Colored seeds

Seeds might have colors and thereby define different areas within the mesh. This is for example useful to ascribe special material parameters to parts of the domain. Each colored seed is bounded by a boundary of the same color, or boundaries which have the color none or all. Elements which have a non 'none' color attached to them will have the isColored property and the additional property information about which colors are attached to that element will be stored. There might be an arbitrary number of colors and multiple colors can be assigned to each element. Color names can be chosen arbitrarily and are case insensitive.

We achieve this by using a bitfield for each color and basically do the flooding for each color. With up to three colors there should be little to no memory overhead imposed by this approach, as each color requires only one byte in the integer bitfield, that we use (the last byte is reserved for general node information). Beyond that additional integers will be used as needed by the number of colors. In the mesh on the disk, colors are stored in ASCII characters with 7 colors per byte, and meshes without coloring (none color everywhere as only color) no color information will be written at all.

Note

colored boundaries are subject to the same rules of boundary labels as none colored boundaries and if they intersect with none colored boundaries will take precedence over those, if configured first. As this is typically not desired, you probably want to define your colored boundary objects after the none colored ones!