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foam-extend4.1-coherent-io/applications/utilities/surface/surfaceCoarsen/surfaceCoarsen.C
2016-06-21 15:04:12 +02:00

213 lines
5.5 KiB
C++

/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | foam-extend: Open Source CFD
\\ / O peration | Version: 4.0
\\ / A nd | Web: http://www.foam-extend.org
\\/ M anipulation | For copyright notice see file Copyright
-------------------------------------------------------------------------------
License
This file is part of foam-extend.
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
Free Software Foundation, either version 3 of the License, or (at your
option) any later version.
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
along with foam-extend. If not, see <http://www.gnu.org/licenses/>.
Description
Surface coarsening using 'bunnylod':
Polygon Reduction Demo
By Stan Melax (c) 1998
mailto:melax@cs.ualberta.ca
http://www.cs.ualberta.ca/~melax
\*---------------------------------------------------------------------------*/
#include "argList.H"
#include "fileName.H"
#include "triSurface.H"
#include "OFstream.H"
#include "triFace.H"
#include "triFaceList.H"
// From bunnylod
#include "progmesh.h"
using namespace Foam;
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
int mapVertex(::List<int>& collapse_map, int a, int mx)
{
if (mx <= 0)
{
return 0;
}
while (a >= mx)
{
a = collapse_map[a];
}
return a;
}
// Main program:
int main(int argc, char *argv[])
{
argList::noParallel();
argList::validArgs.clear();
argList::validArgs.append("Foam surface file");
argList::validArgs.append("reduction factor");
argList::validArgs.append("Foam output file");
argList args(argc, argv);
fileName inFileName(args.additionalArgs()[0]);
scalar reduction(readScalar(IStringStream(args.additionalArgs()[1])()));
if (reduction <= 0 || reduction > 1)
{
FatalErrorIn(args.executable())
<< "Reduction factor " << reduction
<< " should be within 0..1" << endl
<< "(it is the reduction in number of vertices)"
<< exit(FatalError);
}
fileName outFileName(args.additionalArgs()[2]);
Info<< "Input surface :" << inFileName << endl
<< "Reduction factor:" << reduction << endl
<< "Output surface :" << outFileName << endl << endl;
const triSurface surf(inFileName);
Info<< "Surface:" << endl;
surf.writeStats(Info);
Info<< endl;
::List< ::Vector> vert; // global list of vertices
::List< ::tridata> tri; // global list of triangles
// Convert triSurface to progmesh format. Note: can use global point
// numbering since surface read in from file.
const pointField& pts = surf.points();
forAll(pts, ptI)
{
const point& pt = pts[ptI];
vert.Add( ::Vector(pt.x(), pt.y(), pt.z()));
}
forAll(surf, faceI)
{
const labelledTri& f = surf[faceI];
tridata td;
td.v[0]=f[0];
td.v[1]=f[1];
td.v[2]=f[2];
tri.Add(td);
}
::List<int> collapse_map; // to which neighbor each vertex collapses
::List<int> permutation;
::ProgressiveMesh(vert,tri,collapse_map,permutation);
// rearrange the vertex list
::List< ::Vector> temp_list;
for(int i=0;i<vert.num;i++)
{
temp_list.Add(vert[i]);
}
for(int i=0;i<vert.num;i++)
{
vert[permutation[i]]=temp_list[i];
}
// update the changes in the entries in the triangle list
for(int i=0;i<tri.num;i++)
{
for(int j=0;j<3;j++)
{
tri[i].v[j] = permutation[tri[i].v[j]];
}
}
// Only get triangles with non-collapsed edges.
int render_num = int(reduction * surf.nPoints());
Info<< "Reducing to " << render_num << " vertices" << endl;
// Storage for new surface.
Foam::List<labelledTri> newTris(surf.size());
label newI = 0;
for (int i=0; i<tri.num; i++)
{
int p0 = mapVertex(collapse_map, tri[i].v[0], render_num);
int p1 = mapVertex(collapse_map, tri[i].v[1], render_num);
int p2 = mapVertex(collapse_map, tri[i].v[2], render_num);
// note: serious optimization opportunity here,
// by sorting the triangles the following "continue"
// could have been made into a "break" statement.
if (p0 == p1 || p1 == p2 || p2 == p0)
{
continue;
}
newTris[newI++] = labelledTri(p0, p1, p2, 0);
}
newTris.setSize(newI);
// Convert vert into pointField.
pointField newPoints(vert.num);
for(int i=0; i<vert.num; i++)
{
const ::Vector & v = vert[i];
newPoints[i] = point(v.x, v.y, v.z);
}
triSurface surf2(newTris, newPoints);
triSurface outSurf
(
surf2.localFaces(),
surf2.patches(),
surf2.localPoints()
);
Info<< "Coarsened surface:" << endl;
surf2.writeStats(Info);
Info<< endl;
Info<< "Writing to file " << outFileName << endl << endl;
surf2.write(outFileName);
Info << "End\n" << endl;
return 0;
}
// ************************************************************************* //