/usr/include/freefoam/meshTools/treeBoundBoxI.H is in libfreefoam-dev 0.1.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
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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/>.
\*---------------------------------------------------------------------------*/
#include "treeBoundBox.H"
#include <OpenFOAM/Random.H>
// * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * //
inline Foam::treeBoundBox::treeBoundBox()
:
boundBox()
{}
inline Foam::treeBoundBox::treeBoundBox(const point& min, const point& max)
:
boundBox(min, max)
{}
inline Foam::treeBoundBox::treeBoundBox(const boundBox& bb)
:
boundBox(bb)
{}
// * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * //
inline Foam::scalar Foam::treeBoundBox::typDim() const
{
return avgDim();
}
inline Foam::point Foam::treeBoundBox::corner(const direction octant) const
{
return point
(
(octant & RIGHTHALF) ? max().x() : min().x(),
(octant & TOPHALF) ? max().y() : min().y(),
(octant & FRONTHALF) ? max().z() : min().z()
);
}
// Returns octant in which point resides. Reverse of subBbox.
inline Foam::direction Foam::treeBoundBox::subOctant(const point& pt) const
{
return subOctant(midpoint(), pt);
}
// Returns octant in which point resides. Reverse of subBbox.
// Precalculated midpoint
inline Foam::direction Foam::treeBoundBox::subOctant
(
const point& mid,
const point& pt
)
{
direction octant = 0;
if (pt.x() > mid.x())
{
octant |= treeBoundBox::RIGHTHALF;
}
if (pt.y() > mid.y())
{
octant |= treeBoundBox::TOPHALF;
}
if (pt.z() > mid.z())
{
octant |= treeBoundBox::FRONTHALF;
}
return octant;
}
// Returns octant in which point resides. Reverse of subBbox.
// Flags point exactly on edge.
inline Foam::direction Foam::treeBoundBox::subOctant
(
const point& pt,
bool& onEdge
) const
{
return subOctant(midpoint(), pt, onEdge);
}
// Returns octant in which point resides. Reverse of subBbox.
// Precalculated midpoint
inline Foam::direction Foam::treeBoundBox::subOctant
(
const point& mid,
const point& pt,
bool& onEdge
)
{
direction octant = 0;
onEdge = false;
if (pt.x() > mid.x())
{
octant |= treeBoundBox::RIGHTHALF;
}
else if (pt.x() == mid.x())
{
onEdge = true;
}
if (pt.y() > mid.y())
{
octant |= treeBoundBox::TOPHALF;
}
else if (pt.y() == mid.y())
{
onEdge = true;
}
if (pt.z() > mid.z())
{
octant |= treeBoundBox::FRONTHALF;
}
else if (pt.z() == mid.z())
{
onEdge = true;
}
return octant;
}
// Returns octant in which intersection resides.
// Precalculated midpoint. If the point is on the dividing line between
// the octants the direction vector determines which octant to use
// (i.e. in which octant the point would be if it were moved along dir)
inline Foam::direction Foam::treeBoundBox::subOctant
(
const point& mid,
const vector& dir,
const point& pt,
bool& onEdge
)
{
direction octant = 0;
onEdge = false;
if (pt.x() > mid.x())
{
octant |= treeBoundBox::RIGHTHALF;
}
else if (pt.x() == mid.x())
{
onEdge = true;
if (dir.x() > 0)
{
octant |= treeBoundBox::RIGHTHALF;
}
}
if (pt.y() > mid.y())
{
octant |= treeBoundBox::TOPHALF;
}
else if (pt.y() == mid.y())
{
onEdge = true;
if (dir.y() > 0)
{
octant |= treeBoundBox::TOPHALF;
}
}
if (pt.z() > mid.z())
{
octant |= treeBoundBox::FRONTHALF;
}
else if (pt.z() == mid.z())
{
onEdge = true;
if (dir.z() > 0)
{
octant |= treeBoundBox::FRONTHALF;
}
}
return octant;
}
// Returns reference to octantOrder which defines the
// order to do the search.
inline void Foam::treeBoundBox::searchOrder
(
const point& pt,
FixedList<direction,8>& octantOrder
) const
{
vector dist = midpoint() - pt;
direction octant = 0;
if (dist.x() < 0)
{
octant |= treeBoundBox::RIGHTHALF;
dist.x() *= -1;
}
if (dist.y() < 0)
{
octant |= treeBoundBox::TOPHALF;
dist.y() *= -1;
}
if (dist.z() < 0)
{
octant |= treeBoundBox::FRONTHALF;
dist.z() *= -1;
}
direction min = 0;
direction mid = 0;
direction max = 0;
if (dist.x() < dist.y())
{
if (dist.y() < dist.z())
{
min = treeBoundBox::RIGHTHALF;
mid = treeBoundBox::TOPHALF;
max = treeBoundBox::FRONTHALF;
}
else if (dist.z() < dist.x())
{
min = treeBoundBox::FRONTHALF;
mid = treeBoundBox::RIGHTHALF;
max = treeBoundBox::TOPHALF;
}
else
{
min = treeBoundBox::RIGHTHALF;
mid = treeBoundBox::FRONTHALF;
max = treeBoundBox::TOPHALF;
}
}
else
{
if (dist.z() < dist.y())
{
min = treeBoundBox::FRONTHALF;
mid = treeBoundBox::TOPHALF;
max = treeBoundBox::RIGHTHALF;
}
else if (dist.x() < dist.z())
{
min = treeBoundBox::TOPHALF;
mid = treeBoundBox::RIGHTHALF;
max = treeBoundBox::FRONTHALF;
}
else
{
min = treeBoundBox::TOPHALF;
mid = treeBoundBox::FRONTHALF;
max = treeBoundBox::RIGHTHALF;
}
}
// Primary subOctant
octantOrder[0] = octant;
// subOctants joined to the primary by faces.
octantOrder[1] = octant ^ min;
octantOrder[2] = octant ^ mid;
octantOrder[3] = octant ^ max;
// subOctants joined to the primary by edges.
octantOrder[4] = octantOrder[1] ^ mid;
octantOrder[5] = octantOrder[1] ^ max;
octantOrder[6] = octantOrder[2] ^ max;
// subOctants joined to the primary by corner.
octantOrder[7] = octantOrder[4] ^ max;
}
// true if bb's intersect or overlap.
// Note: <= to make sure we catch all.
inline bool Foam::treeBoundBox::overlaps(const treeBoundBox& bb) const
{
return boundBox::overlaps(bb);
}
inline bool Foam::treeBoundBox::contains(const point& pt) const
{
return boundBox::contains(pt);
}
//- Return slightly wider bounding box
inline Foam::treeBoundBox Foam::treeBoundBox::extend
(
Random& rndGen,
const scalar s
) const
{
treeBoundBox bb(*this);
vector newSpan = bb.span();
// Make 3D
scalar minSpan = s * Foam::mag(newSpan);
for (direction dir = 0; dir < vector::nComponents; dir++)
{
newSpan[dir] = Foam::max(newSpan[dir], minSpan);
}
bb.min() -= cmptMultiply(s * rndGen.vector01(), newSpan);
bb.max() += cmptMultiply(s * rndGen.vector01(), newSpan);
return bb;
}
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
// ************************ vim: set sw=4 sts=4 et: ************************ //
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