Fix tutorials: coupled/conjugateHeatFoam/conjugateCavity: fix Allrun file
[OpenFOAM-1.6-ext.git] / src / triSurface / meshTriangulation / meshTriangulation.C
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1 /*---------------------------------------------------------------------------*\
2   =========                 |
3   \\      /  F ield         | OpenFOAM: The Open Source CFD Toolbox
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7 -------------------------------------------------------------------------------
8 License
9     This file is part of OpenFOAM.
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14     option) any later version.
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18     FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
19     for more details.
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25 \*---------------------------------------------------------------------------*/
27 #include "meshTriangulation.H"
28 #include "polyMesh.H"
29 #include "faceTriangulation.H"
31 // * * * * * * * * * * * * * Private Member Functions  * * * * * * * * * * * //
33 bool Foam::meshTriangulation::isInternalFace
35     const primitiveMesh& mesh,
36     const boolList& includedCell,
37     const label faceI
40     if (mesh.isInternalFace(faceI))
41     {
42         label own = mesh.faceOwner()[faceI];
43         label nei = mesh.faceNeighbour()[faceI];
45         if (includedCell[own] && includedCell[nei])
46         {
47             // Neighbouring cell will get included in subset
48             // as well so face is internal.
49             return true;
50         }
51         else
52         {
53             return false;
54         }
55     }
56     else
57     {
58         return false;
59     }
63 void Foam::meshTriangulation::getFaces
65     const primitiveMesh& mesh,
66     const boolList& includedCell,
67     boolList& faceIsCut,
68     label& nFaces,
69     label& nInternalFaces
71 {    
72     // All faces to be triangulated.     
73     faceIsCut.setSize(mesh.nFaces());
74     faceIsCut = false;
76     nFaces = 0;
77     nInternalFaces = 0;
78     
79     forAll(includedCell, cellI)
80     {
81         // Include faces of cut cells only.
82         if (includedCell[cellI])
83         {
84             const labelList& cFaces = mesh.cells()[cellI];
86             forAll(cFaces, i)
87             {
88                 label faceI = cFaces[i];
90                 if (!faceIsCut[faceI])
91                 {
92                     // First visit of face.
93                     nFaces++;
94                     faceIsCut[faceI] = true;
96                     // See if would become internal or external face
97                     if (isInternalFace(mesh, includedCell, faceI))
98                     {
99                         nInternalFaces++;
100                     }
101                 }
102             }
103         }
104     }
106     Pout<< "Subset consists of " << nFaces << " faces out of " << mesh.nFaces()
107         << " of which " << nInternalFaces << " are internal" << endl;
111 void Foam::meshTriangulation::insertTriangles
113     const triFaceList& faceTris,
114     const label faceI,
115     const label regionI,
116     const bool reverse,
118     List<labelledTri>& triangles,
119     label& triI
122     // Copy triangles. Optionally reverse them
123     forAll(faceTris, i)
124     {
125         const triFace& f = faceTris[i];
127         labelledTri& tri = triangles[triI];
129         if (reverse)
130         {
131             tri[0] = f[0];
132             tri[2] = f[1];
133             tri[1] = f[2];
134         }
135         else
136         {
137             tri[0] = f[0];
138             tri[1] = f[1];
139             tri[2] = f[2];
140         }
142         tri.region() = regionI;
144         faceMap_[triI] = faceI;
146         triI++;
147     }
151 // * * * * * * * * * * * * * * * * Constructors  * * * * * * * * * * * * * * //
153 // Null constructor
154 Foam::meshTriangulation::meshTriangulation()
156     triSurface(),
157     nInternalFaces_(0),
158     faceMap_()
162 // Construct from faces of cells
163 Foam::meshTriangulation::meshTriangulation
165     const polyMesh& mesh,
166     const label internalFacesPatch,
167     const boolList& includedCell,
168     const bool faceCentreDecomposition
171     triSurface(),
172     nInternalFaces_(0),
173     faceMap_()
175     const faceList& faces = mesh.faces();
176     const pointField& points = mesh.points();
177     const polyBoundaryMesh& patches = mesh.boundaryMesh();
179     // All faces to be triangulated.     
180     boolList faceIsCut;
181     label nFaces, nInternalFaces;
183     getFaces
184     (
185         mesh,
186         includedCell,
187         faceIsCut,
188         nFaces,
189         nInternalFaces
190     );
193     // Find upper limit for number of triangles
194     // (can be less if triangulation fails)
195     label nTotTri = 0;
197     if (faceCentreDecomposition)
198     {
199         forAll(faceIsCut, faceI)
200         {
201             if (faceIsCut[faceI])
202             {
203                 nTotTri += faces[faceI].size();
204             }
205         }
206     }
207     else
208     {
209         forAll(faceIsCut, faceI)
210         {
211             if (faceIsCut[faceI])
212             {
213                 nTotTri += faces[faceI].nTriangles(points);
214             }
215         }
216     }
217     Pout<< "nTotTri : " << nTotTri << endl;
220     // Storage for new and old points (only for faceCentre decomposition;
221     // for triangulation uses only existing points)
222     pointField newPoints;
224     if (faceCentreDecomposition)
225     {
226         newPoints.setSize(mesh.nPoints() + faces.size());
227         forAll(mesh.points(), pointI)
228         {
229             newPoints[pointI] = mesh.points()[pointI];
230         }
231         // Face centres
232         forAll(faces, faceI)
233         {
234             newPoints[mesh.nPoints() + faceI] = mesh.faceCentres()[faceI];
235         }
236     }
238     // Storage for all triangles
239     List<labelledTri> triangles(nTotTri);
240     faceMap_.setSize(nTotTri);
241     label triI = 0;
244     if (faceCentreDecomposition)
245     {
246         // Decomposition around face centre
247         // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
249         // Triangulate internal faces
250         forAll(faceIsCut, faceI)
251         {
252             if (faceIsCut[faceI] && isInternalFace(mesh, includedCell, faceI))
253             {
254                 // Face was internal to the mesh and will be 'internal' to
255                 // the surface.
257                 // Triangulate face
258                 const face& f = faces[faceI];
260                 forAll(f, fp)
261                 {
262                     faceMap_[triI] = faceI;
264                     triangles[triI++] =
265                         labelledTri
266                         (
267                             f[fp],
268                             f.nextLabel(fp),
269                             mesh.nPoints() + faceI,     // face centre
270                             internalFacesPatch
271                         );
272                 }
273             }
274         }
275         nInternalFaces_ = triI;
278         // Triangulate external faces
279         forAll(faceIsCut, faceI)
280         {
281             if (faceIsCut[faceI] && !isInternalFace(mesh, includedCell, faceI))
282             {
283                 // Face will become outside of the surface.
285                 label patchI = -1;
286                 bool reverse = false;
288                 if (mesh.isInternalFace(faceI))
289                 {
290                     patchI = internalFacesPatch;
292                     // Check orientation. Check which side of the face gets
293                     // included (note: only one side is).
294                     if (includedCell[mesh.faceOwner()[faceI]])
295                     {
296                         reverse = false;
297                     }
298                     else
299                     {
300                         reverse = true;
301                     }
302                 }
303                 else
304                 {
305                     // Face was already outside so orientation ok.
307                     patchI = patches.whichPatch(faceI);
309                     reverse = false;
310                 }
313                 // Triangulate face
314                 const face& f = faces[faceI];
316                 if (reverse)
317                 {
318                     forAll(f, fp)
319                     {
320                         faceMap_[triI] = faceI;
322                         triangles[triI++] =
323                             labelledTri
324                             (
325                                 f.nextLabel(fp),
326                                 f[fp],
327                                 mesh.nPoints() + faceI,     // face centre
328                                 patchI
329                             );
330                     }
331                 }
332                 else
333                 {
334                     forAll(f, fp)
335                     {
336                         faceMap_[triI] = faceI;
338                         triangles[triI++] =
339                             labelledTri
340                             (
341                                 f[fp],
342                                 f.nextLabel(fp),
343                                 mesh.nPoints() + faceI,     // face centre
344                                 patchI
345                             );
346                     }
347                 }
348             }
349         }
350     }
351     else
352     {
353         // Triangulation using existing vertices
354         // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
356         // Triangulate internal faces
357         forAll(faceIsCut, faceI)
358         {
359             if (faceIsCut[faceI] && isInternalFace(mesh, includedCell, faceI))
360             {
361                 // Face was internal to the mesh and will be 'internal' to
362                 // the surface.
364                 // Triangulate face. Fall back to naive triangulation if failed.
365                 faceTriangulation faceTris(points, faces[faceI], true);
367                 if (faceTris.empty())
368                 {
369                     WarningIn("meshTriangulation::meshTriangulation")
370                         << "Could not find triangulation for face " << faceI
371                         << " vertices " << faces[faceI] << " coords "
372                         << IndirectList<point>(points, faces[faceI])() << endl;
373                 }
374                 else
375                 {
376                     // Copy triangles. Make them internalFacesPatch
377                     insertTriangles
378                     (
379                         faceTris,
380                         faceI,
381                         internalFacesPatch,
382                         false,                  // no reverse
384                         triangles,
385                         triI
386                     );
387                 }
388             }
389         }
390         nInternalFaces_ = triI;
393         // Triangulate external faces
394         forAll(faceIsCut, faceI)
395         {
396             if (faceIsCut[faceI] && !isInternalFace(mesh, includedCell, faceI))
397             {
398                 // Face will become outside of the surface.
400                 label patchI = -1;
401                 bool reverse = false;
403                 if (mesh.isInternalFace(faceI))
404                 {
405                     patchI = internalFacesPatch;
407                     // Check orientation. Check which side of the face gets
408                     // included (note: only one side is).
409                     if (includedCell[mesh.faceOwner()[faceI]])
410                     {
411                         reverse = false;
412                     }
413                     else
414                     {
415                         reverse = true;
416                     }
417                 }
418                 else
419                 {
420                     // Face was already outside so orientation ok.
422                     patchI = patches.whichPatch(faceI);
424                     reverse = false;
425                 }
427                 // Triangulate face
428                 faceTriangulation faceTris(points, faces[faceI], true);
430                 if (faceTris.empty())
431                 {
432                     WarningIn("meshTriangulation::meshTriangulation")
433                         << "Could not find triangulation for face " << faceI
434                         << " vertices " << faces[faceI] << " coords "
435                         << IndirectList<point>(points, faces[faceI])() << endl;
436                 }
437                 else
438                 {
439                     // Copy triangles. Optionally reverse them
440                     insertTriangles
441                     (
442                         faceTris,
443                         faceI,
444                         patchI,
445                         reverse,    // whether to reverse
447                         triangles,
448                         triI
449                     );
450                 }
451             }
452         }
453     }
455     // Shrink if nessecary (because of invalid triangulations)
456     triangles.setSize(triI);
457     faceMap_.setSize(triI);
459     Pout<< "nInternalFaces_:" << nInternalFaces_ << endl;
460     Pout<< "triangles:" << triangles.size() << endl;
463     geometricSurfacePatchList surfPatches(patches.size());
465     forAll(patches, patchI)
466     {
467         surfPatches[patchI] =
468             geometricSurfacePatch
469             (
470                 patches[patchI].physicalType(),
471                 patches[patchI].name(),
472                 patchI
473             );
474     }
476     // Create globally numbered tri surface
477     if (faceCentreDecomposition)
478     {
479         // Use newPoints (mesh points + face centres)
480         triSurface globalSurf(triangles, surfPatches, newPoints);
482         // Create locally numbered tri surface
483         triSurface::operator=
484         (
485             triSurface
486             (
487                 globalSurf.localFaces(),
488                 surfPatches,
489                 globalSurf.localPoints()
490             )
491         );
492     }
493     else
494     {
495         // Use mesh points
496         triSurface globalSurf(triangles, surfPatches, mesh.points());
498         // Create locally numbered tri surface
499         triSurface::operator=
500         (
501             triSurface
502             (
503                 globalSurf.localFaces(),
504                 surfPatches,
505                 globalSurf.localPoints()
506             )
507         );
508     }
512 // ************************************************************************* //