A Mesh Face Table is a two dimensional Data Table that defines the face elements of a Finite Element Mesh object in terms of vertex numbers in the ordered Vertex component list of the Finite Element Mesh.
The two Axes are the Mesh Face Index Number axis and the Node Number axis. For a given Mesh Face Index Number i (>0) and Node Number j, the (i,j)-th cell gives the vertex number that comprises the j-th node of the i-th Mesh Face. The Mesh Face vertices are listed (j index) in clockwise order around the outer perimeter of the Mesh Face, starting and ending with a first vertex. If inner perimeter rings are present, the vertex list along the Node Number axis continues with inner perimeter vertices in counter clockwise order starting and ending with a first vertex on each inner ring.
The Mesh Face node ordering implicitly defines the edges of each Mesh Face. Surface topology is optionally defined by adding the adjacent Mesh Face index number as a second Table Property Description to each cell. The adjacent Mesh Face index number in cell (i,j) is the Mesh Face adjacent to Mesh Face i at the edge between nodes j and j+1.
Base Vertex List: 1-6
Mesh:
(1)-----(2)-----(3)
\ A / \ B |
\ / C \ |
(4)------(5)-(6)
Mesh Face Table (without surface topology):
Node #
| 1 2 3 4 5
------------------------
Polygon # 1 |1 |2 |4 |1 |0 | -->Polygon A
2 |2 |3 |6 |5 |2 | -->Polygon B
3 |4 |2 |5 |4 |0 | -->Polygon C
Each cell: vertex #
Mesh Face Table (with surface topology):
Node #
| 1 2 3 4 5
------------------------
Polygon # 1 |1,0|2,3|4,0|1,0|0,0| -->Polygon A
2 |2,0|3,0|6,0|5,3|2,0| -->Polygon B
3 |4,1|2,2|5,0|4,0|0,0| -->Polygon C
Each cell: vertex #, adj_mesh_face #
attribute_code = EDCS_AC_INDEX_TO_MESH_VERTEX
attribute_code = EDCS_AC_INDEX_TO_ADJACENT_MESH_FACE.
| EDCS_CC_ID | data_table_type; | (notes) |
|---|
either 1 or 2 Property Descriptions
identifies the type of the table
(e.g.: elevation grid (EDCS_CC_TERRAIN_ELEVATION),
bathymetry (EDCS_CC_OCEAN_FLOOR_BATHYMETRY),
underwater sound speed
(EDCS_CC_OCEAN_WATER_CHARACTERISTICS_SOUND_SPEED), etc.)