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GModelIO_MED.cpp
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Christophe Geuzaine authoredChristophe Geuzaine authored
MFace.cpp 6.96 KiB
// Gmsh - Copyright (C) 1997-2019 C. Geuzaine, J.-F. Remacle
//
// See the LICENSE.txt file for license information. Please report all
// issues on https://gitlab.onelab.info/gmsh/gmsh/issues.
#include <vector>
#include <algorithm>
#include "GmshConfig.h"
#include "MFace.h"
#include "Numeric.h"
#include "ElementType.h"
#include "nodalBasis.h"
#include "BasisFactory.h"
bool compare(const MVertex *const v0, const MVertex *const v1)
{
return v0->getNum() < v1->getNum();
}
void sortVertices(const std::vector<MVertex *> &v, std::vector<char> &s)
{
if(v.size() == 3) {
s.resize(3);
if(v[0]->getNum() < v[1]->getNum() && v[0]->getNum() < v[2]->getNum()) {
s[0] = 0;
s[1] = 1;
s[2] = 2;
}
else if(v[1]->getNum() < v[0]->getNum() &&
v[1]->getNum() < v[2]->getNum()) {
s[0] = 1;
s[1] = 0;
s[2] = 2;
}
else {
s[0] = 2;
s[1] = 0;
s[2] = 1;
}
if(v[s[2]]->getNum() < v[s[1]]->getNum()) {
char temp = s[1];
s[1] = s[2];
s[2] = temp;
}
return;
}
std::vector<MVertex *> sorted = v;
std::sort(sorted.begin(), sorted.end(), compare);
s.reserve(sorted.size());
for(unsigned int i = 0; i < sorted.size(); i++)
s.push_back(
std::distance(v.begin(), std::find(v.begin(), v.end(), sorted[i])));
}
MFace::MFace(MVertex *v0, MVertex *v1, MVertex *v2, MVertex *v3)
{
_v.reserve(v3 ? 4 : 3);
_v.push_back(v0);
_v.push_back(v1);
_v.push_back(v2);
if(v3) _v.push_back(v3);
sortVertices(_v, _si);
}
MFace::MFace(const std::vector<MVertex *> &v)
{
_v.reserve(v.size());
for(unsigned int i = 0; i < v.size(); i++) _v.push_back(v[i]);
sortVertices(_v, _si);
}
double MFace::approximateArea() const
{
SPoint3 p0 = _v[0]->point(), p1 = _v[1]->point(), p2 = _v[2]->point();
double a = triangle_area(p0, p1, p2);
if(_v.size() == 3) return a;
a += triangle_area(p0, p2, _v[3]->point());
return a;
}
SVector3 MFace::normal() const
{
double n[3];
normal3points(_v[0]->x(), _v[0]->y(), _v[0]->z(), _v[1]->x(), _v[1]->y(),
_v[1]->z(), _v[2]->x(), _v[2]->y(), _v[2]->z(), n);
return SVector3(n[0], n[1], n[2]);
}
bool MFace::computeCorrespondence(const MFace &other, int &rotation,
bool &swap) const
{
rotation = 0;
swap = false;
if(*this == other) {
for(std::size_t i = 0; i < getNumVertices(); i++) {
if(_v[0] == other.getVertex(i)) {
rotation = i;
break;
}
}
if(_v[1] == other.getVertex((rotation + 1) % getNumVertices()))
swap = false;
else
swap = true;
return true;
}
return false;
}
MFaceN::MFaceN(int type, int order, const std::vector<MVertex *> &v)
: _type(type), _order(order)
{
_v.resize(v.size());
for(unsigned int i = 0; i < v.size(); i++) _v[i] = v[i];
}
MEdgeN MFaceN::getHighOrderEdge(int num, int sign) const
{
int nCorner = getNumCorners();
std::vector<MVertex *> vertices((unsigned int)_order + 1);
if(sign == 1) {
vertices[0] = _v[num];
vertices[1] = _v[(num + 1) % nCorner];
}
else {
vertices[0] = _v[(num + 1) % nCorner];
vertices[1] = _v[num];
}
int start = nCorner + num * (_order - 1);
int end = nCorner + (num + 1) * (_order - 1);
int k = 1;
if(sign == 1) {
for(int i = start; i < end; ++i) vertices[++k] = _v[i];
}
else {
for(int i = end - 1; i >= start; --i) vertices[++k] = _v[i];
}
return MEdgeN(vertices);
}
MFace MFaceN::getFace() const
{
if(_type == TYPE_TRI)
return MFace(_v[0], _v[1], _v[2]);
else
return MFace(_v[0], _v[1], _v[2], _v[3]);
}
SPoint3 MFaceN::pnt(double u, double v) const
{
int tag = ElementType::getType(_type, _order);
const nodalBasis *fs = BasisFactory::getNodalBasis(tag);
double f[100];
fs->f(u, v, 0, f);
double x = 0, y = 0, z = 0;
for(int j = 0; j < fs->getNumShapeFunctions(); j++) {
x += f[j] * _v[j]->x();
y += f[j] * _v[j]->y();
z += f[j] * _v[j]->z();
}
return SPoint3(x, y, z);
}
SVector3 MFaceN::tangent(double u, double v, int num) const
{
if(num != 0 && num != 1) num = 0;
int tag = ElementType::getType(_type, _order);
const nodalBasis *fs = BasisFactory::getNodalBasis(tag);
double sf[100][3];
fs->df(u, v, 0, sf);
double dx = 0, dy = 0, dz = 0;
for(int j = 0; j < fs->getNumShapeFunctions(); j++) {
dx += sf[j][num] * _v[j]->x();
dy += sf[j][num] * _v[j]->y();
dz += sf[j][num] * _v[j]->z();
}
return SVector3(dx, dy, dz).unit();
}
SVector3 MFaceN::normal(double u, double v) const
{
int tag = ElementType::getType(_type, _order);
const nodalBasis *fs = BasisFactory::getNodalBasis(tag);
double sf[100][3];
fs->df(u, v, 0, sf);
double dx[2] = {0, 0}, dy[2] = {0, 0}, dz[2] = {0, 0};
for(int j = 0; j < fs->getNumShapeFunctions(); j++) {
for(int k = 0; k < 1; ++k) {
dx[k] += sf[j][k] * _v[j]->x();
dy[k] += sf[j][k] * _v[j]->y();
dz[k] += sf[j][k] * _v[j]->z();
}
}
SVector3 t0 = SVector3(dx[0], dy[0], dz[0]);
SVector3 t1 = SVector3(dx[1], dy[1], dz[1]);
return crossprod(t0, t1).unit();
}
void MFaceN::frame(double u, double v, SVector3 &t0, SVector3 &t1,
SVector3 &n) const
{
int tag = ElementType::getType(_type, _order);
const nodalBasis *fs = BasisFactory::getNodalBasis(tag);
double sf[100][3];
fs->df(u, v, 0, sf);
double dx[2] = {0, 0}, dy[2] = {0, 0}, dz[2] = {0, 0};
for(int j = 0; j < fs->getNumShapeFunctions(); j++) {
for(int k = 0; k < 2; ++k) {
dx[k] += sf[j][k] * _v[j]->x();
dy[k] += sf[j][k] * _v[j]->y();
dz[k] += sf[j][k] * _v[j]->z();
}
}
t0 = SVector3(dx[0], dy[0], dz[0]).unit();
t1 = SVector3(dx[1], dy[1], dz[1]).unit();
n = crossprod(t0, t1);
}
void MFaceN::frame(double u, double v, SPoint3 &p, SVector3 &t0, SVector3 &t1,
SVector3 &n) const
{
int tag = ElementType::getType(_type, _order);
const nodalBasis *fs = BasisFactory::getNodalBasis(tag);
double f[100];
double sf[100][3];
fs->f(u, v, 0, f);
fs->df(u, v, 0, sf);
double x = 0, y = 0, z = 0;
double dx[2] = {0, 0}, dy[2] = {0, 0}, dz[2] = {0, 0};
for(int j = 0; j < fs->getNumShapeFunctions(); j++) {
x += f[j] * _v[j]->x();
y += f[j] * _v[j]->y();
z += f[j] * _v[j]->z();
for(int k = 0; k < 2; ++k) {
dx[k] += sf[j][k] * _v[j]->x();
dy[k] += sf[j][k] * _v[j]->y();
dz[k] += sf[j][k] * _v[j]->z();
}
}
p = SPoint3(x, y, z);
t0 = SVector3(dx[0], dy[0], dz[0]).unit();
t1 = SVector3(dx[1], dy[1], dz[1]).unit();
n = crossprod(t0, t1);
}
void MFaceN::repositionInnerVertices(const fullMatrix<double> *placement) const
{
int nCorner = getNumCorners();
int start = nCorner + (_order - 1) * nCorner;
for(int i = start; i < (int)_v.size(); ++i) {
MVertex *v = _v[i];
v->x() = 0;
v->y() = 0;
v->z() = 0;
for(int j = 0; j < placement->size2(); ++j) {
const double coeff = (*placement)(i - start, j);
v->x() += coeff * _v[j]->x();
v->y() += coeff * _v[j]->y();
v->z() += coeff * _v[j]->z();
}
}
}