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Commit 1f88f0b7 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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Apply the surface re-orientation hack to quadrangles (and to extruded
meshes!)
parent 191155d5
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// $Id: Geom.cpp,v 1.66 2004-06-22 17:34:10 geuzaine Exp $
// $Id: Geom.cpp,v 1.67 2004-06-23 03:57:43 geuzaine Exp $
//
// Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
//
......@@ -285,8 +285,6 @@ void Draw_Triangulated_Surface(Surface * s)
}
}
void Get_SurfaceNormal(Surface *s, double n[3]);
void Draw_Plane_Surface(Surface * s)
{
int i, j, k;
......
// $Id: 2D_Mesh.cpp,v 1.63 2004-06-22 22:10:11 geuzaine Exp $
// $Id: 2D_Mesh.cpp,v 1.64 2004-06-23 03:57:43 geuzaine Exp $
//
// Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
//
......@@ -773,23 +773,21 @@ void ActionEndTheCurve(void *a, void *b)
End_Curve(c);
}
void ActionInvertTriQua(void *a, void *b)
void ActionInvertTri(void *a, void *b)
{
Simplex *s = *(Simplex **) a;
Vertex *tmp;
if(s->V[3]){
tmp = s->V[1];
s->V[1] = s->V[3];
s->V[3] = tmp;
}
else if(s->V[2]){
tmp = s->V[1];
Vertex *tmp = s->V[1];
s->V[1] = s->V[2];
s->V[2] = tmp;
}
}
int isPointOnPlanarSurface(Surface * S, double X, double Y, double Z, double n[3]);
void ActionInvertQua(void *a, void *b)
{
Quadrangle *q = *(Quadrangle **) a;
Vertex *tmp = q->V[1];
q->V[1] = q->V[3];
q->V[3] = tmp;
}
int isMiddlePointOnPlanarSurface(Surface *s, Vertex *v1, Vertex *v2)
{
......@@ -858,15 +856,19 @@ void Get_SurfaceNormal(Surface *s, double n[3])
}
}
// Horrible (tm) hack to orient the elements correctly. This is
// *definitely* not the best way to do it, but I don't have time to
// look into the issue right now.
void ReOrientSurfaceMesh(Surface *s)
{
// Horrible (tm) hack to orient the elements correctly. This is
// *definitely* not the best way to do it, but I don't have time
// to look into the issue right now.
Simplex *simp;
if(Tree_Right(s->Simplexes, &simp)){
double t1[3], t2[3], n1[3], n2[3], res;
Simplex *simp;
Quadrangle *quad;
Get_SurfaceNormal(s, n1);
if(Tree_Right(s->Simplexes, &simp)){
t1[0] = simp->V[1]->Pos.X - simp->V[0]->Pos.X;
t1[1] = simp->V[1]->Pos.Y - simp->V[0]->Pos.Y;
t1[2] = simp->V[1]->Pos.Z - simp->V[0]->Pos.Z;
......@@ -875,19 +877,28 @@ void ReOrientSurfaceMesh(Surface *s)
t2[2] = simp->V[2]->Pos.Z - simp->V[0]->Pos.Z;
prodve(t1, t2, n2);
norme(n2);
/*
printf("n1=%g %g %g\n", n1[0], n1[1], n1[2]);
printf("n2=%g %g %g (elt: (%g,%g,%g) (%g,%g,%g) (%g,%g,%g))\n",
n2[0], n2[1], n2[2],
simp->V[0]->Pos.X, simp->V[0]->Pos.Y, simp->V[0]->Pos.Z,
simp->V[1]->Pos.X, simp->V[1]->Pos.Y, simp->V[1]->Pos.Z,
simp->V[2]->Pos.X, simp->V[2]->Pos.Y, simp->V[2]->Pos.Z);
*/
prosca(n1, n2, &res);
if(res < 0.0){
Msg(DEBUG, "Inverting orientation of elements in %s surface %d (res = %g)",
Msg(DEBUG, "Inverting triangles in %s surface %d (res = %g)",
(s->Typ == MSH_SURF_PLAN) ? "Plane" : "NonPlane", s->Num, res);
Tree_Action(s->Simplexes, ActionInvertTriQua);
Tree_Action(s->Simplexes, ActionInvertTri);
}
}
if(Tree_Right(s->Quadrangles, &quad)){
t1[0] = quad->V[1]->Pos.X - quad->V[0]->Pos.X;
t1[1] = quad->V[1]->Pos.Y - quad->V[0]->Pos.Y;
t1[2] = quad->V[1]->Pos.Z - quad->V[0]->Pos.Z;
t2[0] = quad->V[2]->Pos.X - quad->V[0]->Pos.X;
t2[1] = quad->V[2]->Pos.Y - quad->V[0]->Pos.Y;
t2[2] = quad->V[2]->Pos.Z - quad->V[0]->Pos.Z;
prodve(t1, t2, n2);
norme(n2);
prosca(n1, n2, &res);
if(res < 0.0){
Msg(DEBUG, "Inverting quads in %s surface %d (res = %g)",
(s->Typ == MSH_SURF_PLAN) ? "Plane" : "NonPlane", s->Num, res);
Tree_Action(s->Quadrangles, ActionInvertQua);
}
}
}
......@@ -929,17 +940,11 @@ void Maillage_Surface(void *data, void *dum)
if(MeshTransfiniteSurface(s) ||
MeshEllipticSurface(s) ||
MeshCylindricalSurface(s) ||
MeshParametricSurface(s)) {
Tree_Action(THEM->Points, PutVertex_OnSurf);
Tree_Action(s->Vertices, PutVertex_OnSurf);
Tree_Action(s->Vertices, Add_In_Mesh);
}
else if(Extrude_Mesh(s)) {
MeshParametricSurface(s) ||
Extrude_Mesh(s)) {
Tree_Action(THEM->Points, PutVertex_OnSurf);
Tree_Action(s->Vertices, PutVertex_OnSurf);
Tree_Action(s->Vertices, Add_In_Mesh);
// FIXME: big hack
//ReOrientSurfaceMesh(s);
}
else{
int TypSurface = s->Typ;
......
// $Id: 3D_Extrude.cpp,v 1.80 2004-06-08 02:10:32 geuzaine Exp $
// $Id: 3D_Extrude.cpp,v 1.81 2004-06-23 03:57:43 geuzaine Exp $
//
// Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
//
......@@ -1046,6 +1046,9 @@ int Extrude_Mesh(Surface * s)
Tree_Action(s->Simplexes, AddSimVertsInSurf);
Tree_Action(s->Quadrangles, AddQuadVertsInSurf);
// FIXME: big hack
ReOrientSurfaceMesh(s);
return true;
}
......
......@@ -476,6 +476,9 @@ void Projette_Plan_Moyen(void *a, void *b);
void Projette_Inverse(void *a, void *b);
void Freeze_Vertex(void *a, void *b);
void deFreeze_Vertex(void *a, void *b);
int isPointOnPlanarSurface(Surface * S, double X, double Y, double Z, double n[3]);
void Get_SurfaceNormal(Surface *s, double n[3]);
void ReOrientSurfaceMesh(Surface *s);
double Lc_XYZ(double X, double Y, double Z, Mesh * m);
void ActionLiss(void *data, void *dummy);
......
$Id: TODO,v 1.49 2004-06-02 02:22:13 geuzaine Exp $
$Id: TODO,v 1.50 2004-06-23 03:57:43 geuzaine Exp $
add ternary operator and <,>,<=,>=,== tests in MathEval
......@@ -34,6 +34,12 @@ interactive use?)
********************************************************************
Find a better solution for the orientation of the surface mesh
elements. The current "a posteriori re-orientation" solution is a
real crime against good taste :-)
********************************************************************
Yves Krahenbuhl wrote:
> Lors de la creation des elements du 2eme ordre, et selon la courbure
......@@ -45,7 +51,7 @@ Yves Krahenbuhl wrote:
********************************************************************
The "Symmetry" operation should be renamed "Reflection"
The "Symmetry" operation should be renamed "Reflection" (?)
********************************************************************
......@@ -55,7 +61,8 @@ Attractors in the 2D aniso algo are extremely buggy
Memory leaks, memory leaks
- start with mesh_domain() and the parser
- start with mesh_domain() and the parser (update: parser should be
mostly OK now)
- check all calls to Tree_Replace: we shouldn't use it with trees of
pointers, since we loose the original pointer when we actually do a
......@@ -90,6 +97,8 @@ etc.
Include Tetgen (the same way we did it with Triangle--the license is
the same).
********************************************************************
Include the 3D frontal algo from Netgen? (it's LGPL now...)
********************************************************************
......@@ -162,68 +171,3 @@ Remarque finale: le calcul des valeurs et vecteurs propres est
à partir des v.p.), et cela nous rappelle cette belle expression "No
free meal" !
********************************************************************
Stockage et acces aux normales en post-pro: generer les noeuds pour
acces plus rapide?
Idem pour le maillage.
********************************************************************
Orientation des surfaces
mesh: il faut vraiment que je regarde la relation entre l'orientation
des surfaces geometriques et les l'orientation des elements du
maillage...
Subject: Re: [Gmsh] surface normals: some point inwards, but most
point in the negative direction
Date: Thu, 21 Nov 2002 05:59:56 -0500
From: "Matthias G. Imhof" <mgi@vt.edu>
Organization: Virginia Tech: Seismic Reservoir Characterization
Laboratory
To: Christophe Geuzaine <geuzaine@acm.caltech.edu>
References: 1 , 2
Christophe,
Thanks for a nice tool! I finally extended my boundary-element method
to 3D and find your mesh generator perfect to make sure the boundary
points are placed uniformly on a sphere instead of clustering up at
the poles.
My only gripe is with the visualization of surface normals in
gmsh. While Physical Surface allows change of the normal directions in
the mesh file, the normals are not changed in the visualization which
makes identification of wrong polarity surfaces difficult.
Matthias
Christophe Geuzaine wrote:
> Matthias G. Imhof wrote:
>
>> I defined a simple rectangular block and noticed that normals in the
>> x-direction actually change signs depending on the surface to point
>> into the block, while the other normals point in the negative y- or
>> z-directions pointing into the block for some surfaces and pointing
>> outwards for others.
>>
>> How can I change this model to have all normals point out of the block?
>
>
> The only way is to define Physical Surfaces with the appropriate sign,
> e.g. "Physical Surface(1) = {23,1,20,3,2,-16};". This will reverse the
> orientation of the surface 16 in the output mesh file.
>
>>
>> A second question for the same problem. If I generate a quantity by
>> duplicate, how can I lates access this quantity? I tried to assign it
>> to, e.g., a plane surface but that did not work.
>
>
> There is unfortunately no way to access that information at the moment
> without using the GUI...
>
> Christophe
>
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