Example #1
0
// Given sin and cos of max angle between normals calculate whether f0 and f1
// on celli make larger angle. Uses sinAngle only for quadrant detection.
bool largerAngle
(
    const primitiveMesh& mesh,
    const scalar cosAngle,
    const scalar sinAngle,

    const label celli,
    const label f0,             // face label
    const label f1,

    const vector& n0,           // normal at f0
    const vector& n1
)
{
    const labelList& own = mesh.faceOwner();

    bool sameFaceOrder = !((own[f0] == celli) ^ (own[f1] == celli));

    // Get cos between faceArea vectors. Correct so flat angle (180 degrees)
    // gives -1.
    scalar normalCosAngle = n0 & n1;

    if (sameFaceOrder)
    {
        normalCosAngle = -normalCosAngle;
    }


    // Get cos between faceCentre and normal vector to determine in
    // which quadrant angle is. (Is correct for unwarped faces only!)
    // Correct for non-outwards pointing normal.
    vector c1c0(mesh.faceCentres()[f1] - mesh.faceCentres()[f0]);
    c1c0 /= mag(c1c0) + VSMALL;

    scalar fcCosAngle = n0 & c1c0;

    if (own[f0] != celli)
    {
        fcCosAngle = -fcCosAngle;
    }

    if (sinAngle < 0.0)
    {
        // Looking for concave angles (quadrant 3 or 4)
        if (fcCosAngle <= 0)
        {
            // Angle is convex so smaller.
            return false;
        }
        else
        {
            if (normalCosAngle < cosAngle)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    }
    else
    {
        // Looking for convex angles (quadrant 1 or 2)
        if (fcCosAngle > 0)
        {
            // Concave angle
            return true;
        }
        else
        {
            // Convex. Check cos of normal vectors.
            if (normalCosAngle > cosAngle)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    }
}