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This class allows to build the mesh of the boundary of a given mesh, with an optional offset.
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// -*- C++ -*- | ||
/** | ||
* @brief Boundary extraction algorithm for meshes | ||
* | ||
* Copyright 2005-2023 Airbus-EDF-IMACS-ONERA-Phimeca | ||
* | ||
* This library is free software: you can redistribute it and/or modify | ||
* it under the terms of the GNU Lesser General Public License as published by | ||
* the Free Software Foundation, either version 3 of the License, or | ||
* (at your option) any later version. | ||
* | ||
* This library 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 Lesser General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU Lesser General Public License | ||
* along with this library. If not, see <http://www.gnu.org/licenses/>. | ||
* | ||
*/ | ||
#include <unordered_map> | ||
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#include "openturns/PersistentObjectFactory.hxx" | ||
#include "openturns/BoundaryMesher.hxx" | ||
#include "openturns/TBBImplementation.hxx" | ||
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BEGIN_NAMESPACE_OPENTURNS | ||
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CLASSNAMEINIT(BoundaryMesher) | ||
static const Factory<BoundaryMesher> Factory_BoundaryMesher; | ||
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/* Default constructor */ | ||
BoundaryMesher::BoundaryMesher() | ||
: PersistentObject() | ||
{ | ||
// Nothing to do | ||
} | ||
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/* Virtual constructor */ | ||
BoundaryMesher * BoundaryMesher::clone() const | ||
{ | ||
return new BoundaryMesher(*this); | ||
} | ||
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/* String converter */ | ||
String BoundaryMesher::__repr__() const | ||
{ | ||
OSS oss(true); | ||
oss << "class=" << BoundaryMesher::GetClassName(); | ||
return oss; | ||
} | ||
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/* String converter */ | ||
String BoundaryMesher::__str__(const String & ) const | ||
{ | ||
return __repr__(); | ||
} | ||
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/* Here is the interface that all derived class must implement */ | ||
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namespace | ||
{ | ||
struct FaceHasher | ||
{ | ||
// This hash function is taken from | ||
// https://stackoverflow.com/questions/20511347/a-good-hash-function-for-a-vector | ||
// It is adapted to the fact that only the (size-1) first components have to be | ||
// considered. | ||
UnsignedInteger operator()(const Indices &face) const | ||
{ | ||
UnsignedInteger seed = face.getSize() - 1; | ||
for (UnsignedInteger i = 0; i < face.getSize() - 1; ++i) | ||
{ | ||
UnsignedInteger x = face[i]; | ||
x = ((x >> 16) ^ x) * 0x45d9f3b; | ||
x = ((x >> 16) ^ x) * 0x45d9f3b; | ||
x = (x >> 16) ^ x; | ||
seed ^= x + 0x9e3779b9 + (seed << 6) + (seed >> 2); | ||
} | ||
return seed; | ||
} | ||
}; // FaceHasher | ||
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struct FaceCompare | ||
{ | ||
Bool operator()(const Indices &face1, const Indices &face2) const | ||
{ | ||
// The two faces are of size (dimension+1), and we test | ||
// only the dimension first components for equality | ||
return std::equal(face1.begin(), face1.end() - 1, face2.begin()); | ||
} | ||
}; // FaceCompare | ||
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struct ComputeNormalPolicy | ||
{ | ||
const Sample & vertices_; | ||
const Collection< Indices > & boundaryFaces_; | ||
const UnsignedInteger dimension_; | ||
const UnsignedInteger baseVertexIndex_; | ||
const Scalar offset_; | ||
Sample & boundaryVertices_; | ||
IndicesCollection & boundarySimplices_; | ||
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ComputeNormalPolicy(const Sample & vertices, | ||
const Collection< Indices > & boundaryFaces, | ||
const UnsignedInteger baseVertexIndex, | ||
const Scalar offset, | ||
Sample & boundaryVertices, | ||
IndicesCollection & boundarySimplices) | ||
: vertices_(vertices) | ||
, boundaryFaces_(boundaryFaces) | ||
, dimension_(boundaryVertices.getDimension()) | ||
, baseVertexIndex_(baseVertexIndex) | ||
, offset_(offset) | ||
, boundaryVertices_(boundaryVertices) | ||
, boundarySimplices_(boundarySimplices) | ||
{ | ||
// Nothing to do | ||
} | ||
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inline void operator()(const TBBImplementation::BlockedRange<UnsignedInteger> & r) const | ||
{ | ||
Indices face; | ||
Matrix U; | ||
Matrix VT; | ||
SquareMatrix M(dimension_); | ||
SquareMatrix simplexMatrix(dimension_ + 1); | ||
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for (UnsignedInteger i = r.begin(); i != r.end(); ++ i) | ||
{ | ||
UnsignedInteger newVertexIndex = baseVertexIndex_ + i; | ||
face = boundaryFaces_[i]; | ||
const UnsignedInteger remainingVertexIndex = face[dimension_]; | ||
// Build the face matrix & compute the boundary vertex to thicken the face | ||
// In order to avoid roundoff we first compute the center of the face, | ||
// then we compute the hyperplane of the face translated to the center | ||
Point center(dimension_); | ||
for (UnsignedInteger j = 0; j < dimension_; ++j) | ||
{ | ||
const UnsignedInteger vertexIndex = face[j]; | ||
for (UnsignedInteger k = 0; k < dimension_; ++k) | ||
center[k] += boundaryVertices_(vertexIndex, k); | ||
} // j | ||
center /= dimension_; | ||
// Now the centered matrix | ||
for (UnsignedInteger j = 0; j < dimension_; ++j) | ||
{ | ||
const UnsignedInteger vertexIndex = face[j]; | ||
for (UnsignedInteger k = 0; k < dimension_; ++k) | ||
M(j, k) = boundaryVertices_(vertexIndex, k) - center[k]; | ||
} // j | ||
// Add a new vertex | ||
try | ||
{ | ||
// Compute the face normal | ||
(void) M.computeSVD(U, VT, true, false); | ||
Point normal(dimension_); | ||
// The normal is the last row of VT | ||
for (UnsignedInteger j = 0; j < dimension_; ++j) | ||
normal[j] = VT(dimension_ - 1, j); | ||
// Check if the vertex removed from the simplex to form a face is on the same side | ||
// of the plane as the one pointed by the normal | ||
if (normal.dot(vertices_[remainingVertexIndex] - center) < 0.0) | ||
center += normal * offset_; | ||
else | ||
center -= normal * offset_; | ||
} | ||
catch (const Exception &) | ||
{ | ||
// The face was in fact degenerated, not a (dimension - 1) entity | ||
// Nothing to do | ||
} | ||
boundaryVertices_[newVertexIndex] = center; | ||
boundarySimplices_(i, dimension_) = newVertexIndex; | ||
// Fix the simplex orientation | ||
for (UnsignedInteger j = 0; j <= dimension_; ++j) | ||
{ | ||
const UnsignedInteger vertexJ = boundarySimplices_(i, j); | ||
for (UnsignedInteger k = 0; k < dimension_; ++k) simplexMatrix(k, j) = boundaryVertices_(vertexJ, k); | ||
simplexMatrix(dimension_, j) = 1.0; | ||
} | ||
Scalar sign = 0.0; | ||
(void) simplexMatrix.computeLogAbsoluteDeterminant(sign, false); | ||
// In odd dimension the positive orientation is for a negative determinant of | ||
// the simplex matrix | ||
if ((sign > 0.0) != (dimension_ % 2 == 1)) | ||
{ | ||
IndicesCollection::iterator cit = boundarySimplices_.begin_at(i); | ||
std::swap(*cit, *(cit + 1)); | ||
} | ||
} // i | ||
} // operator () | ||
}; // struct ComputeNormalPolicy | ||
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} // Anonymous namespace | ||
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/* The faces defining the boundary of a mesh of simplices are the faces of | ||
simplices not shared by two simplices. | ||
The faces of a simplex are obtained by removing one of its vertices, so in | ||
dimension d a simplex has (d+1) faces. | ||
In order to compare two faces, which are made of vertices indices, we sort the | ||
indices. | ||
As we want to keep track of the removed vertex in order to know on which side | ||
of the face is the interior of the domain, we store a face as a (d+1) list of | ||
integers, the d first ones being the indices of the face vertices, the last | ||
one is the index of the removed vertex. A consequence is that we must provide | ||
a dedicated hash function and comparison operator to the std::unordered_map | ||
The whole algorithm is made of 3 main steps: | ||
1) Detect the unique faces | ||
2) Select the corresponding vertices and compact the corresponding indices | ||
3) (optional) If one ask for a thick boundary, compute a normal vector for | ||
each face of the boundary and create a new vertex on the correct side of | ||
the face (inside of the domain if offset<0, outside of the domain if | ||
offset>0) | ||
*/ | ||
Mesh BoundaryMesher::build(const Mesh & mesh, | ||
const Scalar offset) const | ||
{ | ||
const UnsignedInteger dimension = mesh.getDimension(); | ||
// I. build the list of unique faces | ||
const UnsignedInteger simplicesNumber = mesh.getSimplicesNumber(); | ||
IndicesCollection simplices(mesh.getSimplices()); | ||
// a) generate the faces given a simplex: for one simplex we get (dimension+1) faces | ||
IndicesCollection simplex2Faces(dimension + 1, dimension + 1); | ||
for (UnsignedInteger i = 0; i <= dimension; ++i) | ||
{ | ||
for (UnsignedInteger j = 0; j < i; ++j) | ||
simplex2Faces(i, j) = j; | ||
for (UnsignedInteger j = i; j < dimension; ++j) | ||
simplex2Faces(i, j) = j + 1; | ||
simplex2Faces(i, dimension) = i; | ||
} | ||
// b) for all the faces of all the simplices, count how many time they appear | ||
// using an unordered map. Here we reserve the maximum possible size in order | ||
// to avoid costly memory reallocation and rehash | ||
std::unordered_map<Indices, UnsignedInteger, FaceHasher, FaceCompare> faces; | ||
faces.reserve(simplices.getSize() * (dimension + 1)); | ||
Indices face(dimension + 1); | ||
std::unordered_map<Indices, UnsignedInteger, FaceHasher, FaceCompare>::iterator itFaces; | ||
for (UnsignedInteger i = 0; i < simplices.getSize(); ++i) | ||
{ | ||
for (UnsignedInteger j = 0; j < dimension + 1; ++j) | ||
{ | ||
for (UnsignedInteger k = 0; k < dimension + 1; ++k) | ||
face[k] = simplices(i, simplex2Faces(j, k)); | ||
// Sort only the indices related to the face vertices, not the last one | ||
std::sort(face.begin(), face.end() - 1); | ||
itFaces = faces.find(face); | ||
if (itFaces == faces.end()) | ||
faces[face] = 1; | ||
else | ||
itFaces->second += 1; | ||
} // j | ||
} // i | ||
// c) now we can detect the boundary faces: they have a count equal to 1 in the map | ||
// We use a collection of indices instead of an IndicesCollection here because the size | ||
// of the collection is not known in advance | ||
Collection< Indices > boundaryFaces(simplicesNumber * (dimension + 1), Indices(dimension + 1)); | ||
UnsignedInteger boundaryFaceIndex = 0; | ||
for (std::unordered_map<Indices, UnsignedInteger, FaceHasher, FaceCompare>::const_iterator it = faces.begin(); it != faces.end(); ++it) | ||
if (it->second == 1) | ||
{ | ||
boundaryFaces[boundaryFaceIndex] = it->first; | ||
++boundaryFaceIndex; | ||
} // if | ||
// Remove the unused space | ||
boundaryFaces.erase(boundaryFaces.begin() + boundaryFaceIndex, boundaryFaces.end()); | ||
// II. Create the boundary simplices and vertices | ||
const Sample vertices(mesh.getVertices()); | ||
// a) Preallocate enough space to store the boundary vertices and the offset vertex (if asked for) | ||
// Compute the renumbering of the boundary vertices on the fly | ||
const UnsignedInteger boundaryVerticesReserve = (offset == 0.0 ? 0 : boundaryFaces.getSize()); | ||
Sample boundaryVertices(vertices.getSize() + boundaryVerticesReserve, dimension); | ||
UnsignedInteger newVertexIndex = 0; | ||
{ | ||
const UnsignedInteger nbVertices = vertices.getSize(); | ||
Indices oldToNewIndices(nbVertices, nbVertices); | ||
for (UnsignedInteger i = 0; i < boundaryFaces.getSize(); ++i) | ||
{ | ||
for (UnsignedInteger j = 0; j < dimension; ++j) | ||
{ | ||
// Get the old vertex index of the jth vertex of the ith boundary face | ||
const UnsignedInteger oldVertexIndex = boundaryFaces[i][j]; | ||
// If the vertex has not been seen so far, insert it into the sample of boundary vertices | ||
if (oldToNewIndices[oldVertexIndex] == nbVertices) | ||
{ | ||
boundaryFaces[i][j] = newVertexIndex; | ||
for (UnsignedInteger k = 0; k < dimension; ++k) | ||
boundaryVertices(newVertexIndex, k) = vertices(oldVertexIndex, k); | ||
oldToNewIndices[oldVertexIndex] = newVertexIndex; | ||
++newVertexIndex; | ||
} | ||
else | ||
{ | ||
boundaryFaces[i][j] = oldToNewIndices[oldVertexIndex]; | ||
} // if | ||
} //j | ||
} // i | ||
} // In a dedicated scope to allow for the liberation of oldToNewIndices | ||
// Resize the boundary vertices | ||
boundaryVertices.erase(boundaryVertices.getImplementation()->begin() + newVertexIndex + boundaryVerticesReserve, boundaryVertices.getImplementation()->end()); | ||
// Now, create the face in the boundary mesh | ||
IndicesCollection boundarySimplices(boundaryFaces); | ||
for (UnsignedInteger i = 0; i < boundarySimplices.getSize(); ++i) | ||
// The last index is repeated in order to indicate that it is a surface mesh | ||
boundarySimplices(i, dimension) = boundarySimplices(i, dimension - 1); | ||
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// III. If offset is not zero, compute the normal of each face | ||
// using a SVD decomposition of the vertices matrix. | ||
// Here we use the initial vertices to get the vertex of the simplex | ||
// from which the face has been extracted not in the face. It allows us | ||
// to make a distinction between the interior and the exterior of the | ||
// domain. | ||
if (offset != 0.0) | ||
{ | ||
const ComputeNormalPolicy policy(vertices, boundaryFaces, boundaryVertices.getSize() - boundaryVerticesReserve, offset, boundaryVertices, boundarySimplices); | ||
TBBImplementation::ParallelFor(0, boundaryFaces.getSize(), policy); | ||
} // offset != 0 | ||
// Return the boundary mesh | ||
return Mesh(boundaryVertices, boundarySimplices, false); | ||
} | ||
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END_NAMESPACE_OPENTURNS |
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