/*---------------------------------------------------------------------------*\ ========= | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox \\ / O peration | \\ / A nd | Copyright held by original author \\/ M anipulation | ------------------------------------------------------------------------------- License This file is part of OpenFOAM. OpenFOAM is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenFOAM 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 along with OpenFOAM; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Application smoothMesh Description Smoothing mesh using Laplacian smoothing \*---------------------------------------------------------------------------*/ #include "argList.H" #include "timeSelector.H" #include "objectRegistry.H" #include "Time.H" #include "fvMesh.H" #include "boolList.H" #include "emptyPolyPatch.H" #include "twoDPointCorrector.H" using namespace Foam; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // int main(int argc, char *argv[]) { timeSelector::addOptions(); Foam::argList::validOptions.insert("smoothPatches", ""); # include "setRootCase.H" # include "createTime.H" instantList timeDirs = timeSelector::select0(runTime, args); # include "createMesh.H" // bool smoothPatches = args.optionFound("smoothPatches"); // if(smoothPatches) // Info << "Smoothing patches" << nl << endl; // Smooth internal points const vectorField& oldPoints = mesh.points(); vectorField newPoints = oldPoints; if (mesh.nGeometricD() == 3) { Info << "3-D mesh" << endl; const labelListList& pointEdges = mesh.pointEdges(); const edgeList& edges = mesh.edges(); boolList fixedPoints(newPoints.size(), false); forAll(mesh.boundaryMesh(), patchI) { const labelList& meshPoints = mesh.boundaryMesh()[patchI].meshPoints(); forAll(meshPoints, pointI) { fixedPoints[meshPoints[pointI]] = true; } } scalarField residual(newPoints.size(), 0); label counter = 0; do { counter++; forAll(newPoints, pointI) { if (!fixedPoints[pointI]) { vector curNewPoint = vector::zero; scalar sumW = 0; forAll(pointEdges[pointI], eI) { label curEdgeIndex = pointEdges[pointI][eI]; const edge& curEdge = edges[curEdgeIndex]; vector d = newPoints[curEdge.otherVertex(pointI)] - newPoints[pointI]; scalar w = 1.0; curNewPoint += w*d; sumW += w; } curNewPoint /= sumW; curNewPoint += newPoints[pointI]; residual[pointI] = mag(curNewPoint - newPoints[pointI]); newPoints[pointI] = curNewPoint; } } // smoothed patch points independently // but we do not smooth points on the boundary of the patch // we reset these points // problem: we need to smooth feature edges separately // if(smoothPatches) // { // forAll(mesh.boundaryMesh(), patchI) // { // const labelList& meshPoints = // mesh.boundaryMesh()[patchI].meshPoints(); // forAll(meshPoints, pointI) // { // label pointID = meshPoints[pointI]; // vector curNewPoint = vector::zero; // scalar sumW = 0; // forAll(pointEdges[pointID], eI) // { // label curEdgeIndex = pointEdges[pointID][eI]; // const edge& curEdge = edges[curEdgeIndex]; // // use only boundary points // label otherPointID = curEdge.otherVertex(pointID); // if(fixedPoints[otherPointID]) // { // vector d = // newPoints[otherPointID] // - newPoints[pointID]; // scalar w = 1.0; // curNewPoint += w*d; // sumW += w; // } // } // curNewPoint /= sumW; // curNewPoint += newPoints[pointID]; // residual[pointID] = mag(curNewPoint - newPoints[pointID]); // newPoints[pointID] = curNewPoint; // } // // reset boundary points // const labelList& boundaryPoints = mesh.boundaryMesh()[patchI].boundaryPoints(); // forAll(boundaryPoints, bpi) // { // label boundaryPointID = meshPoints[boundaryPoints[bpi]]; // newPoints[boundaryPointID] = oldPoints[boundaryPointID]; // residual[boundaryPointID] = 0.0; // } // } // } residual /= max(mag(newPoints - oldPoints) + SMALL); } while(max(residual) > 1e-3); Info << "Internal points, max residual: " << max(residual) << ", num of iterations: " << counter << endl; twoDPointCorrector twoDCorrector(mesh); twoDCorrector.correctPoints(newPoints); } else // 2-D { Info << "2-D mesh" << endl; forAll(mesh.boundaryMesh(), patchI) { if ( mesh.boundaryMesh()[patchI].type() == emptyPolyPatch::typeName ) { const labelList& bPoints = mesh.boundaryMesh()[patchI].boundaryPoints(); const vectorField& oldPatchPoints = mesh.boundaryMesh()[patchI].localPoints(); vectorField newPatchPoints = oldPatchPoints; const labelListList& patchPointEdges = mesh.boundaryMesh()[patchI].pointEdges(); const edgeList& patchEdges = mesh.boundaryMesh()[patchI].edges(); boolList fixedPoints(newPatchPoints.size(), false); forAll(bPoints, pointI) { fixedPoints[bPoints[pointI]] = true; } scalarField residual(newPatchPoints.size(), 0); label counter = 0; do { counter++; forAll(newPatchPoints, pointI) { if (!fixedPoints[pointI]) { vector curNewPatchPoint = vector::zero; scalar sumW = 0; forAll(patchPointEdges[pointI], eI) { label curEdgeIndex = patchPointEdges[pointI][eI]; const edge& curEdge = patchEdges[curEdgeIndex]; vector d = newPatchPoints[curEdge.otherVertex(pointI)] - newPatchPoints[pointI]; scalar w = 1.0; curNewPatchPoint += w*d; sumW += w; } curNewPatchPoint /= sumW; curNewPatchPoint += newPatchPoints[pointI]; residual[pointI] = mag(curNewPatchPoint - newPatchPoints[pointI]); newPatchPoints[pointI] = curNewPatchPoint; } } residual /= max(mag(newPatchPoints - oldPatchPoints) + SMALL); } while(max(residual) > 1e-6); Info << "Empty points, max residual: " << max(residual) << ", num of iterations: " << counter << endl; const labelList& meshPoints = mesh.boundaryMesh()[patchI].meshPoints(); forAll(meshPoints, pointI) { newPoints[meshPoints[pointI]] = newPatchPoints[pointI]; } } } } twoDPointCorrector twoDCorrector(mesh); twoDCorrector.correctPoints(newPoints); mesh.movePoints(newPoints); runTime++; runTime.write(); Info<< "End\n" << endl; return 0; } // ************************************************************************* //