Commit b81a2f2f authored by Mark Olesen's avatar Mark Olesen
Browse files

STYLE: use edge::unitVec() for improved code clarity

parent c066dbf9
......@@ -319,8 +319,7 @@ bool splitCell
{
const edge& e = mesh.edges()[edgeI];
vector eVec = e.vec(mesh.points());
eVec /= mag(eVec);
const vector eVec = e.unitVec(mesh.points());
vector planeN = eVec ^ halfNorm;
......
......@@ -127,8 +127,7 @@ void greenRefine
//{
// const edge& e = surf.edges()[edgeIndex];
// vector eVec = e.vec(surf.localPoints());
// eVec /= mag(eVec) + SMALL;
// const vector eVec = e.unitVec(surf.localPoints());
// const labelList& pEdges = surf.pointEdges()[pointIndex];
//
......@@ -136,8 +135,7 @@ void greenRefine
// {
// const edge& nearE = surf.edges()[pEdges[eI]];
// vector nearEVec = nearE.vec(surf.localPoints());
// nearEVec /= mag(nearEVec) + SMALL;
// const vector nearEVec = nearE.unitVec(surf.localPoints());
// const scalar dot = eVec & nearEVec;
// const scalar minCos = degToRad(angle);
......
......@@ -63,8 +63,7 @@ Foam::PatchTools::sortedEdgeFaces
const point& edgePt = localPoints[e.start()];
vector e2 = e.vec(localPoints);
e2 /= mag(e2) + VSMALL;
const vector e2 = e.unitVec(localPoints);
// Get the vertex on 0th face that forms a vector with the first
// edge point that has the largest angle with the edge
......
......@@ -410,13 +410,9 @@ void Foam::edgeCollapser::faceCollapseAxisAndAspectRatio
if (detJ < 1e-5)
{
collapseAxis = f.edges()[f.longestEdge(pts)].vec(pts);
// It is possible that all the points of a face are the same
if (magSqr(collapseAxis) > VSMALL)
{
collapseAxis /= mag(collapseAxis);
}
collapseAxis = f.edges()[f.longestEdge(pts)].unitVec(pts);
// Empirical correlation for high aspect ratio faces
......@@ -433,9 +429,7 @@ void Foam::edgeCollapser::faceCollapseAxisAndAspectRatio
// Cannot necessarily determine linearly independent
// eigenvectors, or any at all, use longest edge direction.
collapseAxis = f.edges()[f.longestEdge(pts)].vec(pts);
collapseAxis /= mag(collapseAxis);
collapseAxis = f.edges()[f.longestEdge(pts)].unitVec(pts);
aspectRatio = 1.0;
}
......
......@@ -529,8 +529,7 @@ void Foam::faMesh::calcEdgeAreaNormals() const
forAll(edgeAreaNormals.internalField(), edgeI)
{
vector e = edges()[edgeI].vec(points());
e /= mag(e);
const vector e = edges()[edgeI].unitVec(points());
// scalar wStart =
// 1.0 - sqr(mag(e^pointNormals[edges()[edgeI].end()]));
......@@ -580,8 +579,7 @@ void Foam::faMesh::calcEdgeAreaNormals() const
pointNormals[patchEdges[edgeI].start()]
+ pointNormals[patchEdges[edgeI].end()];
vector e = patchEdges[edgeI].vec(points());
e /= mag(e);
const vector e = patchEdges[edgeI].unitVec(points());
edgeAreaNormals.boundaryFieldRef()[patchI][edgeI] -=
e*(e&edgeAreaNormals.boundaryField()[patchI][edgeI]);
......
......@@ -575,8 +575,8 @@ void Foam::refinementFeatures::findNearestEdge
const treeDataEdge& td = tree.shapes();
const edge& e = td.edges()[nearInfo[sampleI].index()];
nearNormal[sampleI] = e.vec(td.points());
nearNormal[sampleI] /= mag(nearNormal[sampleI])+VSMALL;
nearNormal[sampleI] = e.unitVec(td.points());
}
}
}
......@@ -638,8 +638,8 @@ void Foam::refinementFeatures::findNearestRegionEdge
);
const edge& e = td.edges()[nearInfo[sampleI].index()];
nearNormal[sampleI] = e.vec(td.points());
nearNormal[sampleI] /= mag(nearNormal[sampleI])+VSMALL;
nearNormal[sampleI] = e.unitVec(td.points());
}
}
}
......
......@@ -429,13 +429,11 @@ bool Foam::cellFeatures::isFeaturePoint(const label edge0, const label edge1)
const edge& e0 = mesh_.edges()[edge0];
vector e0Vec = e0.vec(mesh_.points());
e0Vec /= mag(e0Vec);
const vector e0Vec = e0.unitVec(mesh_.points());
const edge& e1 = mesh_.edges()[edge1];
vector e1Vec = e1.vec(mesh_.points());
e1Vec /= mag(e1Vec);
const vector e1Vec = e1.unitVec(mesh_.points());
scalar cosAngle;
......
......@@ -192,11 +192,7 @@ Foam::vector Foam::meshTools::normEdgeVec
const label edgeI
)
{
vector eVec = mesh.edges()[edgeI].vec(mesh.points());
eVec /= mag(eVec);
return eVec;
return mesh.edges()[edgeI].unitVec(mesh.points());
}
......
......@@ -432,8 +432,8 @@ void Foam::searchableExtrudedCircle::getNormal
normal[i] = info[i].hitPoint()-curvePt.hitPoint();
// Subtract axial direction
vector axialVec = edges[curvePt.index()].vec(points);
axialVec /= mag(axialVec);
const vector axialVec = edges[curvePt.index()].unitVec(points);
normal[i] -= (normal[i]&axialVec)*axialVec;
normal[i] /= mag(normal[i]);
}
......
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