/usr/include/palabos/offLattice/boundaryShapes3D.h is in libplb-dev 1.5~r1+repack1-3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 | /* This file is part of the Palabos library.
*
* Copyright (C) 2011-2015 FlowKit Sarl
* Route d'Oron 2
* 1010 Lausanne, Switzerland
* E-mail contact: contact@flowkit.com
*
* The most recent release of Palabos can be downloaded at
* <http://www.palabos.org/>
*
* The library Palabos is free software: you can redistribute it and/or
* modify it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* The library 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BOUNDARY_SHAPES_3D_H
#define BOUNDARY_SHAPES_3D_H
#include "core/globalDefs.h"
#include "atomicBlock/atomicBlock3D.h"
#include "core/geometry3D.h"
#include "core/array.h"
namespace plb {
struct OffBoundary {
enum Type {dirichlet, neumann, freeSlip, constRhoInlet, densityNeumann, flux, isolation};
};
/// Description of a shape as the boundary of a given volume.
template<typename T, class SurfaceData>
struct BoundaryShape3D {
virtual ~BoundaryShape3D() { }
/// Decide whether a given discrete lattice node is inside the solid shape.
/** The reason why there is an isInside function instead of a isOutside
* one is that while there exists only one voxelFlag::inside flag,
* there are several flags which count as outside: undetermined,
* outside, and borderline. This is particularly important for the
* undetermined flag, because the outer envelopes in a multi-block
* structure have no special meaning and are default-initialized to
* undetermined.
**/
virtual bool isInside(Dot3D const& location) const =0;
/// Get the distance to the wall, and the velocity value on the wall,
/// from a given real-valued position (in lattice units), and along
/// a given direction. Returns true if there exists an intersection
/// along the indicated direction.
/// ATTENTION: The id is an in-and-out value. If you know the right
/// id of the surface intersection (e.g. the triangle ID in case of
/// a triangular mesh) you can provide it to speed up the calculation.
/// However, if you don't know it, you MUST provide the value -1,
/// because otherwise the result might be wrong.
virtual bool pointOnSurface (
Array<T,3> const& fromPoint, Array<T,3> const& direction,
Array<T,3>& locatedPoint, T& distance,
Array<T,3>& wallNormal, SurfaceData& surfaceData,
OffBoundary::Type& bdType, plint& id ) const =0;
/// Get the distance to the wall, and the data on the wall,
/// from a given discrete lattice node, and along a given direction.
/// Returns true if there exists an intersection along the indicated
/// direction.
/// ATTENTION: The id is an in-and-out value. If you know the right
/// id of the surface intersection (e.g. the triangle ID in case of
/// a triangular mesh) you can provide it to speed up the calculation.
/// However, if you don't know it, you MUST provide the value -1,
/// because otherwise the result might be wrong.
virtual bool gridPointOnSurface (
Dot3D const& fromPoint, Dot3D const& direction,
Array<T,3>& locatedPoint, T& distance,
Array<T,3>& wallNormal, SurfaceData& surfaceData,
OffBoundary::Type& bdType, plint& id ) const
{
return pointOnSurface(Array<T,3>((T)fromPoint.x, (T)fromPoint.y, (T)fromPoint.z),
Array<T,3>((T)direction.x, (T)direction.y, (T)direction.z),
locatedPoint, distance, wallNormal, surfaceData, bdType, id);
}
/// Given a point p on the surface of the shape, determine its "continuous normal".
/// If the shape is for example piecewise linear, the normal is adjusted to vary
/// continuously over the surface.
virtual Array<T,3> computeContinuousNormal (
Array<T,3> const& p, plint id, bool isAreaWeighted = false ) const =0;
/// Say if a given segment intersects the surface.
virtual bool intersectsSurface (
Array<T,3> const& p1, Array<T,3> const& p2, plint& id ) const =0;
/// Say if a given segment with integer-valued endpoints intersects the surface.
virtual bool gridIntersectsSurface (
Dot3D const& p1, Dot3D const& p2, plint& id ) const
{
return intersectsSurface( Array<T,3>((T)p1.x, (T)p1.y, (T)p1.z),
Array<T,3>((T)p2.x, (T)p2.y, (T)p2.z), id );
}
/// Get the shortest distance to the wall. Returns true in case of success.
/// The flag isBehind indicates if the point is "behind" the wall, i.e.
/// in the direction opposite to the wall normal.
virtual bool distanceToSurface( Array<T,3> const& point,
T& distance, bool& isBehind ) const =0;
/// Get the shortest distance to the wall. Returns true in case of success.
/// The flag isBehind indicates if the point is "behind" the wall, i.e.
/// in the direction opposite to the wall normal.
virtual bool gridDistanceToSurface( Dot3D const& point,
T& distance, bool& isBehind ) const
{
return distanceToSurface( Array<T,3>((T)point.x, (T)point.y, (T)point.z),
distance, isBehind );
}
/// Return the tag (id of boundary-portion with specific boundary,
/// condition); the id is the one returned by pointOnSurface.
virtual plint getTag(plint id) const =0;
/// Plain clone function.
virtual BoundaryShape3D<T,SurfaceData>* clone() const =0;
/// In case the shape class needs additional meshed data, this clone function
/// offers the possibility to provide the data.
virtual BoundaryShape3D<T,SurfaceData>* clone(std::vector<AtomicBlock3D*> args) const {
return clone();
}
};
template<typename T, class SurfaceData>
class BoundaryShapeIntersection3D : public BoundaryShape3D<T,SurfaceData> {
public:
BoundaryShapeIntersection3D();
virtual ~BoundaryShapeIntersection3D();
BoundaryShapeIntersection3D(BoundaryShapeIntersection3D<T,SurfaceData> const& rhs);
BoundaryShapeIntersection3D<T,SurfaceData>& operator=(BoundaryShapeIntersection3D<T,SurfaceData> const& rhs);
void swap(BoundaryShapeIntersection3D<T,SurfaceData>& rhs);
void addComponent(BoundaryShape3D<T,SurfaceData>* component);
virtual bool isInside(Array<T,3> const& location) const;
virtual bool isInside(Array<T,3> const& location, T epsilon) const;
virtual bool pointOnSurface (
Array<T,3> const& fromPoint, Array<T,3> const& direction,
Array<T,3>& locatedPoint, T& distance,
Array<T,3>& wallNormal, SurfaceData& surfaceData,
OffBoundary::Type& bdType, plint& id ) const;
virtual bool intersectsSurface (
Array<T,3> const& p1, Array<T,3> const& p2, plint& id ) const;
virtual bool distanceToSurface( Array<T,3> const& point,
T& distance, bool& isBehind ) const;
virtual plint getTag(plint id) const;
virtual BoundaryShapeIntersection3D<T,SurfaceData>* clone() const;
private:
std::vector<BoundaryShape3D<T,SurfaceData>*> components;
};
} // namespace plb
#endif // BOUNDARY_SHAPES_3D_H
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