/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration | Website: https://openfoam.org
\\ / A nd | Copyright (C) 2026 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 .
\*---------------------------------------------------------------------------*/
#include "boundSphere.H"
#include "DLPermutation.H"
#include "labelPair.H"
#include "triPointRef.H"
#include "tetPointRef.H"
// * * * * * * * * * * * * * Static Member Functions * * * * * * * * * * * * //
template
Foam::boundSphere Foam::boundSphere::implementation::intersect
(
const PointList& ps,
const FixedList& pis,
const label nPs
)
{
switch (nPs)
{
case 0:
return boundSphere(point::uniform(NaN), -vGreat);
case 1:
return boundSphere(ps[pis[0]], 0);
case 2:
{
// Return a sphere centred on the mid-point between the two points
// and with radius half the distance between the points
const point c = (ps[pis[0]] + ps[pis[1]])/2;
return boundSphere
(
c,
max
(
magSqr(ps[pis[0]] - c),
magSqr(ps[pis[1]] - c)
)
);
}
case 3:
{
// If the triangle is not degenerate then return the sphere for
// which a great circle is the triangles circum-circle
const triPointRef tri
(
ps[pis[0]],
ps[pis[1]],
ps[pis[2]]
);
const boundSphere s = crSqr(tri.circumCircleSqr());
// If the quality is less than small then return an invalid sphere
static const scalar ratio = small*3.0/4.0*sqrt(scalar(3));
if (!s.valid() || magSqr(tri.area()) < sqr(ratio)*sqr(s.rSqr_))
{
return boundSphere();
}
// Re-calculate the radius to make sure that the sphere contains
// all the points. This makes Welzl's algorithm robust to the
// presence of coincident points.
return
boundSphere
(
s.c(),
max
(
magSqr(tri.a() - s.c()),
max
(
magSqr(tri.b() - s.c()),
magSqr(tri.c() - s.c())
)
)
);
}
case 4:
{
// If the tetrahedron is not degenerate then return the
// cicrum-sphere
const tetPointRef tet
(
ps[pis[0]],
ps[pis[1]],
ps[pis[2]],
ps[pis[3]]
);
const boundSphere s = crSqr(tet.circumSphereSqr());
// If the quality is less than small then return an invalid sphere
static const scalar ratio = small*8.0/27.0*sqrt(scalar(3));
if (!s.valid() || sqr(tet.mag()) < sqr(ratio)*pow3(s.rSqr_))
{
return boundSphere();
}
// Re-calculate the radius to make sure that the sphere contains
// all the points. This makes Welzl's algorithm robust to the
// presence of coincident points.
return
boundSphere
(
s.c(),
max
(
magSqr(tet.a() - s.c()),
max
(
magSqr(tet.b() - s.c()),
max
(
magSqr(tet.c() - s.c()),
magSqr(tet.d() - s.c())
)
)
)
);
}
default:
FatalErrorInFunction
<< "Cannot compute the intersect bounding sphere of more than "
<< "four points" << exit(FatalError);
return boundSphere(point::uniform(NaN), NaN);
}
}
template
Foam::boundSphere Foam::boundSphere::implementation::trivial
(
const PointList& ps,
const FixedList& pis,
const label nPs,
FixedList& boundaryPis
)
{
// Search for spheres that intersect sub-sets of the points that bound all
// the other points
switch (nPs)
{
case 0:
case 1:
case 2:
break;
case 3:
{
// Test the spheres that intersect the edges
for (label i = 0; i < 3; ++ i)
{
const label pi0 = pis[i];
const label pi1 = pis[(i + 1) % 3];
const label piOpp = pis[(i + 2) % 3];
const boundSphere s = intersect(ps, {pi0, pi1, -1, -1}, 2);
if (s.contains(ps[piOpp]))
{
boundaryPis[0] = pis[i];
boundaryPis[1] = pis[(i + 1) % 3];
return s;
}
}
break;
}
case 4:
{
// Test the spheres that intersect the edges
static const FixedList p01s =
{{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
static const FixedList pOpp01s =
{{2, 3}, {1, 3}, {1, 2}, {0, 3}, {0, 2}, {0, 1}};
for (label i = 0; i < 6; ++ i)
{
const label pi0 = pis[p01s[i].first()];
const label pi1 = pis[p01s[i].second()];
const label piOpp0 = pis[pOpp01s[i].first()];
const label piOpp1 = pis[pOpp01s[i].second()];
const boundSphere s = intersect(ps, {pi0, pi1, -1, -1}, 2);
if (s.contains(ps[piOpp0]) && s.contains(ps[piOpp1]))
{
boundaryPis[0] = pis[p01s[i].first()];
boundaryPis[1] = pis[p01s[i].second()];
return s;
}
}
// Test the spheres that intersect the triangles
boundSphere minS(point::uniform(NaN), vGreat);
label minSi = -1;
for (label i = 0; i < 4; ++ i)
{
const label pi0 = pis[i];
const label pi1 = pis[(i + 1) % 4];
const label pi2 = pis[(i + 2) % 4];
const label piOpp = pis[(i + 3) % 4];
const boundSphere s = intersect(ps, {pi0, pi1, pi2, -1}, 3);
if (s.contains(ps[piOpp]) && s.rSqr_ < minS.rSqr_)
{
minS = s;
minSi = i;
}
}
if (minSi != -1)
{
boundaryPis[0] = pis[minSi];
boundaryPis[1] = pis[(minSi + 1) % 4];
boundaryPis[2] = pis[(minSi + 2) % 4];
return minS;
}
break;
}
default:
FatalErrorInFunction
<< "Cannot compute the trivial bounding sphere of more than "
<< "four points" << exit(FatalError);
return boundSphere();
}
// Set all the points as on the boundary
for (label i = 0; i < nPs; ++ i)
{
boundaryPis[i] = pis[i];
}
sortBoundaryPis(boundaryPis);
// Return the sphere that intersects all the points
return intersect(ps, pis, nPs);
}
template
Foam::boundSphere Foam::boundSphere::implementation::bruteForce
(
const PointList& ps,
FixedList& boundaryPis
)
{
// Update the currently stored bounding sphere if the supplied set of
// points defines a smaller bounding sphere
auto update = []
(
const PointList& ps,
const FixedList& pis,
const label nPs,
boundSphere& s,
FixedList& boundaryPis
)
{
// Construct the intersect sphere for these points
const boundSphere sStar = intersect(ps, pis, nPs);
// Determine if the sphere bounds all the points, excluding any
// actually on the boundary so as to prevent round-off error issues
bool bounds = true;
for (label pi = 0; bounds && pi < ps.size(); ++ pi)
{
label i = 0;
for (; i < nPs; ++ i) if (pi == pis[i]) break;
if (i != nPs) continue;
if (!sStar.contains(ps[pi])) bounds = false;
}
// If this sphere bounds everything and is smaller than the current
// sphere then update
if (bounds && sStar.rSqr() < s.rSqr())
{
s = sStar;
boundaryPis = pis;
}
};
// Return an invalid sphere if there are no points
if (ps.size() == 0) return boundSphere();
// Initialise a very large sphere
boundSphere s = boundSphere::crSqr(point::uniform(NaN), vGreat);
boundaryPis = -1;
// Search through all combinations of points to find the minimum sphere
FixedList pis({-1, -1, -1, -1});
for (pis[0] = 0; pis[0] < ps.size(); ++ pis[0])
{
update(ps, pis, 1, s, boundaryPis);
for (pis[1] = pis[0] + 1; pis[1] < ps.size(); ++ pis[1])
{
update(ps, pis, 2, s, boundaryPis);
for (pis[2] = pis[1] + 1; pis[2] < ps.size(); ++ pis[2])
{
update(ps, pis, 3, s, boundaryPis);
for (pis[3] = pis[2] + 1; pis[3] < ps.size(); ++ pis[3])
{
update(ps, pis, 4, s, boundaryPis);
}
pis[3] = -1;
}
pis[2] = -1;
}
pis[1] = -1;
}
return s;
}
template
Foam::boundSphere Foam::boundSphere::implementation::Welzl
(
const PointList& ps,
DLPermutation& pis,
const typename DLPermutation::const_iterator& pisEnd,
FixedList& boundaryPis,
const label nBoundaryPs
)
{
boundSphere s = intersect(ps, boundaryPis, nBoundaryPs);
if (pisEnd == pis.rend() || nBoundaryPs == 4) return s;
for (label boundaryi = nBoundaryPs; boundaryi < 4; ++ boundaryi)
{
boundaryPis[boundaryi] = -1;
}
for
(
typename DLPermutation::const_iterator piIter = pis.begin();
piIter != pisEnd;
++ piIter
)
{
if (s.contains(ps[*piIter])) continue;
boundaryPis[nBoundaryPs] = *piIter;
s = Welzl(ps, pis, piIter, boundaryPis, nBoundaryPs + 1);
// Move this point up to the start
if (piIter != pis.begin())
{
const label i = *piIter;
piIter = piIter.previous();
pis.raise(i);
}
}
return s;
}
template
Foam::boundSphere Foam::boundSphere::implementation::local
(
const PointList& ps,
randomGenerator& rndGen,
FixedList& boundaryPis
)
{
if (ps.size() <= 4)
{
static const FixedList pis({0, 1, 2, 3});
boundaryPis = -1;
return trivial(ps, pis, ps.size(), boundaryPis);
}
else
{
dLPermutation pis(ps.size(), rndGen);
boundaryPis = -1;
boundSphere s = Welzl(ps, pis, pis.end(), boundaryPis, 0);
sortBoundaryPis(boundaryPis);
return s;
}
}
template
Foam::boundSphere Foam::boundSphere::implementation::global
(
const PointList& ps,
randomGenerator& rndGen,
FixedList, 4>& boundaryPs,
const bool strict
)
{
// Run the local algorithm if serial
if (!Pstream::parRun())
{
FixedList boundaryPis({-1, -1, -1, -1});
const boundSphere s = local(ps, rndGen, boundaryPis);
forAll(boundaryPis, boundaryi)
{
if (boundaryPis[boundaryi] != -1)
{
boundaryPs[boundaryi] =
RemoteData
(
Pstream::myProcNo(),
boundaryPis[boundaryi],
ps[boundaryPis[boundaryi]]
);
}
}
return s;
}
LocalAndRemotePoints larps(ps);
dynamicDLPermutation pis(ps.size(), rndGen);
FixedList boundaryPis({-1, -1, -1, -1});
while (true)
{
// Calculate the sphere for the current set of points
const boundSphere s = Welzl(larps, pis, pis.end(), boundaryPis, 0);
// Communicate the boundary points
List, 4>> procBoundaryPs(Pstream::nProcs());
{
label boundaryi = 0;
for (; boundaryi < 4 && boundaryPis[boundaryi] != -1; ++ boundaryi)
{
procBoundaryPs[Pstream::myProcNo()][boundaryi] =
larps(boundaryPis[boundaryi]);
}
sortBoundaryPis(procBoundaryPs[Pstream::myProcNo()]);
Pstream::gatherList(procBoundaryPs);
Pstream::scatterList(procBoundaryPs);
}
// Determine if all boundary points are the same on all processors. If
// they are then the sphere is complete.
bool complete = true;
forAll(procBoundaryPs, proci)
{
if (proci == Pstream::myProcNo()) continue;
for (label boundaryi = 0; boundaryi < 4; ++ boundaryi)
{
const remote& r = procBoundaryPs[proci][boundaryi];
if (r != procBoundaryPs[Pstream::myProcNo()][boundaryi])
{
complete = false;
}
if (!complete) break;
}
if (!complete) break;
}
if (complete)
{
boundaryPs = procBoundaryPs[Pstream::myProcNo()];
return s;
}
// Add remote boundary points to the local lists and iterate
complete = true;
forAll(procBoundaryPs, proci)
{
if (proci == Pstream::myProcNo()) continue;
for (label boundaryi = 0; boundaryi < 4; ++ boundaryi)
{
const RemoteData& rp = procBoundaryPs[proci][boundaryi];
if (rp.proci == -1) break;
if (larps.found(rp)) continue;
if (s.contains(rp.data)) continue;
larps.insertNoCheck(rp);
pis.prepend();
complete = false;
}
}
// If nothing was added on any processor then the state has stopped
// changing. If we are being strict, then this should never happen, so
// raise an error. However, this can also happen due to ambiguous cases
// for which multiple solutions are valid to within round-off error
// (e.g., a cube), in which case the different ordering on different
// processes can result in a different (but still valid) solution. So,
// if we are not being strict then just return the sphere and the
// boundary points from the master process.
if (returnReduce(complete, andOp()))
{
if (strict)
{
FatalErrorInFunction
<< "Global bound sphere iteration did not converge"
<< exit(FatalError);
}
boundaryPs = procBoundaryPs[Pstream::master()];
return s;
}
}
return boundSphere();
}
#define InstantiateBoundSphere(PointList) \
\
template Foam::boundSphere Foam::boundSphere::implementation::intersect \
( \
const PointList& ps, \
const FixedList& pis, \
const label nPs \
); \
\
template Foam::boundSphere Foam::boundSphere::implementation::trivial \
( \
const PointList& ps, \
const FixedList& pis, \
const label nPs, \
FixedList& boundaryPis \
); \
\
template Foam::boundSphere Foam::boundSphere::implementation::bruteForce \
( \
const PointList& ps, \
FixedList& boundaryPis \
); \
\
template Foam::boundSphere Foam::boundSphere::implementation::local \
( \
const PointList& ps, \
randomGenerator& rndGen, \
FixedList& boundaryPis \
); \
\
template Foam::boundSphere Foam::boundSphere::implementation::global \
( \
const PointList& ps, \
randomGenerator& rndGen, \
FixedList, 4>& boundaryPis, \
const bool strict \
);
InstantiateBoundSphere(UList);
InstantiateBoundSphere(UIndirectList);
#undef InstantiateBoundSphere
// * * * * * * * * * * * * * * IOstream operators * * * * * * * * * * * * * //
Foam::Istream& Foam::operator>>(Istream& is, boundSphere& s)
{
is.readBegin("boundSphere");
is >> s.c_ >> s.rSqr_;
is.readEnd("boundSphere");
// Check state of Istream
is.check("operator>>(Istream&, boundSphere&)");
if (is.format() == IOstream::ASCII && s.valid())
{
s.rSqr_ = sqr(s.rSqr_);
}
return is;
}
Foam::Ostream& Foam::operator<<(Ostream& os, const boundSphere& s)
{
os << s.c_ << token::SPACE;
if (os.format() == IOstream::ASCII && s.valid())
{
os << sqrt(s.rSqr_);
}
else
{
os << s.rSqr_;
}
return os;
}
// ************************************************************************* //