STYLE: foamyHexMesh: Do not output point insertion failure to screen by default.
- Write some comments
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@ -219,7 +219,7 @@ void Foam::DelaunayMesh<Triangulation>::insertPoints(const List<Vb>& vertices)
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(
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vertices.begin(),
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vertices.end(),
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true
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false
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);
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}
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@ -90,6 +90,7 @@ public:
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FixedList<label, 2>::Hash<>
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> labelTolabelPairHashTable;
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private:
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// Private data
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@ -184,62 +185,83 @@ public:
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// Member Functions
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inline const Time& time() const;
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// Access
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inline void timeCheck
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(
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const string& description,
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const bool check = true
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) const;
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inline label getNewVertexIndex() const;
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inline label getNewCellIndex() const;
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inline label cellCount() const;
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inline void resetCellCount();
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inline label vertexCount() const;
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inline void resetVertexCount();
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//- Return a reference to the Time object
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inline const Time& time() const;
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//- Remove the entire triangulation
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void reset();
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// Check
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void insertPoints(const List<Vb>& vertices);
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//- Function inserting points into a triangulation and setting the
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// index and type data of the point in the correct order. This is
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// faster than inserting points individually.
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//
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// Adapted from a post on the CGAL lists: 2010-01/msg00004.html by
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// Sebastien Loriot (Geometry Factory).
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template<class PointIterator>
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void rangeInsertWithInfo
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(
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PointIterator begin,
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PointIterator end,
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bool printErrors = true
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);
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//- Write the cpuTime to screen
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inline void timeCheck
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(
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const string& description,
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const bool check = true
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) const;
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// Queries
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// Indexing functions
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void printInfo(Ostream& os) const;
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//- Create a new unique cell index and return
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inline label getNewCellIndex() const;
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void printVertexInfo(Ostream& os) const;
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//- Create a new unique vertex index and return
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inline label getNewVertexIndex() const;
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//- Create an fvMesh from the triangulation.
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// The mesh is not parallel consistent - only used for viewing
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autoPtr<polyMesh> createMesh
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(
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const fileName& name,
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labelTolabelPairHashTable& vertexMap,
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labelList& cellMap,
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const bool writeDelaunayData = true
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) const;
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//- Return the cell count (the next unique cell index)
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inline label cellCount() const;
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//- Return the vertex count (the next unique vertex index)
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inline label vertexCount() const;
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//- Set the cell count to zero
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inline void resetCellCount();
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//- Set the vertex count to zero
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inline void resetVertexCount();
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// Triangulation manipulation functions
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//- Clear the entire triangulation
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void reset();
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//- Insert the list of vertices (calls rangeInsertWithInfo)
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void insertPoints(const List<Vb>& vertices);
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//- Function inserting points into a triangulation and setting the
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// index and type data of the point in the correct order. This is
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// faster than inserting points individually.
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//
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// Adapted from a post on the CGAL lists: 2010-01/msg00004.html by
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// Sebastien Loriot (Geometry Factory).
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template<class PointIterator>
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void rangeInsertWithInfo
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(
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PointIterator begin,
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PointIterator end,
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bool printErrors = false
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);
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// Write
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//- Write mesh statistics to stream
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void printInfo(Ostream& os) const;
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//- Write vertex statistics in the form of a table to stream
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void printVertexInfo(Ostream& os) const;
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//- Create an fvMesh from the triangulation.
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// The mesh is not parallel consistent - only used for viewing
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autoPtr<polyMesh> createMesh
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(
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const fileName& name,
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labelTolabelPairHashTable& vertexMap,
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labelList& cellMap,
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const bool writeDelaunayData = true
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) const;
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};
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