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authorAdrian Kummerlaender2019-06-24 14:43:36 +0200
committerAdrian Kummerlaender2019-06-24 14:43:36 +0200
commit94d3e79a8617f88dc0219cfdeedfa3147833719d (patch)
treec1a6894679563e271f5c6ea7a17fa3462f7212a3 /src/utilities/hyperplane3D.h
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Initialize at openlb-1-3
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+/* This file is part of the OpenLB library
+ *
+ * Copyright (C) 2017 Adrian Kummerlaender
+ * E-mail contact: info@openlb.net
+ * The most recent release of OpenLB can be downloaded at
+ * <http://www.openlb.net/>
+ *
+ * This program 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 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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 this program; if not, write to the Free
+ * Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+*/
+
+#ifndef HYPERPLANE_3D_H
+#define HYPERPLANE_3D_H
+
+#include "core/vector.h"
+#include "geometry/cuboid3D.h"
+
+namespace olb {
+
+/// Definition of a analytical 2D plane embedded in 3D space
+/**
+ * Hyperplane3D defines a hyperplane using its origin and two span vectors.
+ *
+ * In practice it might be preferable to define a hyperplane using a normal
+ * vector or to automatically center the origin in a given cuboid.
+ * For this purpose a fluent construction interface is offered:
+ * \code{.cpp}
+ * // construct a hyperplane positioned at (1,1,1) and normal to (1,0,0)
+ * auto plane = Hyperplane3D<T>().originAt({1,1,1})
+ * .normalTo({1,0,0});
+ * \endcode
+ *
+ * The primary reason for this development was the increasing constructor
+ * clutter in BlockReduction3D2D: Instead of using the correct Vector<T,3> types
+ * for passing span and origin vectors they were passed as a mix between raw values
+ * and array types to prevent the constructor from becoming ambiguous. e.g. on the
+ * type level passing two span vectors is indistinguishable from passing normal and
+ * origin vectors.
+ **/
+template <typename T>
+struct Hyperplane3D {
+ Vector<T,3> origin;
+ Vector<T,3> u;
+ Vector<T,3> v;
+ Vector<T,3> normal;
+
+ Hyperplane3D() = default;
+
+ /// Center the hyperplane at the given origin vector
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& originAt(const Vector<T,3>& origin);
+ /// Center the hyperplane relative to the given cuboid
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& centeredIn(const Cuboid3D<T>& cuboid);
+ /// Span the hyperplane using two span vectors
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& spannedBy(const Vector<T,3>& u, const Vector<T,3>& v);
+ /// Calculate the spanning vectors of the hyperplane to be orthogonal to the given normal
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& normalTo(const Vector<T,3>& normal);
+
+ /// Apply a matrix given by its row vectors to both span vectors
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& applyMatrixToSpan(const Vector<T,3>& row0,
+ const Vector<T,3>& row1,
+ const Vector<T,3>& row2);
+ /// Rotate the spanning vectors around the X axis
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& rotateSpanAroundX(T r);
+ /// Rotate the spanning vectors around the Y axis
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& rotateSpanAroundY(T r);
+ /// Rotate the spanning vectors around the Z axis
+ /// \return Hyperplane3D reference for further construction
+ Hyperplane3D& rotateSpanAroundZ(T r);
+
+ /// \return true iff normal is orthogonal to X, Y axis
+ bool isXYPlane() const;
+ /// \return true iff normal is orthogonal to X, Z axis
+ bool isXZPlane() const;
+ /// \return true iff normal is orthogonal to Y, Z axis
+ bool isYZPlane() const;
+};
+
+}
+
+#endif