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1268 | #include "CubitFacet.hpp"
#include "CubitPoint.hpp"
#include "CubitVector.hpp"
#include "GeometryDefines.h"
#include "CubitPlane.hpp"
#include "CubitFacetEdge.hpp"
#include "CubitFacetData.hpp"
#include "FacetEvalTool.hpp"
#include "CastTo.hpp"
#include "FacetEntity.hpp"
#include "CubitPointData.hpp"
#include "CubitFacetEdgeData.hpp"
#include "TDFacetBoundaryPoint.hpp"
#include "GfxDebug.hpp"
#include "CubitMessage.hpp"
#ifndef CUBIT_MAX
#define CUBIT_MAX(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef CUBIT_MIN
#define CUBIT_MIN(a,b) (((a) < (b)) ? (a) : (b))
#endif
#define min3(a,b,c) CUBIT_MIN((CUBIT_MIN((a),(b))),(c))
#define max3(a,b,c) CUBIT_MAX((CUBIT_MAX((a),(b))),(c))
//===========================================================================
//Function Name: CubitFacet
//
//Member Type: PUBLIC
//Description: constructor
//===========================================================================
CubitFacet::CubitFacet( )
: cachedPlane(NULL), facetWeight(0.0), patchCtrlPts(NULL),
markedFlag(0), isFlat(999), isBackwards(0), toolID(0)
{
}
//===========================================================================
//Function Name: ~CubitFacetData
//
//Member Type: PUBLIC
//Description: destructor
//===========================================================================
CubitFacet::~CubitFacet()
{
if (cachedPlane )
delete cachedPlane;
cachedPlane = NULL;
if (patchCtrlPts)
delete [] patchCtrlPts;
}
//===========================================================================
//Function Name: normal
//
//Member Type: PUBLIC
//Description: return the facet normal
//===========================================================================
CubitVector CubitFacet::normal()
{
CubitPlane fac_plane = plane();
CubitVector the_normal = fac_plane.normal();
if (isBackwards)
the_normal = -the_normal;
return the_normal;
}
//-------------------------------------------------------------------------
// Purpose : set/get the bezier patch internal control points.
//
// Special Notes : Allocate if necessary
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
void CubitFacet::set_control_points( CubitVector points[6] )
{
if (!patchCtrlPts) {
patchCtrlPts = new CubitVector [6];
}
memcpy( patchCtrlPts, points, 6 *sizeof(CubitVector) );
}
void CubitFacet::set_control_points( const double *pt_array )
{
if (!patchCtrlPts) {
patchCtrlPts = new CubitVector [6];
}
int ii;
for (ii=0; ii<6; ii++)
{
patchCtrlPts[ii].x(pt_array[3*ii]);
patchCtrlPts[ii].y(pt_array[3*ii+1]);
patchCtrlPts[ii].z(pt_array[3*ii+2]);
}
}
void CubitFacet::get_control_points( CubitVector points[6] )
{
assert(patchCtrlPts != 0);
memcpy( points, patchCtrlPts, 6 *sizeof(CubitVector) );
}
const CubitPlane &CubitFacet::plane()
{
if( ! cachedPlane )
{
CubitPoint *p0, *p1, *p2;
points(p0, p1, p2);
CubitVector v1 = p1->coordinates() - p0->coordinates();
CubitVector v2 = p2->coordinates() - p0->coordinates();
cachedPlane = new CubitPlane( v1 * v2, p0->coordinates() );
}
return *cachedPlane;
}
void CubitFacet::update_plane()
{
if ( ! cachedPlane )
return;
CubitPoint *p0, *p1, *p2;
points(p0, p1, p2);
CubitVector v1 = p1->coordinates() - p0->coordinates();
CubitVector v2 = p2->coordinates() - p0->coordinates();
CubitVector normal = v1 * v2;
if (is_backwards()) normal = -normal;
cachedPlane->set(normal, p0->coordinates() );
}
//-------------------------------------------------------------------------
// Purpose : determine if the facet is flat (all normal are the same)
//
// Special Notes :
//
// Creator : Steve Owen
//
// Creation Date : 5/4/01
//-------------------------------------------------------------------------
int CubitFacet::is_flat()
{
if (isFlat != 999)
{
return isFlat;
}
// check the edges first. If on a boundary then assume not flat for now
// This is to account for any in-plane curvature in the boundary edges
int ii;
CubitBoolean on_boundary = CUBIT_FALSE;
for (ii=0; ii<3 && !on_boundary; ii++)
{
CubitPoint *point_ptr = point(ii);
CubitFacetEdge *edge_ptr = edge(ii);
TDFacetBoundaryPoint *td = TDFacetBoundaryPoint::get_facet_boundary_point(point_ptr);
if (td != NULL || (edge_ptr && edge_ptr->num_adj_facets() <= 1))
{
on_boundary = CUBIT_TRUE;
}
}
if (on_boundary)
{
isFlat = 0;
}
else
{
CubitPoint *p0, *p1, *p2;
points(p0, p1, p2);
CubitVector n0 = p0->normal( this );
CubitVector n1 = p1->normal( this );
CubitVector n2 = p2->normal( this );
double dot0 = n0 % n1;
double dot1 = n1 % n2;
double dot2 = n2 % n0;
double tol = 1.0 - GEOMETRY_RESABS;
if (fabs(dot0) > tol && fabs(dot1) > tol && fabs(dot2) > tol)
isFlat = 1;
else
isFlat = 0;
}
return isFlat;
}
//===========================================================================
//Function Name: evaluate_position
//
//Member Type: PUBLIC
//Description: evaluate the facet at a position (projects to facet)
// eval_normal is NULL if normal not needed
//===========================================================================
CubitStatus CubitFacet::evaluate_position( const CubitVector &start_position,
CubitVector *eval_point,
CubitVector *eval_normal)
{
CubitStatus stat = CUBIT_SUCCESS;
if (is_flat())
{
if (eval_point != NULL)
closest_point(start_position, *eval_point);
if (eval_normal != NULL)
*eval_normal = normal();
}
else // project to the smooth facet
{
// project the position to the planar facet
CubitVector close_point;
stat = closest_point(start_position, close_point);<--- stat is assigned
// get the area coordinates of this point as a starting guess
CubitVector area_coordinates;
FacetEvalTool::facet_area_coordinate(this, close_point, area_coordinates);
// now evaluate the smooth facet (this may alter the area coords)
CubitVector proj_point;
CubitBoolean outside;
double tol = sqrt(area()) * 1.0e-3;
stat = FacetEvalTool::project_to_facet( this, close_point, area_coordinates,<--- stat is overwritten
proj_point, outside, tol );
if (eval_point != NULL)
{
*eval_point = proj_point;
}
// compute the smooth normal if required
if (eval_normal != NULL)
{
FacetEvalTool::eval_facet_normal(this, area_coordinates, *eval_normal);
}
}
return stat;
}
//===========================================================================
//Function Name: evaluate
//
//Member Type: PUBLIC
//Description: evaluate the facet at area coordinates
// eval_normal is NULL if normal not needed
//===========================================================================
CubitStatus CubitFacet::evaluate( CubitVector &areacoord,
CubitVector *eval_point,
CubitVector *eval_normal )
{
if (isBackwards)
{
double temp = areacoord.y();
areacoord.y( areacoord.z() );
areacoord.z( temp );
}
return FacetEvalTool::eval_facet( this, areacoord, eval_point, eval_normal );
}
//===========================================================================
//Function Name: closest_point
//
//Member Type: PUBLIC
//Description: return the closest point on plane defined by the facet
//===========================================================================
CubitStatus CubitFacet::closest_point(const CubitVector &point,
CubitVector &closest_point )
{
CubitPlane fac_plane = plane();
closest_point = fac_plane.project( point );
return CUBIT_SUCCESS;
}
//===========================================================================
//Function Name: closest_point_trimmed
//
//Member Type: PUBLIC
//Description: return the closest point on the facet to the point (trimmed
// to its boundary)
//===========================================================================
CubitStatus CubitFacet::closest_point_trimmed( const CubitVector &mypoint,
CubitVector &closest_point,
CubitPoint *&next_edge_p1,
CubitPoint *&next_edge_p2)
{
CubitVector p1 = point(0)->coordinates();
CubitVector p2 = point(1)->coordinates();
CubitVector p3 = point(2)->coordinates();
//First get the edge vectors.
p1.x();
p2.x();
CubitVector y1 = p2 - p1;
CubitVector y2 = p3 - p2;
CubitVector y3 = p1 - p3;
//Now get the vectors from the point to the vertices of the facet.
CubitVector w1 = mypoint - p1;
CubitVector w2 = mypoint - p2;
CubitVector w3 = mypoint - p3;
//Now cross the edge vectors with the vectors to the point. If the point
//in questionis inside the facet then each of these vectors will be in in
//the same direction as the normal of this facet.
CubitVector x1 = y1*w1;
CubitVector x2 = y2*w2;
CubitVector x3 = y3*w3;
//Now take the dot products to help us determine if it is in the triangle.
CubitVector n = normal();
double d1 = x1%n;
double d2 = x2%n;
double d3 = x3%n;
//If this is true, then we just take the closest point to this facet.
if ( d1 >= -GEOMETRY_RESABS && d2 >= -GEOMETRY_RESABS && d3 >= -GEOMETRY_RESABS )
{
CubitStatus rv = this->closest_point(mypoint, closest_point);
if ( rv != CUBIT_SUCCESS )
{
PRINT_ERROR("Closest Point Trimmed Error. Point in facet but can't"
" calc. point.\n");
return CUBIT_FAILURE;
}
next_edge_p1 = NULL;
next_edge_p2 = NULL;
return CUBIT_SUCCESS;
}
CubitBoolean close_p1 = CUBIT_FALSE;
CubitBoolean close_p2 = CUBIT_FALSE;
CubitBoolean close_p3 = CUBIT_FALSE;
double k1, k2, k3;<--- The scope of the variable 'k1' can be reduced. [+]The scope of the variable 'k1' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level. <--- The scope of the variable 'k2' can be reduced. [+]The scope of the variable 'k2' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level. <--- The scope of the variable 'k3' can be reduced. [+]The scope of the variable 'k3' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level.
//Now with the "d" values, determine which point or edge we
//should project to. We have to go through each of these and
//determine which is the closest.
if ( d1 < 0.0 )
{
double w1_dot_y1 = w1%y1;
double y1_squared = y1.length_squared();
if ( y1_squared <= CUBIT_DBL_MIN && y1_squared >= -CUBIT_DBL_MIN )
{
PRINT_ERROR("Length of facet edge too small.\n");
return CUBIT_FAILURE;
}
k1 = w1_dot_y1/y1_squared;
if ( k1 < 0.0 )
close_p1 = CUBIT_TRUE;
else if ( k1 > 1.0 )
close_p2 = CUBIT_TRUE;
else if ( k1 >= 0.0 && k1 <= 1.0 + GEOMETRY_RESABS )
{
//So we know that y1, is the closest edge.
closest_point = p1 + k1*y1;
next_edge_p1 = point(0);
next_edge_p2 = point(1);
return CUBIT_SUCCESS;
}
}
if ( d2 < 0.0 )
{
double w2_dot_y2 = w2%y2;
double y2_squared = y2.length_squared();
if ( y2_squared <= CUBIT_DBL_MIN && y2_squared >= -CUBIT_DBL_MIN )
{
PRINT_ERROR("Length of facet edge too small.\n");
return CUBIT_FAILURE;
}
k2 = w2_dot_y2/y2_squared;
if ( k2 < 0.0 )
{
close_p2 = CUBIT_TRUE;
}
else if ( k2 > 1.0 )
{
close_p3 = CUBIT_TRUE;
}
else if ( k2 >= 0.0 && k2 <= 1.0 + GEOMETRY_RESABS )
{
//So we know that y2, is the closest edge.
closest_point = p2 + k2*y2;
next_edge_p1 = point(1);
next_edge_p2 = point(2);
return CUBIT_SUCCESS;
}
}
if ( d3 < 0.0 )
{
double w3_dot_y3 = w3%y3;
double y3_squared = y3.length_squared();
if ( y3_squared <= CUBIT_DBL_MIN && y3_squared >= -CUBIT_DBL_MIN )
{
PRINT_ERROR("Length of facet edge too small.\n");
return CUBIT_FAILURE;
}
k3 = w3_dot_y3/y3_squared;
if ( k3 < 0.0 )
{
close_p3 = CUBIT_TRUE;
}
else if ( k3 > 1.0 )
{
close_p1 = CUBIT_TRUE;
}
else if ( k3 >= 0.0 && k3 <= 1.0 + GEOMETRY_RESABS )
{
//So we know that y3, is the closest edge.
closest_point = p3 + k3*y3;
next_edge_p1 = point(2);
next_edge_p2 = point(0);
return CUBIT_SUCCESS;
}
}
//Now we have the distances, and which edges the point is closest to.
if ( close_p1 && !close_p2 && !close_p3 )
{
closest_point = p1 ;
next_edge_p1 = point(0);
next_edge_p2 = NULL;
return CUBIT_SUCCESS;
}
else if ( close_p2 && !close_p1 && !close_p3 )
{
closest_point = p2;
next_edge_p1 = point(1);
next_edge_p2 = NULL;
return CUBIT_SUCCESS;
}
else if ( close_p3 && !close_p1 && !close_p2 )
{
closest_point = p3;
next_edge_p1 = point(2);
next_edge_p2 = NULL;
return CUBIT_SUCCESS;
}
else if( close_p1 && close_p2 && !close_p3 )
{
if( w1.length_squared() < w2.length_squared() )
closest_point = p1;
else
closest_point = p2;
return CUBIT_SUCCESS;
}
else if( close_p2 && close_p3 && !close_p1 )
{
if( w2.length_squared() < w3.length_squared() )
closest_point = p2;
else
closest_point = p3;
return CUBIT_SUCCESS;
}
else if( close_p1 && close_p3 && !close_p2 )
{
if( w1.length_squared() < w3.length_squared() )
closest_point = p1;
else
closest_point = p3;
return CUBIT_SUCCESS;
}
PRINT_ERROR("Problems finding the closest point to a facet.\n");
return CUBIT_FAILURE;
}
//===========================================================================
//Function Name: contains
//
//Member Type: PUBLIC
//Description: determine if point is contained in facet
//===========================================================================
CubitBoolean CubitFacet::contains( CubitPoint *p1 )
{
for ( int i = 0; i < 3; i++ )
if ( point(i) == p1 )
return CUBIT_TRUE;
return CUBIT_FALSE;
}
//===========================================================================
//Function Name: shared_facet
//
//Member Type: PUBLIC
//Description: Find the other facet that shares these two points.
// Note: assumes max two facets per edge
//===========================================================================
CubitFacet* CubitFacet::shared_facet( CubitPoint *p1, CubitPoint *p2 )
{
//Find the other facet that shares these two points.
int ii;
DLIList<CubitFacet*> facet_list;
p1->facets(facet_list);
for ( ii = facet_list.size(); ii > 0; ii-- )
{
CubitFacet *t_facet = facet_list.get_and_step();
if ( t_facet == this )
continue;
if ( t_facet->contains(p2) )
{
assert( t_facet->contains(p1) );
return t_facet;
}
}
return (CubitFacet*)NULL;
}
//===========================================================================
//Function Name: shared_facets
//
//Member Type: PUBLIC
//Description: Make a list of all facets adjacent this facet at the edge
// defined by p1, p2
//===========================================================================
void CubitFacet::shared_facets( CubitPoint *p1, CubitPoint *p2,
DLIList <CubitFacet *> &adj_facet_list)
{
//Find the other facets that share these two points.
int ii;
DLIList<CubitFacet*> facet_list;
p1->facets(facet_list);
for ( ii = facet_list.size(); ii > 0; ii-- )
{
CubitFacet *t_facet = facet_list.get_and_step();
if ( t_facet == this )
continue;
if ( t_facet->contains(p2) )
{
assert( t_facet->contains(p1) );
adj_facet_list.append( t_facet );
}
}
}
//===========================================================================
//Function Name: shared_facet_on_surf
//
//Member Type: PUBLIC
//Description: Find the other facet that shares these two points and that
// is has the same tool id.
// Note: assumes max two facets per edge
//===========================================================================
CubitFacet* CubitFacet::shared_facet_on_surf( CubitPoint *p1, CubitPoint *p2,
int tool_id )
{
//Find the other facet that shares these two points and that
// is marked with flag.
int ii;
DLIList<CubitFacet*> facet_list;
p1->facets(facet_list);
for ( ii = facet_list.size(); ii > 0; ii-- )
{
CubitFacet *t_facet = facet_list.get_and_step();
if ( t_facet == this )
continue;
if ( t_facet->contains(p2) )
{
if (tool_id == t_facet->tool_id())
{
assert( t_facet->contains(p1) );
return t_facet;
}
}
}
return (CubitFacet*)NULL;
}
//===========================================================================
//Function Name: center
//
//Member Type: PUBLIC
//Description: return the centroid of this facet
//===========================================================================
CubitVector CubitFacet::center()
{
CubitVector vec( point(0)->coordinates() );
vec += point(1)->coordinates();
vec += point(2)->coordinates();
vec /= 3.0;
return vec;
}
//===========================================================================
//Function Name: draw
//
//Member Type: PUBLIC
//Description: draw the facet
//===========================================================================
void CubitFacet::debug_draw(int color, int flush_it, int draw_uv )
{
if ( color == -1 )
color = CUBIT_RED_INDEX;
GfxDebug::draw_facet(this, color, draw_uv);
if ( flush_it )
GfxDebug::flush();
}
const int CubitFacet::point_edge_conn[30][2] = { {4, 8}, {8, 11}, {11, 13}, {13, 14},
{3, 7}, {7, 10}, {10, 12},
{2, 6}, {6, 9},
{1, 5},
{14, 12}, {12, 9}, {9, 5}, {5, 0},
{13, 10}, {10, 6}, {6, 1},
{11, 7}, {7, 2},
{8, 3},
{0, 1}, {1, 2}, {2, 3}, {3, 4},
{5, 6}, {6, 7}, {7, 8},
{9, 10}, {10, 11},
{12, 13} };
const int CubitFacet::point_facet_conn[16][3] = {
{0, 1, 5}, {1, 6, 5}, {1, 2, 6}, {2, 7, 6}, {2, 3, 7}, {3, 8, 7}, {3, 4, 8},
{5, 6, 9}, {6, 10, 9}, {6, 7, 10}, {7, 11, 10}, {7, 8, 11},
{9, 10, 12}, {10, 13, 12}, {10, 11, 13},
{12, 13, 14} };
const double CubitFacet::my_points[15][3] = {
{1.00, 0.00, 0.00},{0.75, 0.25, 0.00},{0.50, 0.50, 0.00},
{0.25, 0.75, 0.00},{0.00, 1.00, 0.00},{0.75, 0.00, 0.25},
{0.50, 0.25, 0.25},{0.25, 0.50, 0.25},{0.00, 0.75, 0.25},
{0.50, 0.00, 0.50},{0.25, 0.25, 0.50},{0.00, 0.50, 0.50},
{0.25, 0.00, 0.75},{0.00, 0.25, 0.75},{0.00, 0.00, 1.00} };
//===========================================================================
//Function Name: min_diagonal
//
//Member Type: PUBLIC
//Description: from the three points find the minimum diagonal.
//===========================================================================
double CubitFacet::min_diagonal()
{
//from the three points find the minimum diagonal.
CubitVector p1 = point(0)->coordinates();
CubitVector p2 = point(1)->coordinates();
CubitVector p3 = point(2)->coordinates();
CubitVector temp1 = p2-p1;
CubitVector mid_side_1 = p1 + temp1/2.0;
CubitVector temp2 = p3-p2;
CubitVector mid_side_2 = p2 + temp2/2.0;
CubitVector temp3 = p1-p3;
CubitVector mid_side_3 = p3 + temp3/2.0;
CubitVector diagv_1 = p3 - mid_side_1;
CubitVector diagv_2 = p2 - mid_side_3;
CubitVector diagv_3 = p1 - mid_side_2;
double diag_1 = diagv_1.length();
double diag_2 = diagv_2.length();
double diag_3 = diagv_3.length();
if ( diag_1 >= diag_2 && diag_1 >= diag_3 )
return diag_1;
else if ( diag_2 > diag_1 && diag_2 > diag_3 )
return diag_2;
return diag_3;
}
//-------------------------------------------------------------------------
// Purpose : Get the two points of the edge opposite the
// passed point.
//
// Special Notes :
//
// Creator : Jason Kraftcheck
//
// Creation Date : 03/07/00
//-------------------------------------------------------------------------
void CubitFacet::opposite_edge( CubitPoint* thepoint,
CubitPoint*& p1, CubitPoint *& p2 )
{
p1 = p2 = 0;
int i;
for( i = 0; i < 3; i++ )
if( point(i) == thepoint )
break;
if( i < 3 ) //point is on this triangle
{
p1 = point((i+1)%3);
p2 = point((i+2)%3);
}
}
//-------------------------------------------------------------------------
// Purpose : Local modification functions.
//
// Special Notes :
//
// Creator :
//
// Creation Date : 03/25/00
//-------------------------------------------------------------------------
CubitPoint* CubitFacet::split_edge( CubitPoint* /* edge_pt1 */,
CubitPoint* /* edge_pt2 */,
const CubitVector& /* position */ )
{
// this function should be implemented in child class since it creates
// new facet and point entities
assert(1);
CubitPoint* new_point = NULL;
return new_point;
}
//-------------------------------------------------------------------------
// Purpose : insert a point into the facet
//
// Special Notes : create two new facets and return them
//
// Creator :
//
// Creation Date :
//-------------------------------------------------------------------------
CubitPoint* CubitFacet::insert_point( const CubitVector& /* position */,
CubitFacet*& /* new_tri1 */,
CubitFacet*& /* new_tri2 */)
{
// this function should be implemented in child class since it creates
// new facet and point entities
assert(1);
CubitPoint* new_point = NULL;
return new_point;
}
//-------------------------------------------------------------------------
// Purpose : return the index of the other index not used by
// points p1 and p2
//
// Special Notes :
//
// Creator :
//
// Creation Date :
//-------------------------------------------------------------------------
int CubitFacet::other_index( CubitPoint* pt1, CubitPoint* pt2 )
{
int i;
for( i = 0; (point(i) != pt1) && (i < 3); i++ );
if( i == 3 ) return -1;
int i1 = (i+1)%3;
int i2 = (i+2)%3;
if( point(i1) == pt2 ) return i2;
else if( point(i2) == pt2 ) return i1;
else return -1;
}
//-------------------------------------------------------------------------
// Purpose : compute the angle at one of the points on the facet
//
// Special Notes : angle is in radians
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
double CubitFacet::angle( CubitPoint *pt )
{
int ii, index = -1;
CubitBoolean found=CUBIT_FALSE;
for (ii=0; ii<3 && !found; ii++) {
if (pt==this->point(ii)) {
index = ii;
found = CUBIT_TRUE;
}
}
if (!found) {
return 0.0e0;
}
CubitVector e0 = this->point((index+1)%3)->coordinates() - pt->coordinates();
CubitVector e1 = this->point((index+2)%3)->coordinates() - pt->coordinates();
e0.normalize();
e1.normalize();
double myangle;
double cosangle = e0%e1;
if (cosangle >= 1.0) {
myangle = 0.0e0;
}
else if( cosangle <= -1.0 ) {
myangle = CUBIT_PI;
}
else {
myangle = acos(cosangle);
}
return myangle;
}
//-------------------------------------------------------------------------
// Purpose : return the edge on a facet and its corresponding index.
//
// Special Notes : The index of the edge corresponds to the point index on
// the facet opposite the edge.
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
CubitFacetEdge *CubitFacet::edge_from_pts( CubitPoint *p1,
CubitPoint *p2,
int &edge_index )
{
if ((point(0) == p1 && point(1) == p2) ||
(point(0) == p2 && point(1) == p1)) {
edge_index = 2;
return edge(2);
}
if ((point(1) == p1 && point(2) == p2) ||
(point(1) == p2 && point(2) == p1)) {
edge_index = 0;
return edge(0);
}
if ((point(2) == p1 && point(0) == p2) ||
(point(2) == p2 && point(0) == p1)) {
edge_index = 1;
return edge(1);
}
edge_index = -1;
return NULL;
}
//-------------------------------------------------------------------------
// Purpose : return the index of an edge on a facet given two
// points on the facet
//
// Special Notes : The index of the edge corresponds to the point index on
// the facet opposite the edge.
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
int CubitFacet::edge_index( CubitPoint *p1, CubitPoint *p2, int &sense )
{
if (point(0) == p1 && point(1) == p2)
{
sense = 1;
return 2;
}
if (point(0) == p2 && point(1) == p1)
{
sense = -1;
return 2;
}
if (point(1) == p1 && point(2) == p2)
{
sense = 1;
return 0;
}
if (point(1) == p2 && point(2) == p1)
{
sense = -1;
return 0;
}
if (point(2) == p1 && point(0) == p2)
{
sense = 1;
return 1;
}
if (point(2) == p2 && point(0) == p1)
{
sense = -1;
return 1;
}
sense = 0;
return -1;
}
// overloaded function - based on edge pointer
int CubitFacet::edge_index( CubitFacetEdge *theedge )
{
if (edge(0) == theedge) return 0;
if (edge(1) == theedge) return 1;
if (edge(2) == theedge) return 2;
return -1;
}
//-------------------------------------------------------------------------
// Purpose : return the index of a point on a facet
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
int CubitFacet::point_index( CubitPoint *pt )
{
if (point(0) == pt) return 0;
if (point(1) == pt) return 1;
if (point(2) == pt) return 2;
return -1;
}
//-------------------------------------------------------------------------
// Purpose : get the points that define an edge of a facet.
//
// Special Notes : The index of the edge corresponds to the point index on
// the facet opposite the edge. The points are returned
// based on the edgeUse order
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
void CubitFacet::get_edge_pts( int index, CubitPoint *&p1, CubitPoint *&p2 )
{
assert(index >=0 && index <=2);
p1 = point((index+1)%3);
p2 = point((index+2)%3);
}
//-------------------------------------------------------------------------
// Purpose : update the bounding box of the facet based on the control
// polygon of the facet.
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
void CubitFacet::update_bezier_bounding_box( )
{
int i,j;
CubitVector ctrl_pts[5], min, max;
CubitFacetEdge *myedge;<--- The scope of the variable 'myedge' can be reduced. [+]The scope of the variable 'myedge' can be reduced. Warning: Be careful when fixing this message, especially when there are inner loops. Here is an example where cppcheck will write that the scope for 'i' can be reduced:
void f(int x)
{
int i = 0;
if (x) {
// it's safe to move 'int i = 0;' here
for (int n = 0; n < 10; ++n) {
// it is possible but not safe to move 'int i = 0;' here
do_something(&i);
}
}
}
When you see this message it is always safe to reduce the variable scope 1 level.
CubitBox bbox = bounding_box();
min = bbox.minimum();
max = bbox.maximum();
for (i=0; i<3; i++) {
myedge = edge(i);
assert(myedge != 0);
myedge->control_points( this, ctrl_pts );
for (j=1; j<4; j++) {
if (ctrl_pts[j].x() < min.x()) min.x( ctrl_pts[j].x() );
if (ctrl_pts[j].y() < min.y()) min.y( ctrl_pts[j].y() );
if (ctrl_pts[j].z() < min.z()) min.z( ctrl_pts[j].z() );
if (ctrl_pts[j].x() > max.x()) max.x( ctrl_pts[j].x() );
if (ctrl_pts[j].y() > max.y()) max.y( ctrl_pts[j].y() );
if (ctrl_pts[j].z() > max.z()) max.z( ctrl_pts[j].z() );
}
}
CubitVector patch_ctrl_pts[6];
get_control_points( patch_ctrl_pts );
assert(patch_ctrl_pts != 0);
for (j=0; j<6; j++) {
if (patch_ctrl_pts[j].x() < min.x()) min.x( patch_ctrl_pts[j].x() );
if (patch_ctrl_pts[j].y() < min.y()) min.y( patch_ctrl_pts[j].y() );
if (patch_ctrl_pts[j].z() < min.z()) min.z( patch_ctrl_pts[j].z() );
if (patch_ctrl_pts[j].x() > max.x()) max.x( patch_ctrl_pts[j].x() );
if (patch_ctrl_pts[j].y() > max.y()) max.y( patch_ctrl_pts[j].y() );
if (patch_ctrl_pts[j].z() > max.z()) max.z( patch_ctrl_pts[j].z() );
}
bBox.reset(min,max);
}
//-------------------------------------------------------------------------
// Purpose : reset the bounding box of the facet based on the control
// polygon of the facet.
//
// Creator : Steve Owen
//
// Creation Date : 3/14/02
//-------------------------------------------------------------------------
void CubitFacet::reset_bounding_box( )
{
CubitPoint *p1 = point (0);
CubitPoint *p2 = point (1);
CubitPoint *p3 = point (2);
// define the bounding box
if (!patchCtrlPts || is_flat())
{
CubitVector bbox_min, bbox_max;
bbox_min.x(min3(p1->x(),p2->x(),p3->x()));
bbox_min.y(min3(p1->y(),p2->y(),p3->y()));
bbox_min.z(min3(p1->z(),p2->z(),p3->z()));
bbox_max.x(max3(p1->x(),p2->x(),p3->x()));
bbox_max.y(max3(p1->y(),p2->y(),p3->y()));
bbox_max.z(max3(p1->z(),p2->z(),p3->z()));
bBox.reset(bbox_min,bbox_max);
}
else
{
update_bezier_bounding_box( );
}
}
//-------------------------------------------------------------------------
// Purpose : get the next CCW (rhr) facetedge on the facet
//
// Special Notes :
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
CubitFacetEdge *CubitFacet::next_edge( CubitFacetEdge *theedge )
{
int i;
for (i=0; i<3; i++) {
if (theedge == edge(i)) {
return edge((i+1)%3);
}
}
return NULL;
}
//-------------------------------------------------------------------------
// Purpose : get the prev CCW (rhr) facetedge on the facet
//
// Special Notes :
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
CubitFacetEdge *CubitFacet::prev_edge( CubitFacetEdge *theedge )
{
int i;
for (i=0; i<3; i++) {
if (theedge == edge(i)) {
return edge((i+2)%3);
}
}
return NULL;
}
//-------------------------------------------------------------------------
// Purpose : reorient the facet
//
// Special Notes :
//
// Creator : Steve Owen
//
// Creation Date : 06/28/00
//-------------------------------------------------------------------------
void CubitFacet::flip()
{
// must be implemented in child class
assert(0);
}
//-------------------------------------------------------------------------
// Purpose : return the next edge on the triangle at the point
//
// Special Notes :
//
// Creator : Steve Owen
//
// Creation Date : 4/31/01
//-------------------------------------------------------------------------
CubitFacetEdge *CubitFacet::next_edge_at_point( CubitFacetEdge *edge_ptr,
CubitPoint *point_ptr )
{
int eidx = edge_index( edge_ptr );
int pidx = point_index( point_ptr );
switch(eidx)
{
case 0:
switch(pidx)
{
case 1: eidx = 2; break;
case 2: eidx = 1; break;
default: eidx = -1; break;
}
break;
case 1:
switch(pidx)
{
case 0: eidx = 2; break;
case 2: eidx = 0; break;
default: eidx = -1; break;
}
break;
case 2:
switch(pidx)
{
case 0: eidx = 1; break;
case 1: eidx = 0; break;
default: eidx = -1; break;
}
break;
default:
eidx = -1;
break;
}
if (eidx == -1)
return (CubitFacetEdge *)NULL;
return edge( eidx );
}
//======================================================================
// Function: get_edge control_points (PUBLIC)
// Description: return the control points on the facet edges based
// on its edge use directions
// Author: sjowen
// Date: 5/01
//======================================================================
CubitStatus CubitFacet::get_edge_control_points( CubitVector P[3][5] )
{
CubitStatus stat;
CubitFacetEdge *edge_ptr;
CubitVector ctrl_pts[5];
int ii, jj;
for (ii=0; ii<3; ii++) {
edge_ptr = edge(ii);
stat = edge_ptr->control_points(this, ctrl_pts);
if (stat!= CUBIT_SUCCESS)
return stat;
for (jj=0; jj<5; jj++)
{
P[ii][jj] = ctrl_pts[jj];
}
}
return stat;
}
//======================================================================
// Function: area (PUBLIC)
// Description: compute the area of the facet
// Author: sjowen
// Date: 3/02
//======================================================================
double CubitFacet::area( )
{
CubitVector e0(point(0)->coordinates(), point(1)->coordinates());
CubitVector e1(point(0)->coordinates(), point(2)->coordinates());
double area = (e0 * e1).length() * 0.5;
return area;
}
double CubitFacet::aspect_ratio()
{
static const double normal_coeff = sqrt( 3. ) / 6.;
// three vectors for each side
CubitVector a = point(1)->coordinates() - point(0)->coordinates();
CubitVector b = point(2)->coordinates() - point(1)->coordinates();
CubitVector c = point(0)->coordinates() - point(2)->coordinates();
double a1 = a.length();
double b1 = b.length();
double c1 = c.length();
double hm = a1 > b1 ? a1 : b1;
hm = hm > c1 ? hm : c1;
CubitVector ab = a * b;
double denominator = ab.length();
if( denominator < CUBIT_DBL_MIN )
return (double)CUBIT_DBL_MAX;
else
{
double aspect_ratio;
aspect_ratio = normal_coeff * hm * (a1 + b1 + c1) / denominator;
if( aspect_ratio > 0 )
return (double) CUBIT_MIN( aspect_ratio, CUBIT_DBL_MAX );
return (double) CUBIT_MAX( aspect_ratio, -CUBIT_DBL_MAX );
}
}
//======================================================================
// Function: init_patch (PUBLIC)
// Description: computes the interior control points for the facet and
// stores them with the facet. Assumes edge control points
// have already been computed
// Author: sjowen
// Date: 10/03
//======================================================================
CubitStatus CubitFacet::init_patch( )
{
return FacetEvalTool::init_bezier_facet( this );
}
//===========================================================================
//Function Name: add_edge
//
//Member Type: PUBLIC
//Description: add an existing edge to a facet. The edge must contain
// points that are already part of this facet
//===========================================================================
void CubitFacet::add_edge(CubitFacetEdge *edge)
{
CubitPoint *p0 = edge->point(0);
CubitPoint *p1 = edge->point(1);
// find the points on this facet
int p0_index = point_index( p0 );
int p1_index = point_index( p1 );
assert(p0_index >=0 && p1_index >= 0);
assert(p0_index != p1_index);
// add the edge based on the relative index of the points
// set the edge use based on their order
int edge_index;
if ((p0_index+1)%3 == p1_index)
{
edge_index = (p1_index + 1)%3;
assert(this->edge(edge_index) == NULL);
this->edge( edge, edge_index );
this->edge_use(1, edge_index);
}
else if((p0_index+2)%3 == p1_index)
{
edge_index = (p0_index + 1)%3;
assert(this->edge(edge_index) == NULL);
this->edge( edge, edge_index );
this->edge_use(-1, edge_index);
}
else
{
assert(0); // shouldn't happen
}
// add the facet to the edge
edge->add_facet( this );
}
CubitPoint *CubitFacet::opposite_point( CubitFacetEdge *edge )
{
int i;
for( i = 0; i < 3; i++ )
if( point(i) != edge->point(0) && point(i) != edge->point(1) )
return point(i);
return NULL;
}
CubitVector CubitFacet::update_normal( void )
{
this->update_plane();
return normal();
}
void CubitFacet::unlink_from_children( void )
{
this->point(0)->remove_facet(this);
this->point(1)->remove_facet(this);
this->point(2)->remove_facet(this);
this->edge(0)->remove_facet(this);
this->edge(1)->remove_facet(this);
this->edge(2)->remove_facet(this);
}
CubitFacetEdge* CubitFacet::shared_edge( CubitFacet *cubit_facet )
{
for( int i=0; i<3; i++ )
for( int j=0; j<3; j++ )
if( edge(i) == cubit_facet->edge(j) )
return edge(i);
return NULL;
}
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