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516 lines
13 KiB
C
516 lines
13 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) 2011-2013 OpenFOAM Foundation
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\\/ M anipulation |
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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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\*---------------------------------------------------------------------------*/
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#include "treeDataTriSurface.H"
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#include "triSurfaceTools.H"
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#include "triangleFuncs.H"
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#include "indexedOctree.H"
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// * * * * * * * * * * * * * * Static Data Members * * * * * * * * * * * * * //
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namespace Foam
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{
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defineTypeNameAndDebug(treeDataTriSurface, 0);
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}
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// * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * //
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// // Fast distance to triangle calculation. From
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// // "Distance Between Point and Triangle in 3D"
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// // David Eberly, Magic Software Inc. Aug. 2003.
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// // Works on function Q giving distance to point and tries to minimize this.
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// Foam::scalar Foam::treeDataTriSurface::nearestCoords
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// (
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// const point& base,
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// const point& E0,
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// const point& E1,
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// const scalar a,
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// const scalar b,
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// const scalar c,
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// const point& P,
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// scalar& s,
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// scalar& t
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// )
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// {
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// // distance vector
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// const vector D(base - P);
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// // Precalculate distance factors.
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// const scalar d = E0 & D;
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// const scalar e = E1 & D;
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// // Do classification
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// const scalar det = a*c - b*b;
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// s = b*e - c*d;
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// t = b*d - a*e;
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// if (s+t < det)
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// {
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// if (s < 0)
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// {
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// if (t < 0)
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// {
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// //region 4
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// if (e > 0)
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// {
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// //min on edge t = 0
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// t = 0;
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// s = (d >= 0 ? 0 : (-d >= a ? 1 : -d/a));
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// }
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// else
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// {
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// //min on edge s=0
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// s = 0;
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// t = (e >= 0 ? 0 : (-e >= c ? 1 : -e/c));
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// }
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// }
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// else
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// {
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// //region 3. Min on edge s = 0
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// s = 0;
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// t = (e >= 0 ? 0 : (-e >= c ? 1 : -e/c));
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// }
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// }
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// else if (t < 0)
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// {
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// //region 5
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// t = 0;
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// s = (d >= 0 ? 0 : (-d >= a ? 1 : -d/a));
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// }
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// else
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// {
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// //region 0
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// const scalar invDet = 1/det;
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// s *= invDet;
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// t *= invDet;
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// }
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// }
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// else
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// {
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// if (s < 0)
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// {
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// //region 2
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// const scalar tmp0 = b + d;
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// const scalar tmp1 = c + e;
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// if (tmp1 > tmp0)
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// {
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// //min on edge s+t=1
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// const scalar numer = tmp1 - tmp0;
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// const scalar denom = a-2*b+c;
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// s = (numer >= denom ? 1 : numer/denom);
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// t = 1 - s;
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// }
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// else
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// {
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// //min on edge s=0
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// s = 0;
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// t = (tmp1 <= 0 ? 1 : (e >= 0 ? 0 : - e/c));
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// }
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// }
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// else if (t < 0)
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// {
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// //region 6
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// const scalar tmp0 = b + d;
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// const scalar tmp1 = c + e;
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// if (tmp1 > tmp0)
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// {
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// //min on edge s+t=1
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// const scalar numer = tmp1 - tmp0;
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// const scalar denom = a-2*b+c;
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// s = (numer >= denom ? 1 : numer/denom);
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// t = 1 - s;
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// }
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// else
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// {
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// //min on edge t=0
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// t = 0;
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// s = (tmp1 <= 0 ? 1 : (d >= 0 ? 0 : - d/a));
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// }
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// }
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// else
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// {
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// //region 1
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// const scalar numer = c+e-(b+d);
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// if (numer <= 0)
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// {
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// s = 0;
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// }
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// else
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// {
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// const scalar denom = a-2*b+c;
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// s = (numer >= denom ? 1 : numer/denom);
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// }
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// }
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// t = 1 - s;
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// }
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// // Calculate distance.
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// // Note: abs should not be needed but truncation error causes problems
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// // with points very close to one of the triangle vertices.
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// // (seen up to -9e-15). Alternatively add some small value.
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// const scalar f = D & D;
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// return Foam::mag(a*s*s + 2*b*s*t + c*t*t + 2*d*s + 2*e*t + f);
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// }
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// * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * //
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// Construct from components
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Foam::treeDataTriSurface::treeDataTriSurface
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(
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const triSurface& surface,
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const scalar planarTol
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)
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:
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surface_(surface),
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planarTol_(planarTol)
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{}
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// * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * //
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Foam::pointField Foam::treeDataTriSurface::shapePoints() const
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{
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const pointField& points = surface_.points();
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pointField centres(surface_.size());
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forAll(surface_, triI)
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{
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centres[triI] = surface_[triI].centre(points);
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}
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return centres;
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}
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//- Get type of sample (inside/outside/mixed) w.r.t. surface.
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Foam::label Foam::treeDataTriSurface::getVolumeType
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(
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const indexedOctree<treeDataTriSurface>& tree,
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const point& sample
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) const
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{
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// Find nearest point
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const treeBoundBox& treeBb = tree.bb();
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pointIndexHit pHit = tree.findNearest
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(
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sample,
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max
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(
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Foam::sqr(GREAT),
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Foam::magSqr(treeBb.span())
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)
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);
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if (!pHit.hit())
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{
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FatalErrorIn("treeDataTriSurface::getVolumeType(..)")
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<< "treeBb:" << treeBb
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<< " sample:" << sample
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<< " pHit:" << pHit
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<< abort(FatalError);
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}
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triSurfaceTools::sideType t = triSurfaceTools::surfaceSide
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(
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surface_,
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sample,
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pHit.index()
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);
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if (t == triSurfaceTools::UNKNOWN)
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{
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return indexedOctree<treeDataTriSurface>::UNKNOWN;
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}
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else if (t == triSurfaceTools::INSIDE)
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{
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return indexedOctree<treeDataTriSurface>::INSIDE;
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}
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else if (t == triSurfaceTools::OUTSIDE)
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{
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return indexedOctree<treeDataTriSurface>::OUTSIDE;
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}
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else
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{
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FatalErrorIn("treeDataTriSurface::getVolumeType(..)")
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<< "problem" << abort(FatalError);
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return indexedOctree<treeDataTriSurface>::UNKNOWN;
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}
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}
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// Check if any point on triangle is inside cubeBb.
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bool Foam::treeDataTriSurface::overlaps
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(
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const label index,
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const treeBoundBox& cubeBb
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) const
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{
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const pointField& points = surface_.points();
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const labelledTri& f = surface_[index];
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treeBoundBox triBb(points, surface_[index]);
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//- For testing: robust one
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//return cubeBb.overlaps(triBb);
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//- Exact test of triangle intersecting bb
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// Quick rejection. If whole bounding box of tri is outside cubeBb then
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// there will be no intersection.
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if (!cubeBb.overlaps(triBb))
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{
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return false;
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}
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// Check if one or more triangle point inside
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if (cubeBb.containsAny(points, f))
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{
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return true;
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}
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// Triangle points
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const point& p0 = points[f[0]];
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const point& p1 = points[f[1]];
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const point& p2 = points[f[2]];
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// Now we have the difficult case: all points are outside but connecting
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// edges might go through cube. Use fast intersection of bounding box.
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//return triangleFuncs::intersectBbExact(p0, p1, p2, cubeBb);
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return triangleFuncs::intersectBb(p0, p1, p2, cubeBb);
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}
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// Calculate nearest point to sample. Updates (if any) nearestDistSqr, minIndex,
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// nearestPoint.
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void Foam::treeDataTriSurface::findNearest
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(
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const labelUList& indices,
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const point& sample,
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scalar& nearestDistSqr,
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label& minIndex,
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point& nearestPoint
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) const
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{
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const pointField& points = surface_.points();
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forAll(indices, i)
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{
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label index = indices[i];
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const triSurface::FaceType& f = surface_[index];
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////- Possible optimization: do quick rejection of triangle if bounding
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//// sphere does not intersect triangle bounding box. From simplistic
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//// test was not found to speed up things.
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//
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//// Triangle bounding box.
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//point triBbMin = min(p0, min(p1, p2));
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//point triBbMax = max(p0, max(p1, p2));
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//
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//if
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//(
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// indexedOctree<treeDataTriSurface>::intersects
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// (
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// triBbMin,
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// triBbMax,
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// nearestDistSqr,
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// sample
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// )
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//)
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{
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// // Get spanning vectors of triangle
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// vector base(p1);
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// vector E0(p0 - p1);
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// vector E1(p2 - p1);
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// scalar a(E0& E0);
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// scalar b(E0& E1);
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// scalar c(E1& E1);
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// // Get nearest point in s,t coordinates (s is along E0, t
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// // is along E1)
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// scalar s;
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// scalar t;
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// scalar distSqr = nearestCoords
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// (
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// base,
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// E0,
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// E1,
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// a,
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// b,
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// c,
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// sample,
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// s,
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// t
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// );
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pointHit pHit = f.nearestPoint(sample, points);
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scalar distSqr = sqr(pHit.distance());
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if (distSqr < nearestDistSqr)
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{
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nearestDistSqr = distSqr;
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minIndex = index;
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nearestPoint = pHit.rawPoint();
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}
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}
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}
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}
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// Calculate nearest point to line. Updates (if any) nearestDistSqr, minIndex,
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// nearestPoint.
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void Foam::treeDataTriSurface::findNearest
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(
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const labelUList& indices,
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const linePointRef& ln,
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treeBoundBox& tightest,
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label& minIndex,
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point& linePoint,
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point& nearestPoint
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) const
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{
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// Best so far
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scalar nearestDistSqr = VGREAT;
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if (minIndex >= 0)
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{
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nearestDistSqr = magSqr(linePoint - nearestPoint);
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}
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const pointField& points = surface_.points();
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forAll(indices, i)
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{
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label index = indices[i];
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const triSurface::FaceType& f = surface_[index];
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triPointRef tri(f.tri(points));
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pointHit lineInfo(point::max);
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pointHit pHit = tri.nearestPoint(ln, lineInfo);
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scalar distSqr = sqr(pHit.distance());
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if (distSqr < nearestDistSqr)
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{
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nearestDistSqr = distSqr;
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minIndex = index;
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linePoint = lineInfo.rawPoint();
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nearestPoint = pHit.rawPoint();
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{
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point& minPt = tightest.min();
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minPt = min(ln.start(), ln.end());
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minPt.x() -= pHit.distance();
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minPt.y() -= pHit.distance();
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minPt.z() -= pHit.distance();
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}
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{
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point& maxPt = tightest.max();
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maxPt = max(ln.start(), ln.end());
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maxPt.x() += pHit.distance();
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maxPt.y() += pHit.distance();
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maxPt.z() += pHit.distance();
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}
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}
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}
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}
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bool Foam::treeDataTriSurface::intersects
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(
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const label index,
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const point& start,
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const point& end,
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point& intersectionPoint
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) const
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{
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const pointField& points = surface_.points();
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const triSurface::FaceType& f = surface_[index];
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// Do quick rejection test
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treeBoundBox triBb(points, f);
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const direction startBits(triBb.posBits(start));
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const direction endBits(triBb.posBits(end));
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if ((startBits & endBits) != 0)
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{
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// start and end in same block outside of triBb.
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return false;
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}
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const vector dir(end - start);
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// Use relative tolerance (from octree) to determine intersection.
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pointHit inter = f.intersection
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(
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start,
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dir,
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points,
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intersection::HALF_RAY,
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planarTol_
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);
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if (inter.hit() && inter.distance() <= 1)
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{
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// Note: no extra test on whether intersection is in front of us
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// since using half_ray.
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intersectionPoint = inter.hitPoint();
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return true;
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}
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else
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{
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return false;
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}
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//- Using exact intersections
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//pointHit info = f.tri(points).intersectionExact(start, end);
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//
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//if (info.hit())
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//{
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// intersectionPoint = info.hitPoint();
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//}
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//return info.hit();
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}
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// ************************************************************************* //
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