Пример #1
0
void updateBoVec<3, MFace>
(const int normalSource, const MVertex *const vertex, const int zoneIndex,
 const int vertIndex,
 const CCon::FaceVector<MZoneBoundary<3>::GlobalVertexData<MFace>::FaceDataB>
 &faces, ZoneBoVec &zoneBoVec, BCPatchIndex &patch, bool &warnNormFromElem)
{

  GEntity *ent;
  if(normalSource == NormalSourceElement) goto getNormalFromElements;
  ent = vertex->onWhat();
  if(ent == 0) {
    goto getNormalFromElements;
    // No entity: try to find a normal from the faces
  }
  else {
    switch(ent->dim()) {
    case 0:
    case 1:

/*--------------------------------------------------------------------*
 * In this case, there are possibly multiple GFaces from this zone
 * connected to the vertex.  One patch for each GFace will be written.
 *--------------------------------------------------------------------*/

      {

//--Get a list of face entities connected to 'ent'

        std::list<GFace*> gFaceList;
        switch(ent->dim()) {
        case 0:
          {
            std::list<GEdge*> gEdgeList = ent->edges();
            std::list<GFace*> gFaceList;
            for(std::list<GEdge*>::const_iterator gEIt = gEdgeList.begin();
                gEIt != gEdgeList.end(); ++gEIt) {
              std::list<GFace*> alist = (*gEIt)->faces();
              gFaceList.splice(gFaceList.end(), alist);
            }
            // Remove duplicates
            gFaceList.sort();
            gFaceList.unique();
          }
          break;
        case 1:
          gFaceList = ent->faces();
          break;
        }

//--Get a list of face entities connected to the 'vertex' that are also in the
//--zone

        std::list<const GFace*> useGFace;
        std::list<GEdge*> gEdgeList;
        const int nFace = faces.size();
        for(int iFace = 0; iFace != nFace; ++iFace) {
          if(zoneIndex == faces[iFace].zoneIndex) {
            bool matchedFace = false;
            MFace mFace = faces[iFace].parentElement->getFace
              (faces[iFace].parentFace);
            const int nVOnF = mFace.getNumVertices();
            int vertexOnF;              // The index of 'vertex' in the face
            for(int iVOnF = 0; iVOnF != nVOnF; ++iVOnF) {
              const MVertex *const vertex2 = mFace.getVertex(iVOnF);
              if(vertex == vertex2) vertexOnF = iVOnF;
              else {
                const GEntity *const ent2 = vertex2->onWhat();
                if(ent2->dim() == 2) {
                  matchedFace = true;
                  useGFace.push_back(static_cast<const GFace*>(ent2));
                  break;
                }
              }
            }
            // Triangle MElements are a total P.I.T.A.:
            // - If the original 'ent' is a vertex, one MVertex can be on the
            //   GVertex, and the other two on GEdges, and then the MElement is
            //   still on the GFace.
            // - If the original 'ent' is an edge, one MVertex can be on the
            //   original GEdge, another on a GVertex, and the final on another
            //   GEdge, and then the MElement is still on the GFace.  There is
            //   also the unlikely case where the two other MVertex are both on
            //   edges ... and the MElement is still on the GFace.
            if(!matchedFace && (3 == nVOnF)) {
              const MVertex *vertex2;
              const MVertex *vertex3;
              switch(vertexOnF) {
              case 0:
                vertex2 = mFace.getVertex(1);
                vertex3 = mFace.getVertex(2);
                break;
              case 1:
                vertex2 = mFace.getVertex(0);
                vertex3 = mFace.getVertex(2);
                break;
              case 2:
                vertex2 = mFace.getVertex(0);
                vertex3 = mFace.getVertex(1);
                break;
              }
              const GEntity *const ent2 = vertex2->onWhat();
              const GEntity *const ent3 = vertex3->onWhat();
              if(ent2->dim() == 1 && ent3->dim() == 1) {
                // Which GFace is bounded by edges ent2 and ent3?
                for(std::list<GFace*>::const_iterator gFIt = gFaceList.begin();
                    gFIt != gFaceList.end(); ++gFIt) {
                  gEdgeList = (*gFIt)->edges();
                  if((std::find(gEdgeList.begin(), gEdgeList.end(), ent2)
                      != gEdgeList.end()) &&
                     (std::find(gEdgeList.begin(), gEdgeList.end(), ent3)
                      != gEdgeList.end())) {
                    // Edges ent2 and ent3 bound this face
                    useGFace.push_back(*gFIt);
                    break;
                  }
                }
              }
              else if(ent->dim() == 1 && (ent2->dim() + ent3->dim() == 1)) {
                const GEntity *entCmp;
                if(ent2->dim() == 1) entCmp = ent2;
                else entCmp = ent3;
                // Which GFace is bounded by entCmp
                for(std::list<GFace*>::const_iterator gFIt = gFaceList.begin();
                    gFIt != gFaceList.end(); ++gFIt) {
                  gEdgeList = (*gFIt)->edges();
                  if(std::find(gEdgeList.begin(), gEdgeList.end(), entCmp)
                     != gEdgeList.end()) {
                    // Edge entCmp and the original edge bound this face
                    useGFace.push_back(*gFIt);
                    break;
                  }
                }
              }
            }  // Stupid triangles
          }  // End if face in zone
        }  // End loop over faces
        // Duplicates are a possibility, remove
        useGFace.sort();
        useGFace.unique();

//--'useGFace' now contains the face entities that connect to vertex.  A BC
//--patch will be written for each of them.

        for(std::list<const GFace*>::const_iterator gFIt = useGFace.begin();
            gFIt != useGFace.end(); ++gFIt) {

          SPoint2 par;
          if(!reparamMeshVertexOnFace(const_cast<MVertex*>(vertex), *gFIt, par))
            goto getNormalFromElements;  // :P  After all that!

          SVector3 boNormal = (*gFIt)->normal(par);
          SPoint3 interior(0., 0., 0.);
          int cFace = 0;
          const int nFace = faces.size();
          for(int iFace = 0; iFace != nFace; ++iFace) {
            if(faces[iFace].zoneIndex == zoneIndex) {
              ++cFace;
              interior += faces[iFace].parentElement->barycenter();
            }
          }
          interior /= cFace;
          if(dot(boNormal, SVector3(vertex->point(), interior)) < 0.)
            boNormal.negate();

          zoneBoVec.push_back(VertexBoundary(zoneIndex, (*gFIt)->tag(),
                                             boNormal,
                                             const_cast<MVertex*>(vertex),
                                             vertIndex));
          patch.add((*gFIt)->tag());
        }
      }
      break;
    case 2:

/*--------------------------------------------------------------------*
 * The vertex exists on a face and belongs to only 1 BC patch.
 *--------------------------------------------------------------------*/

      {
        const GFace *const gFace = static_cast<const GFace*>(ent);
        SPoint2 par;
        if(!reparamMeshVertexOnFace(const_cast<MVertex*>(vertex), gFace, par))
          goto getNormalFromElements;

        SVector3 boNormal = static_cast<const GFace*>(ent)->normal(par);
        SPoint3 interior(0., 0., 0.);
          int cFace = 0;
        const int nFace = faces.size();
        for(int iFace = 0; iFace != nFace; ++iFace) {
          if(faces[iFace].zoneIndex == zoneIndex) {
            ++cFace;
            interior += faces[iFace].parentElement->barycenter();
          }
        }
        interior /= cFace;
        if(dot(boNormal, SVector3(vertex->point(), interior)) < 0.)
          boNormal.negate();

        zoneBoVec.push_back(VertexBoundary(zoneIndex, gFace->tag(), boNormal,
                                           const_cast<MVertex*>(vertex),
                                           vertIndex));
        patch.add(gFace->tag());
      }
      break;
    default:
      goto getNormalFromElements;
    }
  }
  return;

 getNormalFromElements: ;

/*--------------------------------------------------------------------*
 * Geometry information cannot be used - generate normals from the
 * elements
 *--------------------------------------------------------------------*/

  {
    if(warnNormFromElem && normalSource == 1) {
      Msg::Warning("Some or all boundary normals were determined from mesh "
                   "elements instead of from the geometry");
      warnNormFromElem = false;
    }
    // Sum the normals from each element connected to the vertex and in the
    // zone.  Each normal has to be converted independently into an inwards-
    // pointing normal.
    //**Weight each normal by the area of the boundary element?
    SVector3 boNormal(0.);
    const int nFace = faces.size();
    for(int iFace = 0; iFace != nFace; ++iFace) {
      if(faces[iFace].zoneIndex == zoneIndex) {
        // Normal to the boundary (unknown direction)
        SVector3 bnt = faces[iFace].parentElement->getFace
          (faces[iFace].parentFace).normal();
        // Inwards normal
        const SVector3 inwards(vertex->point(),
                               faces[iFace].parentElement->barycenter());
        if(dot(bnt, inwards) < 0.) bnt.negate();
        boNormal += bnt;
      }
    }
    boNormal.normalize();
    zoneBoVec.push_back(VertexBoundary(zoneIndex, 0, boNormal,
                                       const_cast<MVertex*>(vertex),
                                       vertIndex));
    patch.add(0);
  }

}
Пример #2
0
void updateBoVec<2, MEdge>
(const int normalSource, const MVertex *const vertex, const int zoneIndex,
 const int vertIndex,
 const CCon::FaceVector<MZoneBoundary<2>::GlobalVertexData<MEdge>::FaceDataB>
 &faces, ZoneBoVec &zoneBoVec, BCPatchIndex &patch, bool &warnNormFromElem)
{

  GEntity *ent;
  if(normalSource == NormalSourceElement) goto getNormalFromElements;
  ent = vertex->onWhat();
  if(ent == 0) {
    goto getNormalFromElements;
    // No entity: try to find a normal from the faces
  }
  else {
    switch(ent->dim()) {
    case 0:

/*--------------------------------------------------------------------*
 * In this case, there are possibly two GEdges from this zone
 * connected to the vertex.  If the angle between the two edges is
 * significant, the BC patch will be split and this vertex will be
 * written in both patches with different normals.  If the angle is
 * small, or only one GEdge belongs to this zone, then the vertex will
 * only be written to one patch.
 *--------------------------------------------------------------------*/

      {
        // Get the edge entities that are connected to the vertex
        std::list<GEdge*> gEdgeList = ent->edges();
        // Find edge entities that are connected to elements in the zone
        std::vector<std::pair<GEdge*, int> > useGEdge;
        const int nFace = faces.size();
        for(int iFace = 0; iFace != nFace; ++iFace) {
          if(zoneIndex == faces[iFace].zoneIndex) {
            MEdge mEdge = faces[iFace].parentElement->getEdge
                (faces[iFace].parentFace);
            // Get the other vertex on the mesh edge.
            MVertex *vertex2 = mEdge.getMinVertex();
            if(vertex2 == vertex) vertex2 = mEdge.getMaxVertex();
            // Check if the entity associated with vertex2 is a line and
            // is also connected to vertex.  If so, add it to the container of
            // edge entities that will be used to determine the normal
            GEntity *const ent2 = vertex2->onWhat();
            if(ent2->dim() == 1) {
              useGEdge.push_back(std::pair<GEdge*, int>
                                 (static_cast<GEdge*>(ent2), iFace));
            }
          }
        }

//--'useGEdge' now contains the edge entities that will be used to determine
//--the normals

        switch(useGEdge.size()) {

        case 0:
//           goto getNormalFromElements;
          // We probably don't want BC data if none of the faces attatched to
          // this vertex and in this zone are on the boundary.
          break;

        case 1:
          {
            const GEdge *const gEdge =
              static_cast<const GEdge*>(useGEdge[0].first);
            SVector3 boNormal;
            if(edge_normal(vertex, zoneIndex, gEdge, faces, boNormal))
               goto getNormalFromElements;
            zoneBoVec.push_back(VertexBoundary(zoneIndex, gEdge->tag(),
                                               boNormal,
                                               const_cast<MVertex*>(vertex),
                                               vertIndex));
            patch.add(gEdge->tag());
          }
          break;

        case 2:
          {
            // Get the first normal
            const GEdge *const gEdge1 =
              static_cast<const GEdge*>(useGEdge[0].first);
            SVector3 boNormal1;
            if(edge_normal(vertex, zoneIndex, gEdge1, faces, boNormal1,
                           useGEdge[0].second))
              goto getNormalFromElements;

            // Get the second normal
            const GEdge *const gEdge2 =
              static_cast<const GEdge*>(useGEdge[1].first);
            SVector3 boNormal2;
            if(edge_normal(vertex, zoneIndex, gEdge2, faces, boNormal2,
                           useGEdge[1].second))
              goto getNormalFromElements;

            if(dot(boNormal1, boNormal2) < 0.98) {

//--Write 2 separate patches

              zoneBoVec.push_back(VertexBoundary(zoneIndex, gEdge1->tag(),
                                                 boNormal1,
                                                 const_cast<MVertex*>(vertex),
                                                 vertIndex));
              patch.add(gEdge1->tag());
              zoneBoVec.push_back(VertexBoundary(zoneIndex, gEdge2->tag(),
                                                 boNormal2,
                                                 const_cast<MVertex*>(vertex),
                                                 vertIndex));
              patch.add(gEdge2->tag());
            }
            else {

//--Write one patch

              boNormal1 += boNormal2;
              boNormal1 *= 0.5;
              zoneBoVec.push_back(VertexBoundary(zoneIndex, gEdge1->tag(),
                                                 boNormal1,
                                                 const_cast<MVertex*>(vertex),
                                                 vertIndex));
              patch.addPair(gEdge1->tag(), gEdge2->tag());
            }
          }
          break;

        default:
          Msg::Error("Internal error based on 2-D boundary assumptions (file "
                     "\'MZoneBoundary.cpp').  Boundary vertices may be "
                     "incorrect");
          break;
        }
      }
      break;
    case 1:

/*--------------------------------------------------------------------*
 * The vertex exists on an edge and belongs to only 1 BC patch.
 *--------------------------------------------------------------------*/

      {
        SVector3 boNormal;
        if(edge_normal(vertex, zoneIndex, static_cast<const GEdge*>(ent), faces,
                       boNormal))
          goto getNormalFromElements;
        zoneBoVec.push_back(VertexBoundary(zoneIndex, ent->tag(), boNormal,
                                           const_cast<MVertex*>(vertex),
                                           vertIndex));
        patch.add(ent->tag());
      }
      break;

    default:
      goto getNormalFromElements;
    }
  }
  return;

 getNormalFromElements: ;

/*--------------------------------------------------------------------*
 * Geometry information cannot be used - generate normals from the
 * elements
 *--------------------------------------------------------------------*/

  {
    if(warnNormFromElem && normalSource == 1) {
      Msg::Warning("Some or all boundary normals were determined from mesh "
                   "elements instead of from the geometry");
      warnNormFromElem = false;
    }
    // The mesh plane normal is computed from all elements attached to the
    // vertex
    SVector3 meshPlaneNormal(0.);       // This normal is perpendicular to the
                                        // plane of the mesh
    const int nFace = faces.size();
    for(int iFace = 0; iFace != nFace; ++iFace) {
      if(faces[iFace].zoneIndex == zoneIndex) {
      // Make sure all the planes go in the same direction
      //**Required?
        SVector3 mpnt = faces[iFace].parentElement->getFace(0).normal();
        if(dot(mpnt, meshPlaneNormal) < 0.) mpnt.negate();
        meshPlaneNormal += mpnt;
      }
    }
    // Sum the normals from each element.  The tangent is computed from all
    // faces in the zone attached to the vertex and is weighted by the length of
    // the edge.  Each tangent has to be converted independently into an
    // inwards-pointing normal.
    SVector3 boNormal(0.);
    for(int iFace = 0; iFace != nFace; ++iFace) {
      if(faces[iFace].zoneIndex == zoneIndex) {
        const SVector3 tangent = faces[iFace].parentElement->getEdge
          (faces[iFace].parentFace).tangent();
        // Normal to the boundary (unknown direction)
        SVector3 bnt = crossprod(tangent, meshPlaneNormal);
        // Inwards normal
        const SVector3 inwards(vertex->point(),
                               faces[iFace].parentElement->barycenter());
        if(dot(bnt, inwards) < 0.) bnt.negate();
        boNormal += bnt;
      }
    }
    boNormal.normalize();
    zoneBoVec.push_back(VertexBoundary(zoneIndex, 0, boNormal,
                                       const_cast<MVertex*>(vertex),
                                       vertIndex));
    patch.add(0);
  }
}