LCOV - code coverage report
Current view: top level - src/mesquite/Misc - DomainUtil.cpp (source / functions) Hit Total Coverage
Test: coverage_sk.info Lines: 48 63 76.2 %
Date: 2020-07-18 00:09:26 Functions: 6 7 85.7 %
Branches: 66 150 44.0 %

           Branch data     Line data    Source code
       1                 :            : /* *****************************************************************
       2                 :            :     MESQUITE -- The Mesh Quality Improvement Toolkit
       3                 :            : 
       4                 :            :     Copyright 2010 Sandia National Laboratories.  Developed at the
       5                 :            :     University of Wisconsin--Madison under SNL contract number
       6                 :            :     624796.  The U.S. Government and the University of Wisconsin
       7                 :            :     retain certain rights to this software.
       8                 :            : 
       9                 :            :     This library is free software; you can redistribute it and/or
      10                 :            :     modify it under the terms of the GNU Lesser General Public
      11                 :            :     License as published by the Free Software Foundation; either
      12                 :            :     version 2.1 of the License, or (at your option) any later version.
      13                 :            : 
      14                 :            :     This library is distributed in the hope that it will be useful,
      15                 :            :     but WITHOUT ANY WARRANTY; without even the implied warranty of
      16                 :            :     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
      17                 :            :     Lesser General Public License for more details.
      18                 :            : 
      19                 :            :     You should have received a copy of the GNU Lesser General Public License
      20                 :            :     (lgpl.txt) along with this library; if not, write to the Free Software
      21                 :            :     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
      22                 :            : 
      23                 :            :     (2010) [email protected]
      24                 :            : 
      25                 :            :   ***************************************************************** */
      26                 :            : 
      27                 :            : /** \file DomainUtil.cpp
      28                 :            :  *  \brief
      29                 :            :  *  \author Jason Kraftcheck
      30                 :            :  */
      31                 :            : 
      32                 :            : #include "Mesquite.hpp"
      33                 :            : #include "DomainUtil.hpp"
      34                 :            : #include "MeshInterface.hpp"
      35                 :            : #include "MsqVertex.hpp"
      36                 :            : #include "MsqError.hpp"
      37                 :            : 
      38                 :            : namespace MBMesquite
      39                 :            : {
      40                 :            : namespace DomainUtil
      41                 :            : {
      42                 :            : 
      43                 :          4 :     void bounding_box( const MsqVertex* coords, size_t num_coords, Vector3D& min, Vector3D& max )
      44                 :            :     {
      45                 :          4 :         min = max = coords[0];
      46         [ +  + ]:        160 :         for( size_t i = 1; i < num_coords; ++i )
      47                 :            :         {
      48         [ +  + ]:        624 :             for( int j = 0; j < 3; ++j )
      49                 :            :             {
      50         [ +  + ]:        468 :                 if( coords[i][j] < min[j] ) min[j] = coords[i][j];
      51         [ +  + ]:        468 :                 if( coords[i][j] > max[j] ) max[j] = coords[i][j];
      52                 :            :             }
      53                 :            :         }
      54                 :          4 :     }
      55                 :            : 
      56                 :          4 :     double max_box_extent( const MsqVertex* vertex_array, size_t num_vertices )
      57                 :            :     {
      58 [ +  - ][ +  - ]:          4 :         Vector3D min, max;
      59         [ +  - ]:          4 :         bounding_box( vertex_array, num_vertices, min, max );
      60         [ +  - ]:          4 :         max -= min;
      61 [ +  - ][ +  - ]:          4 :         return ( max[0] >= max[1] && max[0] >= max[2] ) ? max[0] : ( max[1] >= max[2] ) ? max[1] : max[2];
         [ +  - ][ +  - ]
         [ +  - ][ +  - ]
         [ +  - ][ #  # ]
         [ #  # ][ #  # ]
         [ #  # ][ #  # ]
      62                 :            :     }
      63                 :            : 
      64                 :          4 :     void get_fixed_vertices( Mesh* mesh, const Mesh::VertexHandle* verts, size_t num_verts,
      65                 :            :                              std::vector< Mesh::VertexHandle >& fixed_verts, MsqError& err )
      66                 :            :     {
      67         [ +  - ]:          4 :         std::vector< bool > fixed( num_verts );
      68 [ +  - ][ +  - ]:          8 :         mesh->vertices_get_fixed_flag( verts, fixed, num_verts, err );MSQ_ERRRTN( err );
         [ -  + ][ #  # ]
         [ #  # ][ -  + ]
      69 [ +  + ][ +  - ]:        488 :         for( size_t i = 0; i < num_verts; ++i )
      70 [ +  - ][ +  + ]:        488 :             if( fixed[i] ) fixed_verts.push_back( verts[i] );
                 [ +  - ]
      71                 :            :     }
      72                 :            : 
      73                 :          4 :     bool non_colinear_vertices( const MsqVertex* verts, size_t num_verts, Vector3D coords_out[3], double epsilon )
      74                 :            :     {
      75                 :            :         // This function will attempt to find trhee non-colinear
      76                 :            :         // vertices from the input list.  Further, it will attempt
      77                 :            :         // to select three such vertices that are relatively far
      78                 :            :         // apart so as to minimize rounding error in any calculation
      79                 :            :         // using the results of this function.
      80                 :            : 
      81                 :            :         // Non-colinear, by definition, must be at least trhee unique points.
      82         [ -  + ]:          4 :         if( num_verts < 3 ) return false;
      83                 :            : 
      84                 :            :         // Begin with the first input vertex
      85                 :          4 :         size_t first_idx = 0;
      86                 :            : 
      87                 :            :         // Choose the vertex furthest from the initial one
      88                 :          4 :         size_t second_idx = 1;
      89 [ +  - ][ +  - ]:          4 :         double dist_sqr   = ( verts[first_idx] - verts[second_idx] ).length_squared();
      90         [ +  + ]:        156 :         for( size_t i = 2; i < num_verts; ++i )
      91                 :            :         {
      92 [ +  - ][ +  - ]:        152 :             double ds = ( verts[second_idx] - verts[i] ).length_squared();
      93         [ +  + ]:        152 :             if( ds > dist_sqr )
      94                 :            :             {
      95                 :          4 :                 dist_sqr   = ds;
      96                 :          4 :                 second_idx = i;
      97                 :            :             }
      98                 :            :         }
      99                 :            :         // fail if all vertices are coincident
     100         [ -  + ]:          4 :         if( dist_sqr <= epsilon * epsilon ) return false;
     101                 :            : 
     102                 :            :         // re-select the first vertex as the one furthest from the second
     103         [ +  + ]:        160 :         for( size_t i = 1; i < num_verts; ++i )
     104                 :            :         {
     105 [ +  - ][ +  - ]:        156 :             double ds = ( verts[second_idx] - verts[i] ).length_squared();
     106         [ -  + ]:        156 :             if( ds > dist_sqr )
     107                 :            :             {
     108                 :          0 :                 dist_sqr  = ds;
     109                 :          0 :                 first_idx = i;
     110                 :            :             }
     111                 :            :         }
     112                 :            : 
     113                 :            :         // select the third vertex as the one furthest from the line formed
     114                 :            :         // by the first two vertices
     115         [ +  - ]:          4 :         Vector3D b       = verts[first_idx];
     116         [ +  - ]:          4 :         Vector3D m       = verts[second_idx] - b;
     117 [ +  - ][ +  - ]:          4 :         Vector3D mx      = m * ( 1.0 / m.length_squared() );
     118                 :          4 :         dist_sqr         = -1.0;
     119                 :          4 :         size_t third_idx = 0;
     120         [ +  + ]:        164 :         for( size_t i = 0; i < num_verts; ++i )
     121                 :            :         {
     122 [ +  - ][ +  - ]:        160 :             double t  = mx % ( verts[i] - b );
     123 [ +  - ][ +  - ]:        160 :             double ds = ( ( b + t * m ) - verts[i] ).length_squared();
         [ +  - ][ +  - ]
     124         [ +  + ]:        160 :             if( ds > dist_sqr )
     125                 :            :             {
     126                 :          8 :                 third_idx = i;
     127                 :          8 :                 dist_sqr  = ds;
     128                 :            :             }
     129                 :            :         }
     130                 :            :         // fail if all vertices are colinear
     131         [ -  + ]:          4 :         if( dist_sqr <= epsilon * epsilon ) return false;
     132                 :            : 
     133         [ +  - ]:          4 :         coords_out[0] = verts[first_idx];
     134         [ +  - ]:          4 :         coords_out[1] = verts[second_idx];
     135         [ +  - ]:          4 :         coords_out[2] = verts[third_idx];
     136                 :          4 :         return true;
     137                 :            :     }
     138                 :            : 
     139                 :          0 :     bool non_coplanar_vertices( const MsqVertex* verts, size_t num_verts, Vector3D coords_out[4], double epsilon )
     140                 :            :     {
     141                 :            :         // This function will attempt to find four non-coplanar
     142                 :            :         // vertices from the input list.  Further, it will attempt
     143                 :            :         // to select four such vertices that are relatively far
     144                 :            :         // apart so as to minimize rounding error in any calculation
     145                 :            :         // using the results of this function.
     146                 :            : 
     147                 :            :         // Non-coplanar, by definition, must be at least four unique points.
     148         [ #  # ]:          0 :         if( num_verts < 4 ) return false;
     149                 :            : 
     150                 :            :         // Get three non-colinear vertices
     151 [ #  # ][ #  # ]:          0 :         if( !non_colinear_vertices( verts, num_verts, coords_out, epsilon ) ) return false;
     152                 :            : 
     153                 :            :         // The plane of the first three vertices:
     154 [ #  # ][ #  # ]:          0 :         Vector3D norm = ( coords_out[1] - coords_out[0] ) * ( coords_out[2] - coords_out[0] );
                 [ #  # ]
     155 [ #  # ][ #  # ]:          0 :         norm /= norm.length();
     156         [ #  # ]:          0 :         double d = -( norm % coords_out[0] );
     157                 :            : 
     158                 :            :         // Search for the fourth vertex that is furthest from the plane
     159                 :            :         // of the first three
     160                 :          0 :         double dist = -1.0;
     161         [ #  # ]:          0 :         for( size_t i = 0; i < num_verts; ++i )
     162                 :            :         {
     163         [ #  # ]:          0 :             double disti = fabs( norm % verts[i] + d );
     164         [ #  # ]:          0 :             if( disti > dist )
     165                 :            :             {
     166                 :          0 :                 dist          = disti;
     167         [ #  # ]:          0 :                 coords_out[3] = verts[i];
     168                 :            :             }
     169                 :            :         }
     170                 :            : 
     171                 :            :         // fail if all vertices are colinear
     172                 :          0 :         return ( dist > epsilon );
     173                 :            :     }
     174                 :            : 
     175                 :            : }  // namespace DomainUtil
     176 [ +  - ][ +  - ]:         72 : }  // namespace MBMesquite

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