OpenFOAM-5.x/src/OpenFOAM/meshes/primitiveShapes/triangle/triangle.H
Will Bainbridge 14cc288672 tetrahedron: triangle: Improved barycentric handling on tets and tris
Updated the tetrahedron and triangle classes to use the barycentric
primitives. Removed duplicate code for generating random positions in
tets and tris, and fixed bug in tri random position.
2017-07-05 14:37:53 +01:00

275 lines
8.1 KiB
C++

/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2011-2017 OpenFOAM Foundation
\\/ M anipulation |
-------------------------------------------------------------------------------
License
This file is part of OpenFOAM.
OpenFOAM is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
for more details.
You should have received a copy of the GNU General Public License
along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>.
Class
Foam::triangle
Description
A triangle primitive used to calculate face normals and swept volumes.
SourceFiles
triangleI.H
\*---------------------------------------------------------------------------*/
#ifndef triangle_H
#define triangle_H
#include "intersection.H"
#include "vector.H"
#include "tensor.H"
#include "pointHit.H"
#include "Random.H"
#include "cachedRandom.H"
#include "FixedList.H"
#include "UList.H"
#include "linePointRef.H"
#include "barycentric2D.H"
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
namespace Foam
{
class Istream;
class Ostream;
// Forward declaration of friend functions and operators
template<class Point, class PointRef> class triangle;
template<class Point, class PointRef>
inline Istream& operator>>
(
Istream&,
triangle<Point, PointRef>&
);
template<class Point, class PointRef>
inline Ostream& operator<<
(
Ostream&,
const triangle<Point, PointRef>&
);
/*---------------------------------------------------------------------------*\
Class triangle Declaration
\*---------------------------------------------------------------------------*/
template<class Point, class PointRef>
class triangle
{
// Private data
PointRef a_, b_, c_;
public:
//- Return types for classify
enum proxType
{
NONE,
POINT, // Close to point
EDGE // Close to edge
};
// Constructors
//- Construct from three points
inline triangle(const Point& a, const Point& b, const Point& c);
//- Construct from three points in the list of points
// The indices could be from triFace etc.
inline triangle
(
const UList<Point>&,
const FixedList<label, 3>& indices
);
//- Construct from Istream
inline triangle(Istream&);
// Member Functions
// Access
//- Return first vertex
inline const Point& a() const;
//- Return second vertex
inline const Point& b() const;
//- Return third vertex
inline const Point& c() const;
// Properties
//- Return centre (centroid)
inline Point centre() const;
//- Return scalar magnitude
inline scalar mag() const;
//- Return vector normal
inline vector normal() const;
//- Return circum-centre
inline Point circumCentre() const;
//- Return circum-radius
inline scalar circumRadius() const;
//- Return quality: Ratio of triangle and circum-circle
// area, scaled so that an equilateral triangle has a
// quality of 1
inline scalar quality() const;
//- Return swept-volume
inline scalar sweptVol(const triangle& t) const;
//- Return the inertia tensor, with optional reference
// point and density specification
inline tensor inertia
(
PointRef refPt = vector::zero,
scalar density = 1.0
) const;
//- Return a random point on the triangle from a uniform
// distribution
inline Point randomPoint(Random& rndGen) const;
//- Return a random point on the triangle from a uniform
// distribution
inline Point randomPoint(cachedRandom& rndGen) const;
//- Calculate the point from the given barycentric coordinates.
inline Point barycentricToPoint(const barycentric2D& bary) const;
//- Calculate the barycentric coordinates from the given point
inline barycentric2D pointToBarycentric(const point& pt) const;
//- Calculate the barycentric coordinates from the given point.
// Returns the determinant.
inline scalar pointToBarycentric
(
const point& pt,
barycentric2D& bary
) const;
//- Return point intersection with a ray.
// For a hit, the distance is signed. Positive number
// represents the point in front of triangle.
// In case of miss pointHit is set to nearest point
// on triangle and its distance to the distance between
// the original point and the plane intersection point
inline pointHit ray
(
const point& p,
const vector& q,
const intersection::algorithm = intersection::FULL_RAY,
const intersection::direction dir = intersection::VECTOR
) const;
//- Fast intersection with a ray.
// For a hit, the pointHit.distance() is the line parameter t :
// intersection=p+t*q. Only defined for VISIBLE, FULL_RAY or
// HALF_RAY. tol increases the virtual size of the triangle
// by a relative factor.
inline pointHit intersection
(
const point& p,
const vector& q,
const intersection::algorithm alg,
const scalar tol = 0.0
) const;
//- Find the nearest point to p on the triangle and classify it:
// + near point (nearType=POINT, nearLabel=0, 1, 2)
// + near edge (nearType=EDGE, nearLabel=0, 1, 2)
// Note: edges are counted from starting
// vertex so e.g. edge 2 is from f[2] to f[0]
pointHit nearestPointClassify
(
const point& p,
label& nearType,
label& nearLabel
) const;
//- Return nearest point to p on triangle
inline pointHit nearestPoint(const point& p) const;
//- Classify nearest point to p in triangle plane
// w.r.t. triangle edges and points. Returns inside
// (true)/outside (false).
bool classify
(
const point& p,
label& nearType,
label& nearLabel
) const;
//- Return nearest point to line on triangle. Returns hit if
// point is inside triangle. Sets edgePoint to point on edge
// (hit if nearest is inside line)
inline pointHit nearestPoint
(
const linePointRef& edge,
pointHit& edgePoint
) const;
// IOstream operators
friend Istream& operator>> <Point, PointRef>
(
Istream&,
triangle&
);
friend Ostream& operator<< <Point, PointRef>
(
Ostream&,
const triangle&
);
};
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
} // End namespace Foam
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
#include "triangleI.H"
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
#endif
// ************************************************************************* //