/*---------------------------------------------------------------------------*\ ========= | \\ / 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 . Class Foam::orientedSurface Description Given point flip all faces such that normals point in same direction. SourceFiles orientedSurface.C \*---------------------------------------------------------------------------*/ #ifndef orientedSurface_H #define orientedSurface_H #include "triSurface.H" #include "typeInfo.H" // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // namespace Foam { // Forward declaration of classes class triSurfaceSearch; /*---------------------------------------------------------------------------*\ Class orientedSurface Declaration \*---------------------------------------------------------------------------*/ class orientedSurface : public triSurface { public: // Data types //- Enumeration listing whether face needs to be flipped. enum sideStat { UNVISITED, FLIP, NOFLIP }; private: // Private Member Functions //- Return true if edge is used in opposite order in faces static bool consistentEdge ( const edge& e, const triSurface::FaceType& f0, const triSurface::FaceType& f1 ); //- From changed faces get the changed edges static labelList faceToEdge ( const triSurface&, const labelList& changedFaces ); //- From changed edges check the orientation of the connected faces // and flip them. Return changed faces. static labelList edgeToFace ( const triSurface&, const labelList& changedEdges, labelList& flip ); //- Walk from face across connected faces. Change orientation to be // consistent with startFacei. static void walkSurface ( const triSurface& s, const label startFacei, labelList& flipState ); //- Given nearest point and face check orientation to nearest face // and flip if necessary (only marked in flipState) and propagate. static void propagateOrientation ( const triSurface&, const point& outsidePoint, const bool orientOutside, const label nearestFacei, const point& nearestPt, labelList& flipState ); //- Find a face on zoneI and count number of intersections to determine // orientation static void findZoneSide ( const triSurfaceSearch& surfSearches, const labelList& faceZone, const label zoneI, const point& visiblePoint, label& zoneFacei, bool& isOutside ); //- Given flipState reverse triangles of *this. Return true if // anything flipped. static bool flipSurface(triSurface& s, const labelList& flipState); //- Make surface surface has consistent orientation across connected // triangles. static bool orientConsistent(triSurface& s); public: ClassName("orientedSurface"); // Constructors //- Construct null orientedSurface(); //- Construct from triSurface and sample point which is either // outside (orientOutside = true) or inside (orientOutside = false). // Uses orient. orientedSurface ( const triSurface&, const point& samplePoint, const bool orientOutside = true ); //- Construct from triSurface. Calculates outside point as being // outside the bounding box of the surface. orientedSurface(const triSurface&, const bool orientOutside = true); // Member Functions //- Flip faces such that normals are consistent with point: // orientOutside=true : point outside surface // orientOutside=false : point inside surface // Bases orientation on normal on nearest point (linear search) and // walks to rest. Surface needs to be manifold. static bool orient(triSurface&, const point&, const bool orientOutside); //- Flip faces such that normals are consistent with point: // orientOutside=true : point outside surface // orientOutside=false : point inside surface // Uses intersection count to orient. Handles open surfaces. static bool orient ( triSurface& s, const triSurfaceSearch& querySurf, const point& samplePoint, const bool orientOutside ); }; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // } // End namespace Foam // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // #endif // ************************************************************************* //