Merge branch 'master' of noisy:/home/noisy3/OpenFOAM/OpenFOAM-dev

This commit is contained in:
andy
2011-01-25 14:54:18 +00:00

View File

@ -2,7 +2,7 @@
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2004-2010 OpenCFD Ltd.
\\ / A nd | Copyright (C) 2004-2011 OpenCFD Ltd.
\\/ M anipulation |
-------------------------------------------------------------------------------
License
@ -1623,58 +1623,76 @@ void Foam::indexedOctree<Type>::traverseNode
{
const labelList& indices = contents_[getContent(index)];
if (findAny)
if (indices.size())
{
// Find any intersection
forAll(indices, elemI)
if (findAny)
{
label shapeI = indices[elemI];
// Find any intersection
point pt;
bool hit = shapes_.intersects(shapeI, start, end, pt);
if (hit)
forAll(indices, elemI)
{
// Hit so pt is nearer than nearestPoint.
// Update hit info
hitInfo.setHit();
hitInfo.setIndex(shapeI);
hitInfo.setPoint(pt);
label shapeI = indices[elemI];
point pt;
bool hit = shapes_.intersects(shapeI, start, end, pt);
// Note that intersection of shape might actually be
// in a neighbouring box. For findAny this is not important.
if (hit)
{
// Hit so pt is nearer than nearestPoint.
// Update hit info
hitInfo.setHit();
hitInfo.setIndex(shapeI);
hitInfo.setPoint(pt);
return;
}
}
}
else
{
// Find nearest intersection
const treeBoundBox octantBb(subBbox(nodeI, octant));
point nearestPoint(end);
forAll(indices, elemI)
{
label shapeI = indices[elemI];
point pt;
bool hit = shapes_.intersects
(
shapeI,
start,
nearestPoint,
pt
);
// Note that intersection of shape might actually be
// in a neighbouring box. Since we need to maintain strict
// (findAny=false) ordering skip such an intersection. It
// will be found when we are doing the next box.
if (hit && octantBb.contains(pt))
{
// Hit so pt is nearer than nearestPoint.
nearestPoint = pt;
// Update hit info
hitInfo.setHit();
hitInfo.setIndex(shapeI);
hitInfo.setPoint(pt);
}
}
if (hitInfo.hit())
{
// Found intersected shape.
return;
}
}
}
else
{
// Find nearest intersection.
point nearestPoint(end);
forAll(indices, elemI)
{
label shapeI = indices[elemI];
point pt;
bool hit = shapes_.intersects(shapeI, start, nearestPoint, pt);
if (hit)
{
// Hit so pt is nearer than nearestPoint.
nearestPoint = pt;
// Update hit info
hitInfo.setHit();
hitInfo.setIndex(shapeI);
hitInfo.setPoint(pt);
}
}
if (hitInfo.hit())
{
// Found intersected shape.
return;
}
}
}
// Nothing intersected in this node