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https://develop.openfoam.com/Development/openfoam.git
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- in 1812 propagated through the distinction between areaNormal and unitNormal (issue #885). In older versions, the normal() always meant the area-normal for certain of these primitive. However, the .org version changed this to now return the unit-normal instead, but with the same method name. Thus add the deprecated message to avoid future inadvertent uses of normal() without being certain which one is being meant.
392 lines
11 KiB
C++
392 lines
11 KiB
C++
/*---------------------------------------------------------------------------*\
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========= |
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\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
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\\ / O peration |
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\\ / A nd | Copyright (C) 2011-2017 OpenFOAM Foundation
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\\/ M anipulation | Copyright (C) 2018-2019 OpenCFD Ltd.
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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OpenFOAM is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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for more details.
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You should have received a copy of the GNU General Public License
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along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>.
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Class
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Foam::triangle
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Description
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A triangle primitive used to calculate face normals and swept volumes.
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SourceFiles
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triangleI.H
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\*---------------------------------------------------------------------------*/
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#ifndef triangle_H
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#define triangle_H
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#include "intersection.H"
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#include "vector.H"
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#include "tensor.H"
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#include "pointHit.H"
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#include "Random.H"
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#include "FixedList.H"
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#include "UList.H"
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#include "linePointRef.H"
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#include "barycentric2D.H"
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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namespace Foam
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{
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// Forward declarations
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class Istream;
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class Ostream;
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class triPoints;
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class plane;
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template<class Point, class PointRef> class triangle;
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template<class Point, class PointRef>
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inline Istream& operator>>
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(
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Istream&,
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triangle<Point, PointRef>&
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);
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template<class Point, class PointRef>
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inline Ostream& operator<<
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(
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Ostream&,
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const triangle<Point, PointRef>&
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);
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typedef triangle<point, const point&> triPointRef;
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/*---------------------------------------------------------------------------*\
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Class triangle Declaration
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\*---------------------------------------------------------------------------*/
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template<class Point, class PointRef>
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class triangle
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{
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public:
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// Public typedefs
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//- Storage type for triangles originating from intersecting triangle
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// with another triangle
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typedef FixedList<triPoints, 27> triIntersectionList;
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//- Return types for classify
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enum proxType
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{
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NONE,
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POINT, // Close to point
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EDGE // Close to edge
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};
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// Public classes
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// Classes for use in sliceWithPlane. What to do with decomposition
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// of triangle.
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//- Dummy
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class dummyOp
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{
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public:
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inline void operator()(const triPoints&);
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};
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//- Sum resulting areas
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class sumAreaOp
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{
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public:
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scalar area_;
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inline sumAreaOp();
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inline void operator()(const triPoints&);
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};
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//- Store resulting tris
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class storeOp
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{
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public:
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triIntersectionList& tris_;
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label& nTris_;
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inline storeOp(triIntersectionList&, label&);
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inline void operator()(const triPoints&);
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};
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private:
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// Private data
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PointRef a_, b_, c_;
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// Private Member Functions
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//- Helper: calculate intersection point
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inline static point planeIntersection
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(
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const FixedList<scalar, 3>& d,
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const triPoints& t,
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const label negI,
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const label posI
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);
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//- Helper: slice triangle with plane
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template<class AboveOp, class BelowOp>
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inline static void triSliceWithPlane
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(
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const plane& pln,
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const triPoints& tri,
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AboveOp& aboveOp,
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BelowOp& belowOp
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);
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public:
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// Constructors
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//- Construct from three points
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inline triangle(const Point& a, const Point& b, const Point& c);
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//- Construct from three points
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inline triangle(const FixedList<Point, 3>& tri);
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//- Construct from three points in the list of points
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// The indices could be from triFace etc.
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inline triangle
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(
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const UList<Point>& points,
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const FixedList<label, 3>& indices
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);
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//- Construct from Istream
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inline triangle(Istream& is);
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// Member Functions
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// Access
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//- Return first vertex
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inline const Point& a() const;
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//- Return second vertex
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inline const Point& b() const;
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//- Return third vertex
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inline const Point& c() const;
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// Properties
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//- Return centre (centroid)
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inline Point centre() const;
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//- The area normal - with magnitude equal to area of triangle
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inline vector areaNormal() const;
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//- Return unit normal
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inline vector unitNormal() const;
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//- Legacy name for areaNormal().
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// \deprecated(2018-06) Deprecated for new use
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inline vector normal() const
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FOAM_DEPRECATED_FOR(2018-12, "areaNormal() or unitNormal()")
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{
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return areaNormal();
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}
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//- Return scalar magnitude
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inline scalar mag() const;
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//- Return circum-centre
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inline Point circumCentre() const;
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//- Return circum-radius
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inline scalar circumRadius() const;
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//- Return quality: Ratio of triangle and circum-circle
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// area, scaled so that an equilateral triangle has a
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// quality of 1
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inline scalar quality() const;
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//- Return swept-volume
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inline scalar sweptVol(const triangle& t) const;
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//- Return the inertia tensor, with optional reference
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// point and density specification
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inline tensor inertia
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(
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PointRef refPt = Zero,
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scalar density = 1.0
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) const;
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//- Return a random point on the triangle from a uniform
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// distribution
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inline Point randomPoint(Random& rndGen) const;
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//- Calculate the point from the given barycentric coordinates.
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inline Point barycentricToPoint(const barycentric2D& bary) const;
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//- Calculate the barycentric coordinates from the given point
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inline barycentric2D pointToBarycentric(const point& pt) const;
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//- Calculate the barycentric coordinates from the given point.
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// Returns the determinant.
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inline scalar pointToBarycentric
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const point& pt,
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barycentric2D& bary
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) const;
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//- Return point intersection with a ray.
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// For a hit, the distance is signed. Positive number
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// represents the point in front of triangle.
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// In case of miss pointHit is set to nearest point
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// on triangle and its distance to the distance between
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// the original point and the plane intersection point
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inline pointHit ray
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const point& p,
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const vector& q,
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const intersection::algorithm = intersection::FULL_RAY,
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const intersection::direction dir = intersection::VECTOR
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) const;
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//- Fast intersection with a ray.
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// For a hit, the pointHit.distance() is the line parameter t :
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// intersection=p+t*q. Only defined for VISIBLE, FULL_RAY or
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// HALF_RAY. tol increases the virtual size of the triangle
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// by a relative factor.
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inline pointHit intersection
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(
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const point& p,
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const vector& q,
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const intersection::algorithm alg,
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const scalar tol = 0.0
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) const;
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//- Find the nearest point to p on the triangle and classify it:
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// + near point (nearType=POINT, nearLabel=0, 1, 2)
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// + near edge (nearType=EDGE, nearLabel=0, 1, 2)
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// Note: edges are counted from starting
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// vertex so e.g. edge 2 is from f[2] to f[0]
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pointHit nearestPointClassify
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const point& p,
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label& nearType,
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label& nearLabel
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) const;
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//- Return nearest point to p on triangle
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inline pointHit nearestPoint(const point& p) const;
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//- Classify nearest point to p in triangle plane
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// w.r.t. triangle edges and points. Returns inside
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// (true)/outside (false).
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bool classify
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(
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const point& p,
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label& nearType,
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label& nearLabel
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) const;
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//- Return nearest point to line on triangle. Returns hit if
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// point is inside triangle. Sets edgePoint to point on edge
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// (hit if nearest is inside line)
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inline pointHit nearestPoint
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const linePointRef& edge,
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pointHit& edgePoint
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) const;
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//- The sign for which side of the face plane the point is on.
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// Uses the supplied tolerance for rounding around zero.
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// \return
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// - 0: on plane
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// - +1: front-side
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// - -1: back-side
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inline int sign(const point& p, const scalar tol = SMALL) const;
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//- Decompose triangle into triangles above and below plane
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template<class AboveOp, class BelowOp>
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inline void sliceWithPlane
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(
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const plane& pln,
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AboveOp& aboveOp,
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BelowOp& belowOp
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) const;
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//- Decompose triangle into triangles inside and outside
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// (with respect to user provided normal) other
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// triangle.
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template<class InsideOp, class OutsideOp>
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inline void triangleOverlap
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(
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const vector& n,
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const triangle<Point, PointRef>& tri,
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InsideOp& insideOp,
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OutsideOp& outsideOp
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) const;
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// IOstream operators
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friend Istream& operator>> <Point, PointRef>
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(
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Istream&,
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triangle&
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);
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friend Ostream& operator<< <Point, PointRef>
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(
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Ostream&,
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const triangle&
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);
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};
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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} // End namespace Foam
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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#include "triangleI.H"
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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#ifdef NoRepository
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# include "triangle.C"
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#endif
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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#endif
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// ************************************************************************* //
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