STYLE: narrow represention for boundBox bits enums

- add boundBox::directionBit enum which contains the same values as the
  treeBoundBox::octantBit enum, but without the attached meaning
This commit is contained in:
Mark Olesen
2019-03-15 16:23:10 +01:00
committed by Andrew Heather
parent cdb36e08e9
commit ace1491df3
2 changed files with 23 additions and 15 deletions

View File

@ -47,7 +47,7 @@ Note
namespace Foam
{
// Forward declarations
// Forward Declarations
class boundBox;
class plane;
template<class T> class tmp;
@ -69,7 +69,15 @@ class boundBox
public:
// Static data members
// Static Data Members
//- Bits used for (x/y/z) direction encoding.
enum directionBit : direction
{
XDIR = 0x1, //!< 0: x-direction (vector component 0)
YDIR = 0x2, //!< 2: y-direction (vector component 1)
ZDIR = 0x4 //!< 4: z-direction (vector component 2)
};
//- A large boundBox: min/max == -/+ ROOTVGREAT
static const boundBox greatBox;

View File

@ -2,7 +2,7 @@
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2017 OpenCFD Ltd.
\\ / A nd | Copyright (C) 2017-2019 OpenCFD Ltd.
\\/ M anipulation |
-------------------------------------------------------------------------------
| Copyright (C) 2011-2016 OpenFOAM Foundation
@ -73,7 +73,7 @@ SourceFiles
namespace Foam
{
// Forward declarations
// Forward Declarations
class Random;
class treeBoundBox;
Istream& operator>>(Istream& is, treeBoundBox& bb);
@ -91,11 +91,11 @@ class treeBoundBox
public:
// Static data members
// Static Data Members
//- Bits used for octant/point coding.
//- Bits used for octant/point encoding.
// Every octant/corner point is the combination of three faces.
enum octantBit
enum octantBit : direction
{
RIGHTHALF = 0x1,
TOPHALF = 0x2,
@ -114,16 +114,16 @@ public:
FRONT = 5 //!< 5: z-max, front
};
//- Bits used for face coding
enum faceBit
//- Bits used for face encoding
enum faceBit : direction
{
NOFACE = 0,
LEFTBIT = 0x1 << LEFT, //1
RIGHTBIT = 0x1 << RIGHT, //2
BOTTOMBIT = 0x1 << BOTTOM, //4
TOPBIT = 0x1 << TOP, //8
BACKBIT = 0x1 << BACK, //16
FRONTBIT = 0x1 << FRONT, //32
LEFTBIT = 0x1 << LEFT, //!< 1: x-min, left
RIGHTBIT = 0x1 << RIGHT, //!< 2: x-max, right
BOTTOMBIT = 0x1 << BOTTOM, //!< 4: y-min, bottom
TOPBIT = 0x1 << TOP, //!< 8: y-max, top
BACKBIT = 0x1 << BACK, //!< 16: z-min, back
FRONTBIT = 0x1 << FRONT //!< 32: z-max, front
};
//- Edges codes.