Download data/src/OpenFOAM/meshes/meshShapes/face/faceIntersection.C from introvoyz042/OpenFOAM-dev: direct link, hf CLI and curl.
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8.37 kB
| /*---------------------------------------------------------------------------*\ | |
| ========= | | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | |
| \\ / O peration | Website: https://openfoam.org | |
| \\ / A nd | Copyright (C) 2011-2021 OpenFOAM Foundation | |
| \\/ M anipulation | | |
| ------------------------------------------------------------------------------- | |
| License | |
| This file is part of OpenFOAM. | |
| OpenFOAM is free software: you can redistribute it and/or modify it | |
| under the terms of the GNU General Public License as published by | |
| the Free Software Foundation, either version 3 of the License, or | |
| (at your option) any later version. | |
| OpenFOAM is distributed in the hope that it will be useful, but WITHOUT | |
| ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or | |
| FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License | |
| for more details. | |
| You should have received a copy of the GNU General Public License | |
| along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>. | |
| \*---------------------------------------------------------------------------*/ | |
| // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // | |
| Foam::pointHit Foam::face::ray | |
| ( | |
| const point& p, | |
| const vector& n, | |
| const pointField& meshPoints, | |
| const intersection::algorithm alg, | |
| const intersection::direction dir | |
| ) const | |
| { | |
| // Return potential intersection with face with a ray starting | |
| // at p, direction n (does not need to be normalised) | |
| // Does face-center decomposition and returns triangle intersection | |
| // point closest to p. | |
| // In case of miss the point is the nearest point intersection of the | |
| // face plane and the ray and the distance is the distance between the | |
| // intersection point and the nearest point on the face | |
| // If the face is a triangle, do a direct calculation | |
| if (size() == 3) | |
| { | |
| return triPointRef | |
| ( | |
| meshPoints[operator[](0)], | |
| meshPoints[operator[](1)], | |
| meshPoints[operator[](2)] | |
| ).ray(p, n, alg, dir); | |
| } | |
| point ctr = Foam::average(points(meshPoints)); | |
| scalar nearestHitDist = great; | |
| scalar nearestMissDist = great; | |
| bool eligible = false; | |
| // Initialise to miss, distance = great | |
| pointHit nearest(p); | |
| const labelList& f = *this; | |
| label nPoints = size(); | |
| point nextPoint = ctr; | |
| for (label pI = 0; pI < nPoints; pI++) | |
| { | |
| nextPoint = meshPoints[f[fcIndex(pI)]]; | |
| // Note: for best accuracy, centre point always comes last | |
| // | |
| pointHit curHit = triPointRef | |
| ( | |
| meshPoints[f[pI]], | |
| nextPoint, | |
| ctr | |
| ).ray(p, n, alg, dir); | |
| if (curHit.hit()) | |
| { | |
| if (Foam::mag(curHit.distance()) < Foam::mag(nearestHitDist)) | |
| { | |
| nearestHitDist = curHit.distance(); | |
| nearest.setHit(); | |
| nearest.setPoint(curHit.hitPoint()); | |
| } | |
| } | |
| else if (!nearest.hit()) | |
| { | |
| // Miss and no hit yet. Update miss statistics. | |
| if (curHit.eligibleMiss()) | |
| { | |
| eligible = true; | |
| // Miss distance is the distance between the plane intersection | |
| // point and the nearest point of the triangle | |
| scalar missDist = | |
| Foam::mag | |
| ( | |
| p + curHit.distance()*n | |
| - curHit.missPoint() | |
| ); | |
| if (missDist < nearestMissDist) | |
| { | |
| nearestMissDist = missDist; | |
| nearest.setDistance(curHit.distance()); | |
| nearest.setPoint(curHit.missPoint()); | |
| } | |
| } | |
| } | |
| } | |
| if (nearest.hit()) | |
| { | |
| nearest.setDistance(nearestHitDist); | |
| } | |
| else | |
| { | |
| // Haven't hit a single face triangle | |
| nearest.setMiss(eligible); | |
| } | |
| return nearest; | |
| } | |
| Foam::pointHit Foam::face::intersection | |
| ( | |
| const point& p, | |
| const vector& q, | |
| const point& ctr, | |
| const pointField& meshPoints, | |
| const intersection::algorithm alg, | |
| const scalar tol | |
| ) const | |
| { | |
| // If the face is a triangle, do a direct calculation | |
| if (size() == 3) | |
| { | |
| return triPointRef | |
| ( | |
| meshPoints[operator[](0)], | |
| meshPoints[operator[](1)], | |
| meshPoints[operator[](2)] | |
| ).intersection(p, q, alg, tol); | |
| } | |
| scalar nearestHitDist = vGreat; | |
| // Initialise to miss, distance = great | |
| pointHit nearest(p); | |
| const labelList& f = *this; | |
| forAll(f, pI) | |
| { | |
| // Note: for best accuracy, centre point always comes last | |
| pointHit curHit = triPointRef | |
| ( | |
| meshPoints[f[pI]], | |
| meshPoints[f[fcIndex(pI)]], | |
| ctr | |
| ).intersection(p, q, alg, tol); | |
| if (curHit.hit()) | |
| { | |
| if (Foam::mag(curHit.distance()) < Foam::mag(nearestHitDist)) | |
| { | |
| nearestHitDist = curHit.distance(); | |
| nearest.setHit(); | |
| nearest.setPoint(curHit.hitPoint()); | |
| } | |
| } | |
| } | |
| if (nearest.hit()) | |
| { | |
| nearest.setDistance(nearestHitDist); | |
| } | |
| return nearest; | |
| } | |
| Foam::pointHit Foam::face::nearestPoint | |
| ( | |
| const point& p, | |
| const pointField& meshPoints | |
| ) const | |
| { | |
| // Dummy labels | |
| label nearType = -1; | |
| label nearLabel = -1; | |
| return nearestPointClassify(p, meshPoints, nearType, nearLabel); | |
| } | |
| Foam::pointHit Foam::face::nearestPointClassify | |
| ( | |
| const point& p, | |
| const pointField& meshPoints, | |
| label& nearType, | |
| label& nearLabel | |
| ) const | |
| { | |
| // If the face is a triangle, do a direct calculation | |
| if (size() == 3) | |
| { | |
| return triPointRef | |
| ( | |
| meshPoints[operator[](0)], | |
| meshPoints[operator[](1)], | |
| meshPoints[operator[](2)] | |
| ).nearestPointClassify(p, nearType, nearLabel); | |
| } | |
| const face& f = *this; | |
| point ctr = centre(meshPoints); | |
| // Initialise to miss, distance=great | |
| pointHit nearest(p); | |
| nearType = -1; | |
| nearLabel = -1; | |
| label nPoints = f.size(); | |
| point nextPoint = ctr; | |
| for (label pI = 0; pI < nPoints; pI++) | |
| { | |
| nextPoint = meshPoints[f[fcIndex(pI)]]; | |
| label tmpNearType = -1; | |
| label tmpNearLabel = -1; | |
| // Note: for best accuracy, centre point always comes last | |
| triPointRef tri | |
| ( | |
| meshPoints[f[pI]], | |
| nextPoint, | |
| ctr | |
| ); | |
| pointHit curHit = tri.nearestPointClassify | |
| ( | |
| p, | |
| tmpNearType, | |
| tmpNearLabel | |
| ); | |
| if (Foam::mag(curHit.distance()) < Foam::mag(nearest.distance())) | |
| { | |
| nearest.setDistance(curHit.distance()); | |
| // Assume at first that the near type is NONE on the | |
| // triangle (i.e. on the face of the triangle) then it is | |
| // therefore also for the face. | |
| nearType = NONE; | |
| if (tmpNearType == triPointRef::EDGE && tmpNearLabel == 0) | |
| { | |
| // If the triangle edge label is 0, then this is also | |
| // an edge of the face, if not, it is on the face | |
| nearType = EDGE; | |
| nearLabel = pI; | |
| } | |
| else if (tmpNearType == triPointRef::POINT && tmpNearLabel < 2) | |
| { | |
| // If the triangle point label is 0 or 1, then this is | |
| // also a point of the face, if not, it is on the face | |
| nearType = POINT; | |
| nearLabel = pI + tmpNearLabel; | |
| } | |
| if (curHit.hit()) | |
| { | |
| nearest.setHit(); | |
| nearest.setPoint(curHit.hitPoint()); | |
| } | |
| else | |
| { | |
| // In nearest point, miss is always eligible | |
| nearest.setMiss(true); | |
| nearest.setPoint(curHit.missPoint()); | |
| } | |
| } | |
| } | |
| return nearest; | |
| } | |
| // ************************************************************************* // | |