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Cell Types and Face Layout

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Old   May 12, 2006, 12:32
Default Since the file format has chan
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Terry Jordan
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Since the file format has changed to owner/neighbor format, does the face numbering for the cells still hold true? Seems not to. I am looking at a dataset with all hexahedrons. And if I grab the faces for the first cell (0) the order of the faces does not correspond to the face numbering in the documentation. Also does not seem to hold true for the next. Can anyone provide me some assistance with the ordering of the faces? I am trying reconstruct the cell in VTK.
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Old   May 12, 2006, 13:11
Default Why don't you just the mesh to
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Hrvoje Jasak
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Why don't you just the mesh to give you the shapes?

Hrv

OpenFOAM-1.3/src/OpenFOAM/meshes/primitiveMesh/primitiveMesh.H


//- Calculate cell shapes
void calcCellShapes() const;

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Old   May 12, 2006, 13:56
Default I have figured it out. Thanks
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I have figured it out. Thanks anyways.
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Old   May 15, 2006, 04:10
Default Also: foamToVTK/vtkTopo.C to s
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Mattijs Janssens
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Also: foamToVTK/vtkTopo.C to see how cellShapes are converted into VTK shapes.
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Old   May 15, 2006, 14:15
Default Thanks but I still am not find
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Thanks but I still am not finding how the faces from a faces file are layed out. I was using the bubbleColumn example. In the first row of hexes, the normal for the owner faces point into the cell while the faces from the neigbor cells point out.

when I move on to the next row it is the inverse.

In Vtk the points need to be in a certain order to look correct which seems to corresponds to the point layout for foam on the cell type doc.

But I cant seem to find the rhyme or reason of how foam lays out the faces.

Thanks.
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Old   May 15, 2006, 14:21
Default Try this: ~/.OpenFOAM-1.3/c
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Hrvoje Jasak
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Try this:

~/.OpenFOAM-1.3/cellModels

So, for a hex:


hex
{
index 3;
numberOfPoints 8;

faces
6
(
4(0 4 7 3) // x-min
4(1 2 6 5) // x-max
4(0 1 5 4) // y-min
4(3 7 6 2) // y-max
4(0 3 2 1) // z-min
4(4 5 6 7) // z-max
);

edges
12
(
(0 1) // x-direction
(3 2)
(7 6)
(4 5)
(0 3) // y-direction
(4 7)
(5 6)
(1 2)
(0 4) // z-direction
(1 5)
(2 6)
(3 7)
);

}

A tet is:

tet
{
index 7;
numberOfPoints 4;

faces
4
(
3(1 2 3)
3(0 3 2)
3(0 1 3)
3(0 2 1)
);

edges
6
(
(0 1)
(0 2)
(0 3)
(3 1)
(1 2)
(3 2)
);

}

I hope you can read this.

Hrv
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Old   May 17, 2006, 13:05
Default I now have an algorithm that w
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I now have an algorithm that works. Thanks anyways.
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