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surfaceFeatureExtract: Further refactoring to move the extract surface closeness functionality
to triSurfaceMesh
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@ -87,166 +87,6 @@ void Foam::deleteEdges
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}
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Foam::surfaceFeatures::edgeStatus Foam::checkNonManifoldEdge
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(
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const triSurface& surf,
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const scalar tol,
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const scalar includedAngle,
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const label edgei
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)
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{
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const edge& e = surf.edges()[edgei];
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const labelList& eFaces = surf.edgeFaces()[edgei];
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// Bin according to normal
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DynamicList<Foam::vector> normals(2);
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DynamicList<labelList> bins(2);
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forAll(eFaces, eFacei)
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{
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const Foam::vector& n = surf.faceNormals()[eFaces[eFacei]];
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// Find the normal in normals
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label index = -1;
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forAll(normals, normalI)
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{
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if (mag(n&normals[normalI]) > (1-tol))
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{
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index = normalI;
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break;
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}
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}
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if (index != -1)
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{
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bins[index].append(eFacei);
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}
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else if (normals.size() >= 2)
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{
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// Would be third normal. Mark as feature.
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//Pout<< "** at edge:" << surf.localPoints()[e[0]]
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// << surf.localPoints()[e[1]]
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// << " have normals:" << normals
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// << " and " << n << endl;
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return surfaceFeatures::REGION;
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}
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else
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{
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normals.append(n);
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bins.append(labelList(1, eFacei));
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}
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}
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// Check resulting number of bins
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if (bins.size() == 1)
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{
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// Note: should check here whether they are two sets of faces
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// that are planar or indeed 4 faces al coming together at an edge.
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//Pout<< "** at edge:"
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// << surf.localPoints()[e[0]]
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// << surf.localPoints()[e[1]]
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// << " have single normal:" << normals[0]
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// << endl;
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return surfaceFeatures::NONE;
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}
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else
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{
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// Two bins. Check if normals make an angle
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//Pout<< "** at edge:"
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// << surf.localPoints()[e[0]]
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// << surf.localPoints()[e[1]] << nl
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// << " normals:" << normals << nl
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// << " bins :" << bins << nl
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// << endl;
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if (includedAngle >= 0)
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{
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scalar minCos = Foam::cos(degToRad(180.0 - includedAngle));
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forAll(eFaces, i)
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{
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const Foam::vector& ni = surf.faceNormals()[eFaces[i]];
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for (label j=i+1; j<eFaces.size(); j++)
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{
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const Foam::vector& nj = surf.faceNormals()[eFaces[j]];
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if (mag(ni & nj) < minCos)
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{
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//Pout<< "have sharp feature between normal:" << ni
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// << " and " << nj << endl;
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// Is feature. Keep as region or convert to
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// feature angle? For now keep as region.
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return surfaceFeatures::REGION;
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}
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}
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}
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}
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// So now we have two normals bins but need to make sure both
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// bins have the same regions in it.
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// 1. store + or - region number depending
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// on orientation of triangle in bins[0]
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const labelList& bin0 = bins[0];
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labelList regionAndNormal(bin0.size());
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forAll(bin0, i)
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{
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const labelledTri& t = surf.localFaces()[eFaces[bin0[i]]];
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int dir = t.edgeDirection(e);
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if (dir > 0)
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{
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regionAndNormal[i] = t.region()+1;
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}
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else if (dir == 0)
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{
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FatalErrorInFunction
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<< exit(FatalError);
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}
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else
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{
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regionAndNormal[i] = -(t.region()+1);
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}
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}
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// 2. check against bin1
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const labelList& bin1 = bins[1];
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labelList regionAndNormal1(bin1.size());
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forAll(bin1, i)
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{
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const labelledTri& t = surf.localFaces()[eFaces[bin1[i]]];
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int dir = t.edgeDirection(e);
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label myRegionAndNormal;
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if (dir > 0)
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{
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myRegionAndNormal = t.region()+1;
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}
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else
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{
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myRegionAndNormal = -(t.region()+1);
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}
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regionAndNormal1[i] = myRegionAndNormal;
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label index = findIndex(regionAndNormal, -myRegionAndNormal);
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if (index == -1)
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{
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// Not found.
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//Pout<< "cannot find region " << myRegionAndNormal
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// << " in regions " << regionAndNormal << endl;
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return surfaceFeatures::REGION;
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}
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}
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return surfaceFeatures::NONE;
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}
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}
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void Foam::deleteNonManifoldEdges
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