摘要
用面向对象的思想和方法与四叉树有限元网格生成结合 ,创建或改进了网格生成各个阶段的算法和实现方式 ,并在面向对象语言 VC+ + 6 .0中得以实现。能快速、高效地生成适用于任何复杂边界的四叉树有限元网格 ,易于自适应 ,易于局部加密和稀疏化。
With the combination of the concept of object orientation and the quadtree finite element mesh generation, this paper founds or modifies relative algorithms during the process of mesh generation, and realizes it in VC++6.0. To any complex border situation, the quadtree finite mesh generator works quickly and efficiently, and can realize adapativity, local mesh refinement and sparseness conveniently.
出处
《计算力学学报》
CAS
CSCD
北大核心
2002年第3期359-364,共6页
Chinese Journal of Computational Mechanics