示例#1
0
// Determines face blocking
void Foam::channelIndex::walkOppositeFaces
(
    const polyMesh& mesh,
    const labelList& startFaces,
    boolList& blockedFace
)
{
    const cellList& cells = mesh.cells();
    const faceList& faces = mesh.faces();
    label nBnd = mesh.nFaces() - mesh.nInternalFaces();

    DynamicList<label> frontFaces(startFaces);
    forAll(frontFaces, i)
    {
        label facei = frontFaces[i];
        blockedFace[facei] = true;
    }
Foam::tmp<Foam::scalarField>
Foam::movingBodyTopoFvMesh::calcMotionMask() const
{
    Info<< "Updating vertex markup" << endl;

    tmp<scalarField> tvertexMarkup(new scalarField(allPoints().size(), 0));
    scalarField& vertexMarkup = tvertexMarkup();

    cellZoneID movingCellsID(movingCellsName_, cellZones());

    // In order to do a correct update on a mask on processor boundaries,
    // Detection of moving cells should use patchNeighbourField for
    // processor (not coupled!) boundaries.  This is done by expanding
    // a moving cell set into a field and making sure that processor patch
    // points move in sync.  Not done at the moment, probably best to do
    // using parallel update of pointFields.  HJ, 19/Feb/2011

    // If moving cells are found, perform mark-up
    if (movingCellsID.active())
    {
        // Get cell-point addressing
        const labelListList& cp = cellPoints();

        // Get labels of all moving cells
        const labelList& movingCells = cellZones()[movingCellsID.index()];

        forAll (movingCells, cellI)
        {
            const labelList& curCp = cp[movingCells[cellI]];

            forAll (curCp, pointI)
            {
                vertexMarkup[curCp[pointI]] = 1;
            }
        }
    }

    faceZoneID frontFacesID(frontFacesName_, faceZones());

    if (frontFacesID.active())
    {
        const faceZone& frontFaces = faceZones()[frontFacesID.index()];

        const labelList& mp = frontFaces().meshPoints();

        forAll (mp, mpI)
        {
            vertexMarkup[mp[mpI]] = 1;
        }
    }

    faceZoneID backFacesID(backFacesName_, faceZones());

    if (backFacesID.active())
    {
        const faceZone& backFaces = faceZones()[backFacesID.index()];

        const labelList& mp = backFaces().meshPoints();

        forAll (mp, mpI)
        {
            vertexMarkup[mp[mpI]] = 1;
        }
    }

    return tvertexMarkup;
}