OpenFOAM-dev / data /src /OpenFOAM /meshes /meshShapes /face /faceIntersection.C
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/*---------------------------------------------------------------------------*\
========= |
\\ / 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/>.
\*---------------------------------------------------------------------------*/
#include "face.H"
#include "pointHit.H"
#include "triPointRef.H"
#include "line.H"
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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;
}
// ************************************************************************* //