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https://github.com/NGSolve/netgen.git
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470 lines
15 KiB
C++
470 lines
15 KiB
C++
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#include <mystdlib.h>
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#include <meshing.hpp>
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#include "bcfunctions.hpp"
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namespace netgen
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{
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// Default colour to be used for boundary condition number "0"
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#define DEFAULT_R 0.0
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#define DEFAULT_G 1.0
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#define DEFAULT_B 0.0
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// Boundary condition number to use if a face does not have a
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// colour assigned to it, or if the colour is the above defined
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// default colour
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#define DEFAULT_BCNUM 1
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// Default tolerance for colour matching (using Euclidean distance)
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#define DEFAULT_EPS 2.5e-05
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/*! Philippose - 11/07/2009
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Function to check if two RGB colours are equal
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Note#1: Currently uses unweighted Euclidean Distance
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for colour matching.
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Note#2: The tolerance used for deciding whether two
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colours match is defined as "eps" and is currently
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2.5e-5 (for square of distance)
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*/
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bool ColourMatch(Vec3d col1, Vec3d col2, double eps)
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{
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if(eps <= 0.0) eps = DEFAULT_EPS;
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bool colmatch = false;
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if(Dist2(col1,col2) < eps) colmatch = true;
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return colmatch;
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}
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/*! Philippose - 11/07/2009
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Function to create a list of all the unique colours
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available in a given mesh
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*/
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void GetFaceColours(Mesh & mesh, NgArray<Vec3d> & face_colours)
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{
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face_colours.SetSize(1);
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face_colours.Elem(1) = mesh.GetFaceDescriptor(1).SurfColour();
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for(int i = 1; i <= mesh.GetNFD(); i++)
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{
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Vec3d face_colour = mesh.GetFaceDescriptor(i).SurfColour();
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bool col_found = false;
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for(int j = 1; j <= face_colours.Size(); j++)
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{
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if(ColourMatch(face_colours.Elem(j),face_colour))
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{
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col_found = true;
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break;
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}
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}
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if(!col_found) face_colours.Append(face_colour);
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}
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if(printmessage_importance >= 3)
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{
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cout << endl << "-------- Face Colours --------" << endl;
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for( int i = 1; i <= face_colours.Size(); i++)
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{
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cout << face_colours.Elem(i) << endl;
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}
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cout << "------------------------------" << endl;
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}
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}
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/*! Philippose - 11/07/2009
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Assign boundary condition numbers based on a user defined
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colour profile file.
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The default profile file is "netgen.ocf"
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If the mesh contains colours not defined in the profile,
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netgen automatically starts assigning each new colour a
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new boundary condition number starting from the highest
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boundary condition number specified in the profile file.
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*/
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void AutoColourAlg_UserProfile(Mesh & mesh, ifstream & ocf)
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{
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char ocf_inp[100];
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bool header_found = false;
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// Number of colour specifications in the
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// user profile file
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int numentries = 0;
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while((ocf.good()) && (!header_found))
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{
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ocf >> ocf_inp;
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if(strcmp(ocf_inp,"boundary_colours") == 0) header_found = true;
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}
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if(!header_found)
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{
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ocf.close();
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throw NgException("AutoColourAlg_UserProfile: Invalid or empty Boundary Colour Profile file\n");
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return;
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}
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// Read in the number of entries from file
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ocf >> numentries;
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if(numentries > 0)
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{
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if(!ocf.good())
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{
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ocf.close();
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throw NgException("AutoColourAlg_UserProfile: Invalid or empty Boundary Colour Profile file\n");
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return;
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}
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PrintMessage(3, "Number of colour entries: ", numentries);
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}
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else
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{
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ocf.close();
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PrintMessage(3, "AutoColourAlg_UserProfile: No Boundary Colour entries found.... no changes made!");
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return;
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}
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// Arrays to hold the specified RGB colour triplets as well
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// as the associated boundary condition number
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NgArray<Vec3d> bc_colours(numentries);
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NgArray<int> bc_num(numentries);
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NgArray<bool> bc_used(numentries);
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// Actually read in the data from the file
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for(int i = 1; i <= numentries; i++)
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{
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int bcnum;
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// double col_red, col_green, col_blue;
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ocf >> bcnum;
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// Boundary condition number DEFAULT_BCNUM is reserved for
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// faces which have the default colour Green (0.0,1.0,0.0)
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// To prevent confusion, no boundary numbery below this default
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// are permitted
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if(bcnum < (DEFAULT_BCNUM + 1)) bcnum = DEFAULT_BCNUM+1;
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bc_num.Elem(i) = bcnum;
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bc_used.Elem(i) = false;
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ocf >> bc_colours.Elem(i).X()
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>> bc_colours.Elem(i).Y()
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>> bc_colours.Elem(i).Z();
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if(!ocf.good())
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{
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ocf.close();
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throw NgException("Boundary Colour file error: Number of entries do not match specified list size!!\n");
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return;
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}
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// Bound checking of the values
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// The RGB values should be between 0.0 and 1.0
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if(bc_colours.Elem(bcnum).X() < 0.0) bc_colours.Elem(bcnum).X() = 0.0;
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if(bc_colours.Elem(bcnum).X() > 1.0) bc_colours.Elem(bcnum).X() = 1.0;
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if(bc_colours.Elem(bcnum).Y() < 0.0) bc_colours.Elem(bcnum).X() = 0.0;
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if(bc_colours.Elem(bcnum).Y() > 1.0) bc_colours.Elem(bcnum).X() = 1.0;
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if(bc_colours.Elem(bcnum).Z() < 0.0) bc_colours.Elem(bcnum).X() = 0.0;
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if(bc_colours.Elem(bcnum).Z() > 1.0) bc_colours.Elem(bcnum).X() = 1.0;
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}
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PrintMessage(3, "Successfully loaded Boundary Colour Profile file....");
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ocf.close();
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// Find the highest boundary condition number in the list
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// All colours in the geometry which are not specified in the
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// list will be given boundary condition numbers higher than this
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// number
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int max_bcnum = DEFAULT_BCNUM;
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for(int i = 1; i <= bc_num.Size();i++)
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{
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if(bc_num.Elem(i) > max_bcnum) max_bcnum = bc_num.Elem(i);
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}
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PrintMessage(3, "Highest boundary number in list = ",max_bcnum);
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NgArray<Vec3d> all_colours;
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// Extract all the colours to see how many there are
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GetFaceColours(mesh,all_colours);
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PrintMessage(3,"\nNumber of colours defined in Mesh: ", all_colours.Size());
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if(all_colours.Size() == 0)
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{
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PrintMessage(3,"No colour data detected in Mesh... no changes made!");
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return;
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}
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int nfd = mesh.GetNFD();
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for(int face_index = 1; face_index <= nfd; face_index++)
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{
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// Temporary container for individual face colours
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Vec3d face_colour;
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// Get the colour of the face being currently processed
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face_colour = mesh.GetFaceDescriptor(face_index).SurfColour();
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if(!ColourMatch(face_colour,Vec3d(DEFAULT_R,DEFAULT_G,DEFAULT_B)))
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{
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// Boolean variable to check if the boundary condition was applied
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// or not... not applied would imply that the colour of the face
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// does not exist in the list of colours in the profile file
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bool bc_assigned = false;
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for(int col_index = 1; col_index <= bc_colours.Size(); col_index++)
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{
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if((ColourMatch(face_colour,bc_colours.Elem(col_index))) && (!bc_assigned))
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{
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mesh.GetFaceDescriptor(face_index).SetBCProperty(bc_num.Elem(col_index));
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bc_used.Elem(col_index) = true;
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bc_assigned = true;
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break;
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}
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}
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// If the colour was not found in the list, add it to the list, and assign
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// the next free boundary condition number to it
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if(!bc_assigned)
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{
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max_bcnum++;
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bc_num.Append(max_bcnum);
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bc_colours.Append(face_colour);
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bc_used.Append(true);
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mesh.GetFaceDescriptor(face_index).SetBCProperty(max_bcnum);
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}
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}
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else
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{
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// Set the boundary condition number to the default one
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mesh.GetFaceDescriptor(face_index).SetBCProperty(DEFAULT_BCNUM);
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}
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}
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// User Information of the results of the operation
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Vec3d ref_colour(0.0,1.0,0.0);
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PrintMessage(3,"Colour based Boundary Condition Property details:");
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for(int bc_index = 0; bc_index <= bc_num.Size(); bc_index++)
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{
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if(bc_index > 0) ref_colour = bc_colours.Elem(bc_index);
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if(bc_index == 0)
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{
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PrintMessage(3, "BC Property: ",DEFAULT_BCNUM);
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PrintMessage(3, " RGB Face Colour = ",ref_colour,"","\n");
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}
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else if(bc_used.Elem(bc_index))
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{
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PrintMessage(3, "BC Property: ",bc_num.Elem(bc_index));
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PrintMessage(3, " RGB Face Colour = ",ref_colour,"","\n");
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}
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}
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}
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/*! Philippose - 11/07/2009
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Assign boundary condition numbers based on the colours
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assigned to each face in the mesh using an automated
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algorithm.
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The particular algorithm used has been briefly explained
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in the header file "occauxfunctions.hpp"
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*/
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void AutoColourAlg_Sorted(Mesh & mesh)
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{
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NgArray<Vec3d> all_colours;
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NgArray<int> faces_sorted;
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NgArray<int> colours_sorted;
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// Extract all the colours to see how many there are
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GetFaceColours(mesh,all_colours);
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// Delete the default colour from the list since it will be accounted
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// for automatically
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for(int i = 1; i <= all_colours.Size(); i++)
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{
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if(ColourMatch(all_colours.Elem(i),Vec3d(DEFAULT_R,DEFAULT_G,DEFAULT_B)))
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{
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all_colours.DeleteElement(i);
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break;
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}
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}
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PrintMessage(3,"\nNumber of colours defined in Mesh: ", all_colours.Size());
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if(all_colours.Size() == 0)
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{
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PrintMessage(3,"No colour data detected in Mesh... no changes made!");
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return;
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}
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// One more slot than the number of colours are required, to
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// account for individual faces which have no colour data
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// assigned to them in the CAD software
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faces_sorted.SetSize(all_colours.Size()+1);
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colours_sorted.SetSize(all_colours.Size()+1);
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faces_sorted = 0;
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// Index NgArray to identify the colours the faces were assigned to,
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// after the bubble sort routine to sort the automatic boundary
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// identifiers according to the number of surface mesh elements
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// of a given colour
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for(int i = 0; i <= all_colours.Size(); i++) colours_sorted[i] = i;
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// Used to hold the number of surface elements without any OCC
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// colour definition
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int no_colour_faces = 0;
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// Index in the faces array assigned to faces without any
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// or the default colour definition
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int no_colour_index = 0;
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int nfd = mesh.GetNFD();
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// Extract the number of surface elements having a given colour
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// And save this number into an array for later sorting
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for(int face_index = 1; face_index <= nfd; face_index++)
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{
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Array<SurfaceElementIndex> se_face;
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mesh.GetSurfaceElementsOfFace(face_index, se_face);
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Vec3d face_colour;
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face_colour = mesh.GetFaceDescriptor(face_index).SurfColour();
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if(!ColourMatch(face_colour,Vec3d(DEFAULT_R,DEFAULT_G,DEFAULT_B)))
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{
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for(int i = 1; i <= all_colours.Size(); i++)
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{
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if(ColourMatch(face_colour, all_colours.Elem(i)))
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{
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faces_sorted[i] = faces_sorted[i] + se_face.Size();
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}
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}
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}
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else
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{
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// Add the number of surface elements without any colour
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// definition separately
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no_colour_faces = no_colour_faces + se_face.Size();
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}
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}
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// Sort the face colour indices according to the number of surface
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// mesh elements which have a specific colour
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BubbleSort(faces_sorted,colours_sorted);
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// Now update the array position assigned for surface elements
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// without any colour definition with the number of elements
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faces_sorted[no_colour_index] = no_colour_faces;
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// Now actually assign the BC Property to the respective faces
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for(int face_index = 1; face_index <= nfd; face_index++)
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{
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Vec3d face_colour;
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face_colour = mesh.GetFaceDescriptor(face_index).SurfColour();
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if(!ColourMatch(face_colour,Vec3d(DEFAULT_R,DEFAULT_G,DEFAULT_B)))
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{
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for(int i = 0; i < colours_sorted.Size(); i++)
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{
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Vec3d ref_colour;
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if(i != no_colour_index) ref_colour = all_colours.Elem(colours_sorted[i]);
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if(ColourMatch(face_colour, ref_colour))
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{
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mesh.GetFaceDescriptor(face_index).SetBCProperty(i + DEFAULT_BCNUM);
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}
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}
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}
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else
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{
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mesh.GetFaceDescriptor(face_index).SetBCProperty(DEFAULT_BCNUM);
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}
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PrintMessage(4,"Face number: ",face_index," ; BC Property = ",mesh.GetFaceDescriptor(face_index).BCProperty());
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}
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// User Information of the results of the operation
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Vec3d ref_colour(0.0,1.0,0.0);
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PrintMessage(3,"Colour based Boundary Condition Property details:");
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for(int i = 0; i < faces_sorted.Size(); i++)
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{
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if(colours_sorted[i] > 0) ref_colour = all_colours.Elem(colours_sorted[i]);
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PrintMessage(3, "BC Property: ",i + DEFAULT_BCNUM);
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PrintMessage(3, " Nr. of Surface Elements = ", faces_sorted[i]);
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PrintMessage(3, " Colour Index = ", colours_sorted[i]);
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PrintMessage(3, " RGB Face Colour = ",ref_colour,"","\n");
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}
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}
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/*! Philippose - 13/07/2009
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Main function implementing automated assignment of
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Boundary Condition numbers based on face colours
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This functionality is currently implemtented at the mesh
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level, and hence allows colour based assignment of boundary
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conditions for any geometry type within netgen which
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supports face colours
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*/
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void AutoColourBcProps(Mesh & mesh, const char * bccolourfile)
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{
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// Go directly to the alternate algorithm if no colour profile file was specified
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if(!bccolourfile)
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{
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PrintMessage(1,"AutoColourBcProps: Using Automatic Colour based boundary property assignment algorithm");
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AutoColourAlg_Sorted(mesh);
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}
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else
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{
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ifstream ocf(bccolourfile);
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// If there was an error opening the Colour profile file, jump to the alternate
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// algorithm after printing a message
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if(!ocf)
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{
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PrintMessage(1,"AutoColourBcProps: Error loading Boundary Colour Profile file ",
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bccolourfile, " ....","Switching to Automatic Assignment algorithm!");
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AutoColourAlg_Sorted(mesh);
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}
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// If the file opens successfully, call the function which assigns boundary conditions
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// based on the colour profile file
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else
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{
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PrintMessage(1, "AutoColourBcProps: Using Boundary Colour Profile file: ");
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PrintMessage(1, " ", bccolourfile);
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AutoColourAlg_UserProfile(mesh, ocf);
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// Make sure the file is closed before exiting the function
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if(ocf.is_open())
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{
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ocf.close();
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}
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}
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}
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}
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}
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