openfoam/applications/utilities/surface/surfaceCoarsen/surfaceCoarsen.C
Mark Olesen 29a5793b5b STYLE: argList::opt method instead of the longer argList::lookupOrDefault
- also replaced a few instances of readIfPresent with opt<> for
  constant values.
2018-12-12 12:10:39 +01:00

229 lines
5.8 KiB
C

/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2011-2016 OpenFOAM Foundation
\\/ M anipulation |
-------------------------------------------------------------------------------
License
This file is part of OpenFOAM.
OpenFOAM is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
for more details.
You should have received a copy of the GNU General Public License
along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>.
Application
surfaceCoarsen
Group
grpSurfaceUtilities
Description
Surface coarsening using 'bunnylod'
Reference:
\verbatim
Polygon Reduction Demo
By Stan Melax (c) 1998
mailto:melax@cs.ualberta.ca
http://www.cs.ualberta.ca/~melax
\endverbatim
\*---------------------------------------------------------------------------*/
#include "argList.H"
#include "fileName.H"
#include "triSurface.H"
#include "OFstream.H"
#include "triFace.H"
#include "triFaceList.H"
// From bunnylod
#include "progmesh.h"
using namespace Foam;
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
int mapVertex(::List<int>& collapse_map, int a, int mx)
{
if (mx <= 0)
{
return 0;
}
while (a >= mx)
{
a = collapse_map[a];
}
return a;
}
int main(int argc, char *argv[])
{
argList::addNote
(
"Surface coarsening using 'bunnylod'"
);
argList::noParallel();
argList::addArgument("input", "The input surface file");
argList::addArgument("factor", "The reduction factor [0,1)");
argList::addArgument("output", "The output surface file");
argList::addOption
(
"scale",
"factor",
"Input geometry scaling factor"
);
argList args(argc, argv);
const fileName inFileName = args[1];
const scalar reduction = args.get<scalar>(2);
const fileName outFileName = args[3];
if (reduction <= 0 || reduction > 1)
{
FatalErrorInFunction
<< "Reduction factor " << reduction
<< " should be within 0..1" << endl
<< "(it is the reduction in number of vertices)"
<< exit(FatalError);
}
const scalar scaleFactor = args.opt<scalar>("scale", -1);
Info<< "Input surface :" << inFileName << nl
<< "Scaling factor :" << scaleFactor << nl
<< "Reduction factor:" << reduction << nl
<< "Output surface :" << outFileName << nl
<< endl;
const triSurface surf(inFileName, scaleFactor);
Info<< "Surface:" << endl;
surf.writeStats(Info);
Info<< endl;
::List<::Vector> vert; // global list of vertices
::List<::tridata> tri; // global list of triangles
// Convert triSurface to progmesh format. Note: can use global point
// numbering since surface read in from file.
const pointField& pts = surf.points();
for (const point& pt : pts)
{
vert.Add(::Vector(pt.x(), pt.y(), pt.z()));
}
for (const labelledTri& f : surf)
{
tridata td;
td.v[0] = f[0];
td.v[1] = f[1];
td.v[2] = f[2];
tri.Add(td);
}
::List<int> collapse_map; // to which neighbor each vertex collapses
::List<int> permutation;
::ProgressiveMesh(vert,tri,collapse_map,permutation);
// rearrange the vertex list
::List<::Vector> temp_list;
for (int i=0; i<vert.num; i++)
{
temp_list.Add(vert[i]);
}
for (int i=0; i<vert.num; i++)
{
vert[permutation[i]] = temp_list[i];
}
// update the changes in the entries in the triangle list
for (int i=0; i<tri.num; i++)
{
for (int j=0; j<3; j++)
{
tri[i].v[j] = permutation[tri[i].v[j]];
}
}
// Only get triangles with non-collapsed edges.
int render_num = int(reduction * surf.nPoints());
Info<< "Reducing to " << render_num << " vertices" << endl;
// Storage for new surface.
Foam::List<labelledTri> newTris(surf.size());
label newI = 0;
for (int i=0; i<tri.num; i++)
{
int p0 = mapVertex(collapse_map, tri[i].v[0], render_num);
int p1 = mapVertex(collapse_map, tri[i].v[1], render_num);
int p2 = mapVertex(collapse_map, tri[i].v[2], render_num);
// note: serious optimization opportunity here,
// by sorting the triangles the following "continue"
// could have been made into a "break" statement.
if (p0 == p1 || p1 == p2 || p2 == p0)
{
continue;
}
newTris[newI++] = labelledTri(p0, p1, p2, 0);
}
newTris.setSize(newI);
// Convert vert into pointField.
pointField newPoints(vert.num);
for (int i=0; i<vert.num; i++)
{
const ::Vector & v = vert[i];
newPoints[i] = point(v.x, v.y, v.z);
}
triSurface surf2(newTris, newPoints);
triSurface outSurf
(
surf2.localFaces(),
surf2.patches(),
surf2.localPoints()
);
Info<< "Coarsened surface:" << endl;
surf2.writeStats(Info);
Info<< endl;
Info<< "Writing to file " << outFileName << endl << endl;
surf2.write(outFileName);
Info<< "End\n" << endl;
return 0;
}
// ************************************************************************* //