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foam-extend4.1-coherent-io/applications/utilities/surface/surfaceToPatch/boundaryMesh.C

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/*---------------------------------------------------------------------------*\
========= |
2013-12-11 16:09:41 +00:00
\\ / F ield | foam-extend: Open Source CFD
\\ / O peration | Version: 4.1
\\ / A nd | Web: http://www.foam-extend.org
\\/ M anipulation | For copyright notice see file Copyright
-------------------------------------------------------------------------------
License
2013-12-11 16:09:41 +00:00
This file is part of foam-extend.
2013-12-11 16:09:41 +00:00
foam-extend is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
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Free Software Foundation, either version 3 of the License, or (at your
option) any later version.
2013-12-11 16:09:41 +00:00
foam-extend is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
2013-12-11 16:09:41 +00:00
along with foam-extend. If not, see <http://www.gnu.org/licenses/>.
\*---------------------------------------------------------------------------*/
#include "boundaryMesh.H"
2013-11-03 20:28:05 +00:00
#include "objectRegistry.H"
#include "foamTime.H"
#include "polyMesh.H"
#include "repatchPolyTopoChanger.H"
#include "faceList.H"
#include "indexedOctree.H"
#include "treeDataPrimitivePatch.H"
#include "triSurface.H"
#include "SortableList.H"
#include "OFstream.H"
#include "uindirectPrimitivePatch.H"
// * * * * * * * * * * * * * * Static Data Members * * * * * * * * * * * * * //
defineTypeNameAndDebug(Foam::boundaryMesh, 0);
// Normal along which to divide faces into categories (used in getNearest)
const Foam::vector Foam::boundaryMesh::splitNormal_(3, 2, 1);
// Distance to face tolerance for getNearest
const Foam::scalar Foam::boundaryMesh::distanceTol_ = 1E-2;
// * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * //
// Returns number of feature edges connected to pointI
Foam::label Foam::boundaryMesh::nFeatureEdges(label pointI) const
{
label nFeats = 0;
const labelList& pEdges = mesh().pointEdges()[pointI];
forAll(pEdges, pEdgeI)
{
label edgeI = pEdges[pEdgeI];
if (edgeToFeature_[edgeI] != -1)
{
nFeats++;
}
}
return nFeats;
}
// Returns next feature edge connected to pointI
Foam::label Foam::boundaryMesh::nextFeatureEdge
(
const label edgeI,
const label vertI
) const
{
const labelList& pEdges = mesh().pointEdges()[vertI];
forAll(pEdges, pEdgeI)
{
label nbrEdgeI = pEdges[pEdgeI];
if (nbrEdgeI != edgeI)
{
label featI = edgeToFeature_[nbrEdgeI];
if (featI != -1)
{
return nbrEdgeI;
}
}
}
return -1;
}
// Finds connected feature edges, starting from startPointI and returns
// feature labels (not edge labels). Marks feature edges handled in
// featVisited.
Foam::labelList Foam::boundaryMesh::collectSegment
(
const boolList& isFeaturePoint,
const label startEdgeI,
boolList& featVisited
) const
{
// Find starting feature point on edge.
label edgeI = startEdgeI;
const edge& e = mesh().edges()[edgeI];
label vertI = e.start();
while (!isFeaturePoint[vertI])
{
// Step to next feature edge
edgeI = nextFeatureEdge(edgeI, vertI);
if ((edgeI == -1) || (edgeI == startEdgeI))
{
break;
}
// Step to next vertex on edge
const edge& e = mesh().edges()[edgeI];
vertI = e.otherVertex(vertI);
}
//
// Now we have:
// edgeI : first edge on this segment
// vertI : one of the endpoints of this segment
//
// Start walking other way and storing edges as we go along.
//
// Untrimmed storage for current segment
labelList featLabels(featureEdges_.size());
label featLabelI = 0;
label initEdgeI = edgeI;
do
{
// Mark edge as visited
label featI = edgeToFeature_[edgeI];
if (featI == -1)
{
FatalErrorIn("boundaryMesh::collectSegment")
<< "Problem" << abort(FatalError);
}
featLabels[featLabelI++] = featI;
featVisited[featI] = true;
// Step to next vertex on edge
const edge& e = mesh().edges()[edgeI];
vertI = e.otherVertex(vertI);
// Step to next feature edge
edgeI = nextFeatureEdge(edgeI, vertI);
if ((edgeI == -1) || (edgeI == initEdgeI))
{
break;
}
}
while (!isFeaturePoint[vertI]);
// Trim to size
featLabels.setSize(featLabelI);
return featLabels;
}
void Foam::boundaryMesh::markEdges
(
const label maxDistance,
const label edgeI,
const label distance,
labelList& minDistance,
DynamicList<label>& visited
) const
{
if (distance < maxDistance)
{
// Don't do anything if reached beyond maxDistance.
if (minDistance[edgeI] == -1)
{
// First visit of edge. Store edge label.
visited.append(edgeI);
}
else if (minDistance[edgeI] <= distance)
{
// Already done this edge
return;
}
minDistance[edgeI] = distance;
const edge& e = mesh().edges()[edgeI];
// Do edges connected to e.start
const labelList& startEdges = mesh().pointEdges()[e.start()];
forAll(startEdges, pEdgeI)
{
markEdges
(
maxDistance,
startEdges[pEdgeI],
distance+1,
minDistance,
visited
);
}
// Do edges connected to e.end
const labelList& endEdges = mesh().pointEdges()[e.end()];
forAll(endEdges, pEdgeI)
{
markEdges
(
maxDistance,
endEdges[pEdgeI],
distance+1,
minDistance,
visited
);
}
}
}
Foam::label Foam::boundaryMesh::findPatchID
(
const polyPatchList& patches,
const word& patchName
) const
{
forAll(patches, patchI)
{
if (patches[patchI].name() == patchName)
{
return patchI;
}
}
return -1;
}
Foam::wordList Foam::boundaryMesh::patchNames() const
{
wordList names(patches_.size());
forAll(patches_, patchI)
{
names[patchI] = patches_[patchI].name();
}
return names;
}
Foam::label Foam::boundaryMesh::whichPatch
(
const polyPatchList& patches,
const label faceI
) const
{
forAll(patches, patchI)
{
const polyPatch& pp = patches[patchI];
if ((faceI >= pp.start()) && (faceI < (pp.start() + pp.size())))
{
return patchI;
}
}
return -1;
}
// Gets labels of changed faces and propagates them to the edges. Returns
// labels of edges changed.
Foam::labelList Foam::boundaryMesh::faceToEdge
(
const boolList& regionEdge,
const label region,
const labelList& changedFaces,
labelList& edgeRegion
) const
{
labelList changedEdges(mesh().nEdges(), -1);
label changedI = 0;
forAll(changedFaces, i)
{
label faceI = changedFaces[i];
const labelList& fEdges = mesh().faceEdges()[faceI];
forAll(fEdges, fEdgeI)
{
label edgeI = fEdges[fEdgeI];
if (!regionEdge[edgeI] && (edgeRegion[edgeI] == -1))
{
edgeRegion[edgeI] = region;
changedEdges[changedI++] = edgeI;
}
}
}
changedEdges.setSize(changedI);
return changedEdges;
}
// Reverse of faceToEdge: gets edges and returns faces
Foam::labelList Foam::boundaryMesh::edgeToFace
(
const label region,
const labelList& changedEdges,
labelList& faceRegion
) const
{
labelList changedFaces(mesh().size(), -1);
label changedI = 0;
forAll(changedEdges, i)
{
label edgeI = changedEdges[i];
const labelList& eFaces = mesh().edgeFaces()[edgeI];
forAll(eFaces, eFaceI)
{
label faceI = eFaces[eFaceI];
if (faceRegion[faceI] == -1)
{
faceRegion[faceI] = region;
changedFaces[changedI++] = faceI;
}
}
}
changedFaces.setSize(changedI);
return changedFaces;
}
// Finds area, starting at faceI, delimited by borderEdge
void Foam::boundaryMesh::markZone
(
const boolList& borderEdge,
label faceI,
label currentZone,
labelList& faceZone
) const
{
faceZone[faceI] = currentZone;
// List of faces whose faceZone has been set.
labelList changedFaces(1, faceI);
// List of edges whose faceZone has been set.
labelList changedEdges;
// Zones on all edges.
labelList edgeZone(mesh().nEdges(), -1);
while(1)
{
changedEdges = faceToEdge
(
borderEdge,
currentZone,
changedFaces,
edgeZone
);
if (debug)
{
Pout<< "From changedFaces:" << changedFaces.size()
<< " to changedEdges:" << changedEdges.size()
<< endl;
}
if (changedEdges.empty())
{
break;
}
changedFaces = edgeToFace(currentZone, changedEdges, faceZone);
if (debug)
{
Pout<< "From changedEdges:" << changedEdges.size()
<< " to changedFaces:" << changedFaces.size()
<< endl;
}
if (changedFaces.empty())
{
break;
}
}
}
// * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * //
// Null constructor
Foam::boundaryMesh::boundaryMesh()
:
meshPtr_(nullptr),
patches_(),
meshFace_(),
featurePoints_(),
featureEdges_(),
featureToEdge_(),
edgeToFeature_(),
featureSegments_(),
extraEdges_()
{}
// * * * * * * * * * * * * * * * * Destructor * * * * * * * * * * * * * * * //
Foam::boundaryMesh::~boundaryMesh()
{
clearOut();
}
void Foam::boundaryMesh::clearOut()
{
if (meshPtr_)
{
delete meshPtr_;
meshPtr_ = nullptr;
}
}
// * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * //
void Foam::boundaryMesh::read(const polyMesh& mesh)
{
patches_.clear();
patches_.setSize(mesh.boundaryMesh().size());
// Number of boundary faces
label nBFaces = mesh.nFaces() - mesh.nInternalFaces();
faceList bFaces(nBFaces);
meshFace_.setSize(nBFaces);
label bFaceI = 0;
// Collect all boundary faces.
forAll(mesh.boundaryMesh(), patchI)
{
const polyPatch& pp = mesh.boundaryMesh()[patchI];
patches_.set
(
patchI,
new boundaryPatch
(
pp.name(),
patchI,
pp.size(),
bFaceI,
pp.type()
)
);
// Collect all faces in global numbering.
forAll(pp, patchFaceI)
{
meshFace_[bFaceI] = pp.start() + patchFaceI;
bFaces[bFaceI] = pp[patchFaceI];
bFaceI++;
}
}
if (debug)
{
Pout<< "read : patches now:" << endl;
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
Pout<< " name : " << bp.name() << endl
<< " size : " << bp.size() << endl
<< " start : " << bp.start() << endl
<< " type : " << bp.physicalType() << endl
<< endl;
}
}
//
// Construct single patch for all of boundary
//
// Temporary primitivePatch to calculate compact points & faces.
PrimitivePatch<face, List, const pointField&> globalPatch
(
bFaces,
mesh.points()
);
// Store in local(compact) addressing
clearOut();
meshPtr_ = new bMesh(globalPatch.localFaces(), globalPatch.localPoints());
if (debug & 2)
{
const bMesh& msh = *meshPtr_;
Pout<< "** Start of Faces **" << endl;
forAll(msh, faceI)
{
const face& f = msh[faceI];
point ctr(vector::zero);
forAll(f, fp)
{
ctr += msh.points()[f[fp]];
}
ctr /= f.size();
Pout<< " " << faceI
<< " ctr:" << ctr
<< " verts:" << f
<< endl;
}
Pout<< "** End of Faces **" << endl;
Pout<< "** Start of Points **" << endl;
forAll(msh.points(), pointI)
{
Pout<< " " << pointI
<< " coord:" << msh.points()[pointI]
<< endl;
}
Pout<< "** End of Points **" << endl;
}
// Clear edge storage
featurePoints_.setSize(0);
featureEdges_.setSize(0);
featureToEdge_.setSize(0);
edgeToFeature_.setSize(meshPtr_->nEdges());
edgeToFeature_ = -1;
featureSegments_.setSize(0);
extraEdges_.setSize(0);
}
void Foam::boundaryMesh::readTriSurface(const fileName& fName)
{
triSurface surf(fName);
if (surf.empty())
{
return;
}
// Sort according to region
SortableList<label> regions(surf.size());
forAll(surf, triI)
{
regions[triI] = surf[triI].region();
}
regions.sort();
// Determine region mapping.
Map<label> regionToBoundaryPatch;
label oldRegion = -1111;
label boundPatch = 0;
forAll(regions, i)
{
if (regions[i] != oldRegion)
{
regionToBoundaryPatch.insert(regions[i], boundPatch);
oldRegion = regions[i];
boundPatch++;
}
}
const geometricSurfacePatchList& surfPatches = surf.patches();
patches_.clear();
if (surfPatches.size() == regionToBoundaryPatch.size())
{
// There are as many surface patches as region numbers in triangles
// so use the surface patches
patches_.setSize(surfPatches.size());
// Take over patches, setting size to 0 for now.
forAll(surfPatches, patchI)
{
const geometricSurfacePatch& surfPatch = surfPatches[patchI];
patches_.set
(
patchI,
new boundaryPatch
(
surfPatch.name(),
patchI,
0,
0,
surfPatch.geometricType()
)
);
}
}
else
{
// There are not enough surface patches. Make up my own.
patches_.setSize(regionToBoundaryPatch.size());
forAll(patches_, patchI)
{
patches_.set
(
patchI,
new boundaryPatch
(
"patch" + name(patchI),
patchI,
0,
0,
"empty"
)
);
}
}
//
// Copy according into bFaces according to regions
//
const labelList& indices = regions.indices();
faceList bFaces(surf.size());
meshFace_.setSize(surf.size());
label bFaceI = 0;
// Current region number
label surfRegion = regions[0];
label foamRegion = regionToBoundaryPatch[surfRegion];
Pout<< "Surface region " << surfRegion << " becomes boundary patch "
<< foamRegion << " with name " << patches_[foamRegion].name() << endl;
// Index in bFaces of start of current patch
label startFaceI = 0;
forAll(indices, indexI)
{
label triI = indices[indexI];
const labelledTri& tri = surf.localFaces()[triI];
if (tri.region() != surfRegion)
{
// Change of region. We now know the size of the previous one.
boundaryPatch& bp = patches_[foamRegion];
bp.size() = bFaceI - startFaceI;
bp.start() = startFaceI;
surfRegion = tri.region();
foamRegion = regionToBoundaryPatch[surfRegion];
Pout<< "Surface region " << surfRegion << " becomes boundary patch "
<< foamRegion << " with name " << patches_[foamRegion].name()
<< endl;
startFaceI = bFaceI;
}
meshFace_[bFaceI] = triI;
bFaces[bFaceI++] = face(tri);
}
// Final region
boundaryPatch& bp = patches_[foamRegion];
bp.size() = bFaceI - startFaceI;
bp.start() = startFaceI;
//
// Construct single primitivePatch for all of boundary
//
clearOut();
// Store compact.
meshPtr_ = new bMesh(bFaces, surf.localPoints());
// Clear edge storage
featurePoints_.setSize(0);
featureEdges_.setSize(0);
featureToEdge_.setSize(0);
edgeToFeature_.setSize(meshPtr_->nEdges());
edgeToFeature_ = -1;
featureSegments_.setSize(0);
extraEdges_.setSize(0);
}
void Foam::boundaryMesh::writeTriSurface(const fileName& fName) const
{
geometricSurfacePatchList surfPatches(patches_.size());
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
surfPatches[patchI] =
geometricSurfacePatch
(
bp.physicalType(),
bp.name(),
patchI
);
}
//
// Simple triangulation.
//
// Get number of triangles per face
labelList nTris(mesh().size());
label totalNTris = getNTris(0, mesh().size(), nTris);
// Determine per face the starting triangle.
labelList startTri(mesh().size());
label triI = 0;
forAll(mesh(), faceI)
{
startTri[faceI] = triI;
triI += nTris[faceI];
}
// Triangulate
labelList triVerts(3*totalNTris);
triangulate(0, mesh().size(), totalNTris, triVerts);
// Convert to labelledTri
List<labelledTri> tris(totalNTris);
triI = 0;
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
forAll(bp, patchFaceI)
{
label faceI = bp.start() + patchFaceI;
label triVertI = 3*startTri[faceI];
for (label faceTriI = 0; faceTriI < nTris[faceI]; faceTriI++)
{
label v0 = triVerts[triVertI++];
label v1 = triVerts[triVertI++];
label v2 = triVerts[triVertI++];
tris[triI++] = labelledTri(v0, v1, v2, patchI);
}
}
}
triSurface surf(tris, surfPatches, mesh().points());
OFstream surfStream(fName);
surf.write(surfStream);
}
// Get index in this (boundaryMesh) of face nearest to each boundary face in
// pMesh.
// Origininally all triangles/faces of boundaryMesh would be bunged into
// one big octree. Problem was that faces on top of each other, differing
// only in sign of normal, could not be found separately. It would always
// find only one. We could detect that it was probably finding the wrong one
// (based on normal) but could not 'tell' the octree to retrieve the other
// one (since they occupy exactly the same space)
// So now faces get put into different octrees depending on normal.
// !It still will not be possible to differentiate between two faces on top
// of each other having the same normal
Foam::labelList Foam::boundaryMesh::getNearest
(
const primitiveMesh& pMesh,
const vector& searchSpan
) const
{
// Divide faces into two bins acc. to normal
// - left of splitNormal
// - right ,,
DynamicList<label> leftFaces(mesh().size()/2);
DynamicList<label> rightFaces(mesh().size()/2);
forAll(mesh(), bFaceI)
{
scalar sign = mesh().faceNormals()[bFaceI] & splitNormal_;
if (sign > -1E-5)
{
rightFaces.append(bFaceI);
}
if (sign < 1E-5)
{
leftFaces.append(bFaceI);
}
}
leftFaces.shrink();
rightFaces.shrink();
if (debug)
{
Pout<< "getNearest :"
<< " rightBin:" << rightFaces.size()
<< " leftBin:" << leftFaces.size()
<< endl;
}
uindirectPrimitivePatch leftPatch
(
UIndirectList<face>(mesh(), leftFaces),
mesh().points()
);
uindirectPrimitivePatch rightPatch
(
UIndirectList<face>(mesh(), rightFaces),
mesh().points()
);
// Overall bb
treeBoundBox overallBb(mesh().localPoints());
// Extend domain slightly (also makes it 3D if was 2D)
// Note asymmetry to avoid having faces align with octree cubes.
scalar tol = 1E-6 * overallBb.avgDim();
point& bbMin = overallBb.min();
bbMin.x() -= tol;
bbMin.y() -= tol;
bbMin.z() -= tol;
point& bbMax = overallBb.max();
bbMax.x() += 2*tol;
bbMax.y() += 2*tol;
bbMax.z() += 2*tol;
// Create the octrees
indexedOctree
<
treeDataPrimitivePatch<face, UIndirectList, const pointField&>
> leftTree
(
treeDataPrimitivePatch<face, UIndirectList, const pointField&>
(
false, // cacheBb
leftPatch
),
overallBb,
10, // maxLevel
10, // leafSize
3.0 // duplicity
);
indexedOctree
<
treeDataPrimitivePatch<face, UIndirectList, const pointField&>
> rightTree
(
treeDataPrimitivePatch<face, UIndirectList, const pointField&>
(
false, // cacheBb
rightPatch
),
overallBb,
10, // maxLevel
10, // leafSize
3.0 // duplicity
);
if (debug)
{
Pout<< "getNearest : built trees" << endl;
}
const vectorField& ns = mesh().faceNormals();
//
// Search nearest triangle centre for every polyMesh boundary face
//
labelList nearestBFaceI(pMesh.nFaces() - pMesh.nInternalFaces());
treeBoundBox tightest;
const scalar searchDimSqr = magSqr(searchSpan);
forAll(nearestBFaceI, patchFaceI)
{
label meshFaceI = pMesh.nInternalFaces() + patchFaceI;
const point& ctr = pMesh.faceCentres()[meshFaceI];
if (debug && (patchFaceI % 1000) == 0)
{
Pout<< "getNearest : patchFace:" << patchFaceI
<< " meshFaceI:" << meshFaceI << " ctr:" << ctr << endl;
}
// Get normal from area vector
vector n = pMesh.faceAreas()[meshFaceI];
scalar area = mag(n);
n /= area;
scalar typDim = -GREAT;
const face& f = pMesh.faces()[meshFaceI];
forAll(f, fp)
{
typDim = max(typDim, mag(pMesh.points()[f[fp]] - ctr));
}
// Search right tree
pointIndexHit rightInfo = rightTree.findNearest(ctr, searchDimSqr);
// Search left tree. Note: could start from rightDist bounding box
// instead of starting from top.
pointIndexHit leftInfo = leftTree.findNearest(ctr, searchDimSqr);
if (rightInfo.hit())
{
if (leftInfo.hit())
{
// Found in both trees. Compare normals.
label rightFaceI = rightFaces[rightInfo.index()];
label leftFaceI = leftFaces[leftInfo.index()];
label rightDist = mag(rightInfo.hitPoint()-ctr);
label leftDist = mag(leftInfo.hitPoint()-ctr);
scalar rightSign = n & ns[rightFaceI];
scalar leftSign = n & ns[leftFaceI];
if
(
(rightSign > 0 && leftSign > 0)
|| (rightSign < 0 && leftSign < 0)
)
{
// Both same sign. Choose nearest.
if (rightDist < leftDist)
{
nearestBFaceI[patchFaceI] = rightFaceI;
}
else
{
nearestBFaceI[patchFaceI] = leftFaceI;
}
}
else
{
// Differing sign.
// - if both near enough choose one with correct sign
// - otherwise choose nearest.
// Get local dimension as max of distance between ctr and
// any face vertex.
typDim *= distanceTol_;
if (rightDist < typDim && leftDist < typDim)
{
// Different sign and nearby. Choosing matching normal
if (rightSign > 0)
{
nearestBFaceI[patchFaceI] = rightFaceI;
}
else
{
nearestBFaceI[patchFaceI] = leftFaceI;
}
}
else
{
// Different sign but faraway. Choosing nearest.
if (rightDist < leftDist)
{
nearestBFaceI[patchFaceI] = rightFaceI;
}
else
{
nearestBFaceI[patchFaceI] = leftFaceI;
}
}
}
}
else
{
// Found in right but not in left. Choose right regardless if
// correct sign. Note: do we want this?
label rightFaceI = rightFaces[rightInfo.index()];
nearestBFaceI[patchFaceI] = rightFaceI;
}
}
else
{
// No face found in right tree.
if (leftInfo.hit())
{
// Found in left but not in right. Choose left regardless if
// correct sign. Note: do we want this?
nearestBFaceI[patchFaceI] = leftFaces[leftInfo.index()];
}
else
{
// No face found in left tree.
nearestBFaceI[patchFaceI] = -1;
}
}
}
return nearestBFaceI;
}
void Foam::boundaryMesh::patchify
(
const labelList& nearest,
const polyBoundaryMesh& oldPatches,
polyMesh& newMesh
) const
{
// 2 cases to be handled:
// A- patches in boundaryMesh patches_
// B- patches not in boundaryMesh patches_ but in polyMesh
// Create maps from patch name to new patch index.
HashTable<label> nameToIndex(2*patches_.size());
Map<word> indexToName(2*patches_.size());
label nNewPatches = patches_.size();
forAll(oldPatches, oldPatchI)
{
const polyPatch& patch = oldPatches[oldPatchI];
label newPatchI = findPatchID(patch.name());
if (newPatchI != -1)
{
nameToIndex.insert(patch.name(), newPatchI);
indexToName.insert(newPatchI, patch.name());
}
}
// Include all boundaryPatches not yet in nameToIndex (i.e. not in old
// patches)
forAll(patches_, bPatchI)
{
const boundaryPatch& bp = patches_[bPatchI];
if (!nameToIndex.found(bp.name()))
{
nameToIndex.insert(bp.name(), bPatchI);
indexToName.insert(bPatchI, bp.name());
}
}
// Pass1:
// Copy names&type of patches (with zero size) from old mesh as far as
// possible. First patch created gets all boundary faces; all others get
// zero faces (repatched later on). Exception is coupled patches which
// keep their size.
List<polyPatch*> newPatchPtrList(nNewPatches);
label meshFaceI = newMesh.nInternalFaces();
// First patch gets all non-coupled faces
label facesToBeDone = newMesh.nFaces() - newMesh.nInternalFaces();
forAll(patches_, bPatchI)
{
const boundaryPatch& bp = patches_[bPatchI];
label newPatchI = nameToIndex[bp.name()];
// Find corresponding patch in polyMesh
label oldPatchI = findPatchID(oldPatches, bp.name());
if (oldPatchI == -1)
{
// Newly created patch. Gets all or zero faces.
if (debug)
{
Pout<< "patchify : Creating new polyPatch:" << bp.name()
<< " type:" << bp.physicalType() << endl;
}
newPatchPtrList[newPatchI] = polyPatch::New
(
bp.physicalType(),
bp.name(),
facesToBeDone,
meshFaceI,
newPatchI,
newMesh.boundaryMesh()
).ptr();
meshFaceI += facesToBeDone;
// first patch gets all boundary faces; all others get 0.
facesToBeDone = 0;
}
else
{
// Existing patch. Gets all or zero faces.
const polyPatch& oldPatch = oldPatches[oldPatchI];
if (debug)
{
Pout<< "patchify : Cloning existing polyPatch:"
<< oldPatch.name() << endl;
}
newPatchPtrList[newPatchI] = oldPatch.clone
(
newMesh.boundaryMesh(),
newPatchI,
facesToBeDone,
meshFaceI
).ptr();
meshFaceI += facesToBeDone;
// first patch gets all boundary faces; all others get 0.
facesToBeDone = 0;
}
}
if (debug)
{
Pout<< "Patchify : new polyPatch list:" << endl;
forAll(newPatchPtrList, patchI)
{
const polyPatch& newPatch = *newPatchPtrList[patchI];
if (debug)
{
Pout<< "polyPatch:" << newPatch.name() << endl
<< " type :" << newPatch.typeName << endl
<< " size :" << newPatch.size() << endl
<< " start:" << newPatch.start() << endl
<< " index:" << patchI << endl;
}
}
}
// Actually add new list of patches
repatchPolyTopoChanger polyMeshRepatcher(newMesh);
polyMeshRepatcher.changePatches(newPatchPtrList);
// Pass2:
// Change patch type for face
if (newPatchPtrList.size())
{
List<DynamicList<label> > patchFaces(nNewPatches);
// Give reasonable estimate for size of patches
label nAvgFaces =
(newMesh.nFaces() - newMesh.nInternalFaces())
/ nNewPatches;
forAll(patchFaces, newPatchI)
{
patchFaces[newPatchI].setCapacity(nAvgFaces);
}
//
// Sort faces acc. to new patch index. Can loop over all old patches
// since will contain all faces.
//
forAll(oldPatches, oldPatchI)
{
const polyPatch& patch = oldPatches[oldPatchI];
forAll(patch, patchFaceI)
{
// Put face into region given by nearest boundary face
label meshFaceI = patch.start() + patchFaceI;
label bFaceI = meshFaceI - newMesh.nInternalFaces();
patchFaces[whichPatch(nearest[bFaceI])].append(meshFaceI);
}
}
forAll(patchFaces, newPatchI)
{
patchFaces[newPatchI].shrink();
}
// Change patch > 0. (since above we put all faces into the zeroth
// patch)
for (label newPatchI = 1; newPatchI < patchFaces.size(); newPatchI++)
{
const labelList& pFaces = patchFaces[newPatchI];
forAll(pFaces, pFaceI)
{
polyMeshRepatcher.changePatchID(pFaces[pFaceI], newPatchI);
}
}
polyMeshRepatcher.repatch();
}
}
void Foam::boundaryMesh::setFeatureEdges(const scalar minCos)
{
edgeToFeature_.setSize(mesh().nEdges());
edgeToFeature_ = -1;
// 1. Mark feature edges
// Storage for edge labels that are features. Trim later.
featureToEdge_.setSize(mesh().nEdges());
label featureI = 0;
if (minCos >= 0.9999)
{
// Select everything
forAll(mesh().edges(), edgeI)
{
edgeToFeature_[edgeI] = featureI;
featureToEdge_[featureI++] = edgeI;
}
}
else
{
forAll(mesh().edges(), edgeI)
{
const labelList& eFaces = mesh().edgeFaces()[edgeI];
if (eFaces.size() == 2)
{
label face0I = eFaces[0];
label face1I = eFaces[1];
////- Uncomment below code if you want to include patch
//// boundaries in feature edges.
//if (whichPatch(face0I) != whichPatch(face1I))
//{
// edgeToFeature_[edgeI] = featureI;
// featureToEdge_[featureI++] = edgeI;
//}
//else
{
const vector& n0 = mesh().faceNormals()[face0I];
const vector& n1 = mesh().faceNormals()[face1I];
float cosAng = n0 & n1;
if (cosAng < minCos)
{
edgeToFeature_[edgeI] = featureI;
featureToEdge_[featureI++] = edgeI;
}
}
}
else
{
//Should not occur: 0 or more than two faces
edgeToFeature_[edgeI] = featureI;
featureToEdge_[featureI++] = edgeI;
}
}
}
// Trim featureToEdge_ to actual number of edges.
featureToEdge_.setSize(featureI);
//
// Compact edges i.e. relabel vertices.
//
featureEdges_.setSize(featureI);
featurePoints_.setSize(mesh().nPoints());
labelList featToMeshPoint(mesh().nPoints(), -1);
label featPtI = 0;
forAll(featureToEdge_, fEdgeI)
{
label edgeI = featureToEdge_[fEdgeI];
const edge& e = mesh().edges()[edgeI];
label start = featToMeshPoint[e.start()];
if (start == -1)
{
featToMeshPoint[e.start()] = featPtI;
featurePoints_[featPtI] = mesh().points()[e.start()];
start = featPtI;
featPtI++;
}
label end = featToMeshPoint[e.end()];
if (end == -1)
{
featToMeshPoint[e.end()] = featPtI;
featurePoints_[featPtI] = mesh().points()[e.end()];
end = featPtI;
featPtI++;
}
// Store with renumbered vertices.
featureEdges_[fEdgeI] = edge(start, end);
}
// Compact points
featurePoints_.setSize(featPtI);
//
// 2. Mark endpoints of feature segments. These are points with
// != 2 feature edges connected.
// Note: can add geometric constraint here as well that if 2 feature
// edges the angle between them should be less than xxx.
//
boolList isFeaturePoint(mesh().nPoints(), false);
forAll(featureToEdge_, featI)
{
label edgeI = featureToEdge_[featI];
const edge& e = mesh().edges()[edgeI];
if (nFeatureEdges(e.start()) != 2)
{
isFeaturePoint[e.start()] = true;
}
if (nFeatureEdges(e.end()) != 2)
{
isFeaturePoint[e.end()] = true;
}
}
//
// 3: Split feature edges into segments:
// find point with not 2 feature edges -> start of feature segment
//
DynamicList<labelList> segments;
boolList featVisited(featureToEdge_.size(), false);
do
{
label startFeatI = -1;
forAll(featVisited, featI)
{
if (!featVisited[featI])
{
startFeatI = featI;
break;
}
}
if (startFeatI == -1)
{
// No feature lines left.
break;
}
segments.append
(
collectSegment
(
isFeaturePoint,
featureToEdge_[startFeatI],
featVisited
)
);
}
while (true);
//
// Store in *this
//
featureSegments_.setSize(segments.size());
forAll(featureSegments_, segmentI)
{
featureSegments_[segmentI] = segments[segmentI];
}
}
void Foam::boundaryMesh::setExtraEdges(const label edgeI)
{
labelList minDistance(mesh().nEdges(), -1);
// All edge labels encountered
DynamicList<label> visitedEdges;
// Floodfill from edgeI starting from distance 0. Stop at distance.
markEdges(8, edgeI, 0, minDistance, visitedEdges);
// Set edge labels to display
extraEdges_.transfer(visitedEdges);
}
Foam::label Foam::boundaryMesh::whichPatch(const label faceI) const
{
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
if ((faceI >= bp.start()) && (faceI < (bp.start() + bp.size())))
{
return patchI;
}
}
FatalErrorIn("boundaryMesh::whichPatch(const label)")
<< "Cannot find face " << faceI << " in list of boundaryPatches "
<< patches_
<< abort(FatalError);
return -1;
}
Foam::label Foam::boundaryMesh::findPatchID(const word& patchName) const
{
forAll(patches_, patchI)
{
if (patches_[patchI].name() == patchName)
{
return patchI;
}
}
return -1;
}
void Foam::boundaryMesh::addPatch(const word& patchName)
{
patches_.setSize(patches_.size() + 1);
// Add empty patch at end of patch list.
label patchI = patches_.size()-1;
boundaryPatch* bpPtr = new boundaryPatch
(
patchName,
patchI,
0,
mesh().size(),
"empty"
);
patches_.set(patchI, bpPtr);
if (debug)
{
Pout<< "addPatch : patches now:" << endl;
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
Pout<< " name : " << bp.name() << endl
<< " size : " << bp.size() << endl
<< " start : " << bp.start() << endl
<< " type : " << bp.physicalType() << endl
<< endl;
}
}
}
void Foam::boundaryMesh::deletePatch(const word& patchName)
{
label delPatchI = findPatchID(patchName);
if (delPatchI == -1)
{
FatalErrorIn("boundaryMesh::deletePatch(const word&")
<< "Can't find patch named " << patchName
<< abort(FatalError);
}
if (patches_[delPatchI].size())
{
FatalErrorIn("boundaryMesh::deletePatch(const word&")
<< "Trying to delete non-empty patch " << patchName
<< endl << "Current size:" << patches_[delPatchI].size()
<< abort(FatalError);
}
PtrList<boundaryPatch> newPatches(patches_.size() - 1);
for (label patchI = 0; patchI < delPatchI; patchI++)
{
newPatches.set(patchI, patches_[patchI].clone());
}
// Move patches down, starting from delPatchI.
for (label patchI = delPatchI + 1; patchI < patches_.size(); patchI++)
{
newPatches.set(patchI - 1, patches_[patchI].clone());
}
patches_.clear();
patches_ = newPatches;
if (debug)
{
Pout<< "deletePatch : patches now:" << endl;
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
Pout<< " name : " << bp.name() << endl
<< " size : " << bp.size() << endl
<< " start : " << bp.start() << endl
<< " type : " << bp.physicalType() << endl
<< endl;
}
}
}
void Foam::boundaryMesh::changePatchType
(
const word& patchName,
const word& patchType
)
{
label changeI = findPatchID(patchName);
if (changeI == -1)
{
FatalErrorIn("boundaryMesh::changePatchType(const word&, const word&)")
<< "Can't find patch named " << patchName
<< abort(FatalError);
}
// Cause we can't reassign to individual PtrList elems ;-(
// work on copy
PtrList<boundaryPatch> newPatches(patches_.size());
forAll(patches_, patchI)
{
if (patchI == changeI)
{
// Create copy but for type
const boundaryPatch& oldBp = patches_[patchI];
boundaryPatch* bpPtr = new boundaryPatch
(
oldBp.name(),
oldBp.index(),
oldBp.size(),
oldBp.start(),
patchType
);
newPatches.set(patchI, bpPtr);
}
else
{
// Create copy
newPatches.set(patchI, patches_[patchI].clone());
}
}
patches_ = newPatches;
}
void Foam::boundaryMesh::changeFaces
(
const labelList& patchIDs,
labelList& oldToNew
)
{
if (patchIDs.size() != mesh().size())
{
FatalErrorIn("boundaryMesh::changeFaces(const labelList& patchIDs)")
<< "List of patchIDs not equal to number of faces." << endl
<< "PatchIDs size:" << patchIDs.size()
<< " nFaces::" << mesh().size()
<< abort(FatalError);
}
// Count number of faces for each patch
labelList nFaces(patches_.size(), 0);
forAll(patchIDs, faceI)
{
label patchID = patchIDs[faceI];
if (patchID < 0 || patchID >= patches_.size())
{
FatalErrorIn("boundaryMesh::changeFaces(const labelList&)")
<< "PatchID " << patchID << " out of range"
<< abort(FatalError);
}
nFaces[patchID]++;
}
// Determine position in faces_ for each patch
labelList startFace(patches_.size());
startFace[0] = 0;
for (label patchI = 1; patchI < patches_.size(); patchI++)
{
startFace[patchI] = startFace[patchI-1] + nFaces[patchI-1];
}
// Update patch info
PtrList<boundaryPatch> newPatches(patches_.size());
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
newPatches.set
(
patchI,
new boundaryPatch
(
bp.name(),
patchI,
nFaces[patchI],
startFace[patchI],
bp.physicalType()
)
);
}
patches_ = newPatches;
if (debug)
{
Pout<< "changeFaces : patches now:" << endl;
forAll(patches_, patchI)
{
const boundaryPatch& bp = patches_[patchI];
Pout<< " name : " << bp.name() << endl
<< " size : " << bp.size() << endl
<< " start : " << bp.start() << endl
<< " type : " << bp.physicalType() << endl
<< endl;
}
}
// Construct face mapping array
oldToNew.setSize(patchIDs.size());
forAll(patchIDs, faceI)
{
int patchID = patchIDs[faceI];
oldToNew[faceI] = startFace[patchID]++;
}
// Copy faces into correct position and maintain label of original face
faceList newFaces(mesh().size());
labelList newMeshFace(mesh().size());
forAll(oldToNew, faceI)
{
newFaces[oldToNew[faceI]] = mesh()[faceI];
newMeshFace[oldToNew[faceI]] = meshFace_[faceI];
}
// Reconstruct 'mesh' from new faces and (copy of) existing points.
bMesh* newMeshPtr_ = new bMesh(newFaces, mesh().points());
// Reset meshFace_ to new ordering.
meshFace_.transfer(newMeshFace);
// Remove old PrimitivePatch on meshPtr_.
clearOut();
// And insert new 'mesh'.
meshPtr_ = newMeshPtr_;
}
Foam::label Foam::boundaryMesh::getNTris(const label faceI) const
{
const face& f = mesh()[faceI];
return f.nTriangles(mesh().points());
}
Foam::label Foam::boundaryMesh::getNTris
(
const label startFaceI,
const label nFaces,
labelList& nTris
) const
{
label totalNTris = 0;
nTris.setSize(nFaces);
for (label i = 0; i < nFaces; i++)
{
label faceNTris = getNTris(startFaceI + i);
nTris[i] = faceNTris;
totalNTris += faceNTris;
}
return totalNTris;
}
// Simple triangulation of face subset. Stores vertices in tris[] as three
// consecutive vertices per triangle.
void Foam::boundaryMesh::triangulate
(
const label startFaceI,
const label nFaces,
const label totalNTris,
labelList& triVerts
) const
{
// Triangulate faces.
triVerts.setSize(3*totalNTris);
label vertI = 0;
for (label i = 0; i < nFaces; i++)
{
label faceI = startFaceI + i;
const face& f = mesh()[faceI];
// Have face triangulate itself (results in faceList)
faceList triFaces(f.nTriangles(mesh().points()));
label nTri = 0;
f.triangles(mesh().points(), nTri, triFaces);
// Copy into triVerts
forAll(triFaces, triFaceI)
{
const face& triF = triFaces[triFaceI];
triVerts[vertI++] = triF[0];
triVerts[vertI++] = triF[1];
triVerts[vertI++] = triF[2];
}
}
}
// Number of local points in subset.
Foam::label Foam::boundaryMesh::getNPoints
(
const label startFaceI,
const label nFaces
) const
{
SubList<face> patchFaces(mesh(), nFaces, startFaceI);
primitivePatch patch(patchFaces, mesh().points());
return patch.nPoints();
}
// Triangulation of face subset in local coords.
void Foam::boundaryMesh::triangulateLocal
(
const label startFaceI,
const label nFaces,
const label totalNTris,
labelList& triVerts,
labelList& localToGlobal
) const
{
SubList<face> patchFaces(mesh(), nFaces, startFaceI);
primitivePatch patch(patchFaces, mesh().points());
// Map from local to mesh().points() addressing
localToGlobal = patch.meshPoints();
// Triangulate patch faces.
triVerts.setSize(3*totalNTris);
label vertI = 0;
for (label i = 0; i < nFaces; i++)
{
// Local face
const face& f = patch.localFaces()[i];
// Have face triangulate itself (results in faceList)
faceList triFaces(f.nTriangles(patch.localPoints()));
label nTri = 0;
f.triangles(patch.localPoints(), nTri, triFaces);
// Copy into triVerts
forAll(triFaces, triFaceI)
{
const face& triF = triFaces[triFaceI];
triVerts[vertI++] = triF[0];
triVerts[vertI++] = triF[1];
triVerts[vertI++] = triF[2];
}
}
}
void Foam::boundaryMesh::markFaces
(
const labelList& protectedEdges,
const label seedFaceI,
boolList& visited
) const
{
boolList protectedEdge(mesh().nEdges(), false);
forAll(protectedEdges, i)
{
protectedEdge[protectedEdges[i]] = true;
}
// Initialize zone for all faces to -1
labelList currentZone(mesh().size(), -1);
// Mark with 0 all faces reachable from seedFaceI
markZone(protectedEdge, seedFaceI, 0, currentZone);
// Set in visited all reached ones.
visited.setSize(mesh().size());
forAll(currentZone, faceI)
{
if (currentZone[faceI] == 0)
{
visited[faceI] = true;
}
else
{
visited[faceI] = false;
}
}
}
// ************************************************************************* //