tuse built-in coloring function - sphere - GPU-based 3D discrete element method algorithm with optional fluid coupling
 (HTM) git clone git://src.adamsgaard.dk/sphere
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       ---
 (DIR) commit 2cbdf7ac7d7e6d9ea19ba3a6d70b8a4a155326c3
 (DIR) parent c4d1459f3e3b3c23b2492423d4897316fd4d361b
 (HTM) Author: Anders Damsgaard <anders.damsgaard@geo.au.dk>
       Date:   Thu, 21 Aug 2014 12:46:10 +0200
       
       use built-in coloring function
       
       Diffstat:
         M python/diffusivity-starter.py       |      16 +---------------
       
       1 file changed, 1 insertion(+), 15 deletions(-)
       ---
 (DIR) diff --git a/python/diffusivity-starter.py b/python/diffusivity-starter.py
       t@@ -20,21 +20,7 @@ for sigma0_str in sys.argv[4:]:
                    '-c_grad_p=' + str(c_grad_p)
            print(sim.sid)
        
       -    # Checkerboard colors
       -    x_min = numpy.min(sim.x[:,0])
       -    x_max = numpy.max(sim.x[:,0])
       -    y_min = numpy.min(sim.x[:,1])
       -    y_max = numpy.max(sim.x[:,1])
       -    z_min = numpy.min(sim.x[:,2])
       -    z_max = numpy.max(sim.x[:,2])
       -    color_nx = 6
       -    color_ny = 6
       -    color_nz = 6
       -    for i in range(sim.np):
       -        ix = numpy.floor((sim.x[i,0] - x_min)/(x_max/color_nx))
       -        iy = numpy.floor((sim.x[i,1] - y_min)/(y_max/color_ny))
       -        iz = numpy.floor((sim.x[i,2] - z_min)/(z_max/color_nz))
       -        sim.color[i] = (-1)**ix + (-1)**iy + (-1)**iz
       +    sim.checkerboardColors()
        
            sim.cleanup()
            sim.adjustUpperWall()