Init_Mesh3D Subroutine

public subroutine Init_Mesh3D(this, nGeo, nElem, nSides, nNodes, nBCs)

Arguments

TypeIntentOptionalAttributesName
class(Mesh3D), intent(inout) :: this
integer, intent(in) :: nGeo
integer, intent(in) :: nElem
integer, intent(in) :: nSides
integer, intent(in) :: nNodes
integer, intent(in) :: nBCs

Calls

proc~~init_mesh3d~~CallsGraph proc~init_mesh3d Init_Mesh3D interface~hipmalloc hipMalloc proc~init_mesh3d->interface~hipmalloc proc~gpucheck gpuCheck proc~init_mesh3d->proc~gpucheck

Contents

Source Code


Source Code

  subroutine Init_Mesh3D(this,nGeo,nElem,nSides,nNodes,nBCs)
    implicit none
    class(Mesh3D),intent(inout) :: this
    integer,intent(in) :: nGeo
    integer,intent(in) :: nElem
    integer,intent(in) :: nSides
    integer,intent(in) :: nNodes
    integer,intent(in) :: nBCs
    ! Local
    integer :: i,j,k,l

    this%nElem = nElem
    this%nGlobalElem = nElem
    this%nGeo = nGeo
    this%nSides = nSides
    this%nNodes = nNodes
    this%nCornerNodes = 0
    this%nUniqueSides = 0
    this%nUniqueNodes = 0
    this%nBCs = nBCs

    allocate(this%elemInfo(1:6,1:nElem))
    allocate(this%sideInfo(1:5,1:6,1:nElem))
    allocate(this%nodeCoords(1:3,1:nGeo+1,1:nGeo+1,1:nGeo+1,1:nElem))
    allocate(this%globalNodeIDs(1:nGeo+1,1:nGeo+1,1:nGeo+1,1:nElem))
    allocate(this%CGNSCornerMap(1:3,1:8))
    allocate(this%CGNSSideMap(1:4,1:6))
    allocate(this%sideMap(1:4,1:6))
    allocate(this%BCType(1:4,1:nBCs))

    allocate(this%BCNames(1:nBCs))

    ! Create lookup tables to assist with connectivity generation
    this%CGNSCornerMap(1:3,1) = (/1,1,1/) ! Bottom-South-West
    this%CGNSCornerMap(1:3,2) = (/nGeo+1,1,1/) ! Bottom-South-East
    this%CGNSCornerMap(1:3,3) = (/nGeo+1,nGeo+1,1/) ! Bottom-North-East
    this%CGNSCornerMap(1:3,4) = (/1,nGeo+1,1/) ! Bottom-North-West
    this%CGNSCornerMap(1:3,5) = (/1,1,nGeo+1/) ! Top-South-West
    this%CGNSCornerMap(1:3,6) = (/nGeo+1,1,nGeo+1/) ! Top-South-East
    this%CGNSCornerMap(1:3,7) = (/nGeo+1,nGeo+1,nGeo+1/) ! Top-North-East
    this%CGNSCornerMap(1:3,8) = (/1,nGeo+1,nGeo+1/) ! Top-North-West

    ! Maps from local corner node id to CGNS side
    this%CGNSSideMap(1:4,1) = (/1,4,3,2/)
    this%CGNSSideMap(1:4,2) = (/1,2,6,5/)
    this%CGNSSideMap(1:4,3) = (/2,3,7,6/)
    this%CGNSSideMap(1:4,4) = (/3,4,8,7/)
    this%CGNSSideMap(1:4,5) = (/1,5,8,4/)
    this%CGNSSideMap(1:4,6) = (/5,6,7,8/)

    ! Sidemap traverses each face so that the normal
    ! formed by the right hand rule is the coordinate
    ! positive pointing normal. For east,north,and top
    ! this is an outward facing normal.
    ! For bottom, south, and west, the normal is inward
    ! facing.
    this%sideMap(1:4,1) = (/1,2,3,4/) ! Bottom
    this%sideMap(1:4,2) = (/1,2,6,5/) ! South
    this%sideMap(1:4,3) = (/2,3,7,6/) ! East
    this%sideMap(1:4,4) = (/4,3,7,8/) ! North
    this%sideMap(1:4,5) = (/1,4,8,5/) ! West
    this%sideMap(1:4,6) = (/5,6,7,8/) ! Top

    call gpuCheck(hipMalloc(this%sideInfo_gpu,sizeof(this%sideInfo)))

  endsubroutine Init_Mesh3D