/*---------------------------------------------------------------------------*\ ========= | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox \\ / O peration | Website: https://openfoam.org \\ / A nd | Copyright (C) 2021-2024 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 "star.H" // * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * // template void Foam::star::cross ( const label edgei, const label facei, const UList& faceEdges ) { // Add the new face to the star starFaceFaces_.append(facei); faceStarFaces_[facei] = starFaceFaces_.size() - 1; // Store information about this edge, then remove it from the star const label faceEdgei = findIndex(faceEdges[facei], edgei); const label starEdgei = edgeStarEdges_[faceEdges[facei][faceEdgei]]; const label starEdgei0 = starEdgeEdges_[starEdgei].starEdgei0_; const label starEdgei1 = starEdgeEdges_[starEdgei].starEdgei1_; edgeStarEdges_[starEdgeEdges_[starEdgei].edgei_] = -1; starEdgeEdges_[starEdgei] = {-1, -1, -1}; // Walk backwards and forwards around the face until we find edges not // already in the star. Remove edges in the star as we go. label faceEdgeiR = faceEdgei, starEdgeiR1 = starEdgei1; while (true) { const label faceEdgeiRR = faceEdges[facei].rcIndex(faceEdgeiR); const label edgeiRR = faceEdges[facei][faceEdgeiRR]; const label starEdgeiRR = edgeStarEdges_[edgeiRR]; if (starEdgeiRR == -1 || starEdgeiRR != starEdgeiR1) break; faceEdgeiR = faceEdgeiRR; starEdgeiR1 = starEdgeEdges_[starEdgeiRR].starEdgei1_; edgeStarEdges_[starEdgeEdges_[starEdgeiRR].edgei_] = -1; starEdgeEdges_[starEdgeiRR] = {-1, -1, -1}; } label faceEdgeiF = faceEdgei, starEdgeiF0 = starEdgei0; while (true) { const label faceEdgeiFF = faceEdges[facei].fcIndex(faceEdgeiF); const label edgeiFF = faceEdges[facei][faceEdgeiFF]; const label starEdgeiFF = edgeStarEdges_[edgeiFF]; if (starEdgeiFF == -1 || starEdgeiFF != starEdgeiF0) break; faceEdgeiF = faceEdgeiFF; starEdgeiF0 = starEdgeEdges_[starEdgeiFF].starEdgei0_; edgeStarEdges_[starEdgeEdges_[starEdgeiFF].edgei_] = -1; starEdgeEdges_[starEdgeiFF] = {-1, -1, -1}; } // Get the first edge after the forwards edge label faceEdgej = faceEdges[facei].fcIndex(faceEdgeiF); // If there are no face edges not yet in the star, then all edges are // to be removed. Just connect up the adjacent edges. if (faceEdgej == faceEdgeiR) { starEdgeEdges_[starEdgeiF0].starEdgei1_ = starEdgeiR1; starEdgeEdges_[starEdgeiR1].starEdgei0_ = starEdgeiF0; } // If there are face edges not yet in the star, then loop over them and // add them into the star while (faceEdgej != faceEdgeiR) { const bool isFirst = faceEdgej == faceEdges[facei].fcIndex(faceEdgeiF); const bool isLast = faceEdgej == faceEdges[facei].rcIndex(faceEdgeiR); const label starEdgej0 = isFirst ? starEdgeiF0 : starEdgeEdges_.size() - 1; const label starEdgej = starEdgeEdges_.size(); const label starEdgej1 = isLast ? starEdgeiR1 : starEdgeEdges_.size() + 1; const label edgej = faceEdges[facei][faceEdgej]; if (isFirst && starEdgeiF0 != -1) { starEdgeEdges_[starEdgeiF0].starEdgei1_ = starEdgej; } starEdgeEdges_.append({starEdgej0, edgej, starEdgej1}); edgeStarEdges_[edgej] = starEdgej; if (isLast && starEdgeiR1 != -1) { starEdgeEdges_[starEdgeiR1].starEdgei0_ = starEdgej; } faceEdgej = faceEdges[facei].fcIndex(faceEdgej); } } // * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * * // template Foam::star::context Foam::star::populate ( const label faceOrEdgei, const bool isFace, CanCross canCross, const UList& faceEdges, const UList& edgeFaces, const label maxIterations ) { // Expand to fit supplied data faceStarFaces_.resize(faceEdges.size(), -1); edgeStarEdges_.resize(edgeFaces.size(), -1); // Initialise if (isFace) { // Add one edge from the to the star and then cross into the face const label edgei = faceEdges[faceOrEdgei][0]; starEdgeEdges_.append({-1, edgei, -1}); edgeStarEdges_[edgei] = 0; cross(edgei, faceOrEdgei, faceEdges); // Add the edge back again as it was removed by the crossing. Reuse the // first element of the starEdgeEdges array. Join up to close the star. const label starEdgei0 = starEdgeEdges_.size() - 1; const label starEdgei1 = 1; starEdgeEdges_[0] = {starEdgei0, edgei, starEdgei1}; edgeStarEdges_[edgei] = 0; starEdgeEdges_[starEdgei0].starEdgei1_ = 0; starEdgeEdges_[starEdgei1].starEdgei0_ = 0; } else { bool first = true; // Loop the adjacent faces forAll(edgeFaces[faceOrEdgei], edgeFacei) { const label facei = edgeFaces[faceOrEdgei][edgeFacei]; if (facei == -1) continue; // If the first face, add the edge to the star if (first) { starEdgeEdges_.append({-1, faceOrEdgei, -1}); edgeStarEdges_[faceOrEdgei] = 0; first = false; } // If the second face, add the edge into the star again as it was // removed by the previous crossing. Reuse the first element of the // starEdgeEdges array. Join up to close the star. else { const label starEdgei0 = starEdgeEdges_.size() - 1; const label starEdgei1 = 1; starEdgeEdges_[0] = {starEdgei0, faceOrEdgei, starEdgei1}; edgeStarEdges_[faceOrEdgei] = 0; starEdgeEdges_[starEdgei0].starEdgei1_ = 0; starEdgeEdges_[starEdgei1].starEdgei0_ = 0; } // Cross the edge into the face cross(faceOrEdgei, facei, faceEdges); } } // Walk the star to get intersected faces and their perimeter label iterations = 0; forAll(starEdgeEdges_, starEdgei) { if (iterations == maxIterations) break; ++ iterations; const label edgei = starEdgeEdges_[starEdgei].edgei_; if (edgei == -1) continue; // Get the adjacent non-star face label facei = -1; forAll(edgeFaces[edgei], edgeFacei) { facei = edgeFaces[edgei][edgeFacei]; if (facei != -1 && faceStarFaces_[facei] == -1) { break; } facei = -1; } // If the crossing condition is satisfied then expand the star if (facei != -1 && canCross(edgei, facei)) { cross(edgei, facei, faceEdges); } } // Remove spikes forAll(starEdgeEdges_, starEdgei) { label starEdgei0 = starEdgei; label starEdgei1 = starEdgeEdges_[starEdgei0].starEdgei1_; if (starEdgei1 == -1) continue; label edgei0 = starEdgeEdges_[starEdgei0].edgei_; label edgei1 = starEdgeEdges_[starEdgei1].edgei_; while (edgei0 != -1 && edgei1 != -1 && edgei0 == edgei1) { const label starEdgei00 = starEdgeEdges_[starEdgei0].starEdgei0_; const label starEdgei11 = starEdgeEdges_[starEdgei1].starEdgei1_; edgeStarEdges_[edgei0] = -1; starEdgeEdges_[starEdgei0] = {-1, -1, -1}; edgeStarEdges_[edgei1] = -1; starEdgeEdges_[starEdgei1] = {-1, -1, -1}; if (starEdgei00 != -1) { starEdgeEdges_[starEdgei00].starEdgei1_ = starEdgei11; starEdgei0 = starEdgei00; edgei0 = starEdgeEdges_[starEdgei00].edgei_; } else { starEdgei0 = edgei0 = -1; } if (starEdgei11 != -1) { starEdgeEdges_[starEdgei11].starEdgei0_ = starEdgei00; starEdgei1 = starEdgei11; edgei1 = starEdgeEdges_[starEdgei11].edgei_; } else { starEdgei1 = edgei0 = -1; } } } // Allocate map storage DynamicList