1. 19 Mar, 2019 3 commits
  2. 17 Dec, 2018 2 commits
  3. 30 Nov, 2018 1 commit
  4. 31 Oct, 2018 1 commit
  5. 02 May, 2018 2 commits
  6. 30 Jan, 2018 1 commit
  7. 29 Jan, 2018 1 commit
  8. 25 Jan, 2018 2 commits
  9. 20 Dec, 2017 1 commit
  10. 18 Dec, 2017 1 commit
    • Timo Koch's avatar
      [bboxtree] Extract intersection algorithms from bounding box tree · e3282300
      Timo Koch authored
      * Generalize bounding box tree
      * Extract intersection algorithms
      * Fix some epsilon issues in interval (1d) and triangle (2d) point intersection
      * Adapt point sources to new interface
      * Adapt fv grid geometry to new interface -> element map moved to basefvgeometry
      * Improve bounding box tree test
      e3282300
  11. 06 Apr, 2017 1 commit
  12. 09 Feb, 2017 1 commit
  13. 26 Jul, 2016 1 commit
    • Bernd Flemisch's avatar
      remove superfluous `Dumux::` qualifiers · 35bf6f1d
      Bernd Flemisch authored
      Everything in our .hh files is defined within the namespace `Dumux`.
      There were numerous occurrences of `Dumux::` qualifiers that were
      unnecessary. Remove those occurrences. Necessary qualifications
      remain, such as `typedef Dumux::H2O<Scalar> H2O;`.
      35bf6f1d
  14. 29 Apr, 2016 1 commit
  15. 26 Apr, 2016 1 commit
    • Timo Koch's avatar
      [bboxtree] Improve geometry collision and return intersection corners · 15d9301b
      Timo Koch authored
      The geoemtry collision noe return a vector of intersection corners.
      The collision algorithm with another budning box tree returns
      a vector of BoundingBoxTreeIntersection object.
      
      The object has a method first and second to get the intersecting
      entity indices as well as a method corners. From that you
      could build e.g. a intersection geometry. The intersections are
      not unique yet. There might be interesctions with the same
      corner points but different elements.
      15d9301b
  16. 21 Apr, 2016 1 commit
    • Timo Koch's avatar
      [bboxtree] Add method to intersection two AABB trees · 37414d10
      Timo Koch authored
      We can collide two AABB trees efficiently now. Thus,
      AABB trees of two grids can be intersected. This returns
      a pair of vectors. They have the same length. Each entry
      contains the element index of the one grid in the first
      vector and the intersecting element of the second grid in
      the second vector.
      
      This implements primitive tests for intersection of two AABB trees
      only for 3d with 1d grids for now. If you want to intersect
      grids of other dimensions implement the method collides in the
      geometry collision class added with this commit.
      37414d10