670 lines
18 KiB
C++
670 lines
18 KiB
C++
/*---------------------------------------------------------------------------*\
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========= |
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\\ / F ield | foam-extend: Open Source CFD
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\\ / O peration | Version: 4.1
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\\ / A nd | Web: http://www.foam-extend.org
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\\/ M anipulation | For copyright notice see file Copyright
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-------------------------------------------------------------------------------
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License
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This file is part of foam-extend.
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foam-extend 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 the
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Free Software Foundation, either version 3 of the License, or (at your
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option) any later version.
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foam-extend is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License 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 foam-extend. If not, see <http://www.gnu.org/licenses/>.
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Description
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Manipulates mesh elements.
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Actions are:
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(boundary)points:
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- move
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(boundary)edges:
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- split and move introduced point
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(boundary)faces:
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- split(triangulate) and move introduced point
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edges:
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- collapse
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cells:
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- split into polygonal base pyramids around newly introduced mid
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point
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Is a bit of a loose collection of mesh change drivers.
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\*---------------------------------------------------------------------------*/
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#include "argList.H"
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#include "objectRegistry.H"
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#include "foamTime.H"
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#include "polyMesh.H"
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#include "directTopoChange.H"
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#include "mapPolyMesh.H"
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#include "boundaryCutter.H"
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#include "cellSplitter.H"
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#include "edgeCollapser.H"
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#include "meshTools.H"
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#include "Pair.H"
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using namespace Foam;
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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// Locate point on patch. Returns (mesh) point label.
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label findPoint(const primitivePatch& pp, const point& nearPoint)
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{
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const pointField& points = pp.points();
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const labelList& meshPoints = pp.meshPoints();
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// Find nearest and next nearest
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scalar minDistSqr = GREAT;
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label minI = -1;
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scalar almostMinDistSqr = GREAT;
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label almostMinI = -1;
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forAll(meshPoints, i)
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{
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label pointI = meshPoints[i];
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scalar distSqr = magSqr(nearPoint - points[pointI]);
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if (distSqr < minDistSqr)
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{
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almostMinDistSqr = minDistSqr;
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almostMinI = minI;
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minDistSqr = distSqr;
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minI = pointI;
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}
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else if (distSqr < almostMinDistSqr)
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{
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almostMinDistSqr = distSqr;
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almostMinI = pointI;
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}
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}
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// Decide if nearPoint unique enough.
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Info<< "Found to point " << nearPoint << nl
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<< " nearest point : " << minI
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<< " distance " << Foam::sqrt(minDistSqr)
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<< " at " << points[minI] << nl
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<< " next nearest point : " << almostMinI
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<< " distance " << Foam::sqrt(almostMinDistSqr)
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<< " at " << points[almostMinI] << endl;
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if (almostMinDistSqr < 4*minDistSqr)
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{
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Info<< "Next nearest too close to nearest. Aborting" << endl;
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return -1;
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}
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else
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{
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return minI;
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}
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}
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// Locate edge on patch. Return mesh edge label.
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label findEdge
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(
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const primitiveMesh& mesh,
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const primitivePatch& pp,
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const point& nearPoint
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)
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{
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const pointField& localPoints = pp.localPoints();
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const pointField& points = pp.points();
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const labelList& meshPoints = pp.meshPoints();
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const edgeList& edges = pp.edges();
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// Find nearest and next nearest
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scalar minDist = GREAT;
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label minI = -1;
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scalar almostMinDist = GREAT;
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label almostMinI = -1;
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forAll(edges, edgeI)
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{
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const edge& e = edges[edgeI];
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pointHit pHit(e.line(localPoints).nearestDist(nearPoint));
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if (pHit.hit())
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{
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if (pHit.distance() < minDist)
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{
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almostMinDist = minDist;
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almostMinI = minI;
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minDist = pHit.distance();
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minI = meshTools::findEdge
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(
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mesh,
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meshPoints[e[0]],
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meshPoints[e[1]]
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);
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}
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else if (pHit.distance() < almostMinDist)
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{
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almostMinDist = pHit.distance();
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almostMinI = meshTools::findEdge
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(
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mesh,
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meshPoints[e[0]],
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meshPoints[e[1]]
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);
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}
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}
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}
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if (minI == -1)
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{
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Info<< "Did not find edge close to point " << nearPoint << endl;
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return -1;
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}
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// Decide if nearPoint unique enough.
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Info<< "Found to point " << nearPoint << nl
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<< " nearest edge : " << minI
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<< " distance " << minDist << " endpoints "
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<< mesh.edges()[minI].line(points) << nl
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<< " next nearest edge : " << almostMinI
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<< " distance " << almostMinDist << " endpoints "
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<< mesh.edges()[almostMinI].line(points) << nl
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<< endl;
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if (almostMinDist < 2*minDist)
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{
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Info<< "Next nearest too close to nearest. Aborting" << endl;
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return -1;
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}
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else
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{
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return minI;
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}
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}
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// Find face on patch. Return mesh face label.
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label findFace
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(
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const primitiveMesh& mesh,
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const primitivePatch& pp,
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const point& nearPoint
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)
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{
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const pointField& points = pp.points();
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// Find nearest and next nearest
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scalar minDist = GREAT;
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label minI = -1;
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scalar almostMinDist = GREAT;
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label almostMinI = -1;
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forAll(pp, patchFaceI)
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{
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pointHit pHit(pp[patchFaceI].nearestPoint(nearPoint, points));
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if (pHit.hit())
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{
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if (pHit.distance() < minDist)
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{
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almostMinDist = minDist;
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almostMinI = minI;
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minDist = pHit.distance();
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minI = patchFaceI + mesh.nInternalFaces();
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}
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else if (pHit.distance() < almostMinDist)
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{
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almostMinDist = pHit.distance();
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almostMinI = patchFaceI + mesh.nInternalFaces();
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}
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}
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}
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if (minI == -1)
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{
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Info<< "Did not find face close to point " << nearPoint << endl;
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return -1;
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}
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// Decide if nearPoint unique enough.
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Info<< "Found to point " << nearPoint << nl
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<< " nearest face : " << minI
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<< " distance " << minDist
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<< " to face centre " << mesh.faceCentres()[minI] << nl
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<< " next nearest face : " << almostMinI
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<< " distance " << almostMinDist
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<< " to face centre " << mesh.faceCentres()[almostMinI] << nl
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<< endl;
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if (almostMinDist < 2*minDist)
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{
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Info<< "Next nearest too close to nearest. Aborting" << endl;
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return -1;
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}
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else
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{
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return minI;
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}
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}
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// Find cell with cell centre close to given point.
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label findCell(const primitiveMesh& mesh, const point& nearPoint)
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{
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label cellI = mesh.findCell(nearPoint);
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if (cellI != -1)
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{
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scalar distToCcSqr = magSqr(nearPoint - mesh.cellCentres()[cellI]);
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const labelList& cPoints = mesh.cellPoints()[cellI];
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label minI = -1;
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scalar minDistSqr = GREAT;
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forAll(cPoints, i)
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{
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label pointI = cPoints[i];
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scalar distSqr = magSqr(nearPoint - mesh.points()[pointI]);
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if (distSqr < minDistSqr)
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{
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minDistSqr = distSqr;
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minI = pointI;
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}
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}
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// Decide if nearPoint unique enough.
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Info<< "Found to point " << nearPoint << nl
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<< " nearest cell : " << cellI
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<< " distance " << Foam::sqrt(distToCcSqr)
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<< " to cell centre " << mesh.cellCentres()[cellI] << nl
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<< " nearest mesh point : " << minI
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<< " distance " << Foam::sqrt(minDistSqr)
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<< " to " << mesh.points()[minI] << nl
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<< endl;
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if (minDistSqr < 4*distToCcSqr)
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{
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Info<< "Mesh point too close to nearest cell centre. Aborting"
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<< endl;
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cellI = -1;
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}
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}
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return cellI;
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}
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// Main program:
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int main(int argc, char *argv[])
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{
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argList::validOptions.insert("overwrite", "");
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# include "setRootCase.H"
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# include "createTime.H"
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runTime.functionObjects().off();
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# include "createPolyMesh.H"
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const word oldInstance = mesh.pointsInstance();
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bool overwrite = args.optionFound("overwrite");
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Info<< "Reading modifyMeshDict\n" << endl;
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IOdictionary dict
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(
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IOobject
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(
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"modifyMeshDict",
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runTime.system(),
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mesh,
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IOobject::MUST_READ,
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IOobject::NO_WRITE
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)
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);
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// Read all from the dictionary.
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List<Pair<point> > pointsToMove(dict.lookup("pointsToMove"));
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List<Pair<point> > edgesToSplit(dict.lookup("edgesToSplit"));
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List<Pair<point> > facesToTriangulate
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(
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dict.lookup("facesToTriangulate")
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);
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bool cutBoundary =
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(
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pointsToMove.size()
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|| edgesToSplit.size()
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|| facesToTriangulate.size()
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);
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List<Pair<point> > edgesToCollapse(dict.lookup("edgesToCollapse"));
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bool collapseEdge = edgesToCollapse.size();
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List<Pair<point> > cellsToPyramidise(dict.lookup("cellsToSplit"));
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bool cellsToSplit = cellsToPyramidise.size();
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//List<Tuple<pointField,point> >
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// cellsToCreate(dict.lookup("cellsToCreate"));
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Info<< "Read from " << dict.name() << nl
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<< " Boundary cutting module:" << nl
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<< " points to move :" << pointsToMove.size() << nl
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<< " edges to split :" << edgesToSplit.size() << nl
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<< " faces to triangulate:" << facesToTriangulate.size() << nl
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<< " Cell splitting module:" << nl
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<< " cells to split :" << cellsToPyramidise.size() << nl
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<< " Edge collapsing module:" << nl
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<< " edges to collapse :" << edgesToCollapse.size() << nl
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//<< " cells to create :" << cellsToCreate.size() << nl
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<< endl;
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if
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(
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(cutBoundary && collapseEdge)
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|| (cutBoundary && cellsToSplit)
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|| (collapseEdge && cellsToSplit)
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)
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{
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FatalErrorIn(args.executable())
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<< "Used more than one mesh modifying module "
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<< "(boundary cutting, cell splitting, edge collapsing)" << nl
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<< "Please do them in separate passes." << exit(FatalError);
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}
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// Get calculating engine for all of outside
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const SubList<face> outsideFaces
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(
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mesh.faces(),
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mesh.nFaces() - mesh.nInternalFaces(),
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mesh.nInternalFaces()
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);
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primitivePatch allBoundary(outsideFaces, mesh.points());
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// Look up mesh labels and convert to input for boundaryCutter.
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bool validInputs = true;
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Info<< nl << "Looking up points to move ..." << nl << endl;
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Map<point> pointToPos(pointsToMove.size());
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forAll(pointsToMove, i)
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{
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const Pair<point>& pts = pointsToMove[i];
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label pointI = findPoint(allBoundary, pts.first());
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if (pointI == -1 || !pointToPos.insert(pointI, pts.second()))
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{
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Info<< "Could not insert mesh point " << pointI
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<< " for input point " << pts.first() << nl
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<< "Perhaps the point is already marked for moving?" << endl;
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validInputs = false;
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}
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}
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Info<< nl << "Looking up edges to split ..." << nl << endl;
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Map<List<point> > edgeToCuts(edgesToSplit.size());
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forAll(edgesToSplit, i)
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{
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const Pair<point>& pts = edgesToSplit[i];
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label edgeI = findEdge(mesh, allBoundary, pts.first());
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if
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(
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edgeI == -1
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|| !edgeToCuts.insert(edgeI, List<point>(1, pts.second()))
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)
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{
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Info<< "Could not insert mesh edge " << edgeI
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<< " for input point " << pts.first() << nl
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<< "Perhaps the edge is already marked for cutting?" << endl;
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validInputs = false;
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}
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}
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Info<< nl << "Looking up faces to triangulate ..." << nl << endl;
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Map<point> faceToDecompose(facesToTriangulate.size());
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forAll(facesToTriangulate, i)
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{
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const Pair<point>& pts = facesToTriangulate[i];
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label faceI = findFace(mesh, allBoundary, pts.first());
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if (faceI == -1 || !faceToDecompose.insert(faceI, pts.second()))
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{
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Info<< "Could not insert mesh face " << faceI
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<< " for input point " << pts.first() << nl
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<< "Perhaps the face is already marked for splitting?" << endl;
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validInputs = false;
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}
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}
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Info<< nl << "Looking up cells to convert to pyramids around"
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<< " cell centre ..." << nl << endl;
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Map<point> cellToPyrCentre(cellsToPyramidise.size());
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forAll(cellsToPyramidise, i)
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{
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const Pair<point>& pts = cellsToPyramidise[i];
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label cellI = findCell(mesh, pts.first());
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if (cellI == -1 || !cellToPyrCentre.insert(cellI, pts.second()))
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{
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Info<< "Could not insert mesh cell " << cellI
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<< " for input point " << pts.first() << nl
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<< "Perhaps the cell is already marked for splitting?" << endl;
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validInputs = false;
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}
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}
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Info<< nl << "Looking up edges to collapse ..." << nl << endl;
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Map<point> edgeToPos(edgesToCollapse.size());
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forAll(edgesToCollapse, i)
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{
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const Pair<point>& pts = edgesToCollapse[i];
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label edgeI = findEdge(mesh, allBoundary, pts.first());
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if (edgeI == -1 || !edgeToPos.insert(edgeI, pts.second()))
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{
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Info<< "Could not insert mesh edge " << edgeI
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<< " for input point " << pts.first() << nl
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<< "Perhaps the edge is already marked for collaping?" << endl;
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validInputs = false;
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}
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}
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if (!validInputs)
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{
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Info<< nl << "There was a problem in one of the inputs in the"
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<< " dictionary. Not modifying mesh." << endl;
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}
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else if (cellToPyrCentre.size())
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{
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Info<< nl << "All input cells located. Modifying mesh." << endl;
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// Mesh change engine
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cellSplitter cutter(mesh);
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// Topo change container
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directTopoChange meshMod(mesh);
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// Insert commands into meshMod
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cutter.setRefinement(cellToPyrCentre, meshMod);
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// Do changes
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autoPtr<mapPolyMesh> morphMap = meshMod.changeMesh(mesh, false);
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if (morphMap().hasMotionPoints())
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{
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mesh.movePoints(morphMap().preMotionPoints());
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}
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cutter.updateMesh(morphMap());
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if (!overwrite)
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{
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runTime++;
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}
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else
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{
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mesh.setInstance(oldInstance);
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}
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// Write resulting mesh
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Info << "Writing modified mesh to time " << runTime.timeName() << endl;
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mesh.write();
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}
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else if (edgeToPos.size())
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{
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Info<< nl << "All input edges located. Modifying mesh." << endl;
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// Mesh change engine
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edgeCollapser cutter(mesh);
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pointField newPoints(mesh.points());
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// Get new positions and construct collapse network
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forAllConstIter(Map<point>, edgeToPos, iter)
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{
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label edgeI = iter.key();
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const edge& e = mesh.edges()[edgeI];
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cutter.collapseEdge(edgeI, e[0]);
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newPoints[e[0]] = iter();
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}
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// Move master point to destination.
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mesh.movePoints(newPoints);
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// Topo change container
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directTopoChange meshMod(mesh);
|
|
|
|
// Insert
|
|
cutter.setRefinement(meshMod);
|
|
|
|
// Do changes
|
|
autoPtr<mapPolyMesh> morphMap = meshMod.changeMesh(mesh, false);
|
|
|
|
if (morphMap().hasMotionPoints())
|
|
{
|
|
mesh.movePoints(morphMap().preMotionPoints());
|
|
}
|
|
|
|
// Not implemented yet:
|
|
//cutter.updateMesh(morphMap());
|
|
|
|
|
|
if (!overwrite)
|
|
{
|
|
runTime++;
|
|
}
|
|
else
|
|
{
|
|
mesh.setInstance(oldInstance);
|
|
}
|
|
|
|
// Write resulting mesh
|
|
Info << "Writing modified mesh to time " << runTime.timeName() << endl;
|
|
mesh.write();
|
|
}
|
|
else
|
|
{
|
|
Info<< nl << "All input points located. Modifying mesh." << endl;
|
|
|
|
// Mesh change engine
|
|
boundaryCutter cutter(mesh);
|
|
|
|
// Topo change container
|
|
directTopoChange meshMod(mesh);
|
|
|
|
// Insert commands into meshMod
|
|
cutter.setRefinement
|
|
(
|
|
pointToPos,
|
|
edgeToCuts,
|
|
Map<labelPair>(0), // Faces to split diagonally
|
|
faceToDecompose, // Faces to triangulate
|
|
meshMod
|
|
);
|
|
|
|
// Do changes
|
|
autoPtr<mapPolyMesh> morphMap = meshMod.changeMesh(mesh, false);
|
|
|
|
if (morphMap().hasMotionPoints())
|
|
{
|
|
mesh.movePoints(morphMap().preMotionPoints());
|
|
}
|
|
|
|
cutter.updateMesh(morphMap());
|
|
|
|
if (!overwrite)
|
|
{
|
|
runTime++;
|
|
}
|
|
else
|
|
{
|
|
mesh.setInstance(oldInstance);
|
|
}
|
|
|
|
// Write resulting mesh
|
|
Info << "Writing modified mesh to time " << runTime.timeName() << endl;
|
|
mesh.write();
|
|
}
|
|
|
|
|
|
Info << nl << "End" << endl;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// ************************************************************************* //
|