/usr/include/freefoam/OpenFOAM/triangle.H is in libfreefoam-dev 0.1.0+dfsg-1build1.
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========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 1991-2010 OpenCFD Ltd.
\\/ 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 <OpenFOAM/vector.H>
#include <OpenFOAM/pointHit.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_;
// Private member functions
//- Fast distance to triangle calculation. From
// "Distance Between Point and Trangle in 3D"
// David Eberly, Magic Software Inc. Aug. 2002.
// Works on function Q giving distance to point and tries to
// minimize this.
static pointHit nearestPoint
(
const Point& baseVertex,
const vector& E0,
const vector& E1,
const point& P
);
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 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 vector circumCentre() const;
//- Return circum-radius
inline scalar circumRadius() const;
//- Return quality: Ratio triangle and circum-circle area
inline scalar quality() const;
//- Return swept-volume
inline scalar sweptVol(const triangle& t) 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;
//- Return nearest point to p on triangle
inline pointHit nearestPoint
(
const point& p
) const;
//- Classify point in triangle plane w.r.t. triangle edges.
// - inside (true returned)/outside (false returned)
// - 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]
// tol is fraction to account for truncation error. Is only used
// when comparing normalized (0..1) numbers.
bool classify
(
const point& p,
const scalar tol,
label& nearType,
label& nearLabel
) 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
// ************************ vim: set sw=4 sts=4 et: ************************ //
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