Split face f into triangles. Handles all simple (convex & concave) polygons.
| 404 | // Split face f into triangles. Handles all simple (convex & concave) |
| 405 | // polygons. |
| 406 | bool Foam::faceTriangulation::split |
| 407 | ( |
| 408 | const bool fallBack, |
| 409 | const pointField& points, |
| 410 | const face& f, |
| 411 | const vector& normal, |
| 412 | label& triI |
| 413 | ) |
| 414 | { |
| 415 | const label size = f.size(); |
| 416 | |
| 417 | if (size <= 2) |
| 418 | { |
| 419 | WarningInFunction |
| 420 | << "Illegal face:" << f |
| 421 | << " with points " << UIndirectList<point>(points, f)() |
| 422 | << endl; |
| 423 | |
| 424 | return false; |
| 425 | } |
| 426 | else if (size == 3) |
| 427 | { |
| 428 | // Triangle. Just copy. |
| 429 | triFace& tri = operator[](triI++); |
| 430 | tri[0] = f[0]; |
| 431 | tri[1] = f[1]; |
| 432 | tri[2] = f[2]; |
| 433 | |
| 434 | return true; |
| 435 | } |
| 436 | else |
| 437 | { |
| 438 | // General case. Start splitting for -flattest concave angle |
| 439 | // -or flattest convex angle if no concave angles. |
| 440 | |
| 441 | tmp<vectorField> tedges(calcEdges(f, points)); |
| 442 | const vectorField& edges = tedges(); |
| 443 | |
| 444 | label startIndex = findStart(f, edges, normal); |
| 445 | |
| 446 | // Find diagonal to split face across |
| 447 | label index1 = -1; |
| 448 | label index2 = -1; |
| 449 | |
| 450 | forAll(f, iter) |
| 451 | { |
| 452 | findDiagonal |
| 453 | ( |
| 454 | points, |
| 455 | f, |
| 456 | edges, |
| 457 | normal, |
| 458 | startIndex, |
| 459 | index1, |
| 460 | index2 |
| 461 | ); |
| 462 | |
| 463 | if (index1 != -1 && index2 != -1) |