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Multi-patch support for time-dependent element activation#850

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kmokstad wants to merge 11 commits intoOPM:masterfrom
kmokstad:element-activation
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Multi-patch support for time-dependent element activation#850
kmokstad wants to merge 11 commits intoOPM:masterfrom
kmokstad:element-activation

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@kmokstad
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Relevant for the SCENE-B simulations.
The activation function now can take a time offset, indicating when the first element in that patch should be active.
Then some changes in SIMoutput, adding the option to merge all patches into one before writing to VTF.
It seems like GLview does not handle multi-patch models where elements appear along the way so well.

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jenkins build this with downstreams please

@kmokstad kmokstad force-pushed the element-activation branch 2 times, most recently from bf2de81 to 2c67eff Compare March 26, 2026 09:35
@kmokstad
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jenkins build this with downstreams please

kmokstad added 10 commits March 28, 2026 07:42
Changed: ASMbase::isElementActive() uses the internal element index.
element was born, or negative if the element is not yet active
…utions

Changed: Use char as type on the second argument to initResultPoints()
instead of a large negative time value.
Changed: Use getAge() instead of isElementActive() to check for
inactive element such that we in the same go gets the element age.
Changed: Skip secondary solution evaluation for inactive elements.
Changed: more use of emplace_back() instead of push_back().
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jenkins build this with downstreams ifem-elasticity=206 ifem-finitedeformation=53 please

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