// Update intersections for selected edges. void Foam::edgeIntersections::intersectEdges ( const triSurface& surf1, const pointField& points1, // surf1 meshPoints (not localPoints!) const triSurfaceSearch& querySurf2, const scalarField& surf1PointTol, // surf1 tolerance per point const labelList& edgeLabels ) { const triSurface& surf2 = querySurf2.surface(); const vectorField& normals2 = surf2.faceNormals(); const labelList& meshPoints = surf1.meshPoints(); if (debug) { Pout<< "Calculating intersection of " << edgeLabels.size() << " edges" << " out of " << surf1.nEdges() << " with " << surf2.size() << " triangles ..." << endl; } pointField start(edgeLabels.size()); pointField end(edgeLabels.size()); vectorField edgeDirs(edgeLabels.size()); // Go through all edges, calculate intersections forAll(edgeLabels, i) { label edgeI = edgeLabels[i]; if (debug)// && (i % 1000 == 0)) { Pout<< "Intersecting edge " << edgeI << " with surface" << endl; } const edge& e = surf1.edges()[edgeI]; const point& pStart = points1[meshPoints[e.start()]]; const point& pEnd = points1[meshPoints[e.end()]]; const vector eVec(pEnd - pStart); const vector n(eVec/(mag(eVec) + VSMALL)); // Start tracking somewhat before pStart and up to somewhat after p1. // Note that tolerances here are smaller than those used to classify // hit below. // This will cause this hit to be marked as degenerate and resolved // later on. start[i] = pStart - 0.5*surf1PointTol[e[0]]*n; end[i] = pEnd + 0.5*surf1PointTol[e[1]]*n; edgeDirs[i] = n; }
void Foam::edgeIntersections::checkEdges(const triSurface& surf) { const pointField& localPoints = surf.localPoints(); const edgeList& edges = surf.edges(); const labelListList& edgeFaces = surf.edgeFaces(); treeBoundBox bb(localPoints); scalar minSize = SMALL * bb.minDim(); forAll(edges, edgeI) { const edge& e = edges[edgeI]; scalar eMag = e.mag(localPoints); if (eMag < minSize) { WarningIn ( "Foam::edgeIntersections::checkEdges(const triSurface& surf)" ) << "Edge " << edgeI << " vertices " << e << " coords:" << localPoints[e[0]] << ' ' << localPoints[e[1]] << " is very small compared to bounding" << " box dimensions " << bb << endl << "This might lead to problems in intersection" << endl; } if (edgeFaces[edgeI].size() == 1) { WarningIn ( "Foam::edgeIntersections::checkEdges(const triSurface& surf)" ) << "Edge " << edgeI << " vertices " << e << " coords:" << localPoints[e[0]] << ' ' << localPoints[e[1]] << " has only one face connected to it:" << edgeFaces[edgeI] << endl << "This might lead to problems in intersection" << endl; } } }
// Update intersections for selected edges. void Foam::edgeIntersections::intersectEdges ( const triSurface& surf1, const pointField& points1, // surf1 meshPoints (not localPoints!) const triSurfaceSearch& querySurf2, const scalarField& surf1PointTol, // surf1 tolerance per point const labelList& edgeLabels ) { const triSurface& surf2 = querySurf2.surface(); const vectorField& normals2 = surf2.faceNormals(); const labelList& meshPoints = surf1.meshPoints(); if (debug) { Pout<< "Calculating intersection of " << edgeLabels.size() << " edges" << " out of " << surf1.nEdges() << " with " << surf2.size() << " triangles ..." << endl; } // Construct octree. const indexedOctree<treeDataTriSurface>& tree = querySurf2.tree(); label nHits = 0; // Go through all edges, calculate intersections forAll(edgeLabels, i) { label edgeI = edgeLabels[i]; if (debug && (i % 1000 == 0)) { Pout<< "Intersecting edge " << edgeI << " with surface" << endl; } const edge& e = surf1.edges()[edgeI]; const point& pStart = points1[meshPoints[e.start()]]; const point& pEnd = points1[meshPoints[e.end()]]; const vector eVec(pEnd - pStart); const scalar eMag = mag(eVec); const vector n(eVec/(eMag + VSMALL)); // Smallish length for intersection calculation errors. const point tolVec = 1e-6*eVec; // Start tracking somewhat before pStart and upto somewhat after p1. // Note that tolerances here are smaller than those used to classify // hit below. // This will cause this hit to be marked as degenerate and resolved // later on. point p0 = pStart - 0.5*surf1PointTol[e[0]]*n; const point p1 = pEnd + 0.5*surf1PointTol[e[1]]*n; const scalar maxS = mag(p1 - pStart); // Get all intersections of the edge with the surface DynamicList<pointIndexHit> currentIntersections(100); DynamicList<label> currentIntersectionTypes(100); while (true) { pointIndexHit pHit = tree.findLine(p0, p1); if (pHit.hit()) { nHits++; currentIntersections.append(pHit); // Classify point on surface1 edge. label edgeEnd = -1; if (mag(pHit.hitPoint() - pStart) < surf1PointTol[e[0]]) { edgeEnd = 0; } else if (mag(pHit.hitPoint() - pEnd) < surf1PointTol[e[1]]) { edgeEnd = 1; } else if (mag(n & normals2[pHit.index()]) < alignedCos_) { Pout<< "Flat angle edge:" << edgeI << " face:" << pHit.index() << " cos:" << mag(n & normals2[pHit.index()]) << endl; edgeEnd = 2; } currentIntersectionTypes.append(edgeEnd); if (edgeEnd == 1) { // Close to end break; } else { // Continue tracking. Shift by a small amount. p0 = pHit.hitPoint() + tolVec; if (((p0-pStart) & n) >= maxS) { break; } } } else { // No hit. break; } } // Done current edge. Transfer all data into *this operator[](edgeI).transfer(currentIntersections); classification_[edgeI].transfer(currentIntersectionTypes); }
// Checks if there exists a special topological situation that causes // edge and the face it hit not to be recognized. // // For now if the face shares a point with the edge bool Foam::surfaceIntersection::excludeEdgeHit ( const triSurface& surf, const label edgeI, const label faceI, const scalar ) { const labelledTri& f = surf.localFaces()[faceI]; const edge& e = surf.edges()[edgeI]; if ( (f[0] == e.start()) || (f[0] == e.end()) || (f[1] == e.start()) || (f[1] == e.end()) || (f[2] == e.start()) || (f[2] == e.end()) ) { return true; // // Get edge vector // vector eVec = e.vec(surf.localPoints()); // eVec /= mag(eVec) + VSMALL; // // const labelList& eLabels = surf.faceEdges()[faceI]; // // // Get edge vector of 0th edge of face // vector e0Vec = surf.edges()[eLabels[0]].vec(surf.localPoints()); // e0Vec /= mag(e0Vec) + VSMALL; // // vector n = e0Vec ^ eVec; // // if (mag(n) < SMALL) // { // // e0 is aligned with e. Choose next edge of face. // vector e1Vec = surf.edges()[eLabels[1]].vec(surf.localPoints()); // e1Vec /= mag(e1Vec) + VSMALL; // // n = e1Vec ^ eVec; // // if (mag(n) < SMALL) // { // // Problematic triangle. Two edges aligned with edgeI. Give // // up. // return true; // } // } // // // Check if same as faceNormal // if (mag(n & surf.faceNormals()[faceI]) > 1-tol) // { // // Pout<< "edge:" << e << " face:" << faceI // << " e0Vec:" << e0Vec << " n:" << n // << " normalComponent:" << (n & surf.faceNormals()[faceI]) // << " tol:" << tol << endl; // // return true; // } // else // { // return false; // } } else { return false; } }
Foam::labelList Foam::orientedSurface::edgeToFace ( const triSurface& s, const labelList& changedEdges, labelList& flip ) { labelList changedFaces(2*changedEdges.size()); label changedI = 0; // 1.6.x merge: using local faces. Reconsider // Rewrite uses cached local faces for efficiency // HJ, 24/Aug/2010 const List<labelledTri> lf = s.localFaces(); forAll(changedEdges, i) { label edgeI = changedEdges[i]; const labelList& eFaces = s.edgeFaces()[edgeI]; if (eFaces.size() < 2) { // Do nothing, faces was already visited. } else if (eFaces.size() == 2) { label face0 = eFaces[0]; label face1 = eFaces[1]; const labelledTri& f0 = lf[face0]; const labelledTri& f1 = lf[face1]; // Old. HJ, 24/Aug/2010 // const labelledTri& f0 = s[face0]; // const labelledTri& f1 = s[face1]; if (flip[face0] == UNVISITED) { if (flip[face1] == UNVISITED) { FatalErrorIn("orientedSurface::edgeToFace") << "Problem" << abort(FatalError); } else { // Face1 has a flip state, face0 hasn't if (consistentEdge(s.edges()[edgeI], f0, f1)) { // Take over flip status flip[face0] = (flip[face1] == FLIP ? FLIP : NOFLIP); } else { // Invert flip[face0] = (flip[face1] == FLIP ? NOFLIP : FLIP); } changedFaces[changedI++] = face0; } } else { if (flip[face1] == UNVISITED) { // Face0 has a flip state, face1 hasn't if (consistentEdge(s.edges()[edgeI], f0, f1)) { flip[face1] = (flip[face0] == FLIP ? FLIP : NOFLIP); } else { flip[face1] = (flip[face0] == FLIP ? NOFLIP : FLIP); } changedFaces[changedI++] = face1; } } } else { // Multiply connected. Do what? } }