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ENH: collapseEdges: Points now get a priority. The higher the number, the more likely the
collapse will be towards that point
This commit is contained in:
@ -95,24 +95,56 @@ int main(int argc, char *argv[])
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const bool collapseFaces = args.optionFound("collapseFaces");
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const bool collapseFaceZone = args.optionFound("collapseFaceZone");
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if (collapseFaces && collapseFaceZone)
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{
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FatalErrorIn("main(int, char*[])")
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<< "Both face zone collapsing and face collapsing have been"
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<< "selected. Choose only one of:" << nl
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<< " -collapseFaces" << nl
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<< " -collapseFaceZone <faceZoneName>"
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<< abort(FatalError);
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}
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labelIOList pointPriority
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(
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IOobject
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(
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"pointPriority",
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runTime.timeName(),
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runTime,
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IOobject::READ_IF_PRESENT,
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IOobject::AUTO_WRITE
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),
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labelList(mesh.nPoints(), labelMin)
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);
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forAll(timeDirs, timeI)
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{
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runTime.setTime(timeDirs[timeI], timeI);
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Info<< "Time = " << runTime.timeName() << endl;
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polyMeshFilter meshFilter(mesh);
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autoPtr<polyMeshFilter> meshFilterPtr;
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// newMesh will be empty until it is filtered
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const autoPtr<fvMesh>& newMesh = meshFilter.filteredMesh();
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label nBadFaces = 0;
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// Filter small edges only. This reduces the number of faces so that
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// the face filtering is sped up.
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label nBadFaces = meshFilter.filterEdges(0);
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{
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polyTopoChange meshMod(newMesh);
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meshFilterPtr.set(new polyMeshFilter(mesh, pointPriority));
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polyMeshFilter& meshFilter = meshFilterPtr();
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meshMod.changeMesh(mesh, false);
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// newMesh will be empty until it is filtered
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const autoPtr<fvMesh>& newMesh = meshFilter.filteredMesh();
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// Filter small edges only. This reduces the number of faces so that
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// the face filtering is sped up.
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nBadFaces = meshFilter.filterEdges(0);
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{
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polyTopoChange meshMod(newMesh);
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meshMod.changeMesh(mesh, false);
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}
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pointPriority = meshFilter.pointPriority();
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}
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if (collapseFaceZone)
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@ -121,18 +153,30 @@ int main(int argc, char *argv[])
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const faceZone& fZone = mesh.faceZones()[faceZoneName];
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meshFilterPtr.reset(new polyMeshFilter(mesh, pointPriority));
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polyMeshFilter& meshFilter = meshFilterPtr();
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const autoPtr<fvMesh>& newMesh = meshFilter.filteredMesh();
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// Filter faces. Pass in the number of bad faces that are present
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// from the previous edge filtering to use as a stopping criterion.
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meshFilter.filterFaceZone(fZone);
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meshFilter.filter(fZone);
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{
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polyTopoChange meshMod(newMesh);
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meshMod.changeMesh(mesh, false);
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}
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pointPriority = meshFilter.pointPriority();
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}
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if (collapseFaces)
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{
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meshFilterPtr.reset(new polyMeshFilter(mesh, pointPriority));
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polyMeshFilter& meshFilter = meshFilterPtr();
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const autoPtr<fvMesh>& newMesh = meshFilter.filteredMesh();
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// Filter faces. Pass in the number of bad faces that are present
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// from the previous edge filtering to use as a stopping criterion.
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meshFilter.filter(nBadFaces);
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@ -141,6 +185,8 @@ int main(int argc, char *argv[])
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meshMod.changeMesh(mesh, false);
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}
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pointPriority = meshFilter.pointPriority();
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}
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// Write resulting mesh
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@ -157,6 +203,7 @@ int main(int argc, char *argv[])
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<< runTime.timeName() << nl << endl;
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mesh.write();
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pointPriority.write();
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}
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Info<< nl << "ExecutionTime = " << runTime.elapsedCpuTime() << " s"
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