/*---------------------------------------------------------------------------*\ ========= | \\ / 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 . \*---------------------------------------------------------------------------*/ #include "orientedSurface.H" #include "triSurfaceTools.H" #include "triSurfaceSearch.H" #include "treeBoundBox.H" // * * * * * * * * * * * * * * 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> hits(1, List()); 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; } // ************************************************************************* //