1 | # setmask {{{
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2 | """
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3 | SETMASK - establish boundaries between grounded and floating ice.
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4 |
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5 | By default, ice is considered grounded. The contour floatingicename defines nodes
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6 | for which ice is floating. The contour groundedicename defines nodes inside an floatingice,
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7 | that are grounded (ie: ice rises, islands, etc ...)
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8 | All input files are in the Argus format (extension .exp).
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9 |
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10 | Usage:
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11 | md=setmask(md,floatingicename,groundedicename)
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12 |
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13 | Examples:
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14 | md=setmask(md,'all','');
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15 | md=setmask(md,'Iceshelves.exp','Islands.exp');
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16 | """
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17 | function setmask(md::model,floatingicename::String,groundedicename::String)
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18 |
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19 | elementonfloatingice = FlagElements( md, floatingicename);
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20 | elementongroundedice = FlagElements( md, groundedicename);
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21 |
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22 | elementonfloatingice = convert( Array{Float64}, (elementonfloatingice.>0) .& (elementongroundedice.==0.))
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23 | elementongroundedice = convert( Array{Float64}, elementonfloatingice.==0.)
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24 |
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25 | vertexonfloatingice=zeros(md.mesh.numberofvertices)
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26 | vertexongroundedice=zeros(md.mesh.numberofvertices)
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27 |
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28 | vertexongroundedice[md.mesh.elements[findall(elementongroundedice.>0),:]] .= 1.
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29 | vertexonfloatingice[findall(vertexongroundedice.==0.)] .= 1.
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30 |
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31 | #define levelsets
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32 | md.mask.ocean_levelset = vertexongroundedice
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33 | md.mask.ocean_levelset[findall(vertexongroundedice .==0.)] .= -1.
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34 | md.mask.ice_levelset = -1*ones(md.mesh.numberofvertices)
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35 |
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36 | return md
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37 | end
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38 | #}}}
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39 | # FlagElements {{{
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40 | function FlagElements(md::model,region::String)
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41 |
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42 | if isempty(region)
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43 | flags = zeros(md.mesh.numberofelements)
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44 | elseif region == "all"
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45 | flags = ones(md.mesh.numberofelements)
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46 | else
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47 | flags = InContour(md.mesh.x,md.mesh.y,region);
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48 | end
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49 |
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50 | return flags
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51 | end
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52 | #}}}
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