Exemple #1
0
bool Foam::tetWedgeMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Is tetWedge for sure now. No other shape has two tri, two quad
    if (checkOnly)
    {
        return true;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Try first triangular face. Rotate in all directions.
    // Walk path to other triangular face.
    //

    label face0I = -1;
    forAll(faceSize_, faceI)
    {
        if (faceSize_[faceI] == 3)
        {
            face0I = faceI;
            break;
        }
    }

    const face& face0 = localFaces_[face0I];

    // Try all rotations of this face
    for(label face0vert0 = 0; face0vert0 < faceSize_[face0I]; face0vert0++)
    {
        //
        // Try to follow prespecified path on faces of cell,
        // starting at face0vert0
        //

        vertLabels_[0] = pointMap_[face0[face0vert0]];
        faceLabels_[0] = faceMap_[face0I];

        // Walk face 0 from vertex 0 to 1
        label face0vert1 =
            nextVert
            (
                face0vert0,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[1] = pointMap_[face0[face0vert1]];

        // Jump edge from face0 to face1 (the other triangular face)
        label face1I =
            otherFace
            (
                numVert,
                face0[face0vert0],
                face0[face0vert1],
                face0I
            );

        if (faceSize_[face1I] != 3)
        {
            continue;
        }
        faceLabels_[1] = faceMap_[face1I];


        // Now correctly oriented tet-wedge for sure.

        // Walk face 0 from vertex 1 to 2
        label face0vert2 =
            nextVert
            (
                face0vert1,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[2] = pointMap_[face0[face0vert2]];

        // Jump edge from face0 to face3
        label face3I =
            otherFace
            (
                numVert,
                face0[face0vert1],
                face0[face0vert2],
                face0I
            );
        faceLabels_[3] = faceMap_[face3I];

        // Jump edge from face0 to face2
        label face2I =
            otherFace
            (
                numVert,
                face0[face0vert2],
                face0[face0vert0],
                face0I
            );
        faceLabels_[2] = faceMap_[face2I];

        // Get index of vertex 2 in face3
        label face3vert2 = pointFaceIndex_[face0[face0vert2]][face3I];

        // Walk face 3 from vertex 2 to 4
        label face3vert4 =
            nextVert
            (
                face3vert2,
                faceSize_[face3I],
                (owner[faceMap_[face3I]] == cellI)
            );

        const face& face3 = localFaces_[face3I];

        vertLabels_[4] = pointMap_[face3[face3vert4]];

        // Walk face 3 from vertex 4 to 3
        label face3vert3 =
            nextVert
            (
                face3vert4,
                faceSize_[face3I],
                (owner[faceMap_[face3I]] == cellI)
            );
        vertLabels_[3] = pointMap_[face3[face3vert3]];

        return true;
    }

    // Tried all triangular faces, in all rotations but no match found
    return false;
}
Exemple #2
0
bool Foam::pyrMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Is pyr for sure since no other shape with 1 quad, 4 triangles
    if (checkOnly)
    {
        return true;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Start from quad face (face0)
    //

    label face0I = -1;
    forAll(faceSize_, faceI)
    {
        if (faceSize_[faceI] == 4)
        {
            face0I = faceI;
            break;
        }
    }
    const face& face0 = localFaces_[face0I];
    label face0vert0 = 0;


    //
    // Try to follow prespecified path on faces of cell,
    // starting at face0vert0
    //

    vertLabels_[0] = pointMap_[face0[face0vert0]];
    faceLabels_[0] = faceMap_[face0I];

    // Walk face 0 from vertex 0 to 1
    label face0vert1 =
        nextVert
        (
            face0vert0,
            faceSize_[face0I],
            !(owner[faceMap_[face0I]] == cellI)
        );
    vertLabels_[1] = pointMap_[face0[face0vert1]];

    // Walk face 0 from vertex 1 to 2
    label face0vert2 =
        nextVert
        (
            face0vert1,
            faceSize_[face0I],
            !(owner[faceMap_[face0I]] == cellI)
        );
    vertLabels_[2] = pointMap_[face0[face0vert2]];

    // Walk face 0 from vertex 2 to 3
    label face0vert3 =
        nextVert
        (
            face0vert2,
            faceSize_[face0I],
            !(owner[faceMap_[face0I]] == cellI)
        );
    vertLabels_[3] = pointMap_[face0[face0vert3]];

    // Jump edge from face0 to face1
    label face1I =
        otherFace
        (
            numVert,
            face0[face0vert3],
            face0[face0vert0],
            face0I
        );
    faceLabels_[1] = faceMap_[face1I];

    // Jump edge from face0 to face2
    label face2I =
        otherFace
        (
            numVert,
            face0[face0vert2],
            face0[face0vert3],
            face0I
        );
    faceLabels_[2] = faceMap_[face2I];

    // Jump edge from face0 to face3
    label face3I =
        otherFace
        (
            numVert,
            face0[face0vert1],
            face0[face0vert2],
            face0I
        );
    faceLabels_[3] = faceMap_[face3I];

    // Jump edge from face0 to face4
    label face4I =
        otherFace
        (
            numVert,
            face0[face0vert0],
            face0[face0vert1],
            face0I
        );
    faceLabels_[4] = faceMap_[face4I];

    const face& face4 = localFaces_[face4I];

    // Get index of vert0 in face 4
    label face4vert0 = pointFaceIndex_[face0[face0vert0]][face4I];

    // Walk face 4 from vertex 0 to 4
    label face4vert4 =
        nextVert
        (
            face4vert0,
            faceSize_[face4I],
            !(owner[faceMap_[face4I]] == cellI)
        );
    vertLabels_[4] = pointMap_[face4[face4vert4]];

    return true;
}
Exemple #3
0
bool Foam::wedgeMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Try first triangular face. Rotate in all directions.
    // Walk path to other triangular face.
    //

    label face0I = -1;
    forAll(faceSize_, faceI)
    {
        if (faceSize_[faceI] == 3)
        {
            face0I = faceI;
            break;
        }
    }

    const face& face0 = localFaces_[face0I];

    // Try all rotations of this face
    for(label face0vert0 = 0; face0vert0 < faceSize_[face0I]; face0vert0++)
    {
        //
        // Try to follow prespecified path on faces of cell,
        // starting at face0vert0
        //

        vertLabels_[0] = pointMap_[face0[face0vert0]];
        faceLabels_[0] = faceMap_[face0I];
        //Info<< endl << "Wedge vertex 0: vertex " <<  face0[face0vert0]
        //    << " at position " << face0vert0 << " in face " << face0
        //    << endl;

        // Walk face 0 from vertex 0 to 1
        label face0vert1 =
            nextVert
            (
                face0vert0,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[1] = pointMap_[face0[face0vert1]];
        //Info<< "Wedge vertex 1: vertex " <<  face0[face0vert1]
        //    << " at position " << face0vert1 << " in face " << face0
        //    << endl;

        // Jump edge from face0 to face4
        label face4I =
            otherFace
            (
                numVert,
                face0[face0vert0],
                face0[face0vert1],
                face0I
            );
        const face& face4 = localFaces_[face4I];
        //Info<< "Stepped to wedge face 4 " << face4
        //    << " across edge " << face0[face0vert0] << " "
        //    << face0[face0vert1]
        //    << endl;

        if (faceSize_[face4I] != 4)
        {
            //Info<< "Cannot be Wedge Face 4 since size="
            //    << faceSize_[face4I] << endl;
            continue;
        }

        // Is wedge for sure now
        if (checkOnly)
        {
            return true;
        }

        faceLabels_[4] = faceMap_[face4I];

        // Get index of vertex 0 in face4
        label face4vert0 = pointFaceIndex_[face0[face0vert0]][face4I];

        //Info<< "Wedge vertex 0 also: vertex " <<  face4[face4vert0]
        //    << " at position " << face4vert0 << " in face " << face4
        //    << endl;

        // Walk face 4 from vertex 4 to 3
        label face4vert3 =
            nextVert
            (
                face4vert0,
                faceSize_[face4I],
                !(owner[faceMap_[face4I]] == cellI)
            );
        vertLabels_[3] = pointMap_[face4[face4vert3]];
        //Info<< "Wedge vertex 3: vertex " <<  face4[face4vert3]
        //    << " at position " << face4vert3 << " in face " << face4
        //    << endl;


        // Jump edge from face4 to face2
        label face2I =
            otherFace
            (
                numVert,
                face4[face4vert0],
                face4[face4vert3],
                face4I
            );
        const face& face2 = localFaces_[face2I];
        //Info<< "Stepped to wedge face 2 " << face2
        //    << " across edge " << face4[face4vert0] << " "
        //    << face4[face4vert3]
        //    << endl;

        if (faceSize_[face2I] != 3)
        {
            //Info<< "Cannot be Wedge Face 2 since size="
            //    << faceSize_[face2I] << endl;
            continue;
        }
        faceLabels_[2] = faceMap_[face2I];

        // Is wedge for sure now
        //Info<< "** WEDGE **" << endl;


        //
        // Walk to other faces and vertices and assign mapping.
        //

        // Vertex 6
        label face2vert3 = pointFaceIndex_[face4[face4vert3]][face2I];

        // Walk face 2 from vertex 3 to 6
        label face2vert6 =
            nextVert
            (
                face2vert3,
                faceSize_[face2I],
                (owner[faceMap_[face2I]] == cellI)
            );
        vertLabels_[6] = pointMap_[face2[face2vert6]];

        // Jump edge from face2 to face1
        label face1I =
            otherFace
            (
                numVert,
                face2[face2vert3],
                face2[face2vert6],
                face2I
            );
        faceLabels_[1] = faceMap_[face1I];
        const face& face1 = localFaces_[face1I];
        //Info<< "Stepped to wedge face 1 " << face1
        //    << " across edge " << face2[face2vert3] << " "
        //    << face2[face2vert6]
        //    << endl;

        label face1vert6 = pointFaceIndex_[face2[face2vert6]][face1I];

        // Walk face 1 from vertex 6 to 5
        label face1vert5 =
            nextVert
            (
                face1vert6,
                faceSize_[face1I],
                !(owner[faceMap_[face1I]] == cellI)
            );
        vertLabels_[5] = pointMap_[face1[face1vert5]];

        // Walk face 1 from vertex 5 to 4
        label face1vert4 =
            nextVert
            (
                face1vert5,
                faceSize_[face1I],
                !(owner[faceMap_[face1I]] == cellI)
            );
        vertLabels_[4] = pointMap_[face1[face1vert4]];

        // Walk face 0 from vertex 1 to 2
        label face0vert2 =
            nextVert
            (
                face0vert1,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[2] = pointMap_[face0[face0vert2]];
        //Info<< "Wedge vertex 2: vertex " <<  face0[face0vert2]
        //    << " at position " << face0vert2 << " in face " << face0
        //    << endl;

        // Jump edge from face0 to face3
        label face3I =
            otherFace
            (
                numVert,
                face0[face0vert1],
                face0[face0vert2],
                face0I
            );
        faceLabels_[3] = faceMap_[face3I];
        //const face& face3 = localFaces_[face3I];
        //Info<< "Stepped to wedge face 3 " << face3
        //    << " across edge " << face0[face0vert1] << " "
        //    << face0[face0vert2]
        //    << endl;


        // Jump edge from face0 to face5
        label face5I =
            otherFace
            (
                numVert,
                face0[face0vert2],
                face0[face0vert0],
                face0I
            );
        faceLabels_[5] = faceMap_[face5I];
        //const face& face5 = localFaces_[face5I];
        //Info<< "Stepped to wedge face 5 " << face5
        //    << " across edge " << face0[face0vert2] << " "
        //    << face0[face0vert0]
        //    << endl;

        return true;
    }

    // Tried all triangular faces, in all rotations but no match found
    return false;
}
Exemple #4
0
bool Foam::hexMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Is hex for sure since all faces are quads

    if (checkOnly)
    {
        return true;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Try bottom face (face 4). 
    // Only need to try one orientation of this face since hex is
    // rotation symmetric
    //

    label face4I = 0;

    const face& face4 = localFaces_[face4I];
    label face4vert0 = 0;

    vertLabels_[0] = pointMap_[face4[face4vert0]];
    faceLabels_[4] = faceMap_[face4I];

    // Walk face 4 from vertex 0 to 1
    label face4vert1 =
        nextVert
        (
            face4vert0,
            faceSize_[face4I],
            !(owner[faceMap_[face4I]] == cellI)
        );
    vertLabels_[1] = pointMap_[face4[face4vert1]];

    // Walk face 4 from vertex 1 to 2
    label face4vert2 =
        nextVert
        (
            face4vert1,
            faceSize_[face4I],
            !(owner[faceMap_[face4I]] == cellI)
        );
    vertLabels_[2] = pointMap_[face4[face4vert2]];

    // Walk face 4 from vertex 2 to 3
    label face4vert3 =
        nextVert
        (
            face4vert2,
            faceSize_[face4I],
            !(owner[faceMap_[face4I]] == cellI)
        );
    vertLabels_[3] = pointMap_[face4[face4vert3]];

    // Jump edge from face4 to face0
    label face0I =
        otherFace
        (
            numVert,
            face4[face4vert3],
            face4[face4vert0],
            face4I
        );
    faceLabels_[0] = faceMap_[face0I];
    const face& face0 = localFaces_[face0I];

    label face0vert0 = pointFaceIndex_[face4[face4vert0]][face0I];

    // Walk face 0 from vertex 0 to 4
    label face0vert4 =
        nextVert
        (
            face0vert0,
            faceSize_[face0I],
            (owner[faceMap_[face0I]] == cellI)
        );
    vertLabels_[4] = pointMap_[face0[face0vert4]];

    // Walk face 0 from vertex 4 to 7
    label face0vert7 =
        nextVert
        (
            face0vert4,
            faceSize_[face0I],
            (owner[faceMap_[face0I]] == cellI)
        );
    vertLabels_[7] = pointMap_[face0[face0vert7]];

    // Jump edge from face0 to face5
    label face5I =
        otherFace
        (
            numVert,
            face0[face0vert4],
            face0[face0vert7],
            face0I
        );
    const face& face5 = localFaces_[face5I];
    faceLabels_[5] = faceMap_[face5I];

    label face5vert4 = pointFaceIndex_[face0[face0vert4]][face5I];

    // Walk face 5 from vertex 4 to 5
    label face5vert5 =
        nextVert
        (
            face5vert4,
            faceSize_[face5I],
            (owner[faceMap_[face5I]] == cellI)
        );
    vertLabels_[5] = pointMap_[face5[face5vert5]];

    // Walk face 5 from vertex 5 to 6
    label face5vert6 =
        nextVert
        (
            face5vert5,
            faceSize_[face5I],
            (owner[faceMap_[face5I]] == cellI)
        );
    vertLabels_[6] = pointMap_[face5[face5vert6]];

    // Jump edge from face4 to face2
    label face2I =
        otherFace
        (
            numVert,
            face4[face4vert0],
            face4[face4vert1],
            face4I
        );
    faceLabels_[2] = faceMap_[face2I];

    // Jump edge from face4 to face1
    label face1I =
        otherFace
        (
            numVert,
            face4[face4vert1],
            face4[face4vert2],
            face4I
        );
    faceLabels_[1] = faceMap_[face1I];

    // Jump edge from face4 to face3
    label face3I =
        otherFace
        (
            numVert,
            face4[face4vert2],
            face4[face4vert3],
            face4I
        );
    faceLabels_[3] = faceMap_[face3I];

    return true;
}
bool Foam::tetMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Tet for sure now
    if (checkOnly)
    {
        return true;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Try bottom face (face 3)
    //

    label face3I = 0;
    const face& face3 = localFaces_[face3I];
    label face3vert0 = 0;

    //
    // Try to follow prespecified path on faces of cell,
    // starting at face3vert0
    //

    vertLabels_[0] = pointMap_[face3[face3vert0]];
    faceLabels_[3] = faceMap_[face3I];

    // Walk face 3 from vertex 0 to 1
    label face3vert1 =
        nextVert
        (
            face3vert0,
            faceSize_[face3I],
            !(owner[faceMap_[face3I]] == cellI)
        );
    vertLabels_[1] = pointMap_[face3[face3vert1]];

    // Walk face 3 from vertex 1 to 2
    label face3vert2 =
        nextVert
        (
            face3vert1,
            faceSize_[face3I],
            !(owner[faceMap_[face3I]] == cellI)
        );
    vertLabels_[2] = pointMap_[face3[face3vert2]];

    // Jump edge from face3 to face2
    label face2I =
        otherFace
        (
            numVert,
            face3[face3vert0],
            face3[face3vert1],
            face3I
        );
    faceLabels_[2] = faceMap_[face2I];

    // Jump edge from face3 to face0
    label face0I =
        otherFace
        (
            numVert,
            face3[face3vert1],
            face3[face3vert2],
            face3I
        );
    faceLabels_[0] = faceMap_[face0I];

    // Jump edge from face3 to face1
    label face1I =
        otherFace
        (
            numVert,
            face3[face3vert2],
            face3[face3vert0],
            face3I
        );
    faceLabels_[1] = faceMap_[face1I];
    const face& face1 = localFaces_[face1I];

    // Get index of vert0 in face 1
    label face1vert0 = pointFaceIndex_[face3[face3vert0]][face1I];

    // Walk face 1 from vertex 0 to 3
    label face1vert3 =
        nextVert
        (
            face1vert0,
            faceSize_[face1I],
            (owner[faceMap_[face1I]] == cellI)
        );
    vertLabels_[3] = pointMap_[face1[face1vert3]];

    return true;
}