This file is indexed.

/usr/include/freefoam/meshTools/triSurfaceTools.H is in libfreefoam-dev 0.1.0+dfsg-1build1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  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
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
/*---------------------------------------------------------------------------*\
  =========                 |
  \\      /  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::triSurfaceTools

Description
    A collection of tools for triSurfaceMesh

SourceFiles
    triSurfaceTools.C

\*---------------------------------------------------------------------------*/

#ifndef triSurfaceTools_H
#define triSurfaceTools_H

#include <OpenFOAM/boolList.H>
#include <OpenFOAM/pointField.H>
#include <OpenFOAM/DynamicList.H>
#include <OpenFOAM/HashSet.H>
#include <OpenFOAM/FixedList.H>
#include <OpenFOAM/vector2D.H>
#include <OpenFOAM/triPointRef.H>
#include <meshTools/surfaceLocation.H>

// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

namespace Foam
{

// Forward declaration of classes
class triSurface;
class edge;
class labelledTri;
class polyBoundaryMesh;
class plane;

/*---------------------------------------------------------------------------*\
                           Class triSurfaceTools Declaration
\*---------------------------------------------------------------------------*/

class triSurfaceTools
{
    // Private Member Functions

        // Refinement

            enum refineType
            {
                NONE,
                RED,
                GREEN
            };
            static void calcRefineStatus
            (
                const triSurface& surf,
                const label faceI,
                List<refineType>& refine
            );
            static void greenRefine
            (
                const triSurface& surf,
                const label faceI,
                const label edgeI,
                const label newPointI,
                DynamicList<labelledTri>& newFaces
            );
            static triSurface doRefine
            (
                const triSurface& surf,
                const List<refineType>& refineStatus
            );


        // Coarsening

            static scalar faceCosAngle
            (
                const point& pStart,
                const point& pEnd,
                const point& pLeft,
                const point& pRight
            );

            static void protectNeighbours
            (
                const triSurface& surf,
                const label vertI,
                labelList& faceStatus
            );

            //- faces to collapse because of edge collapse
            static labelHashSet getCollapsedFaces
            (
                const triSurface& surf,
                label edgeI
            );

            // Return value of faceUsed for faces using vertI (local numbering).
            // Used internally.
            static label vertexUsesFace
            (
                const triSurface& surf,
                const labelHashSet& faceUsed,
                const label vertI
            );

            // Get new connections between faces (because of edge collapse)
            // in form of tables:
            //  - given edge get other edge
            //  - given edge get other face
            // A face using point v1 on edge will get connected to a face using
            //  point v2 if they share a common vertex
            //  (but not a common edge since then the triangles collapse to
            //  nothing)
            static void getMergedEdges
            (
                const triSurface& surf,
                const label edgeI,
                const labelHashSet& collapsedFaces,
                HashTable<label, label, Hash<label> >& edgeToEdge,
                HashTable<label, label, Hash<label> >& edgeToFace
            );

            //- Calculates (cos of) angle across edgeI of faceI,
            //  taking into account updated addressing (resulting from edge
            //  collapse)
            static scalar edgeCosAngle
            (
                const triSurface& surf,
                const label v1,
                const point& pt,
                const labelHashSet& collapsedFaces,
                const HashTable<label, label, Hash<label> >& edgeToEdge,
                const HashTable<label, label, Hash<label> >& edgeToFace,
                const label faceI,
                const label edgeI
            );

            //- Calculate minimum (cos of) edge angle using addressing from
            /// collapsing
            //  edge to v1 at pt. Returns 1 if v1 is on edge without neighbours
            //  (and hence no edge angle can be defined)
            static scalar collapseMinCosAngle
            (
                const triSurface& surf,
                const label v1,
                const point& pt,
                const labelHashSet& collapsedFaces,
                const HashTable<label, label, Hash<label> >& edgeToEdge,
                const HashTable<label, label, Hash<label> >& edgeToFace
            );

            //- Like collapseMinCosAngle but return true for value < minCos
            bool collapseCreatesFold
            (
                const triSurface& surf,
                const label v1,
                const point& pt,
                const labelHashSet& collapsedFaces,
                const HashTable<label, label, Hash<label> >& edgeToEdge,
                const HashTable<label, label, Hash<label> >& edgeToFace,
                const scalar minCos
            );

            ////- Checks if edge collapse creates triangles on top of each
            ////  other
            //static bool collapseCreatesDuplicates
            //(
            //    const triSurface& surf,
            //    const label edgeI,
            //    const HashTable<bool, label, Hash<label> >& collapsedFaces
            //);

        // Tracking

            //- Finds the triangle edge/point cut by the plane between
            //  a point inside/on edge of a triangle and a point outside.
            //  Returns
            //  - location on edge/point and hit()
            //  - or miss() if no intersection found
            static surfaceLocation cutEdge
            (
                const triSurface& s,
                const label triI,
                const label excludeEdgeI,
                const label excludePointI,
                const point& triPoint,
                const plane& cutPlane,
                const point& toPoint
            );

            //- Checks if current is on the same triangle as the endpoint
            //  and shifts it there. If so updates current and sets a hit.
            static void snapToEnd
            (
                const triSurface& s,
                const surfaceLocation& endInfo,
                surfaceLocation& current
            );

            //- Visits faces eFaces around start. Does not visit triangle
            //  start.triangle() nor edge excludeEdgeI.
            //  Returns edge, triangle (if more than one choice) which gets
            //  us nearer endpoint.
            //  Returns
            //  - hit() if triangle contains endpoint
            //  - triangle()=-1 if no triangle found
            //  - nearest triangle/edge otherwise
            static surfaceLocation visitFaces
            (
                const triSurface& s,
                const labelList& eFaces,
                const surfaceLocation& start,
                const label excludeEdgeI,
                const label excludePointI,
                const surfaceLocation& end,
                const plane& cutPlane
            );


public:

    // OBJ writing

        //- Write pointField to OBJ format file
        static void writeOBJ
        (
            const fileName& fName,
            const pointField& pts
        );

        //- Write vertex subset to OBJ format file
        static void writeOBJ
        (
            const triSurface& surf,
            const fileName& fName,
            const boolList& markedVerts
        );


    // Additional addressing

        //- Get all triangles using edge endpoint
        static void getVertexTriangles
        (
            const triSurface& surf,
            const label edgeI,
            labelList& edgeTris
        );

        //- Get all vertices (local numbering) connected to vertices of edge
        static labelList getVertexVertices
        (
            const triSurface& surf,
            const edge& e
        );

        ////- Order vertices consistent with face
        //static void orderVertices
        //(
        //    const labelledTri& f,
        //    const label v1,
        //    const label v2,
        //    label& vA,
        //    label& vB
        //);

        //- Get face connected to edge not faceI
        static label otherFace
        (
            const triSurface& surf,
            const label faceI,
            const label edgeI
        );

        //- Get the two edges on faceI counterclockwise after edgeI
        static void otherEdges
        (
            const triSurface& surf,
            const label faceI,
            const label edgeI,
            label& e1,
            label& e2
        );

        //- Get the two vertices (local numbering) on faceI counterclockwise
        //  vertI
        static void otherVertices
        (
            const triSurface& surf,
            const label faceI,
            const label vertI,
            label& vert1I,
            label& vert2I
        );

        //- Get edge opposite vertex (local numbering)
        static label oppositeEdge
        (
            const triSurface& surf,
            const label faceI,
            const label vertI
        );

        //- Get vertex (local numbering) opposite edge
        static label oppositeVertex
        (
            const triSurface& surf,
            const label faceI,
            const label edgeI
        );

        //- Returns edge label connecting v1, v2 (local numbering)
        static label getEdge
        (
            const triSurface& surf,
            const label vert1I,
            const label vert2I
        );

        //- Return index of triangle (or -1) using all three edges
        static label getTriangle
        (
            const triSurface& surf,
            const label e0I,
            const label e1I,
            const label e2I
        );

    // Coarsening

        //- Create new triSurface by collapsing edges to edge mids.
        static triSurface collapseEdges
        (
            const triSurface& surf,
            const labelList& collapsableEdges
        );


        //- Face collapse status.
        //  anyEdge: any edge can be collapsed
        //  noEdge: no edge can be collapsed
        //  collapsed: already collapsed
        //  >0: edge label that can be collapsed
        static const label ANYEDGE;
        static const label NOEDGE;
        static const label COLLAPSED;

        //- Create new triSurface by collapsing edges to specified
        //  positions. faceStatus allows
        //  explicit control over which faces need to be protected (see above).
        //  faceStatus gets updated to protect collapsing already collapsed
        //  faces.
        static triSurface collapseEdges
        (
            const triSurface& surf,
            const labelList& collapsableEdges,
            const pointField& edgeMids,
            labelList& faceStatus
        );


    // Refinement

        //- Refine edges by splitting to opposite vertex
        static triSurface greenRefine
        (
            const triSurface& surf,
            const labelList& refineEdges
        );

        //- Refine face by splitting all edges. Neighbouring face is
        //  greenRefine'd.
        static triSurface redGreenRefine
        (
            const triSurface& surf,
            const labelList& refineFaces
        );


    // Geometric

        //- Returns element in edgeIndices with minimum length
        static label minEdge
        (
            const triSurface& surf,
            const labelList& edgeIndices
        );

        //- Returns element in edgeIndices with minimum length
        static label maxEdge
        (
            const triSurface& surf,
            const labelList& edgeIndices
        );

        //- Merge points within distance
        static triSurface mergePoints
        (
            const triSurface& surf,
            const scalar mergeTol
        );

        //- Triangle (unit) normal. If nearest point to triangle on edge use
        //  edge normal (calculated on the fly); if on vertex use vertex normal.
        //  Uses planarTol.
        static vector surfaceNormal
        (
            const triSurface& surf,
            const label nearestFaceI,
            const point& nearestPt
        );

        //- on which side of surface
        enum sideType
        {
            UNKNOWN,    // cannot be determined (e.g. non-manifold)
            INSIDE,     // inside
            OUTSIDE     // outside
        };

        //- if nearest point is on edgeI, determine on which side of surface
        //  sample is.
        static sideType edgeSide
        (
            const triSurface& surf,
            const point& sample,
            const point& nearestPoint,
            const label edgeI
        );

        //- Given nearest point (to sample) on surface determines which side
        //  sample is. Uses either face normal, edge normal or point normal
        //  (non-trivial). Uses triangle::classify.
        static sideType surfaceSide
        (
            const triSurface& surf,
            const point& sample,
            const label nearestFaceI,   // nearest face
            const point& nearestPt,     // nearest point on nearest face
            const scalar tol            // tolerance for nearness test.
        );

    // Triangulation of faces

        //- Simple triangulation of (selected patches of) boundaryMesh. Needs
        //  polyMesh (or polyBoundaryMesh) since only at this level are the
        //  triangles on neighbouring patches connected.
        static triSurface triangulate
        (
            const polyBoundaryMesh& mBesh,
            const labelHashSet& includePatches,
            const bool verbose = false
        );

        //- Face-centre triangulation of (selected patches of) boundaryMesh.
        //  Needs
        //  polyMesh (or polyBoundaryMesh) since only at this level are the
        //  triangles on neighbouring patches connected.
        triSurface triangulateFaceCentre
        (
            const polyBoundaryMesh& mBesh,
            const labelHashSet& includePatches,
            const bool verbose = false
        );


    // Triangulation and interpolation

        //- Calculate linear interpolation weights for point (guaranteed to be
        //  inside triangle)
        static void calcInterpolationWeights
        (
            const triPointRef&,
            const point&,
            FixedList<scalar, 3>& weights
        );

        // Calculate weighting factors from samplePts to triangle it is in.
        // Uses linear search to find triangle.
        // Vertices are:
        //   (a b c)  : vertices of the triangle abc the point is in
        // or if the point is outside all triangles:
        //   (a b -1) : the edge ab the point is nearest to.
        //   (a -1 -1) : the vertex a the point is nearest to
        static void calcInterpolationWeights
        (
            const triSurface& s,
            const pointField& samplePts,
            List<FixedList<label, 3> >& verts,
            List<FixedList<scalar, 3> >& weights
        );

        //- Do unconstrained Delaunay of points. Returns triSurface with 3D
        //  points with z=0. All triangles in region 0.
        static triSurface delaunay2D(const List<vector2D>&);


    // Tracking

        //- Test point on plane of triangle to see if on edge or point
        //  or inside.
        static surfaceLocation classify
        (
            const triSurface&,
            const label triI,
            const point& trianglePoint
        );

        //- Track on surface to get closer to point. Possible situations:
        //  - 1. reached endpoint
        //  - 2. reached edge (normal situation)
        //  - 3. reached end of surface (edge on single face)
        //  Input:
        //  - starting position+triangle/edge/point (so has to be on surface!)
        //  - (optional) previous position+triangle/edge/point to prevent
        //    going back. Set index (of triangle/edge/point) to -1 if not
        //    used.
        //  - end position+triangle/edge/point (so has to be on surface!)
        //  - plane to follow. Has to go through end point!
        //  Returns:
        //  - true if end point reached (situation 1)
        //  - new position+triangle/edge/point
        //  Caller has to check for situation 3 by checking that triangle()
        //  is not set.
        static surfaceLocation trackToEdge
        (
            const triSurface&,
            const surfaceLocation& start,
            const surfaceLocation& end,
            const plane& cutPlane
        );

        //- Track from edge to edge across surface. Uses trackToEdge.
        //  Not really useful by itself, more example of how to use trackToEdge.
        //  endInfo should be location on surface.
        //  hitInfo should be initialised to starting location (on surface as
        //  well). Upon return is set to end location.
        static void track
        (
            const triSurface&,
            const surfaceLocation& endInfo,
            const plane& cutPlane,
            surfaceLocation& hitInfo
        );
};


// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

} // End namespace Foam

// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

#endif

// ************************ vim: set sw=4 sts=4 et: ************************ //