Oded,

I am working on an evolving codimension-1 surface, representing 
deformations through the MappingQEulerian object, and running into what I 
presume is a similar problem as you have - tangential mesh distortion.

How has your experience with Mesquite turned out?  Specifically, how has 
the support and documentation been in your opinion? And have you been 
satisfied with the results that have been returned from Mesquite's built in 
algorithms?

I'm trying to gauge how much time would need to be invested in integrating 
this into my simulations, any thoughts would be appreciated.
Tom





On Friday, May 6, 2016 at 5:08:05 PM UTC-4, Oded Yaakobi wrote:
>
> Hi Wolfgang,
>
> Thank you for your very quick reply.
>
> > That should be trivial. The vertex coordinates you can get via
> > Triangulation::get_vertices(). For the vertex indices in the quads 
> array, you
> > can just do
> >   std::vector<long> quads;
> >  for (cell=...)
> >     for (v=0..4)
> >       quads.push_back (cell->vertex_index(v));
>
> Doesn’t Triangulation::get_vertices() give the coordinates of the original 
> location of vertices and not their current displaced coordinates as 
> represented by MappingQEulerian? 
>
> Since my problem is 3D and I work with hexahedral elements (I would state 
> this fact in the creation of the ArrayMesh object that passes the mesh into 
> Mesquite), I guess that the vertex indices should be retrieved by the 
> following: 
>
>    std::vector<long> hexahedra;
>    for (cell=...)
>      for (v=0..7)
>       hexahedra.push_back (cell->vertex_index(v));
>
> Anyway, one has to be sure that the convention of vertices numbering 
> within each cell is the same in deal.ii and in Mesquite. If not, a minor 
> modification in the inner “for” loop has to be made. 
>
> Best,
> Oded
>
>
>>

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