/* This file is part of the OpenLB library * * Copyright (C) 2018 Adrian Kummerlaender * E-mail contact: info@openlb.net * The most recent release of OpenLB can be downloaded at * * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public * License along with this program; if not, write to the Free * Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifndef SUPER_AVERAGE_3D_H #define SUPER_AVERAGE_3D_H #include "superBaseF3D.h" #include "blockAverage3D.h" #include "indicator/superIndicatorBaseF3D.h" #include "utilities/functorPtr.h" namespace olb { /// SuperAverage3D returns the average in each component of f on a indicated subset template class SuperAverage3D final : public SuperF3D { private: FunctorPtr> _f; FunctorPtr> _indicatorF; public: /// Constructor for determining the average of f on a indicated subset /** * \param f functor of which the average is to be determined * \param indicatorF indicator describing the subset on which to evaluate f **/ SuperAverage3D(FunctorPtr>&& f, FunctorPtr>&& indicatorF); /// Constructor for determining the average of f on a given material /** * \param f functor of which the average is to be determined * \param superGeometry super geometry for constructing material indicator * \param material number of the relevant material **/ SuperAverage3D(FunctorPtr>&& f, SuperGeometry3D& superGeometry, const int material); /// Global average operator /** * Note: While this functor exposes BlockAverage3D functors if possible, a call to * this function will not use them but calculate the global average by summing all * components and voxel counts. * Calling BlockAverage3D in this situation would unnecessarily complicate this as * we would have to weight the aggregated averages according to their share in the * global average. **/ bool operator() (W output[], const int input[]) override; }; } #endif