{1,2},{3,2},{0,3}}
       */
      static const int DefaultOrientation[4][2];
    };


    /**
     * An enriched quad with information about how the mesh fits together so
     * that we can move around the mesh efficiently.
     *
     * @author Michael Anderson, 2003
     */
    class MQuad
    {
    public:
      /**
       * v0 - v3 are indexes of the vertices of the quad, s0 - s3 are indexes
       * for the sides of the quad
       */
      MQuad (const unsigned int  v0,
             const unsigned int  v1,
             const unsigned int  v2,
             const unsigned int  v3,
             const unsigned int  s0,
             const unsigned int  s1,
             const unsigned int  s2,
             const unsigned int  s3,
             const CellData<2>  &cd);

      /**
       * Stores the vertex numbers
       */
      unsigned int v[4];
      /**
       * Stores the side numbers
       */
      unsigned int side[4];

      /**
       * Copy of the @p CellData object from which we construct the data of
       * this object.
       */
      CellData<2>  original_cell_data;
    };

    /**
     * The enriched side class containing connectivity information.
     * Orientation is from v0 to v1; Initially this should have v0<v1. After
     * global orientation could be either way.
     *
     * @author Michael Anderson, 2003
     */
    struct MSide
    {
      /**
       * Constructor.
       */
      MSide (const unsigned int initv0,
             const unsigned int initv1);

      /**
       * Return whether the sides are equal, even if their ends are reversed.
       */
      bool operator==(const MSide &s2) const;

      /**
       * Return the opposite.
       */
      bool operator!=(const MSide &s2) const;

      unsigned int v0;
      unsigned int v1;
      unsigned int Q0;
      unsigned int Q1;

      /**
       * Local side numbers on quads 0 and 1.
       */
      unsigned int lsn0, lsn1;
      bool Oriented;

      /**
       * This class makes a MSide have v0<v1
       */
      struct SideRectify;

      /**
       * Provides a side ordering, s1<s2, without assuming v0<v1 in either of
       * the sides.
       */
      struct SideSortLess;
    };



    /**
     * Implement the 2d algorithm for grid reordering described in the
     * documentation of the GridReordering class.
     *
     * @author Michael Anderson, 2003
     */
    class GridReordering
    {
    public:

      /**
       * Do the work intended by this class.
       */
      void reorient(std::vector<CellData<2> > &quads);
    private:

      /**
       * Sets up the internal data structures so that the we can do side
       * hopping and face switching efficiently. This means we need a whole
       * bunch of connectivity information
       */
      void build_graph (const std::vector<CellData<2> > &inquads);

      /**
       * Orient the internal data into deal.II format The orientation
       * algorithm is as follows
       *
       * 1) Find an unoriented quad (A)
       *
       * 2) Orient an un_oriented side (s) of (A)
       *
       * 3) side hop on (s) of (A) to get (B)
       *
       * 4) if opposite side to (s) of (B) is unoriented orient it
       *
       * 5) repeat 3) and 4) until side-hopping fails (we've reached a
       * boundary) or (s) has already been oriented (we've closed a loop or
       * unoriented sides).
       *
       * 6) Repeat 2), 3), 4) and 5) on other unoriented sides of (A)
       *
       * 7) Choose a new unoriented A.
       */
      void orient();

      /**
       * Get the (now correctly oriented if we've called orient) quads.
       */
      void get_quads(std::vector<CellData<2> > &outquads) const;

      /**
       * Orient_side(qnum,lsn) orients the local side lsn of the quad qnum in
       * the triangulation. If the side opposite lsn is oriented then lsn is
       * oriented to match it. Otherwise it is oriented in the "default"
       * direction for the quad.
       */
      void orient_side (const unsigned int quadnum,
                        const unsigned int localsidenum);

      /**
       * Returns true if all sides of the quad quadnum are oriented.
       */
      bool is_fully_oriented_quad (const unsigned int quadnum) const;

      /**
       * Returns true if the side lsn of the quad quadnum is oriented.
       */
      bool is_oriented_side (const unsigned int quadnum,
                             const unsigned int lsn) const;

      /**
       * Returns true is the side is oriented in the "default" direction
       */
      bool is_side_default_oriented (const unsigned int qnum,
                                     const unsigned int lsn) const;

      /**
       * Increases UnOrQLoc from it's original value to the next quad with an
       * unoriented side. Returns true if there was another unoriented quad.
       */
      bool get_unoriented_quad (unsigned int &UnOrQLoc) const;

      /**
       * Sets sidenum to the local sidenumber of an unoriented side of the
       * quad quadnum. Returns true if such a side exists.
       */
      bool get_unoriented_side (const unsigned int quadnum,
                                unsigned int &sidenum) const;

      /**
       * side_hop(&qnum, &lsn) has qnum being the quadnumber of a quad in the
       * triangulation, and a local side number. side_hop then sets qnum to
       * the quadnumber across the other side of the side, and sets lsn so
       * that quads[qnum].sides[lsn] is the same before and after the call. If
       * there is no other quad on the other side of the current quad, then
       * side_hop returns false.
       */
      bool side_hop (unsigned int &qnum,
                     unsigned int &lsn) const;

      /**
       * A list of enriched sides/edges of the mesh.
       */
      std::vector<MSide> sides;
      /**
       * A list of enriched quads in the mesh.
       */
      std::vector<MQuad> mquads;
    };
  }  // namespace GridReordering2d


  /**
   * Implement the algorithm described in the documentation of the
   * GridReordering<3> class.
   *
   * @author Michael Anderson, 2003
   */
  namespace GridReordering3d
  {
    /**
     * A structure indicating the direction of an edge. In the implementation
     * file, we define three objects, <tt>unoriented_edge</tt>,
     * <tt>forward_edge</tt>, and <tt>backward_edge</tt>, that denote whether
     * an edge has already been oriented, whether it is in standard
     * orientation, or whether it has reverse direction. The state that each
     * of these objects encode is stored in the <tt>orientation</tt> member
     * variable -- we would really need only three such values, which we pick
     * in the implementation file, and make sure when we compare such objects
     * that only these three special values are actually used.
     *
     * The reason for this way of implementing things is as follows. Usually,
     * such a property would be implemented as an enum. However, in the
     * previous implementation, a signed integer was used with unoriented=0,
     * forward=+1, and backward=-1. A number of operations, such as equality
     * of ordered edges were mapped to checking whether the product of two
     * edge orientations equals +1. Such arithmetic isn't always portable and
     * sometimes flagged when using -ftrapv with gcc. Using this class instead
     * makes sure that there isn't going to be any arithmetic going on on edge
     * orientations, just comparisons for equality or inequality.
     *
     * @author Wolfgang Bangerth, 2005
     */
    struct EdgeOrientation
    {
      /**
       * A value indicating the orientation.
       */
      char orientation;

      /**
       * Comparison operator.
       */
      bool operator == (const EdgeOrientation &edge_orientation) const;

      /**
       * Comparison operator.
       */
      bool operator != (const EdgeOrientation &edge_orientation) const;
    };

    /**
     * During building the connectivity information we don't need all the
     * heavy duty information about edges that we will need later. So we can
     * save memory and time by using a light-weight class for edges. It stores
     * the two vertices, but no direction, so we make the optimization to
     * store the vertex number in sorted order to allow for easier comparison
     * of edge objects.
     */
    struct CheapEdge
    {
      /**
       * The first node
       */
      const unsigned int node0;

      /**
       * The second node
       */
      const unsigned int node1;

      /**
       * Constructor. Take the vertex numbers and store them sorted.
       */
      CheapEdge (const unsigned int n0,
                 const unsigned int n1);

      /**
       * Need a partial ordering for sorting algorithms
       */
      bool operator< (const CheapEdge &e2) const;
    };



    /**
     * A connectivity and orientation aware edge class.
     */
    struct Edge
    {
      /**
       * Simple constructor
       */
      Edge (const unsigned int n0,
            const unsigned int n1);

      /**
       * The IDs for the end nodes
       */
      unsigned int nodes[2];

      /**
       * Whether the edge has not already been oriented, points from node 0 to
       * node 1, or the reverse. The initial state of this flag is unoriented.
       */
      EdgeOrientation orientation_flag;

      /**
       * Used to determine which "sheet" or equivalence class of parallel
       * edges the edge falls in when oriented. numbers::invalid_unsigned_int
       * means not yet decided. This is also the default value after
       * construction. Each edge will later be assigned an index greater than
       * zero.
       */
      unsigned int group;

      /**
       * Indices of neighboring cubes.
       */
      std::vector<unsigned int> neighboring_cubes;
    };

    /**
     * A connectivity and orientation aware cell.
     *
     * The connectivity of the cell is not contained within. (This was for
     * flexibility in using deal.II's ordering of edges or the XDA format
     * etc.) For this information we need the ElemInfo class.
     *
     * One thing we do know is that the first four edges in the edge class are
     * parallel, as are the second four, and the third four.
     *
     * TODO: Need to move connectivity information out of cell and into edge.
     */
    struct Cell
    {
      /**
       * Default Constructor
       */
      Cell ();

      /**
       * The IDs for each of the edges.
       */
      unsigned int edges[GeometryInfo<3>::lines_per_cell];

      /**
       * The IDs for each of the nodes.
       */
      unsigned int nodes[GeometryInfo<3>::vertices_per_cell];

      /**
       * Which way do the edges point.  Whether node 0 of the edge is the base
       * of the edge in local element (1) or node 1 is the base (-1).
       */
      EdgeOrientation local_orientation_flags[GeometryInfo<3>::lines_per_cell];

      /**
       * An internal flag used to determine whether the cell is in the queue
       * of cells to be oriented in the current sheet.
       */
      bool waiting_to_be_processed;
    };


    /**
     * This holds all the pieces for orientation together.
     *
     * Contains lists of nodes, edges and cells.  As well as the information
     * about how they all connect together.
     */
    class Mesh
    {
    public:
      /**
       * Default Constructor
       */
      Mesh (const std::vector<CellData<3> > &incubes);

      /**
       * Export the data of this object to the deal.II format that the
       * Triangulation class wants as input.
       */
      void
      export_to_deal_format (std::vector<CellData<3> > &outcubes) const;

    private:
      /**
       * The list of edges
       */
      std::vector<Edge> edge_list;

      /**
       * The list of cells
       */
      std::vector<Cell> cell_list;

      /**
       * Checks whether every cell in the mesh is sensible.
       */
      void sanity_check() const;

      /**
       * Given the cell list, build the edge list and all the connectivity
       * information and other stuff that we will need later.
       */
      void build_connectivity ();

      /**
       * Unimplemented private copy constructor to disable it.
       */
      Mesh (const Mesh &);

      /**
       * Unimplemented private assignment operator to disable it.
       */
      Mesh &operator=(const Mesh &);

      /**
       * Checks that each edge going into a node is correctly set up.
       */
      void sanity_check_node (const Cell        &cell,
                              const unsigned int local_node_num) const;

      /**
       * Let the orienter access out private fields.
       */
      friend class Orienter;
    };


    /**
     * The class that orients the edges of a triangulation in 3d. The member
     * variables basically only store the present state of the algorithm.
     */
    class Orienter
    {
    public:
      /**
       * Orient the given mesh. Creates an object of the present type and lets
       * that toil away at the task.
       *
       * This function is the single entry point to the functionality of this
       * class.
       *
       * Returns, whether a consistent orientation of lines was possible for
       * the given mesh.
       */
      static
      bool
      orient_mesh (std::vector<CellData<3> > &incubes);

    private:
      /**
       * Internal representation of the given list of cells, including
       * connectivity information and the like.
       */
      Mesh mesh;

      /**
       * The cube we're looking at presently.
       */
      unsigned int cur_posn;

      /**
       * We have fully oriented all cubes before this one.
       */
      unsigned int marker_cube;

      /**
       * The index of the sheet or equivalence class we are presently
       * processing.
       */
      unsigned int cur_edge_group;

      /**
       * Indices of the cells to be processed within the present sheet. If a
       * cell is being processed presently, it is taken from this list.
       */
      std::vector<int> sheet_to_process;


      /**
       * Which edges of the current cell have been oriented during the current
       * iteration. Is reset when moving on to the next cube.
       */
      bool edge_orient_array[12];

      /**
       * Constructor. Take a list of cells and set up the internal data
       * structures of the mesh member variable.
       *
       * Since it is private, the only entry point of this class is the static
       * function orient_mesh().
       */
      Orienter (const std::vector<CellData<3> > &incubes);

      /**
       * Orient all the edges of a mesh.
       *
       * Returns, whether this action was carried out successfully.
       */
      bool orient_edges ();

      /**
       * Given oriented edges, rotate the cubes so that the edges are in
       * standard direction.
       */
      void orient_cubes ();

      bool get_next_unoriented_cube ();

      /**
       * Return whether the cell with cell number @p cell_num is fully
       * oriented.
       */
      bool is_oriented (const unsigned int cell_num) const;

      bool orient_edges_in_current_cube ();
      bool orient_edge_set_in_current_cube (const unsigned int edge_set);
      bool orient_next_unoriented_edge ();

      /**
       * Return whether the cell is consistently oriented at present (i.e.
       * only considering those edges that are already oriented. This is a
       * sanity check that should be called from inside an assert macro.
       */
      bool cell_is_consistent (const unsigned int cell_num) const;


      void get_adjacent_cubes ();
      bool get_next_active_cube ();
    };
  }  // namespace GridReordering3d
}  // namespace internal


DEAL_II_NAMESPACE_CLOSE

#endif