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https://github.com/NGSolve/netgen.git
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242 lines
6.8 KiB
C++
242 lines
6.8 KiB
C++
#ifndef FILE_SOLID
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#define FILE_SOLID
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/**************************************************************************/
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/* File: solid.hh */
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/* Author: Joachim Schoeberl */
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/* Date: 1. Dez. 95 */
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/**************************************************************************/
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/*
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Constructive Solid Model (csg)
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*/
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class Solid;
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class SolidIterator
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{
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public:
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SolidIterator () { ; }
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virtual ~SolidIterator () { ; }
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virtual void Do (Solid * sol) = 0;
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};
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class Solid
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{
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public:
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typedef enum optyp1 { TERM, TERM_REF, SECTION, UNION, SUB, ROOT, DUMMY } optyp;
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private:
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char * name;
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Primitive * prim;
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Solid * s1, * s2;
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optyp op;
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bool visited;
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double maxh;
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// static int cntnames;
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public:
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Solid (Primitive * aprim);
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Solid (optyp aop, Solid * as1, Solid * as2 = NULL);
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~Solid ();
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const char * Name () const { return name; }
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void SetName (const char * aname);
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Solid * Copy (class CSGeometry & geom) const;
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void Transform (Transformation<3> & trans);
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void IterateSolid (SolidIterator & it, bool only_once = 0);
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void Boundaries (const Point<3> & p, ARRAY<int> & bounds) const;
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int NumPrimitives () const;
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void GetSurfaceIndices (ARRAY<int> & surfind) const;
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void GetSurfaceIndices (IndexSet & iset) const;
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void GetTangentialSurfaceIndices (const Point<3> & p, ARRAY<int> & surfids, double eps) const;
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void GetTangentialSurfaceIndices2 (const Point<3> & p, const Vec<3> & v, ARRAY<int> & surfids, double eps) const;
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void GetTangentialSurfaceIndices3 (const Point<3> & p, const Vec<3> & v, const Vec<3> & v2, ARRAY<int> & surfids, double eps) const;
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Primitive * GetPrimitive ()
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{ return (op == TERM || op == TERM_REF) ? prim : NULL; }
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const Primitive * GetPrimitive () const
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{ return (op == TERM || op == TERM_REF) ? prim : NULL; }
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Solid * S1() { return s1; }
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Solid * S2() { return s2; }
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// geometric tests
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bool IsIn (const Point<3> & p, double eps = 1e-6) const;
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bool IsStrictIn (const Point<3> & p, double eps = 1e-6) const;
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bool VectorIn (const Point<3> & p, const Vec<3> & v, double eps = 1e-6) const;
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bool VectorStrictIn (const Point<3> & p, const Vec<3> & v, double eps = 1e-6) const;
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bool VectorIn2 (const Point<3> & p, const Vec<3> & v1, const Vec<3> & v2,
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double eps) const;
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bool VectorIn2Rec (const Point<3> & p, const Vec<3> & v1, const Vec<3> & v2,
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double eps) const;
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/// compute localization in point p
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void TangentialSolid (const Point<3> & p, Solid *& tansol, ARRAY<int> & surfids, double eps) const;
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/// compute localization in point p tangential to vector t
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void TangentialSolid2 (const Point<3> & p, const Vec<3> & t,
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Solid *& tansol, ARRAY<int> & surfids, double eps) const;
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/** compute localization in point p, with second order approximation to edge
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p + s t + s*s/2 t2 **/
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void TangentialSolid3 (const Point<3> & p, const Vec<3> & t, const Vec<3> & t2,
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Solid *& tansol, ARRAY<int> & surfids, double eps) const;
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/** tangential solid, which follows the edge
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p + s t + s*s/2 t2
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with second order, and the neighbouring face
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p + s t + s*s/2 t2 + r m
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with first order
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**/
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void TangentialEdgeSolid (const Point<3> & p, const Vec<3> & t, const Vec<3> & t2,
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const Vec<3> & m,
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Solid *& tansol, ARRAY<int> & surfids, double eps) const;
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void CalcOnePrimitiveSpecialPoints (const Box<3> & box, ARRAY<Point<3> > & pts) const;
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///
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int Edge (const Point<3> & p, const Vec<3> & v, double eps) const;
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///
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int OnFace (const Point<3> & p, const Vec<3> & v, double eps) const;
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///
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void Print (ostream & str) const;
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///
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void CalcSurfaceInverse ();
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///
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Solid * GetReducedSolid (const BoxSphere<3> & box) const;
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void SetMaxH (double amaxh)
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{ maxh = amaxh; }
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double GetMaxH () const
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{ return maxh; }
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void GetSolidData (ostream & ost, int first = 1) const;
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static Solid * CreateSolid (istream & ist, const SYMBOLTABLE<Solid*> & solids);
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static BlockAllocator ball;
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void * operator new(size_t /* s */)
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{
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return ball.Alloc();
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}
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void operator delete (void * p)
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{
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ball.Free (p);
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}
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protected:
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///
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void RecBoundaries (const Point<3> & p, ARRAY<int> & bounds,
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int & in, int & strin) const;
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///
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void RecTangentialSolid (const Point<3> & p, Solid *& tansol, ARRAY<int> & surfids,
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int & in, int & strin, double eps) const;
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void RecTangentialSolid2 (const Point<3> & p, const Vec<3> & vec,
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Solid *& tansol, ARRAY<int> & surfids,
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int & in, int & strin, double eps) const;
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///
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void RecTangentialSolid3 (const Point<3> & p, const Vec<3> & vec,const Vec<3> & vec2,
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Solid *& tansol, ARRAY<int> & surfids,
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int & in, int & strin, double eps) const;
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///
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void RecTangentialEdgeSolid (const Point<3> & p, const Vec<3> & t, const Vec<3> & t2,
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const Vec<3> & m,
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Solid *& tansol, ARRAY<int> & surfids,
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int & in, int & strin, double eps) const;
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///
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void RecEdge (const Point<3> & p, const Vec<3> & v,
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int & in, int & strin, int & faces, double eps) const;
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///
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void CalcSurfaceInverseRec (int inv);
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///
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Solid * RecGetReducedSolid (const BoxSphere<3> & box, INSOLID_TYPE & in) const;
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///
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void RecGetSurfaceIndices (ARRAY<int> & surfind) const;
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void RecGetTangentialSurfaceIndices (const Point<3> & p, ARRAY<int> & surfids, double eps) const;
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void RecGetTangentialSurfaceIndices2 (const Point<3> & p, const Vec<3> & v, ARRAY<int> & surfids, double eps) const;
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void RecGetTangentialSurfaceIndices3 (const Point<3> & p, const Vec<3> & v, const Vec<3> & v2,
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ARRAY<int> & surfids, double eps) const;
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void RecGetTangentialEdgeSurfaceIndices (const Point<3> & p, const Vec<3> & v, const Vec<3> & v2, const Vec<3> & m,
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ARRAY<int> & surfids, double eps) const;
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void RecGetSurfaceIndices (IndexSet & iset) const;
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void RecCalcOnePrimitiveSpecialPoints (ARRAY<Point<3> > & pts) const;
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friend class SolidIterator;
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friend class ClearVisitedIt;
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friend class RemoveDummyIterator;
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friend class CSGeometry;
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};
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inline ostream & operator<< (ostream & ost, const Solid & sol)
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{
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sol.Print (ost);
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return ost;
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}
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class ReducePrimitiveIterator : public SolidIterator
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{
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const BoxSphere<3> & box;
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public:
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ReducePrimitiveIterator (const BoxSphere<3> & abox)
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: SolidIterator(), box(abox) { ; }
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virtual ~ReducePrimitiveIterator () { ; }
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virtual void Do (Solid * sol)
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{
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if (sol -> GetPrimitive())
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sol -> GetPrimitive() -> Reduce (box);
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}
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};
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class UnReducePrimitiveIterator : public SolidIterator
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{
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public:
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UnReducePrimitiveIterator () { ; }
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virtual ~UnReducePrimitiveIterator () { ; }
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virtual void Do (Solid * sol)
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{
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if (sol -> GetPrimitive())
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sol -> GetPrimitive() -> UnReduce ();
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}
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};
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#endif
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