LCOV - code coverage report
Current view: top level - ugbase/lib_grid/algorithms/geom_obj_util - face_util_impl.hpp (source / functions) Coverage Total Hit
Test: coverage.info Lines: 0.0 % 36 0
Test Date: 2025-09-21 23:31:46 Functions: 0.0 % 13 0

            Line data    Source code
       1              : /*
       2              :  * Copyright (c) 2010-2015:  G-CSC, Goethe University Frankfurt
       3              :  * Author: Sebastian Reiter
       4              :  * 
       5              :  * This file is part of UG4.
       6              :  * 
       7              :  * UG4 is free software: you can redistribute it and/or modify it under the
       8              :  * terms of the GNU Lesser General Public License version 3 (as published by the
       9              :  * Free Software Foundation) with the following additional attribution
      10              :  * requirements (according to LGPL/GPL v3 §7):
      11              :  * 
      12              :  * (1) The following notice must be displayed in the Appropriate Legal Notices
      13              :  * of covered and combined works: "Based on UG4 (www.ug4.org/license)".
      14              :  * 
      15              :  * (2) The following notice must be displayed at a prominent place in the
      16              :  * terminal output of covered works: "Based on UG4 (www.ug4.org/license)".
      17              :  * 
      18              :  * (3) The following bibliography is recommended for citation and must be
      19              :  * preserved in all covered files:
      20              :  * "Reiter, S., Vogel, A., Heppner, I., Rupp, M., and Wittum, G. A massively
      21              :  *   parallel geometric multigrid solver on hierarchically distributed grids.
      22              :  *   Computing and visualization in science 16, 4 (2013), 151-164"
      23              :  * "Vogel, A., Reiter, S., Rupp, M., Nägel, A., and Wittum, G. UG4 -- a novel
      24              :  *   flexible software system for simulating pde based models on high performance
      25              :  *   computers. Computing and visualization in science 16, 4 (2013), 165-179"
      26              :  * 
      27              :  * This program is distributed in the hope that it will be useful,
      28              :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      29              :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
      30              :  * GNU Lesser General Public License for more details.
      31              :  */
      32              : 
      33              : #ifndef __H__LIB_GRID__FACE_UTIL_IMPL__
      34              : #define __H__LIB_GRID__FACE_UTIL_IMPL__
      35              : 
      36              : #include "face_util.h"
      37              : 
      38              : namespace ug
      39              : {
      40              : 
      41              : ////////////////////////////////////////////////////////////////////////
      42              : template <class TIterator>
      43              : number AreaFaceQuality(TIterator facesBegin, TIterator facesEnd,
      44              :                                            Grid::VertexAttachmentAccessor<APosition>& aaPos)
      45              : {
      46              : //      if the area is empty return 0 (bad)
      47              :         if(facesBegin == facesEnd)
      48              :                 return 0;
      49              : 
      50              : //      get the first
      51              :         number q = FaceQuality(*facesBegin, aaPos);
      52              :         ++facesBegin;
      53              : 
      54              : //      iterate over the others and find a worse one
      55              :         for(; facesBegin != facesEnd; ++facesBegin){
      56              :                 number tq = FaceQuality(*facesBegin, aaPos);
      57              :                 if(tq < q)
      58              :                         q = tq;
      59              :         }
      60              : 
      61              : //      return the quality
      62              :         return q;
      63              : }
      64              : 
      65              : ////////////////////////////////////////////////////////////////////////
      66              : inline void Triangulate(Grid& grid,
      67              :                                                 Grid::VertexAttachmentAccessor<APosition>* paaPos)
      68              : {
      69              :         Triangulate(grid, grid.begin<Quadrilateral>(),
      70              :                                 grid.end<Quadrilateral>(), paaPos);
      71              : }
      72              : 
      73              : 
      74              : ////////////////////////////////////////////////////////////////////////
      75              : template<class TVertexPositionAttachmentAccessor>
      76              : typename TVertexPositionAttachmentAccessor::ValueType
      77            0 : CalculateCenter(const FaceVertices* f, TVertexPositionAttachmentAccessor& aaPosVRT)
      78              : {
      79            0 :         const size_t numVrts = f->num_vertices();
      80              :         typename TVertexPositionAttachmentAccessor::ValueType v;
      81              : //      init v with 0.
      82              :         VecSet(v, 0);
      83              : 
      84            0 :         FaceVertices::ConstVertexArray vrts = f->vertices();
      85              : 
      86              : //      sum up
      87            0 :         for(size_t i = 0; i < numVrts; ++i)
      88              :         {
      89            0 :                 VecAdd(v, v, aaPosVRT[vrts[i]]);
      90              :         }
      91              : 
      92              : //      average
      93            0 :         if(numVrts > 0)
      94            0 :                 VecScale(v, v, 1./(number)numVrts);
      95              : 
      96            0 :         return v;
      97              : }
      98              : 
      99              : 
     100              : ////////////////////////////////////////////////////////////////////////
     101              : template<class TAAPosVRT, class TAAWeightVRT>
     102              : UG_API
     103              : typename TAAPosVRT::ValueType
     104              : CalculateCenter(const FaceVertices* f, TAAPosVRT& aaPos, TAAWeightVRT& aaWeight)
     105              : {
     106              :         uint numVrts = f->num_vertices();
     107              :         typename TAAPosVRT::ValueType v;
     108              :         typedef typename TAAWeightVRT::ValueType weight_t;
     109              : //      init v with 0.
     110              :         VecSet(v, 0);
     111              : 
     112              :         FaceVertices::ConstVertexArray vrts = f->vertices();
     113              : 
     114              : //      sum up
     115              :         weight_t totalWeight = 0;
     116              :         for(uint i = 0; i < numVrts; ++i)
     117              :         {
     118              :                 weight_t w = aaWeight[vrts[i]];
     119              :                 VecScaleAppend(v, w, aaPos[vrts[i]]);
     120              :                 totalWeight += w;
     121              :         }
     122              : 
     123              : //      average
     124              :         if(totalWeight != 0)
     125              :                 VecScale(v, v, 1./(number)totalWeight);
     126              : 
     127              :         return v;
     128              : }
     129              : 
     130              : ////////////////////////////////////////////////////////////////////////
     131              : template <class vector_t, class TAAPos>
     132              : bool
     133            0 : ContainsPoint(const FaceVertices* f, const vector_t& p, TAAPos aaPos)
     134              : {
     135            0 :         switch(f->num_vertices()){
     136            0 :                 case 3: return PointIsInsideTriangle(p, aaPos[f->vertex(0)],
     137            0 :                                                                                          aaPos[f->vertex(1)],
     138            0 :                                                                                          aaPos[f->vertex(2)]);
     139            0 :                 case 4: return PointIsInsideQuadrilateral(p, aaPos[f->vertex(0)],
     140            0 :                                                                                                   aaPos[f->vertex(1)],
     141            0 :                                                                                                   aaPos[f->vertex(2)],
     142            0 :                                                                                                   aaPos[f->vertex(3)]);
     143            0 :                 default:
     144            0 :                         UG_THROW("Unknown face type with " << f->num_vertices()
     145              :                                         << " vertices encountered in ContainsPoint(...).");
     146              :         }
     147              :         return false;
     148              : }
     149              : 
     150              : ////////////////////////////////////////////////////////////////////////
     151              : //      project points to surface 
     152              : template <class TTriangleIterator, class TAAPosVRT>
     153              : bool ProjectPointToSurface(vector3& vOut, const vector3& v, const vector3& n,
     154              :                                                    TTriangleIterator trisBegin, TTriangleIterator trisEnd,
     155              :                                                    TAAPosVRT& aaPos, bool compareNormals)
     156              : {
     157              :         bool gotOne = false;
     158              :         number bestDist = 0;    // value doesn't matter - will be overwritten later on.
     159              : 
     160              : //      iterate through all triangles and find the closest intersection
     161              :         for(TTriangleIterator iter = trisBegin; iter != trisEnd; ++iter)
     162              :         {
     163              :                 Triangle* tri = *iter;
     164              :                 
     165              :                 const vector3& p1 = aaPos[tri->vertex(0)];
     166              :                 const vector3& p2 = aaPos[tri->vertex(1)];
     167              :                 const vector3& p3 = aaPos[tri->vertex(2)];
     168              :                 
     169              :                 vector3 tn;
     170              :                 CalculateTriangleNormalNoNormalize(tn, p1, p2, p3);
     171              :                 
     172              :         //      if normal-check is enabled, we have to make sure, that the points
     173              :         //      normal points into the same direction as the triangles normal.
     174              :                 if(compareNormals){
     175              :                         if(VecDot(tn, n) <= 0)
     176              :                                 continue;
     177              :                 }
     178              :                 
     179              :                 number bc1, bc2;
     180              :                 vector3 vTmp;
     181              :                 number distance = DistancePointToTriangle(vTmp, bc1, bc2,
     182              :                                                                                                         v, p1, p2, p3, tn);
     183              :         
     184              :                 if(gotOne){
     185              :                         if(distance < bestDist){
     186              :                                 bestDist = distance;
     187              :                                 vOut = vTmp;
     188              :                         }
     189              :                 }
     190              :                 else{
     191              :                         gotOne = true;
     192              :                         vOut = vTmp;
     193              :                         bestDist = distance;
     194              :                 }
     195              :         }
     196              : 
     197              :         return gotOne;
     198              : }
     199              : 
     200              : template <class TAAPosVRT>
     201            0 : int PointFaceTest(vector3& v, Face* f, TAAPosVRT& aaPos)
     202              : {
     203              :         vector3 n;
     204              :         vector3 dir;
     205              :         
     206            0 :         CalculateNormal(n, f, aaPos);
     207            0 :         VecSubtract(dir, v, aaPos[f->vertex(0)]);
     208              :         
     209              :         number d = VecDot(dir, n);
     210            0 :         if(d > 0)
     211              :                 return 1;
     212            0 :         if(d < 0)
     213            0 :                 return -1;
     214              :         return 0;
     215              : }
     216              : 
     217              : template <class TAAPosVRT>
     218            0 : bool IsDegenerated(Face* f, TAAPosVRT& aaPos, number threshold)
     219              : {
     220            0 :         number threshSQ = threshold * threshold;
     221            0 :         size_t numVrts = f->num_vertices();
     222              : 
     223            0 :         for(size_t i = 0; i < numVrts; ++i){
     224            0 :                 if(VecDistanceSq(aaPos[f->vertex(i)], aaPos[f->vertex((i+1) % numVrts)])
     225              :                         < threshSQ)
     226              :                 {
     227              :                         return true;
     228              :                 }
     229              :         }
     230              :         return false;
     231              : }
     232              : 
     233              : ////////////////////////////////////////////////////////////////////////
     234              : template <class TAAPosVRT>
     235            0 : number FaceArea(FaceVertices* f, TAAPosVRT& aaPos)
     236              : {
     237              :         number area = 0;
     238            0 :         for(size_t i = 2; i < f->num_vertices(); ++i){
     239            0 :                 area += TriangleArea(aaPos[f->vertex(0)],
     240            0 :                                                          aaPos[f->vertex(i - 1)],
     241            0 :                                                          aaPos[f->vertex(i)]);
     242              :         }
     243            0 :         return area;
     244              : }
     245              : 
     246              : ////////////////////////////////////////////////////////////////////////
     247              : template <class TIterator, class TAAPosVRT>
     248              : number FaceArea(TIterator facesBegin, TIterator facesEnd, TAAPosVRT& aaPos)
     249              : {
     250              :         number sum = 0.;
     251              : 
     252              :         for (; facesBegin != facesEnd; ++facesBegin)
     253              :                 sum += FaceArea(*facesBegin, aaPos);
     254              : 
     255              :         return sum;
     256              : }
     257              : 
     258              : ////////////////////////////////////////////////////////////////////////
     259              : template <class TIterator, class TAAPosVRT>
     260              : Face* FindSmallestFace(TIterator facesBegin, TIterator facesEnd, TAAPosVRT& aaPos)
     261              : {
     262              :         //      if facesBegin equals facesEnd, then the list is empty and we can
     263              :         //      immediately return NULL
     264              :                 if(facesBegin == facesEnd)
     265              :                         return NULL;
     266              : 
     267              :         //      the first face is the first candidate for the smallest face.
     268              :                 Face* smallestFace = *facesBegin;
     269              :                 number smallestArea = FaceArea(smallestFace, aaPos);
     270              :                 ++facesBegin;
     271              : 
     272              :                 for(; facesBegin != facesEnd; ++facesBegin){
     273              :                         Face* curFace = *facesBegin;
     274              :                         number curArea = FaceArea(curFace, aaPos);
     275              :                         if(curArea < smallestArea){
     276              :                                 smallestFace = curFace;
     277              :                                 smallestArea = curArea;
     278              :                         }
     279              :                 }
     280              : 
     281              :                 return smallestFace;
     282              : }
     283              : 
     284              : 
     285              : }//     end of namespace
     286              : 
     287              : #endif
        

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