/*---------------------------------------------------------------------------*\ ========= | \\ / 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 . \*---------------------------------------------------------------------------*/ #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; } // ************************************************************************* //