Download data/src/meshTools/triSurface/orientedSurface/orientedSurface.C from introvoyz042/OpenFOAM-dev: direct link, hf CLI and curl.
- Browser
- Download file 14.9 kB
-
https://huggingface.co/datasets/introvoyz042/OpenFOAM-dev/resolve/main/data/src/meshTools/triSurface/orientedSurface/orientedSurface.C
- Command line
-
hf download hf://datasets/introvoyz042/OpenFOAM-dev/data/src/meshTools/triSurface/orientedSurface/orientedSurface.C
-
curl -L -o orientedSurface.C https://huggingface.co/datasets/introvoyz042/OpenFOAM-dev/resolve/main/data/src/meshTools/triSurface/orientedSurface/orientedSurface.C
14.9 kB
| /*---------------------------------------------------------------------------*\ | |
| ========= | | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | |
| \\ / O peration | Website: https://openfoam.org | |
| \\ / A nd | Copyright (C) 2011-2018 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/>. | |
| \*---------------------------------------------------------------------------*/ | |
| // * * * * * * * * * * * * * * Static Data Members * * * * * * * * * * * * * // | |
| namespace Foam | |
| { | |
| defineTypeNameAndDebug(orientedSurface, 0); | |
| } | |
| // * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * // | |
| // Return true if edge is used in opposite order in faces | |
| bool Foam::orientedSurface::consistentEdge | |
| ( | |
| const edge& e, | |
| const triSurface::FaceType& f0, | |
| const triSurface::FaceType& f1 | |
| ) | |
| { | |
| return (f0.edgeDirection(e) > 0) ^ (f1.edgeDirection(e) > 0); | |
| } | |
| Foam::labelList Foam::orientedSurface::faceToEdge | |
| ( | |
| const triSurface& s, | |
| const labelList& changedFaces | |
| ) | |
| { | |
| labelList changedEdges(3*changedFaces.size()); | |
| label changedI = 0; | |
| forAll(changedFaces, i) | |
| { | |
| const labelList& fEdges = s.faceEdges()[changedFaces[i]]; | |
| forAll(fEdges, j) | |
| { | |
| changedEdges[changedI++] = fEdges[j]; | |
| } | |
| } | |
| changedEdges.setSize(changedI); | |
| return changedEdges; | |
| } | |
| Foam::labelList Foam::orientedSurface::edgeToFace | |
| ( | |
| const triSurface& s, | |
| const labelList& changedEdges, | |
| labelList& flip | |
| ) | |
| { | |
| labelList changedFaces(2*changedEdges.size()); | |
| label changedI = 0; | |
| forAll(changedEdges, i) | |
| { | |
| label edgeI = changedEdges[i]; | |
| const labelList& eFaces = s.edgeFaces()[edgeI]; | |
| if (eFaces.size() < 2) | |
| { | |
| // Do nothing, faces was already visited. | |
| } | |
| else if (eFaces.size() == 2) | |
| { | |
| label face0 = eFaces[0]; | |
| label face1 = eFaces[1]; | |
| const triSurface::FaceType& f0 = s.localFaces()[face0]; | |
| const triSurface::FaceType& f1 = s.localFaces()[face1]; | |
| if (flip[face0] == UNVISITED) | |
| { | |
| if (flip[face1] == UNVISITED) | |
| { | |
| FatalErrorInFunction | |
| << abort(FatalError); | |
| } | |
| else | |
| { | |
| // Face1 has a flip state, face0 hasn't | |
| if (consistentEdge(s.edges()[edgeI], f0, f1)) | |
| { | |
| // Take over flip status | |
| flip[face0] = (flip[face1] == FLIP ? FLIP : NOFLIP); | |
| } | |
| else | |
| { | |
| // Invert | |
| flip[face0] = (flip[face1] == FLIP ? NOFLIP : FLIP); | |
| } | |
| changedFaces[changedI++] = face0; | |
| } | |
| } | |
| else | |
| { | |
| if (flip[face1] == UNVISITED) | |
| { | |
| // Face0 has a flip state, face1 hasn't | |
| if (consistentEdge(s.edges()[edgeI], f0, f1)) | |
| { | |
| flip[face1] = (flip[face0] == FLIP ? FLIP : NOFLIP); | |
| } | |
| else | |
| { | |
| flip[face1] = (flip[face0] == FLIP ? NOFLIP : FLIP); | |
| } | |
| changedFaces[changedI++] = face1; | |
| } | |
| } | |
| } | |
| else | |
| { | |
| // Multiply connected. Do what? | |
| } | |
| } | |
| changedFaces.setSize(changedI); | |
| return changedFaces; | |
| } | |
| void Foam::orientedSurface::walkSurface | |
| ( | |
| const triSurface& s, | |
| const label startFacei, | |
| labelList& flipState | |
| ) | |
| { | |
| // List of faces that were changed in the last iteration. | |
| labelList changedFaces(1, startFacei); | |
| // List of edges that were changed in the last iteration. | |
| labelList changedEdges; | |
| while (true) | |
| { | |
| changedEdges = faceToEdge(s, changedFaces); | |
| if (changedEdges.empty()) | |
| { | |
| break; | |
| } | |
| changedFaces = edgeToFace(s, changedEdges, flipState); | |
| if (changedFaces.empty()) | |
| { | |
| break; | |
| } | |
| } | |
| } | |
| void Foam::orientedSurface::propagateOrientation | |
| ( | |
| const triSurface& s, | |
| const point& samplePoint, | |
| const bool orientOutside, | |
| const label nearestFacei, | |
| const point& nearestPt, | |
| labelList& flipState | |
| ) | |
| { | |
| // | |
| // Determine orientation to normal on nearest face | |
| // | |
| triSurfaceTools::sideType side = triSurfaceTools::surfaceSide | |
| ( | |
| s, | |
| samplePoint, | |
| nearestFacei | |
| ); | |
| if (side == triSurfaceTools::UNKNOWN) | |
| { | |
| // Non-closed surface. Do what? For now behave as if no flipping | |
| // necessary | |
| flipState[nearestFacei] = NOFLIP; | |
| } | |
| else if ((side == triSurfaceTools::OUTSIDE) == orientOutside) | |
| { | |
| // outside & orientOutside or inside & !orientOutside | |
| // Normals on surface pointing correctly. No need to flip normals | |
| flipState[nearestFacei] = NOFLIP; | |
| } | |
| else | |
| { | |
| // Need to flip normals. | |
| flipState[nearestFacei] = FLIP; | |
| } | |
| if (debug) | |
| { | |
| vector n = triSurfaceTools::surfaceNormal(s, nearestFacei, nearestPt); | |
| Pout<< "orientedSurface::propagateOrientation : starting face" | |
| << " orientation:" << nl | |
| << " for samplePoint:" << samplePoint << nl | |
| << " starting from point:" << nearestPt << nl | |
| << " on face:" << nearestFacei << nl | |
| << " with normal:" << n << nl | |
| << " decided side:" << label(side) | |
| << endl; | |
| } | |
| // Walk the surface from nearestFacei, changing the flipstate. | |
| walkSurface(s, nearestFacei, flipState); | |
| } | |
| // Find side for zoneI only by counting the number of intersections. Determines | |
| // if face is oriented consistent with outwards pointing normals. | |
| void Foam::orientedSurface::findZoneSide | |
| ( | |
| const triSurfaceSearch& surfSearches, | |
| const labelList& faceZone, | |
| const label zoneI, | |
| const point& outsidePoint, | |
| label& zoneFacei, | |
| bool& isOutside | |
| ) | |
| { | |
| const triSurface& s = surfSearches.surface(); | |
| zoneFacei = -1; | |
| isOutside = false; | |
| pointField start(1, outsidePoint); | |
| List<List<pointIndexHit>> hits(1, List<pointIndexHit>()); | |
| forAll(faceZone, facei) | |
| { | |
| if (faceZone[facei] == zoneI) | |
| { | |
| const point& fc = s.faceCentres()[facei]; | |
| const vector& n = s.faceNormals()[facei]; | |
| const vector d = fc - outsidePoint; | |
| const scalar magD = mag(d); | |
| // Check if normal different enough to decide upon | |
| if (magD > small && (mag(n & d/magD) > 1e-6)) | |
| { | |
| pointField end(1, fc + d); | |
| // Info<< "Zone " << zoneI << " : Shooting ray" | |
| // << " from " << outsidePoint | |
| // << " to " << end | |
| // << " to pierce triangle " << facei | |
| // << " with centre " << fc << endl; | |
| surfSearches.findLineAll(start, end, hits); | |
| label zoneIndex = -1; | |
| forAll(hits[0], i) | |
| { | |
| if (hits[0][i].index() == facei) | |
| { | |
| zoneIndex = i; | |
| break; | |
| } | |
| } | |
| if (zoneIndex != -1) | |
| { | |
| zoneFacei = facei; | |
| if ((zoneIndex%2) == 0) | |
| { | |
| // Odd number of intersections. Check if normal points | |
| // in direction of ray | |
| isOutside = ((n & d) < 0); | |
| } | |
| else | |
| { | |
| isOutside = ((n & d) > 0); | |
| } | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| bool Foam::orientedSurface::flipSurface | |
| ( | |
| triSurface& s, | |
| const labelList& flipState | |
| ) | |
| { | |
| bool hasFlipped = false; | |
| // Flip tris in s | |
| forAll(flipState, facei) | |
| { | |
| if (flipState[facei] == UNVISITED) | |
| { | |
| FatalErrorInFunction | |
| << "unvisited face " << facei | |
| << abort(FatalError); | |
| } | |
| else if (flipState[facei] == FLIP) | |
| { | |
| labelledTri& tri = s[facei]; | |
| label tmp = tri[0]; | |
| tri[0] = tri[1]; | |
| tri[1] = tmp; | |
| hasFlipped = true; | |
| } | |
| } | |
| // Recalculate normals | |
| if (hasFlipped) | |
| { | |
| s.clearOut(); | |
| } | |
| return hasFlipped; | |
| } | |
| bool Foam::orientedSurface::orientConsistent(triSurface& s) | |
| { | |
| bool anyFlipped = false; | |
| // Do initial flipping to make triangles consistent. Otherwise if the | |
| // nearest is e.g. on an edge in between inconsistent triangles it might | |
| // make the wrong decision. | |
| if (s.size() > 0) | |
| { | |
| // Whether face has to be flipped. | |
| // UNVISITED: unvisited | |
| // NOFLIP: no need to flip | |
| // FLIP: need to flip | |
| labelList flipState(s.size(), UNVISITED); | |
| label facei = 0; | |
| while (true) | |
| { | |
| label startFacei = -1; | |
| while (facei < s.size()) | |
| { | |
| if (flipState[facei] == UNVISITED) | |
| { | |
| startFacei = facei; | |
| break; | |
| } | |
| facei++; | |
| } | |
| if (startFacei == -1) | |
| { | |
| break; | |
| } | |
| flipState[startFacei] = NOFLIP; | |
| walkSurface(s, startFacei, flipState); | |
| } | |
| anyFlipped = flipSurface(s, flipState); | |
| } | |
| return anyFlipped; | |
| } | |
| // * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * // | |
| // Null constructor | |
| Foam::orientedSurface::orientedSurface() | |
| : | |
| triSurface() | |
| {} | |
| // Construct from surface and point which defines outside | |
| Foam::orientedSurface::orientedSurface | |
| ( | |
| const triSurface& surf, | |
| const point& samplePoint, | |
| const bool orientOutside | |
| ) | |
| : | |
| triSurface(surf) | |
| { | |
| orient(*this, samplePoint, orientOutside); | |
| } | |
| // Construct from surface. Calculate outside point. | |
| Foam::orientedSurface::orientedSurface | |
| ( | |
| const triSurface& surf, | |
| const bool orientOutside | |
| ) | |
| : | |
| triSurface(surf) | |
| { | |
| // BoundBox calculation without localPoints | |
| treeBoundBox bb(surf.points(), surf.meshPoints()); | |
| point outsidePoint = bb.max() + bb.span(); | |
| orient(*this, outsidePoint, orientOutside); | |
| } | |
| // * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * // | |
| bool Foam::orientedSurface::orient | |
| ( | |
| triSurface& s, | |
| const point& samplePoint, | |
| const bool orientOutside | |
| ) | |
| { | |
| // Do initial flipping to make triangles consistent. Otherwise if the | |
| // nearest is e.g. on an edge in between inconsistent triangles it might | |
| // make the wrong decision. | |
| bool topoFlipped = orientConsistent(s); | |
| // Whether face has to be flipped. | |
| // UNVISITED: unvisited | |
| // NOFLIP: no need to flip | |
| // FLIP: need to flip | |
| labelList flipState(s.size(), UNVISITED); | |
| while (true) | |
| { | |
| // Linear search for nearest unvisited point on surface. | |
| scalar minDist = great; | |
| point minPoint; | |
| label minFacei = -1; | |
| forAll(s, facei) | |
| { | |
| if (flipState[facei] == UNVISITED) | |
| { | |
| pointHit curHit = | |
| s[facei].nearestPoint(samplePoint, s.points()); | |
| if (curHit.distance() < minDist) | |
| { | |
| minDist = curHit.distance(); | |
| minPoint = curHit.rawPoint(); | |
| minFacei = facei; | |
| } | |
| } | |
| } | |
| // Did we find anything? | |
| if (minFacei == -1) | |
| { | |
| break; | |
| } | |
| // From this nearest face see if needs to be flipped and then | |
| // go outwards. | |
| propagateOrientation | |
| ( | |
| s, | |
| samplePoint, | |
| orientOutside, | |
| minFacei, | |
| minPoint, | |
| flipState | |
| ); | |
| } | |
| // Now finally flip triangles according to flipState. | |
| bool geomFlipped = flipSurface(s, flipState); | |
| return topoFlipped || geomFlipped; | |
| } | |
| bool Foam::orientedSurface::orient | |
| ( | |
| triSurface& s, | |
| const triSurfaceSearch& querySurf, | |
| const point& samplePoint, | |
| const bool orientOutside | |
| ) | |
| { | |
| // Do initial flipping to make triangles consistent. Otherwise if the | |
| // nearest is e.g. on an edge in between inconsistent triangles it might | |
| // make the wrong decision. | |
| bool topoFlipped = orientConsistent(s); | |
| // Determine disconnected parts of surface | |
| boolList borderEdge(s.nEdges(), false); | |
| forAll(s.edgeFaces(), edgeI) | |
| { | |
| if (s.edgeFaces()[edgeI].size() != 2) | |
| { | |
| borderEdge[edgeI] = true; | |
| } | |
| } | |
| labelList faceZone; | |
| label nZones = s.markZones(borderEdge, faceZone); | |
| // Check intersection with one face per zone. | |
| labelList flipState(s.size(), UNVISITED); | |
| for (label zoneI = 0; zoneI < nZones; zoneI++) | |
| { | |
| label zoneFacei = -1; | |
| bool isOutside; | |
| findZoneSide | |
| ( | |
| querySurf, | |
| faceZone, | |
| zoneI, | |
| samplePoint, | |
| zoneFacei, | |
| isOutside | |
| ); | |
| if (isOutside == orientOutside) | |
| { | |
| flipState[zoneFacei] = NOFLIP; | |
| } | |
| else | |
| { | |
| flipState[zoneFacei] = FLIP; | |
| } | |
| walkSurface(s, zoneFacei, flipState); | |
| } | |
| // Now finally flip triangles according to flipState. | |
| bool geomFlipped = flipSurface(s, flipState); | |
| return topoFlipped || geomFlipped; | |
| } | |
| // ************************************************************************* // | |