BUG: primitiveMesh: incorrect uncached edgeFaces. Fixes #2047.
It was only looking for faces that were used in both endpoints but not actually checking whether they were indeed an edge (== consecutive vertex) in all faces. So if one face had an additional crossing edge and another didn't it would find more edgeFaces than the proper 'primitiveMesh::edgeFaces()' routine. This occasionally happened inside snappyHexMesh (e.g. motorBike tutorial)
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@ -6,7 +6,7 @@
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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Copyright (C) 2011-2017 OpenFOAM Foundation
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Copyright (C) 2016-2017 OpenCFD Ltd.
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Copyright (C) 2016-2021 OpenCFD Ltd.
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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@ -365,12 +365,16 @@ int main(int argc, char *argv[])
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(
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dict.lookup("facesToTriangulate")
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);
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// Optional
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List<Pair<point>> facesToSplit;
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dict.readIfPresent("facesToSplit", facesToSplit);
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bool cutBoundary =
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(
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pointsToMove.size()
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|| edgesToSplit.size()
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|| facesToTriangulate.size()
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|| facesToSplit.size()
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);
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List<Pair<point>> edgesToCollapse(dict.lookup("edgesToCollapse"));
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@ -388,6 +392,7 @@ int main(int argc, char *argv[])
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<< " Boundary cutting module:" << nl
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<< " points to move :" << pointsToMove.size() << nl
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<< " edges to split :" << edgesToSplit.size() << nl
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<< " faces to split :" << facesToSplit.size() << nl
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<< " faces to triangulate:" << facesToTriangulate.size() << nl
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<< " Cell splitting module:" << nl
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<< " cells to split :" << cellsToPyramidise.size() << nl
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@ -481,6 +486,53 @@ int main(int argc, char *argv[])
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}
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Info<< nl << "Looking up faces to split ..." << nl << endl;
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Map<labelPair> faceToSplit(facesToSplit.size());
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for (const Pair<point>& pts : facesToSplit)
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{
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label facei = findFace(mesh, allBoundary, pts.first());
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if (facei == -1)
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{
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Info<< "Could not insert mesh face " << facei
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<< " for input point " << pts.first() << nl
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<< "Perhaps the face is already marked for splitting?" << endl;
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validInputs = false;
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}
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else
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{
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// Find nearest points on face
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const primitivePatch pp
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(
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SubList<face>(mesh.faces(), 1, facei),
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mesh.points()
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);
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const label p0 = findPoint(pp, pts.first());
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const label p1 = findPoint(pp, pts.second());
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const face& f = mesh.faces()[facei];
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if
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(
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p0 != -1
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&& p1 != -1
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&& faceToSplit.insert(facei, labelPair(f.find(p0), f.find(p1)))
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)
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{}
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else
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{
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Info<< "Could not insert mesh face " << facei
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<< " for input coordinates " << pts
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<< " with vertices " << p0 << " and " << p1 << nl
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<< "Perhaps the face is already marked for splitting?"
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<< endl;
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}
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}
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}
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DebugVar(faceToSplit);
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Info<< nl << "Looking up cells to convert to pyramids around"
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<< " cell centre ..." << nl << endl;
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@ -652,7 +704,7 @@ int main(int argc, char *argv[])
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(
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pointToPos,
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edgeToCuts,
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Map<labelPair>(0), // Faces to split diagonally
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faceToSplit, // Faces to split diagonally
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faceToDecompose, // Faces to triangulate
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meshMod
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);
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@ -30,6 +30,16 @@ edgesToSplit
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(( -0.17692 -0.45312 0.74516)( -0.18 -0.45 0.742))
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);
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// Split a boundary face:
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// The two coordinates indicate an edge on a face:
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// - find the face where the first coordinate is on (so the point should be
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// on the plane of the face
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// - find nearest vertex on the face for both coordinates
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facesToSplit
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(
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((0.99 0 0.01)(0.99 0 0.99)) // edge (1 0 0)(1 0 1) on bottom face
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);
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// Triangulate a boundary face:
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// First coord is a point on the face to triangulate. It will introduce a
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// point on the face, triangulate and move the point to the second coordinate.
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@ -6,6 +6,7 @@
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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Copyright (C) 2011-2015 OpenFOAM Foundation
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Copyright (C) 2021 OpenCFD Ltd.
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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@ -68,7 +69,9 @@ const Foam::labelList& Foam::primitiveMesh::edgeFaces
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}
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else
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{
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// Use the fact that pointEdges are sorted in incrementing edge order
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// Use the fact that pointFaces are sorted in incrementing edge order
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// (since they get constructed by inverting the faces which walks
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// in increasing face order)
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const edge& e = edges()[edgeI];
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const labelList& pFaces0 = pointFaces()[e[0]];
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const labelList& pFaces1 = pointFaces()[e[1]];
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@ -80,20 +83,38 @@ const Foam::labelList& Foam::primitiveMesh::edgeFaces
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while (i0 < pFaces0.size() && i1 < pFaces1.size())
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{
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if (pFaces0[i0] < pFaces1[i1])
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const label f0 = pFaces0[i0];
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const label f1 = pFaces1[i1];
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if (f0 < f1)
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{
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++i0;
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}
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else if (pFaces0[i0] > pFaces1[i1])
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else if (f0 > f1)
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{
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++i1;
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}
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else
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{
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// Equal. Append.
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storage.append(pFaces0[i0]);
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++i0;
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++i1;
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// Equal face. Check if indeed on consecutive vertices on both
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// faces since it could be that there is an 'ear' where one
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// side is a triangle and the other side is part of a bigger
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// face (e.g. quad). Now all vertex-vertex pairs on the
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// triangle are edges but there is no cross connection on the
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// bigger face.
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const face& f = faces()[f0];
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const label fp0 = f.find(e[0]);
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if (f[f.fcIndex(fp0)] == e[1] || f[f.rcIndex(fp0)] == e[1])
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{
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storage.append(f0);
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++i0;
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++i1;
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}
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else
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{
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++i1;
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}
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}
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}
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