--- /dev/null
+// SMESH SMESH : idl implementation based on 'SMESH' unit's classes
+//
+// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
+// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
+//
+// 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 2.1 of the License.
+//
+// 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, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// See http://www.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org
+//
+//
+//
+// File : SMESH_MeshEditor.cxx
+// Created : Mon Apr 12 16:10:22 2004
+// Author : Edward AGAPOV (eap)
+
+
+#include "SMESH_MeshEditor.hxx"
+
+#include "SMDS_FaceOfNodes.hxx"
+#include "SMDS_VolumeTool.hxx"
+#include "SMESHDS_Group.hxx"
+
+#include "utilities.h"
+
+#include <TColgp_SequenceOfXYZ.hxx>
+#include <TopTools_ListIteratorOfListOfShape.hxx>
+#include <TopTools_ListOfShape.hxx>
+#include <gp_Vec.hxx>
+#include <gp_Ax1.hxx>
+#include <gp_Trsf.hxx>
+#include <gp_Lin.hxx>
+#include <gp.hxx>
+#include <gp_Pln.hxx>
+
+#include <map>
+
+using namespace std;
+
+typedef map<const SMDS_MeshNode*, const SMDS_MeshNode*> TNodeNodeMap;
+typedef map<const SMDS_MeshNode*, list<const SMDS_MeshNode*> > TNodeOfNodeListMap;
+typedef map<const SMDS_MeshElement*, list<const SMDS_MeshNode*> > TElemOfNodeListMap;
+
+//=======================================================================
+//function : SMESH_MeshEditor
+//purpose :
+//=======================================================================
+
+SMESH_MeshEditor::SMESH_MeshEditor( SMESH_Mesh* theMesh ):
+myMesh( theMesh )
+{
+}
+
+//=======================================================================
+//function : Remove
+//purpose : Remove a node or an element.
+// Modify a compute state of sub-meshes which become empty
+//=======================================================================
+
+bool SMESH_MeshEditor::Remove (const list< int >& theIDs,
+ const bool isNodes )
+{
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+ set< SMESH_subMesh *> smmap;
+
+ list<int>::const_iterator it = theIDs.begin();
+ for ( ; it != theIDs.end(); it++ )
+ {
+ const SMDS_MeshElement * elem;
+ if ( isNodes )
+ elem = aMesh->FindNode( *it );
+ else
+ elem = aMesh->FindElement( *it );
+ if ( !elem )
+ continue;
+
+ // Find sub-meshes to notify about modification
+ SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator();
+ while ( nodeIt->more() )
+ {
+ const SMDS_MeshNode* node = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ const SMDS_PositionPtr& aPosition = node->GetPosition();
+ if ( aPosition.get() ) {
+ int aShapeID = aPosition->GetShapeId();
+ if ( aShapeID ) {
+ TopoDS_Shape aShape = aMesh->IndexToShape( aShapeID );
+ SMESH_subMesh * sm = GetMesh()->GetSubMeshContaining( aShape );
+ if ( sm )
+ smmap.insert( sm );
+ }
+ }
+ }
+
+ // Do remove
+ if ( isNodes )
+ aMesh->RemoveNode( static_cast< const SMDS_MeshNode* >( elem ));
+ else
+ aMesh->RemoveElement( elem );
+ }
+
+ // Notify sub-meshes about modification
+ if ( !smmap.empty() ) {
+ set< SMESH_subMesh *>::iterator smIt;
+ for ( smIt = smmap.begin(); smIt != smmap.end(); smIt++ )
+ (*smIt)->ComputeStateEngine( SMESH_subMesh::MESH_ENTITY_REMOVED );
+ }
+ return true;
+}
+
+//=======================================================================
+//function : FindShape
+//purpose : Return an index of the shape theElem is on
+// or zero if a shape not found
+//=======================================================================
+
+int SMESH_MeshEditor::FindShape (const SMDS_MeshElement * theElem)
+{
+ SMESHDS_Mesh * aMesh = GetMeshDS();
+ if ( aMesh->ShapeToMesh().IsNull() )
+ return 0;
+
+ if ( theElem->GetType() == SMDSAbs_Node )
+ {
+ const SMDS_PositionPtr& aPosition =
+ static_cast<const SMDS_MeshNode*>( theElem )->GetPosition();
+ if ( aPosition.get() )
+ return aPosition->GetShapeId();
+ else
+ return 0;
+ }
+
+ TopoDS_Shape aShape; // the shape a node is on
+ SMDS_ElemIteratorPtr nodeIt = theElem->nodesIterator();
+ while ( nodeIt->more() )
+ {
+ const SMDS_MeshNode* node = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ const SMDS_PositionPtr& aPosition = node->GetPosition();
+ if ( aPosition.get() ) {
+ int aShapeID = aPosition->GetShapeId();
+ SMESHDS_SubMesh * sm = aMesh->MeshElements( aShapeID );
+ if ( sm )
+ {
+ if ( sm->Contains( theElem ))
+ return aShapeID;
+ if ( aShape.IsNull() )
+ aShape = aMesh->IndexToShape( aShapeID );
+ }
+ else
+ {
+ //MESSAGE ( "::FindShape() No SubShape for aShapeID " << aShapeID );
+ }
+ }
+ }
+
+ // None of nodes is on a proper shape,
+ // find the shape among ancestors of aShape on which a node is
+ if ( aShape.IsNull() ) {
+ //MESSAGE ("::FindShape() - NONE node is on shape")
+ return 0;
+ }
+ TopTools_ListIteratorOfListOfShape ancIt( GetMesh()->GetAncestors( aShape ));
+ for ( ; ancIt.More(); ancIt.Next() )
+ {
+ SMESHDS_SubMesh * sm = aMesh->MeshElements( ancIt.Value() );
+ if ( sm && sm->Contains( theElem ))
+ return aMesh->ShapeToIndex( ancIt.Value() );
+ }
+
+ //MESSAGE ("::FindShape() - SHAPE NOT FOUND")
+ return 0;
+}
+
+//=======================================================================
+//function : InverseDiag
+//purpose : Replace two neighbour triangles with ones built on the same 4 nodes
+// but having other common link.
+// Return False if args are improper
+//=======================================================================
+
+bool SMESH_MeshEditor::InverseDiag (const SMDS_MeshElement * theTria1,
+ const SMDS_MeshElement * theTria2 )
+{
+ if (!theTria1 || !theTria2)
+ return false;
+ const SMDS_FaceOfNodes* F1 = dynamic_cast<const SMDS_FaceOfNodes*>( theTria1 );
+ if (!F1) return false;
+ const SMDS_FaceOfNodes* F2 = dynamic_cast<const SMDS_FaceOfNodes*>( theTria2 );
+ if (!F2) return false;
+
+ // 1 +--+ A theTria1: ( 1 A B ) A->2 ( 1 2 B ) 1 +--+ A
+ // | /| theTria2: ( B A 2 ) B->1 ( 1 A 2 ) |\ |
+ // |/ | | \|
+ // B +--+ 2 B +--+ 2
+
+ // put nodes in array and find out indices of the same ones
+ const SMDS_MeshNode* aNodes [6];
+ int sameInd [] = { 0, 0, 0, 0, 0, 0 };
+ int i = 0;
+ SMDS_ElemIteratorPtr it = theTria1->nodesIterator();
+ while ( it->more() )
+ {
+ aNodes[ i ] = static_cast<const SMDS_MeshNode*>( it->next() );
+
+ if ( i > 2 ) // theTria2
+ // find same node of theTria1
+ for ( int j = 0; j < 3; j++ )
+ if ( aNodes[ i ] == aNodes[ j ]) {
+ sameInd[ j ] = i;
+ sameInd[ i ] = j;
+ break;
+ }
+ // next
+ i++;
+ if ( i == 3 ) {
+ if ( it->more() )
+ return false; // theTria1 is not a triangle
+ it = theTria2->nodesIterator();
+ }
+ if ( i == 6 && it->more() )
+ return false; // theTria2 is not a triangle
+ }
+
+ // find indices of 1,2 and of A,B in theTria1
+ int iA = 0, iB = 0, i1 = 0, i2 = 0;
+ for ( i = 0; i < 6; i++ )
+ {
+ if ( sameInd [ i ] == 0 )
+ if ( i < 3 ) i1 = i;
+ else i2 = i;
+ else if (i < 3)
+ if ( iA ) iB = i;
+ else iA = i;
+ }
+ // nodes 1 and 2 should not be the same
+ if ( aNodes[ i1 ] == aNodes[ i2 ] )
+ return false;
+
+
+ // theTria1: A->2
+ aNodes[ iA ] = aNodes[ i2 ];
+ // theTria2: B->1
+ aNodes[ sameInd[ iB ]] = aNodes[ i1 ];
+
+ //MESSAGE( theTria1 << theTria2 );
+
+ GetMeshDS()->ChangeElementNodes( theTria1, aNodes, 3 );
+ GetMeshDS()->ChangeElementNodes( theTria2, &aNodes[ 3 ], 3 );
+
+ //MESSAGE( theTria1 << theTria2 );
+
+ return true;
+}
+
+//=======================================================================
+//function : findTriangles
+//purpose : find triangles sharing theNode1-theNode2 link
+//=======================================================================
+
+static bool findTriangles(const SMDS_MeshNode * theNode1,
+ const SMDS_MeshNode * theNode2,
+ const SMDS_MeshElement*& theTria1,
+ const SMDS_MeshElement*& theTria2)
+{
+ if ( !theNode1 || !theNode2 ) return false;
+
+ theTria1 = theTria2 = 0;
+
+ set< const SMDS_MeshElement* > emap;
+ SMDS_ElemIteratorPtr it = theNode1->GetInverseElementIterator();
+ while (it->more()) {
+ const SMDS_MeshElement* elem = it->next();
+ if ( elem->GetType() == SMDSAbs_Face && elem->NbNodes() == 3 )
+ emap.insert( elem );
+ }
+ it = theNode2->GetInverseElementIterator();
+ while (it->more()) {
+ const SMDS_MeshElement* elem = it->next();
+ if ( elem->GetType() == SMDSAbs_Face &&
+ emap.find( elem ) != emap.end() )
+ if ( theTria1 ) {
+ theTria2 = elem;
+ break;
+ } else {
+ theTria1 = elem;
+ }
+ }
+ return ( theTria1 && theTria2 );
+}
+
+//=======================================================================
+//function : InverseDiag
+//purpose : Replace two neighbour triangles sharing theNode1-theNode2 link
+// with ones built on the same 4 nodes but having other common link.
+// Return false if proper faces not found
+//=======================================================================
+
+bool SMESH_MeshEditor::InverseDiag (const SMDS_MeshNode * theNode1,
+ const SMDS_MeshNode * theNode2)
+{
+ MESSAGE( "::InverseDiag()" );
+
+ const SMDS_MeshElement *tr1, *tr2;
+ if ( !findTriangles( theNode1, theNode2, tr1, tr2 ))
+ return false;
+
+ const SMDS_FaceOfNodes* F1 = dynamic_cast<const SMDS_FaceOfNodes*>( tr1 );
+ if (!F1) return false;
+ const SMDS_FaceOfNodes* F2 = dynamic_cast<const SMDS_FaceOfNodes*>( tr2 );
+ if (!F2) return false;
+
+ // 1 +--+ A tr1: ( 1 A B ) A->2 ( 1 2 B ) 1 +--+ A
+ // | /| tr2: ( B A 2 ) B->1 ( 1 A 2 ) |\ |
+ // |/ | | \|
+ // B +--+ 2 B +--+ 2
+
+ // put nodes in array
+ // and find indices of 1,2 and of A in tr1 and of B in tr2
+ int i, iA1 = 0, i1 = 0;
+ const SMDS_MeshNode* aNodes1 [3];
+ SMDS_ElemIteratorPtr it;
+ for (i = 0, it = tr1->nodesIterator(); it->more(); i++ ) {
+ aNodes1[ i ] = static_cast<const SMDS_MeshNode*>( it->next() );
+ if ( aNodes1[ i ] == theNode1 )
+ iA1 = i; // node A in tr1
+ else if ( aNodes1[ i ] != theNode2 )
+ i1 = i; // node 1
+ }
+ int iB2 = 0, i2 = 0;
+ const SMDS_MeshNode* aNodes2 [3];
+ for (i = 0, it = tr2->nodesIterator(); it->more(); i++ ) {
+ aNodes2[ i ] = static_cast<const SMDS_MeshNode*>( it->next() );
+ if ( aNodes2[ i ] == theNode2 )
+ iB2 = i; // node B in tr2
+ else if ( aNodes2[ i ] != theNode1 )
+ i2 = i; // node 2
+ }
+
+ // nodes 1 and 2 should not be the same
+ if ( aNodes1[ i1 ] == aNodes2[ i2 ] )
+ return false;
+
+ // tr1: A->2
+ aNodes1[ iA1 ] = aNodes2[ i2 ];
+ // tr2: B->1
+ aNodes2[ iB2 ] = aNodes1[ i1 ];
+
+ //MESSAGE( tr1 << tr2 );
+
+ GetMeshDS()->ChangeElementNodes( tr1, aNodes1, 3 );
+ GetMeshDS()->ChangeElementNodes( tr2, aNodes2, 3 );
+
+ //MESSAGE( tr1 << tr2 );
+
+ return true;
+
+}
+
+//=======================================================================
+//function : getQuadrangleNodes
+//purpose : fill theQuadNodes - nodes of a quadrangle resulting from
+// fusion of triangles tr1 and tr2 having shared link on
+// theNode1 and theNode2
+//=======================================================================
+
+bool getQuadrangleNodes(const SMDS_MeshNode * theQuadNodes [],
+ const SMDS_MeshNode * theNode1,
+ const SMDS_MeshNode * theNode2,
+ const SMDS_MeshElement * tr1,
+ const SMDS_MeshElement * tr2 )
+{
+ // find the 4-th node to insert into tr1
+ const SMDS_MeshNode* n4 = 0;
+ SMDS_ElemIteratorPtr it = tr2->nodesIterator();
+ while ( !n4 && it->more() )
+ {
+ const SMDS_MeshNode * n = static_cast<const SMDS_MeshNode*>( it->next() );
+ bool isDiag = ( n == theNode1 || n == theNode2 );
+ if ( !isDiag )
+ n4 = n;
+ }
+ // Make an array of nodes to be in a quadrangle
+ int iNode = 0, iFirstDiag = -1;
+ it = tr1->nodesIterator();
+ while ( it->more() )
+ {
+ const SMDS_MeshNode * n = static_cast<const SMDS_MeshNode*>( it->next() );
+ bool isDiag = ( n == theNode1 || n == theNode2 );
+ if ( isDiag )
+ {
+ if ( iFirstDiag < 0 )
+ iFirstDiag = iNode;
+ else if ( iNode - iFirstDiag == 1 )
+ theQuadNodes[ iNode++ ] = n4; // insert the 4-th node between diagonal nodes
+ }
+ else if ( n == n4 )
+ {
+ return false; // tr1 and tr2 should not have all the same nodes
+ }
+ theQuadNodes[ iNode++ ] = n;
+ }
+ if ( iNode == 3 ) // diagonal nodes have 0 and 2 indices
+ theQuadNodes[ iNode ] = n4;
+
+ return true;
+}
+
+//=======================================================================
+//function : DeleteDiag
+//purpose : Replace two neighbour triangles sharing theNode1-theNode2 link
+// with a quadrangle built on the same 4 nodes.
+// Return false if proper faces not found
+//=======================================================================
+
+bool SMESH_MeshEditor::DeleteDiag (const SMDS_MeshNode * theNode1,
+ const SMDS_MeshNode * theNode2)
+{
+ MESSAGE( "::DeleteDiag()" );
+
+ const SMDS_MeshElement *tr1, *tr2;
+ if ( !findTriangles( theNode1, theNode2, tr1, tr2 ))
+ return false;
+
+ const SMDS_FaceOfNodes* F1 = dynamic_cast<const SMDS_FaceOfNodes*>( tr1 );
+ if (!F1) return false;
+ const SMDS_FaceOfNodes* F2 = dynamic_cast<const SMDS_FaceOfNodes*>( tr2 );
+ if (!F2) return false;
+
+ const SMDS_MeshNode* aNodes [ 4 ];
+ if ( ! getQuadrangleNodes( aNodes, theNode1, theNode2, tr1, tr2 ))
+ return false;
+
+ //MESSAGE( endl << tr1 << tr2 );
+
+ GetMeshDS()->ChangeElementNodes( tr1, aNodes, 4 );
+ GetMeshDS()->RemoveElement( tr2 );
+
+ //MESSAGE( endl << tr1 );
+
+ return true;
+}
+
+//=======================================================================
+//function : Reorient
+//purpose : Reverse the normal of theFace
+// Return false if theFace is null
+//=======================================================================
+
+bool SMESH_MeshEditor::Reorient (const SMDS_MeshElement * theFace)
+{
+ if (!theFace) return false;
+ const SMDS_FaceOfNodes* F = dynamic_cast<const SMDS_FaceOfNodes*>( theFace );
+ if (!F) return false;
+
+ const SMDS_MeshNode* aNodes [4], *tmpNode;
+ int i = 0;
+ SMDS_ElemIteratorPtr it = theFace->nodesIterator();
+ while ( it->more() )
+ aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( it->next() );
+
+ // exchange nodes with indeces 0 and 2
+ tmpNode = aNodes[ 0 ];
+ aNodes[ 0 ] = aNodes[ 2 ];
+ aNodes[ 2 ] = tmpNode;
+
+ //MESSAGE( theFace );
+
+ GetMeshDS()->ChangeElementNodes( theFace, aNodes, theFace->NbNodes() );
+
+ //MESSAGE( theFace );
+
+ return true;
+}
+
+//=======================================================================
+//function : getBadRate
+//purpose :
+//=======================================================================
+
+static double getBadRate (const SMDS_MeshElement* theElem,
+ SMESH::Controls::NumericalFunctorPtr& theCrit)
+{
+ TColgp_SequenceOfXYZ P;
+ if ( !theElem || !theCrit->GetPoints( theElem, P ))
+ return 1e100;
+ return theCrit->GetBadRate( theCrit->GetValue( P ), theElem->NbNodes() );
+}
+
+//=======================================================================
+//function : QuadToTri
+//purpose : Cut quadrangles into triangles.
+// theCrit is used to select a diagonal to cut
+//=======================================================================
+
+bool SMESH_MeshEditor::QuadToTri (set<const SMDS_MeshElement*> & theElems,
+ SMESH::Controls::NumericalFunctorPtr theCrit)
+{
+ MESSAGE( "::QuadToTri()" );
+
+ if ( !theCrit.get() )
+ return false;
+
+ SMESHDS_Mesh * aMesh = GetMeshDS();
+
+ set< const SMDS_MeshElement * >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->GetType() != SMDSAbs_Face || elem->NbNodes() != 4 )
+ continue;
+
+ // retrieve element nodes
+ const SMDS_MeshNode* aNodes [4];
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ int i = 0;
+ while ( itN->more() )
+ aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( itN->next() );
+
+ // compare two sets of possible triangles
+ double aBadRate1, aBadRate2; // to what extent a set is bad
+ SMDS_FaceOfNodes tr1 ( aNodes[0], aNodes[1], aNodes[2] );
+ SMDS_FaceOfNodes tr2 ( aNodes[2], aNodes[3], aNodes[0] );
+ aBadRate1 = getBadRate( &tr1, theCrit ) + getBadRate( &tr2, theCrit );
+
+ SMDS_FaceOfNodes tr3 ( aNodes[1], aNodes[2], aNodes[3] );
+ SMDS_FaceOfNodes tr4 ( aNodes[3], aNodes[0], aNodes[1] );
+ aBadRate2 = getBadRate( &tr3, theCrit ) + getBadRate( &tr4, theCrit );
+
+ int aShapeId = FindShape( elem );
+ //MESSAGE( "aBadRate1 = " << aBadRate1 << "; aBadRate2 = " << aBadRate2
+ // << " ShapeID = " << aShapeId << endl << elem );
+
+ if ( aBadRate1 <= aBadRate2 ) {
+ // tr1 + tr2 is better
+ aMesh->ChangeElementNodes( elem, aNodes, 3 );
+ //MESSAGE( endl << elem );
+
+ elem = aMesh->AddFace( aNodes[2], aNodes[3], aNodes[0] );
+ }
+ else {
+ // tr3 + tr4 is better
+ aMesh->ChangeElementNodes( elem, &aNodes[1], 3 );
+ //MESSAGE( endl << elem );
+
+ elem = aMesh->AddFace( aNodes[3], aNodes[0], aNodes[1] );
+ }
+ //MESSAGE( endl << elem );
+
+ // put a new triangle on the same shape
+ if ( aShapeId )
+ aMesh->SetMeshElementOnShape( elem, aShapeId );
+ }
+
+ return true;
+}
+
+//=======================================================================
+//function : addToSameGroups
+//purpose : add elemToAdd to the groups the elemInGroups belongs to
+//=======================================================================
+
+static void addToSameGroups (const SMDS_MeshElement* elemToAdd,
+ const SMDS_MeshElement* elemInGroups,
+ SMESHDS_Mesh * aMesh)
+{
+ const set<SMESHDS_Group*>& groups = aMesh->GetGroups();
+ set<SMESHDS_Group*>::const_iterator grIt = groups.begin();
+ for ( ; grIt != groups.end(); grIt++ ) {
+ if ( (*grIt)->SMDS_MeshGroup::Contains( elemInGroups ))
+ (*grIt)->SMDS_MeshGroup::Add( elemToAdd );
+ }
+}
+
+//=======================================================================
+//function : QuadToTri
+//purpose : Cut quadrangles into triangles.
+// theCrit is used to select a diagonal to cut
+//=======================================================================
+
+bool SMESH_MeshEditor::QuadToTri (std::set<const SMDS_MeshElement*> & theElems,
+ const bool the13Diag)
+{
+ MESSAGE( "::QuadToTri()" );
+
+ SMESHDS_Mesh * aMesh = GetMeshDS();
+
+ set< const SMDS_MeshElement * >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->GetType() != SMDSAbs_Face || elem->NbNodes() != 4 )
+ continue;
+
+ // retrieve element nodes
+ const SMDS_MeshNode* aNodes [4];
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ int i = 0;
+ while ( itN->more() )
+ aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( itN->next() );
+
+ int aShapeId = FindShape( elem );
+ const SMDS_MeshElement* newElem = 0;
+ if ( the13Diag )
+ {
+ aMesh->ChangeElementNodes( elem, aNodes, 3 );
+ newElem = aMesh->AddFace( aNodes[2], aNodes[3], aNodes[0] );
+ }
+ else
+ {
+ aMesh->ChangeElementNodes( elem, &aNodes[1], 3 );
+ newElem = aMesh->AddFace( aNodes[3], aNodes[0], aNodes[1] );
+ }
+
+ // put a new triangle on the same shape and add to the same groups
+
+ if ( aShapeId )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+
+ addToSameGroups( newElem, elem, aMesh );
+ }
+
+ return true;
+}
+
+//=======================================================================
+//function : getAngle
+//purpose :
+//=======================================================================
+
+double getAngle(const SMDS_MeshElement * tr1,
+ const SMDS_MeshElement * tr2,
+ const SMDS_MeshNode * n1,
+ const SMDS_MeshNode * n2)
+{
+ double angle = 2*PI; // bad angle
+
+ // get normals
+ TColgp_SequenceOfXYZ P1, P2;
+ if ( !SMESH::Controls::NumericalFunctor::GetPoints( tr1, P1 ) ||
+ !SMESH::Controls::NumericalFunctor::GetPoints( tr2, P2 ))
+ return angle;
+ gp_Vec N1 = gp_Vec( P1(2) - P1(1) ) ^ gp_Vec( P1(3) - P1(1) );
+ if ( N1.SquareMagnitude() <= gp::Resolution() )
+ return angle;
+ gp_Vec N2 = gp_Vec( P2(2) - P2(1) ) ^ gp_Vec( P2(3) - P2(1) );
+ if ( N2.SquareMagnitude() <= gp::Resolution() )
+ return angle;
+
+ // find the first diagonal node n1 in the triangles:
+ // take in account a diagonal link orientation
+ const SMDS_MeshElement *nFirst[2], *tr[] = { tr1, tr2 };
+ for ( int t = 0; t < 2; t++ )
+ {
+ SMDS_ElemIteratorPtr it = tr[ t ]->nodesIterator();
+ int i = 0, iDiag = -1;
+ while ( it->more()) {
+ const SMDS_MeshElement *n = it->next();
+ if ( n == n1 || n == n2 )
+ if ( iDiag < 0)
+ iDiag = i;
+ else {
+ if ( i - iDiag == 1 )
+ nFirst[ t ] = ( n == n1 ? n2 : n1 );
+ else
+ nFirst[ t ] = n;
+ break;
+ }
+ i++;
+ }
+ }
+ if ( nFirst[ 0 ] == nFirst[ 1 ] )
+ N2.Reverse();
+
+ angle = N1.Angle( N2 );
+ //SCRUTE( angle );
+ return angle;
+}
+
+// =================================================
+// class generating a unique ID for a pair of nodes
+// and able to return nodes by that ID
+// =================================================
+
+class LinkID_Gen {
+ public:
+
+ LinkID_Gen( const SMESHDS_Mesh* theMesh )
+ :myMesh( theMesh ), myMaxID( theMesh->MaxNodeID() + 1)
+ {}
+
+ long GetLinkID (const SMDS_MeshNode * n1,
+ const SMDS_MeshNode * n2) const
+ {
+ return ( Min(n1->GetID(),n2->GetID()) * myMaxID + Max(n1->GetID(),n2->GetID()));
+ }
+
+ bool GetNodes (const long theLinkID,
+ const SMDS_MeshNode* & theNode1,
+ const SMDS_MeshNode* & theNode2) const
+ {
+ theNode1 = myMesh->FindNode( theLinkID / myMaxID );
+ if ( !theNode1 ) return false;
+ theNode2 = myMesh->FindNode( theLinkID % myMaxID );
+ if ( !theNode2 ) return false;
+ return true;
+ }
+
+ private:
+ LinkID_Gen();
+ const SMESHDS_Mesh* myMesh;
+ long myMaxID;
+};
+
+//=======================================================================
+//function : TriToQuad
+//purpose : Fuse neighbour triangles into quadrangles.
+// theCrit is used to select a neighbour to fuse with.
+// theMaxAngle is a max angle between element normals at which
+// fusion is still performed.
+//=======================================================================
+
+bool SMESH_MeshEditor::TriToQuad (set<const SMDS_MeshElement*> & theElems,
+ SMESH::Controls::NumericalFunctorPtr theCrit,
+ const double theMaxAngle)
+{
+ MESSAGE( "::TriToQuad()" );
+
+ if ( !theCrit.get() )
+ return false;
+
+ SMESHDS_Mesh * aMesh = GetMeshDS();
+ LinkID_Gen aLinkID_Gen( aMesh );
+
+
+ // Prepare data for algo: build
+ // 1. map of elements with their linkIDs
+ // 2. map of linkIDs with their elements
+
+ map< long, list< const SMDS_MeshElement* > > mapLi_listEl;
+ map< long, list< const SMDS_MeshElement* > >::iterator itLE;
+ map< const SMDS_MeshElement*, set< long > > mapEl_setLi;
+ map< const SMDS_MeshElement*, set< long > >::iterator itEL;
+
+ set<const SMDS_MeshElement*>::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->NbNodes() != 3 )
+ continue;
+
+ // retrieve element nodes
+ const SMDS_MeshNode* aNodes [4];
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ int i = 0;
+ while ( itN->more() )
+ aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( itN->next() );
+ ASSERT( i == 3 );
+ aNodes[ 3 ] = aNodes[ 0 ];
+
+ // fill maps
+ for ( i = 0; i < 3; i++ )
+ {
+ long linkID = aLinkID_Gen.GetLinkID( aNodes[ i ], aNodes[ i+1 ] );
+ // check if elements sharing a link can be fused
+ itLE = mapLi_listEl.find( linkID );
+ if ( itLE != mapLi_listEl.end() )
+ {
+ if ((*itLE).second.size() > 1 ) // consider only 2 elems adjacent by a link
+ continue;
+ const SMDS_MeshElement* elem2 = (*itLE).second.front();
+// if ( FindShape( elem ) != FindShape( elem2 ))
+// continue; // do not fuse triangles laying on different shapes
+ if ( getAngle( elem, elem2, aNodes[i], aNodes[i+1] ) > theMaxAngle )
+ continue; // avoid making badly shaped quads
+ (*itLE).second.push_back( elem );
+ }
+ else
+ mapLi_listEl[ linkID ].push_back( elem );
+ mapEl_setLi [ elem ].insert( linkID );
+ }
+ }
+ // Clean the maps from the links shared by a sole element, ie
+ // links to which only one element is bound in mapLi_listEl
+
+ for ( itLE = mapLi_listEl.begin(); itLE != mapLi_listEl.end(); itLE++ )
+ {
+ int nbElems = (*itLE).second.size();
+ if ( nbElems < 2 ) {
+ const SMDS_MeshElement* elem = (*itLE).second.front();
+ long link = (*itLE).first;
+ mapEl_setLi[ elem ].erase( link );
+ if ( mapEl_setLi[ elem ].empty() )
+ mapEl_setLi.erase( elem );
+ }
+ }
+
+ // Algo: fuse triangles into quadrangles
+
+ while ( ! mapEl_setLi.empty() )
+ {
+ // Look for the start element:
+ // the element having the least nb of shared links
+
+ const SMDS_MeshElement* startElem = 0;
+ int minNbLinks = 4;
+ for ( itEL = mapEl_setLi.begin(); itEL != mapEl_setLi.end(); itEL++ )
+ {
+ int nbLinks = (*itEL).second.size();
+ if ( nbLinks < minNbLinks )
+ {
+ startElem = (*itEL).first;
+ minNbLinks = nbLinks;
+ if ( minNbLinks == 1 )
+ break;
+ }
+ }
+
+ // search elements to fuse starting from startElem or links of elements
+ // fused earlyer - startLinks
+ list< long > startLinks;
+ while ( startElem || !startLinks.empty() )
+ {
+ while ( !startElem && !startLinks.empty() )
+ {
+ // Get an element to start, by a link
+ long linkId = startLinks.front();
+ startLinks.pop_front();
+ itLE = mapLi_listEl.find( linkId );
+ if ( itLE != mapLi_listEl.end() )
+ {
+ list< const SMDS_MeshElement* > & listElem = (*itLE).second;
+ list< const SMDS_MeshElement* >::iterator itE = listElem.begin();
+ for ( ; itE != listElem.end() ; itE++ )
+ if ( mapEl_setLi.find( (*itE) ) != mapEl_setLi.end() )
+ startElem = (*itE);
+ mapLi_listEl.erase( itLE );
+ }
+ }
+
+ if ( startElem )
+ {
+ // Get candidates to be fused
+
+ const SMDS_MeshElement *tr1 = startElem, *tr2 = 0, *tr3 = 0;
+ long link12, link13;
+ startElem = 0;
+ ASSERT( mapEl_setLi.find( tr1 ) != mapEl_setLi.end() );
+ set< long >& setLi = mapEl_setLi[ tr1 ];
+ ASSERT( !setLi.empty() );
+ set< long >::iterator itLi;
+ for ( itLi = setLi.begin(); itLi != setLi.end(); itLi++ )
+ {
+ long linkID = (*itLi);
+ itLE = mapLi_listEl.find( linkID );
+ if ( itLE == mapLi_listEl.end() )
+ continue;
+ const SMDS_MeshElement* elem = (*itLE).second.front();
+ if ( elem == tr1 )
+ elem = (*itLE).second.back();
+ mapLi_listEl.erase( itLE );
+ if ( mapEl_setLi.find( elem ) == mapEl_setLi.end())
+ continue;
+ if ( tr2 )
+ {
+ tr3 = elem;
+ link13 = linkID;
+ }
+ else
+ {
+ tr2 = elem;
+ link12 = linkID;
+ }
+
+ // add other links of elem to list of links to re-start from
+ set< long >& links = mapEl_setLi[ elem ];
+ set< long >::iterator it;
+ for ( it = links.begin(); it != links.end(); it++ )
+ {
+ long linkID2 = (*it);
+ if ( linkID2 != linkID )
+ startLinks.push_back( linkID2 );
+ }
+ }
+
+ // Get nodes of possible quadrangles
+
+ const SMDS_MeshNode *n12 [4], *n13 [4];
+ bool Ok12 = false, Ok13 = false;
+ const SMDS_MeshNode *linkNode1, *linkNode2;
+ if ( tr2 &&
+ aLinkID_Gen.GetNodes( link12, linkNode1, linkNode2 ) &&
+ getQuadrangleNodes( n12, linkNode1, linkNode2, tr1, tr2 ))
+ Ok12 = true;
+ if ( tr3 &&
+ aLinkID_Gen.GetNodes( link13, linkNode1, linkNode2 ) &&
+ getQuadrangleNodes( n13, linkNode1, linkNode2, tr1, tr3 ))
+ Ok13 = true;
+
+ // Choose a pair to fuse
+
+ if ( Ok12 && Ok13 )
+ {
+ SMDS_FaceOfNodes quad12 ( n12[ 0 ], n12[ 1 ], n12[ 2 ], n12[ 3 ] );
+ SMDS_FaceOfNodes quad13 ( n13[ 0 ], n13[ 1 ], n13[ 2 ], n13[ 3 ] );
+ double aBadRate12 = getBadRate( &quad12, theCrit );
+ double aBadRate13 = getBadRate( &quad13, theCrit );
+ if ( aBadRate13 < aBadRate12 )
+ Ok12 = false;
+ else
+ Ok13 = false;
+ }
+
+
+ // Make quadrangles
+ // and remove fused elems and removed links from the maps
+
+ mapEl_setLi.erase( tr1 );
+ if ( Ok12 )
+ {
+ mapEl_setLi.erase( tr2 );
+ mapLi_listEl.erase( link12 );
+ aMesh->ChangeElementNodes( tr1, n12, 4 );
+ aMesh->RemoveElement( tr2 );
+ }
+ else if ( Ok13 )
+ {
+ mapEl_setLi.erase( tr3 );
+ mapLi_listEl.erase( link13 );
+ aMesh->ChangeElementNodes( tr1, n13, 4 );
+ aMesh->RemoveElement( tr3 );
+ }
+
+ // Next element to fuse: the rejected one
+ if ( tr3 )
+ startElem = Ok12 ? tr3 : tr2;
+
+ } // if ( startElem )
+ } // while ( startElem || !startLinks.empty() )
+ } // while ( ! mapEl_setLi.empty() )
+
+ return true;
+}
+
+
+#define DUMPSO(txt) \
+// cout << txt << endl;
+//=============================================================================
+/*!
+ *
+ */
+//=============================================================================
+static void swap( int i1, int i2, int idNodes[], gp_Pnt P[] )
+{
+ if ( i1 == i2 )
+ return;
+ int tmp = idNodes[ i1 ];
+ idNodes[ i1 ] = idNodes[ i2 ];
+ idNodes[ i2 ] = tmp;
+ gp_Pnt Ptmp = P[ i1 ];
+ P[ i1 ] = P[ i2 ];
+ P[ i2 ] = Ptmp;
+ DUMPSO( i1 << "(" << idNodes[ i2 ] << ") <-> " << i2 << "(" << idNodes[ i1 ] << ")");
+}
+
+//=======================================================================
+//function : SortQuadNodes
+//purpose : Set 4 nodes of a quadrangle face in a good order.
+// Swap 1<->2 or 2<->3 nodes and correspondingly return
+// 1 or 2 else 0.
+//=======================================================================
+
+int SMESH_MeshEditor::SortQuadNodes (const SMDS_Mesh * theMesh,
+ int idNodes[] )
+{
+ gp_Pnt P[4];
+ int i;
+ for ( i = 0; i < 4; i++ ) {
+ const SMDS_MeshNode *n = theMesh->FindNode( idNodes[i] );
+ if ( !n ) return 0;
+ P[ i ].SetCoord( n->X(), n->Y(), n->Z() );
+ }
+
+ gp_Vec V1(P[0], P[1]);
+ gp_Vec V2(P[0], P[2]);
+ gp_Vec V3(P[0], P[3]);
+
+ gp_Vec Cross1 = V1 ^ V2;
+ gp_Vec Cross2 = V2 ^ V3;
+
+ i = 0;
+ if (Cross1.Dot(Cross2) < 0)
+ {
+ Cross1 = V2 ^ V1;
+ Cross2 = V1 ^ V3;
+
+ if (Cross1.Dot(Cross2) < 0)
+ i = 2;
+ else
+ i = 1;
+ swap ( i, i + 1, idNodes, P );
+
+// for ( int ii = 0; ii < 4; ii++ ) {
+// const SMDS_MeshNode *n = theMesh->FindNode( idNodes[ii] );
+// DUMPSO( ii << "(" << idNodes[ii] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
+// }
+ }
+ return i;
+}
+
+//=======================================================================
+//function : SortHexaNodes
+//purpose : Set 8 nodes of a hexahedron in a good order.
+// Return success status
+//=======================================================================
+
+bool SMESH_MeshEditor::SortHexaNodes (const SMDS_Mesh * theMesh,
+ int idNodes[] )
+{
+ gp_Pnt P[8];
+ int i;
+ DUMPSO( "INPUT: ========================================");
+ for ( i = 0; i < 8; i++ ) {
+ const SMDS_MeshNode *n = theMesh->FindNode( idNodes[i] );
+ if ( !n ) return false;
+ P[ i ].SetCoord( n->X(), n->Y(), n->Z() );
+ DUMPSO( i << "(" << idNodes[i] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
+ }
+ DUMPSO( "========================================");
+
+
+ set<int> faceNodes; // ids of bottom face nodes, to be found
+ set<int> checkedId1; // ids of tried 2-nd nodes
+ Standard_Real leastDist = DBL_MAX; // dist of the 4-th node from 123 plane
+ const Standard_Real tol = 1.e-6; // tolerance to find nodes in plane
+ int iMin, iMax, iLoop1 = 0;
+
+ // Loop to try the 2-nd nodes
+
+ while ( leastDist > DBL_MIN && ++iLoop1 < 8 )
+ {
+ // Find not checked 2-nd node
+ for ( i = 1; i < 8; i++ )
+ if ( checkedId1.find( idNodes[i] ) == checkedId1.end() ) {
+ int id1 = idNodes[i];
+ swap ( 1, i, idNodes, P );
+ checkedId1.insert ( id1 );
+ break;
+ }
+
+ // Find the 3-d node so that 1-2-3 triangle to be on a hexa face,
+ // ie that all but meybe one (id3 which is on the same face) nodes
+ // lay on the same side from the triangle plane.
+
+ bool manyInPlane = false; // more than 4 nodes lay in plane
+ int iLoop2 = 0;
+ while ( ++iLoop2 < 6 ) {
+
+ // get 1-2-3 plane coeffs
+ Standard_Real A, B, C, D;
+ gp_Vec N = gp_Vec (P[0], P[1]).Crossed( gp_Vec (P[0], P[2]) );
+ if ( N.SquareMagnitude() > gp::Resolution() )
+ {
+ gp_Pln pln ( P[0], N );
+ pln.Coefficients( A, B, C, D );
+
+ // find the node (iMin) closest to pln
+ Standard_Real dist[ 8 ], minDist = DBL_MAX;
+ set<int> idInPln;
+ for ( i = 3; i < 8; i++ ) {
+ dist[i] = A * P[i].X() + B * P[i].Y() + C * P[i].Z() + D;
+ if ( fabs( dist[i] ) < minDist ) {
+ minDist = fabs( dist[i] );
+ iMin = i;
+ }
+ if ( fabs( dist[i] ) <= tol )
+ idInPln.insert( idNodes[i] );
+ }
+
+ // there should not be more than 4 nodes in bottom plane
+ if ( idInPln.size() > 1 )
+ {
+ DUMPSO( "### idInPln.size() = " << idInPln.size());
+ // idInPlane does not contain the first 3 nodes
+ if ( manyInPlane || idInPln.size() == 5)
+ return false; // all nodes in one plane
+ manyInPlane = true;
+
+ // set the 1-st node to be not in plane
+ for ( i = 3; i < 8; i++ ) {
+ if ( idInPln.find( idNodes[ i ] ) == idInPln.end() ) {
+ DUMPSO( "### Reset 0-th node");
+ swap( 0, i, idNodes, P );
+ break;
+ }
+ }
+
+ // reset to re-check second nodes
+ leastDist = DBL_MAX;
+ faceNodes.clear();
+ checkedId1.clear();
+ iLoop1 = 0;
+ break; // from iLoop2;
+ }
+
+ // check that the other 4 nodes are on the same side
+ bool sameSide = true;
+ bool isNeg = dist[ iMin == 3 ? 4 : 3 ] <= 0.;
+ for ( i = 3; sameSide && i < 8; i++ ) {
+ if ( i != iMin )
+ sameSide = ( isNeg == dist[i] <= 0.);
+ }
+
+ // keep best solution
+ if ( sameSide && minDist < leastDist ) {
+ leastDist = minDist;
+ faceNodes.clear();
+ faceNodes.insert( idNodes[ 1 ] );
+ faceNodes.insert( idNodes[ 2 ] );
+ faceNodes.insert( idNodes[ iMin ] );
+ DUMPSO( "loop " << iLoop2 << " id2 " << idNodes[ 1 ] << " id3 " << idNodes[ 2 ]
+ << " leastDist = " << leastDist);
+ if ( leastDist <= DBL_MIN )
+ break;
+ }
+ }
+
+ // set next 3-d node to check
+ int iNext = 2 + iLoop2;
+ if ( iNext < 8 ) {
+ DUMPSO( "Try 2-nd");
+ swap ( 2, iNext, idNodes, P );
+ }
+ } // while ( iLoop2 < 6 )
+ } // iLoop1
+
+ if ( faceNodes.empty() ) return false;
+
+ // Put the faceNodes in proper places
+ for ( i = 4; i < 8; i++ ) {
+ if ( faceNodes.find( idNodes[ i ] ) != faceNodes.end() ) {
+ // find a place to put
+ int iTo = 1;
+ while ( faceNodes.find( idNodes[ iTo ] ) != faceNodes.end() )
+ iTo++;
+ DUMPSO( "Set faceNodes");
+ swap ( iTo, i, idNodes, P );
+ }
+ }
+
+
+ // Set nodes of the found bottom face in good order
+ DUMPSO( " Found bottom face: ");
+ i = SortQuadNodes( theMesh, idNodes );
+ if ( i ) {
+ gp_Pnt Ptmp = P[ i ];
+ P[ i ] = P[ i+1 ];
+ P[ i+1 ] = Ptmp;
+ }
+// else
+// for ( int ii = 0; ii < 4; ii++ ) {
+// const SMDS_MeshNode *n = theMesh->FindNode( idNodes[ii] );
+// DUMPSO( ii << "(" << idNodes[ii] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
+// }
+
+ // Gravity center of the top and bottom faces
+ gp_Pnt aGCb = ( P[0].XYZ() + P[1].XYZ() + P[2].XYZ() + P[3].XYZ() ) / 4.;
+ gp_Pnt aGCt = ( P[4].XYZ() + P[5].XYZ() + P[6].XYZ() + P[7].XYZ() ) / 4.;
+
+ // Get direction from the bottom to the top face
+ gp_Vec upDir ( aGCb, aGCt );
+ Standard_Real upDirSize = upDir.Magnitude();
+ if ( upDirSize <= gp::Resolution() ) return false;
+ upDir / upDirSize;
+
+ // Assure that the bottom face normal points up
+ gp_Vec Nb = gp_Vec (P[0], P[1]).Crossed( gp_Vec (P[0], P[2]) );
+ Nb += gp_Vec (P[0], P[2]).Crossed( gp_Vec (P[0], P[3]) );
+ if ( Nb.Dot( upDir ) < 0 ) {
+ DUMPSO( "Reverse bottom face");
+ swap( 1, 3, idNodes, P );
+ }
+
+ // Find 5-th node - the one closest to the 1-st among the last 4 nodes.
+ Standard_Real minDist = DBL_MAX;
+ for ( i = 4; i < 8; i++ ) {
+ // projection of P[i] to the plane defined by P[0] and upDir
+ gp_Pnt Pp = P[i].Translated( upDir * ( upDir.Dot( gp_Vec( P[i], P[0] ))));
+ Standard_Real sqDist = P[0].SquareDistance( Pp );
+ if ( sqDist < minDist ) {
+ minDist = sqDist;
+ iMin = i;
+ }
+ }
+ DUMPSO( "Set 4-th");
+ swap ( 4, iMin, idNodes, P );
+
+ // Set nodes of the top face in good order
+ DUMPSO( "Sort top face");
+ i = SortQuadNodes( theMesh, &idNodes[4] );
+ if ( i ) {
+ i += 4;
+ gp_Pnt Ptmp = P[ i ];
+ P[ i ] = P[ i+1 ];
+ P[ i+1 ] = Ptmp;
+ }
+
+ // Assure that direction of the top face normal is from the bottom face
+ gp_Vec Nt = gp_Vec (P[4], P[5]).Crossed( gp_Vec (P[4], P[6]) );
+ Nt += gp_Vec (P[4], P[6]).Crossed( gp_Vec (P[4], P[7]) );
+ if ( Nt.Dot( upDir ) < 0 ) {
+ DUMPSO( "Reverse top face");
+ swap( 5, 7, idNodes, P );
+ }
+
+// DUMPSO( "OUTPUT: ========================================");
+// for ( i = 0; i < 8; i++ ) {
+// float *p = ugrid->GetPoint(idNodes[i]);
+// DUMPSO( i << "(" << idNodes[i] << ") : " << p[0] << " " << p[1] << " " << p[2]);
+// }
+
+ return true;
+}
+
+//=======================================================================
+//function : laplacianSmooth
+//purpose : pulls theNode toward the center of surrounding nodes directly
+// connected to that node along an element edge
+//=======================================================================
+
+void laplacianSmooth(SMESHDS_Mesh * theMesh,
+ const SMDS_MeshNode* theNode,
+ const set<const SMDS_MeshElement*> & theElems,
+ const set<const SMDS_MeshNode*> & theFixedNodes)
+{
+ // find surrounding nodes
+ set< const SMDS_MeshNode* > nodeSet;
+ SMDS_ElemIteratorPtr elemIt = theNode->GetInverseElementIterator();
+ while ( elemIt->more() )
+ {
+ const SMDS_MeshElement* elem = elemIt->next();
+ if ( theElems.find( elem ) == theElems.end() )
+ continue;
+
+ int i = 0, iNode = 0;
+ const SMDS_MeshNode* aNodes [4];
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() )
+ {
+ aNodes[ i ] = static_cast<const SMDS_MeshNode*>( itN->next() );
+ if ( aNodes[ i ] == theNode )
+ iNode = i;
+ else
+ nodeSet.insert( aNodes[ i ] );
+ i++;
+ }
+ if ( elem->NbNodes() == 4 ) { // remove an opposite node
+ iNode += ( iNode < 2 ) ? 2 : -2;
+ nodeSet.erase( aNodes[ iNode ]);
+ }
+ }
+
+ // compute new coodrs
+ double coord[] = { 0., 0., 0. };
+ set< const SMDS_MeshNode* >::iterator nodeSetIt = nodeSet.begin();
+ for ( ; nodeSetIt != nodeSet.end(); nodeSetIt++ ) {
+ const SMDS_MeshNode* node = (*nodeSetIt);
+ coord[0] += node->X();
+ coord[1] += node->Y();
+ coord[2] += node->Z();
+ }
+ double nbNodes = nodeSet.size();
+ theMesh->MoveNode (theNode,
+ coord[0]/nbNodes,
+ coord[1]/nbNodes,
+ coord[2]/nbNodes);
+}
+
+//=======================================================================
+//function : centroidalSmooth
+//purpose : pulls theNode toward the element-area-weighted centroid of the
+// surrounding elements
+//=======================================================================
+
+void centroidalSmooth(SMESHDS_Mesh * theMesh,
+ const SMDS_MeshNode* theNode,
+ const set<const SMDS_MeshElement*> & theElems,
+ const set<const SMDS_MeshNode*> & theFixedNodes)
+{
+ gp_XYZ aNewXYZ(0.,0.,0.);
+ SMESH::Controls::Area anAreaFunc;
+ double totalArea = 0.;
+ int nbElems = 0;
+
+ SMDS_ElemIteratorPtr elemIt = theNode->GetInverseElementIterator();
+ while ( elemIt->more() )
+ {
+ const SMDS_MeshElement* elem = elemIt->next();
+ if ( theElems.find( elem ) == theElems.end() )
+ continue;
+
+ nbElems++;
+
+ gp_XYZ elemCenter(0.,0.,0.);
+ TColgp_SequenceOfXYZ aNodePoints;
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() )
+ {
+ const SMDS_MeshNode* aNode = static_cast<const SMDS_MeshNode*>( itN->next() );
+ gp_XYZ aP( aNode->X(), aNode->Y(), aNode->Z() );
+ aNodePoints.Append( aP );
+ elemCenter += aP;
+ }
+ double elemArea = anAreaFunc.GetValue( aNodePoints );
+ totalArea += elemArea;
+ elemCenter /= elem->NbNodes();
+ aNewXYZ += elemCenter * elemArea;
+ }
+ aNewXYZ /= totalArea;
+ theMesh->MoveNode (theNode,
+ aNewXYZ.X(),
+ aNewXYZ.Y(),
+ aNewXYZ.Z());
+}
+
+//=======================================================================
+//function : Smooth
+//purpose : Smooth theElements during theNbIterations or until a worst
+// element has aspect ratio <= theTgtAspectRatio.
+// Aspect Ratio varies in range [1.0, inf].
+// If theElements is empty, the whole mesh is smoothed.
+// theFixedNodes contains additionally fixed nodes. Nodes built
+// on edges and boundary nodes are always fixed.
+//=======================================================================
+
+void SMESH_MeshEditor::Smooth (set<const SMDS_MeshElement*> & theElems,
+ set<const SMDS_MeshNode*> & theFixedNodes,
+ const SmoothMethod theSmoothMethod,
+ const int theNbIterations,
+ double theTgtAspectRatio)
+{
+ MESSAGE((theSmoothMethod==LAPLACIAN ? "LAPLACIAN" : "CENTROIDAL") << "--::Smooth()");
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+ if ( theElems.empty() ) {
+ // add all faces
+ SMDS_FaceIteratorPtr fIt = aMesh->facesIterator();
+ while ( fIt->more() )
+ theElems.insert( fIt->next() );
+ }
+
+ set<const SMDS_MeshNode*> setMovableNodes;
+
+ // Fill setMovableNodes
+
+ map< const SMDS_MeshNode*, int > mapNodeNbFaces;
+ set< const SMDS_MeshElement* >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->GetType() != SMDSAbs_Face )
+ continue;
+
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() ) {
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+
+ if ( theFixedNodes.find( node ) != theFixedNodes.end() )
+ continue;
+
+ // if node is on edge => it is fixed
+ SMDS_PositionPtr aPositionPtr = node->GetPosition();
+ if ( aPositionPtr.get() &&
+ (aPositionPtr->GetTypeOfPosition() == SMDS_TOP_EDGE ||
+ aPositionPtr->GetTypeOfPosition() == SMDS_TOP_VERTEX)) {
+ theFixedNodes.insert( node );
+ continue;
+ }
+ // fill mapNodeNbFaces in order to detect fixed boundary nodes
+ map<const SMDS_MeshNode*,int>::iterator nodeNbFacesIt =
+ mapNodeNbFaces.find ( node );
+ if ( nodeNbFacesIt == mapNodeNbFaces.end() )
+ mapNodeNbFaces.insert( map<const SMDS_MeshNode*,int>::value_type( node, 1 ));
+ else
+ (*nodeNbFacesIt).second++;
+ }
+ }
+ // put not fixed nodes in setMovableNodes
+ map<const SMDS_MeshNode*,int>::iterator nodeNbFacesIt =
+ mapNodeNbFaces.begin();
+ for ( ; nodeNbFacesIt != mapNodeNbFaces.end(); nodeNbFacesIt++ ) {
+ const SMDS_MeshNode* node = (*nodeNbFacesIt).first;
+ // a node is on free boundary if it is shared by 1-2 faces
+ if ( (*nodeNbFacesIt).second > 2 )
+ setMovableNodes.insert( node );
+ else
+ theFixedNodes.insert( node );
+ }
+
+ // SMOOTHING //
+
+ if ( theTgtAspectRatio < 1.0 )
+ theTgtAspectRatio = 1.0;
+
+ SMESH::Controls::AspectRatio aQualityFunc;
+
+ for ( int it = 0; it < theNbIterations; it++ )
+ {
+ Standard_Real maxDisplacement = 0.;
+ set<const SMDS_MeshNode*>::iterator movableNodesIt
+ = setMovableNodes.begin();
+ for ( ; movableNodesIt != setMovableNodes.end(); movableNodesIt++ )
+ {
+ const SMDS_MeshNode* node = (*movableNodesIt);
+ gp_XYZ aPrevPos ( node->X(), node->Y(), node->Z() );
+
+ // smooth
+ if ( theSmoothMethod == LAPLACIAN )
+ laplacianSmooth( aMesh, node, theElems, theFixedNodes );
+ else
+ centroidalSmooth( aMesh, node, theElems, theFixedNodes );
+
+ // displacement
+ gp_XYZ aNewPos ( node->X(), node->Y(), node->Z() );
+ Standard_Real aDispl = (aPrevPos - aNewPos).SquareModulus();
+ if ( aDispl > maxDisplacement )
+ maxDisplacement = aDispl;
+ }
+ // no node movement => exit
+ if ( maxDisplacement < 1.e-16 ) {
+ MESSAGE("-- no node movement -- maxDisplacement: " << maxDisplacement << " it "<< it);
+ break;
+ }
+
+ // check elements quality
+ double maxRatio = 0;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->GetType() != SMDSAbs_Face )
+ continue;
+ TColgp_SequenceOfXYZ aPoints;
+ if ( aQualityFunc.GetPoints( elem, aPoints )) {
+ double aValue = aQualityFunc.GetValue( aPoints );
+ if ( aValue > maxRatio )
+ maxRatio = aValue;
+ }
+ }
+ if ( maxRatio <= theTgtAspectRatio ) {
+ MESSAGE("-- quality achived -- maxRatio " << maxRatio << " it "<< it);
+ break;
+ }
+ if (it+1 == theNbIterations) {
+ MESSAGE("-- Iteration limit exceeded --");
+ }
+ }
+}
+
+//=======================================================================
+//function : isReverse
+//purpose :
+//=======================================================================
+
+static bool isReverse(const SMDS_MeshNode* prevNodes[],
+ const SMDS_MeshNode* nextNodes[],
+ const int nbNodes,
+ const int iNotSame)
+{
+ int iBeforeNotSame = ( iNotSame == 0 ? nbNodes - 1 : iNotSame - 1 );
+ int iAfterNotSame = ( iNotSame + 1 == nbNodes ? 0 : iNotSame + 1 );
+
+ const SMDS_MeshNode* nB = prevNodes[ iBeforeNotSame ];
+ const SMDS_MeshNode* nA = prevNodes[ iAfterNotSame ];
+ const SMDS_MeshNode* nP = prevNodes[ iNotSame ];
+ const SMDS_MeshNode* nN = nextNodes[ iNotSame ];
+
+ gp_Pnt pB ( nB->X(), nB->Y(), nB->Z() );
+ gp_Pnt pA ( nA->X(), nA->Y(), nA->Z() );
+ gp_Pnt pP ( nP->X(), nP->Y(), nP->Z() );
+ gp_Pnt pN ( nN->X(), nN->Y(), nN->Z() );
+
+ gp_Vec vB ( pP, pB ), vA ( pP, pA ), vN ( pP, pN );
+
+ return (vA ^ vB) * vN < 0.0;
+}
+
+//=======================================================================
+//function : sweepElement
+//purpose :
+//=======================================================================
+
+static void sweepElement(SMESHDS_Mesh* aMesh,
+ const SMDS_MeshElement* elem,
+ const TNodeOfNodeListMap& mapNewNodes )
+{
+ // Loop on elem nodes:
+ // find new nodes and detect same nodes indices
+ list<const SMDS_MeshNode*>::const_iterator itNN[ 4 ];
+ const SMDS_MeshNode* prevNod[ 4 ], *nextNod[ 4 ];
+ int nbSame = 0, iNotSameNode = 0, iSameNode = 0;
+
+ TNodeOfNodeListMap::const_iterator mapIt;
+ int iNode = 0;
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() )
+ {
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+ mapIt = mapNewNodes.find( node );
+ if ( mapIt == mapNewNodes.end() )
+ return; // not duplicated node
+
+ itNN[ iNode ] = (*mapIt).second.begin();
+ prevNod[ iNode ] = node;
+ nextNod[ iNode ] = (*mapIt).second.front();
+ if ( prevNod[ iNode ] != nextNod [ iNode ])
+ iNotSameNode = iNode;
+ else {
+ iSameNode = iNode;
+ nbSame++;
+ }
+ iNode++;
+ }
+ int nbNodes = iNode;
+ if ( nbSame == nbNodes || nbSame > 2) {
+ MESSAGE( " Too many same nodes of element " << elem->GetID() );
+ return;
+ }
+
+ int iBeforeSame = 0, iAfterSame = 0, iOpposSame = 0;
+ if ( nbSame > 0 ) {
+ iBeforeSame = ( iSameNode == 0 ? nbNodes - 1 : iSameNode - 1 );
+ iAfterSame = ( iSameNode + 1 == nbNodes ? 0 : iSameNode + 1 );
+ iOpposSame = ( iSameNode - 2 < 0 ? iSameNode + 2 : iSameNode - 2 );
+ }
+
+ // check element orientation
+ int i0 = 0, i2 = 2;
+ if ( nbNodes > 2 && isReverse( prevNod, nextNod, nbNodes, iNotSameNode )) {
+// MESSAGE("Reversed elem " << elem->GetID() );
+ i0 = 2;
+ i2 = 0;
+ if ( nbSame > 0 ) {
+ int iAB = iAfterSame + iBeforeSame;
+ iBeforeSame = iAB - iBeforeSame;
+ iAfterSame = iAB - iAfterSame;
+ }
+ }
+
+ // make new elements
+ int iStep, nbSteps = (*mapIt).second.size();
+ for (iStep = 0; iStep < nbSteps; iStep++ )
+ {
+ // get next nodes
+ for ( iNode = 0; iNode < nbNodes; iNode++ ) {
+ nextNod[ iNode ] = *itNN[ iNode ];
+ itNN[ iNode ]++;
+ }
+ switch ( nbNodes )
+ {
+ case 2: { // EDGE
+
+ if ( nbSame == 0 )
+ aMesh->AddFace( prevNod[ 0 ], prevNod[ 1 ], nextNod[ 1 ], nextNod[ 0 ] );
+ else
+ aMesh->AddFace( prevNod[ 0 ], prevNod[ 1 ], nextNod[ iNotSameNode ] );
+ break;
+ }
+ case 3: { // TRIANGLE
+
+ if ( nbSame == 0 ) // --- 1 pentahedron
+ {
+ aMesh->AddVolume (prevNod[ i2 ], prevNod[ 1 ], prevNod[ i0 ],
+ nextNod[ i2 ], nextNod[ 1 ], nextNod[ i0 ] );
+ }
+ else if ( nbSame == 1 ) // --- 2 tetrahedrons
+ {
+ aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
+ nextNod[ iBeforeSame ]);
+ aMesh->AddVolume (nextNod[ i2 ], nextNod[ 1 ], nextNod[ i0 ],
+ prevNod[ iAfterSame ]);
+ }
+ else // 2 same nodes: --- 1 tetrahedron
+ {
+ aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
+ nextNod[ iNotSameNode ]);
+ }
+ break;
+ }
+ case 4: { // QUADRANGLE
+
+ if ( nbSame == 0 ) // --- 1 hexahedron
+ {
+ aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ], prevNod[ 3 ],
+ nextNod[ i0 ], nextNod[ 1 ], nextNod[ i2 ], nextNod[ 3 ]);
+ }
+ else if ( nbSame == 1 ) // --- 2 tetrahedrons + 1 pentahedron
+ {
+ aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iSameNode ],
+ prevNod[ iAfterSame ], nextNod[ iBeforeSame ]);
+ aMesh->AddVolume (nextNod[ iAfterSame ], nextNod[ iSameNode ],
+ nextNod[ iBeforeSame ], prevNod[ iAfterSame ]);
+ aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iOpposSame ], prevNod[ iAfterSame ],
+ nextNod[ iBeforeSame ], nextNod[ iOpposSame ], nextNod[ iAfterSame ] );
+ }
+ else if ( nbSame == 2 ) // 1 pentahedron
+ {
+ if ( prevNod[ iBeforeSame ] == nextNod[ iBeforeSame ] )
+ // iBeforeSame is same too
+ aMesh->AddVolume (prevNod[ iOpposSame ], prevNod[ iBeforeSame ], nextNod[ iOpposSame ],
+ prevNod[ iAfterSame ], prevNod[ iSameNode ], nextNod[ iAfterSame ]);
+ else
+ // iAfterSame is same too
+ aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iSameNode ], nextNod[ iBeforeSame ],
+ prevNod[ iOpposSame ], prevNod[ iAfterSame ], nextNod[ iOpposSame ]);
+ }
+ break;
+ }
+ default:
+ return;
+ }
+
+ // set new prev nodes
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
+ prevNod[ iNode ] = nextNod[ iNode ];
+
+ } // for steps
+}
+
+//=======================================================================
+//function : RotationSweep
+//purpose :
+//=======================================================================
+
+void SMESH_MeshEditor::RotationSweep(set<const SMDS_MeshElement*> & theElems,
+ const gp_Ax1& theAxis,
+ const double theAngle,
+ const int theNbSteps,
+ const double theTol)
+{
+ gp_Trsf aTrsf;
+ aTrsf.SetRotation( theAxis, theAngle );
+
+ gp_Lin aLine( theAxis );
+ double aSqTol = theTol * theTol;
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+
+ TNodeOfNodeListMap mapNewNodes;
+
+ // loop on theElems
+ set< const SMDS_MeshElement* >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ // check element type
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem ||
+ (elem->GetType() != SMDSAbs_Face &&
+ elem->GetType() != SMDSAbs_Edge ))
+ continue;
+
+ // loop on elem nodes
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() ) {
+
+ // check if a node has been already sweeped
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+ if (mapNewNodes.find( node ) != mapNewNodes.end() )
+ continue;
+
+ list<const SMDS_MeshNode*>& listNewNodes = mapNewNodes[ node ];
+
+ // make new nodes
+ gp_XYZ aXYZ( node->X(), node->Y(), node->Z() );
+ double coord[3];
+ aXYZ.Coord( coord[0], coord[1], coord[2] );
+ bool isOnAxis = ( aLine.SquareDistance( aXYZ ) <= aSqTol );
+ const SMDS_MeshNode * newNode = node;
+ for ( int i = 0; i < theNbSteps; i++ ) {
+ if ( !isOnAxis ) {
+ aTrsf.Transforms( coord[0], coord[1], coord[2] );
+ newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ }
+ listNewNodes.push_back( newNode );
+ }
+ }
+ // make new elements
+ sweepElement( aMesh, elem, mapNewNodes );
+ }
+}
+//=======================================================================
+//function : ExtrusionSweep
+//purpose :
+//=======================================================================
+
+void SMESH_MeshEditor::ExtrusionSweep(set<const SMDS_MeshElement*> & theElems,
+ const gp_Vec& theStep,
+ const int theNbSteps)
+{
+ gp_Trsf aTrsf;
+ aTrsf.SetTranslation( theStep );
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+
+ TNodeOfNodeListMap mapNewNodes;
+
+ // loop on theElems
+ set< const SMDS_MeshElement* >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ // check element type
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem ||
+ (elem->GetType() != SMDSAbs_Face &&
+ elem->GetType() != SMDSAbs_Edge))
+ continue;
+
+ // loop on elem nodes
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() ) {
+
+ // check if a node has been already sweeped
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+ if (mapNewNodes.find( node ) != mapNewNodes.end() )
+ continue;
+
+ list<const SMDS_MeshNode*>& listNewNodes = mapNewNodes[ node ];
+
+ // make new nodes
+ double coord[3];
+ coord[0] = node->X();
+ coord[1] = node->Y();
+ coord[2] = node->Z();
+ for ( int i = 0; i < theNbSteps; i++ ) {
+ aTrsf.Transforms( coord[0], coord[1], coord[2] );
+ const SMDS_MeshNode * newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ listNewNodes.push_back( newNode );
+ }
+ }
+ // make new elements
+ sweepElement( aMesh, elem, mapNewNodes );
+ }
+}
+
+//=======================================================================
+//function : Transform
+//purpose :
+//=======================================================================
+
+void SMESH_MeshEditor::Transform (set<const SMDS_MeshElement*> & theElems,
+ const gp_Trsf& theTrsf,
+ const bool theCopy)
+{
+ bool needReverse;
+ switch ( theTrsf.Form() ) {
+ case gp_PntMirror:
+ case gp_Ax2Mirror:
+ needReverse = true;
+ break;
+ default:
+ needReverse = false;
+ }
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+
+ // map old node to new one
+ TNodeNodeMap nodeMap;
+
+ // elements sharing moved nodes; those of them which have all
+ // nodes mirrored but are not in theElems are to be reversed
+ set<const SMDS_MeshElement*> inverseElemSet;
+
+ // loop on theElems
+ set< const SMDS_MeshElement* >::iterator itElem;
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem )
+ continue;
+
+ // loop on elem nodes
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() ) {
+
+ // check if a node has been already transormed
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+ if (nodeMap.find( node ) != nodeMap.end() )
+ continue;
+
+ double coord[3];
+ coord[0] = node->X();
+ coord[1] = node->Y();
+ coord[2] = node->Z();
+ theTrsf.Transforms( coord[0], coord[1], coord[2] );
+ const SMDS_MeshNode * newNode = node;
+ if ( theCopy )
+ newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ else
+ aMesh->MoveNode( node, coord[0], coord[1], coord[2] );
+ nodeMap.insert( TNodeNodeMap::value_type( node, newNode ));
+
+ // keep inverse elements
+ if ( !theCopy && needReverse ) {
+ SMDS_ElemIteratorPtr invElemIt = node->GetInverseElementIterator();
+ while ( invElemIt->more() )
+ inverseElemSet.insert( invElemIt->next() );
+ }
+ }
+ }
+
+ // either new elements are to be created
+ // or a mirrored element are to be reversed
+ if ( !theCopy && !needReverse)
+ return;
+
+ if ( !inverseElemSet.empty()) {
+ set<const SMDS_MeshElement*>::iterator invElemIt = inverseElemSet.begin();
+ for ( ; invElemIt != inverseElemSet.end(); invElemIt++ )
+ theElems.insert( *invElemIt );
+ }
+
+ // replicate or reverse elements
+
+ enum {
+ REV_TETRA = 0, // = nbNodes - 4
+ REV_PYRAMID = 1, // = nbNodes - 4
+ REV_PENTA = 2, // = nbNodes - 4
+ REV_FACE = 3,
+ REV_HEXA = 4, // = nbNodes - 4
+ FORWARD = 5
+ };
+ int index[][8] = {
+ { 2, 1, 0, 3, 4, 0, 0, 0 }, // REV_TETRA
+ { 2, 1, 0, 3, 4, 0, 0, 0 }, // REV_PYRAMID
+ { 2, 1, 0, 5, 4, 3, 0, 0 }, // REV_PENTA
+ { 2, 1, 0, 3, 0, 0, 0, 0 }, // REV_FACE
+ { 2, 1, 0, 3, 6, 5, 4, 7 }, // REV_HEXA
+ { 0, 1, 2, 3, 4, 5, 6, 7 } // FORWARD
+ };
+
+ for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = (*itElem);
+ if ( !elem || elem->GetType() == SMDSAbs_Node )
+ continue;
+
+ int nbNodes = elem->NbNodes();
+ int elemType = elem->GetType();
+
+ int* i = index[ FORWARD ];
+ if ( needReverse && nbNodes > 2) // reverse mirrored faces and volumes
+ if ( elemType == SMDSAbs_Face )
+ i = index[ REV_FACE ];
+ else
+ i = index[ nbNodes - 4 ];
+
+ // find transformed nodes
+ const SMDS_MeshNode* nodes[8];
+ int iNode = 0;
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() )
+ {
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+ TNodeNodeMap::iterator nodeMapIt = nodeMap.find( node );
+ if ( nodeMapIt == nodeMap.end() )
+ break; // not all nodes transformed
+ nodes[ i [ iNode++ ]] = (*nodeMapIt).second;
+ }
+ if ( iNode != nbNodes )
+ continue; // not all nodes transformed
+
+ if ( theCopy )
+ {
+ // add a new element
+ switch ( elemType ) {
+ case SMDSAbs_Edge:
+ aMesh->AddEdge( nodes[ 0 ], nodes[ 1 ] );
+ break;
+ case SMDSAbs_Face:
+ if ( nbNodes == 3 )
+ aMesh->AddFace( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] );
+ else
+ aMesh->AddFace( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] , nodes[ 3 ]);
+ break;
+ case SMDSAbs_Volume:
+ if ( nbNodes == 4 )
+ aMesh->AddVolume( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] , nodes[ 3 ] );
+ else if ( nbNodes == 8 )
+ aMesh->AddVolume( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] , nodes[ 3 ],
+ nodes[ 4 ], nodes[ 5 ], nodes[ 6 ] , nodes[ 7 ]);
+ else if ( nbNodes == 6 )
+ aMesh->AddVolume( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] , nodes[ 3 ],
+ nodes[ 4 ], nodes[ 5 ]);
+ else if ( nbNodes == 5 )
+ aMesh->AddVolume( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] , nodes[ 3 ],
+ nodes[ 4 ]);
+ break;
+ default:;
+ }
+ }
+ else
+ {
+ // reverse element as it was reversed by transformation
+ if ( nbNodes > 2 )
+ aMesh->ChangeElementNodes( elem, nodes, nbNodes );
+ }
+ }
+}
+
+//=======================================================================
+//function : FindCoincidentNodes
+//purpose : Return list of group of nodes close to each other within theTolerance
+//=======================================================================
+
+void SMESH_MeshEditor::FindCoincidentNodes (const double theTolerance,
+ TListOfListOfNodes & theGroupsOfNodes)
+{
+ double tol2 = theTolerance * theTolerance;
+
+ list<const SMDS_MeshNode*> nodes;
+ SMDS_NodeIteratorPtr nIt = GetMeshDS()->nodesIterator();
+ while ( nIt->more() )
+ nodes.push_back( nIt->next() );
+
+ list<const SMDS_MeshNode*>::iterator it2, it1 = nodes.begin();
+ for ( ; it1 != nodes.end(); it1++ )
+ {
+ const SMDS_MeshNode* n1 = *it1;
+ gp_Pnt p1( n1->X(), n1->Y(), n1->Z() );
+
+ list<const SMDS_MeshNode*> * groupPtr = 0;
+ it2 = it1;
+ for ( it2++; it2 != nodes.end(); it2++ )
+ {
+ const SMDS_MeshNode* n2 = *it2;
+ gp_Pnt p2( n2->X(), n2->Y(), n2->Z() );
+ if ( p1.SquareDistance( p2 ) <= tol2 )
+ {
+ if ( !groupPtr ) {
+ theGroupsOfNodes.push_back( list<const SMDS_MeshNode*>() );
+ groupPtr = & theGroupsOfNodes.back();
+ groupPtr->push_back( n1 );
+ }
+ groupPtr->push_back( n2 );
+ it2 = nodes.erase( it2 );
+ it2--;
+ }
+ }
+ }
+}
+
+//=======================================================================
+//function : isOppFaceInd
+//purpose :
+//=======================================================================
+
+static bool isOppFaceInd(int iMin, int iMax)
+{
+ return ( iMax - iMin == 1 && iMax % 2 );
+}
+
+//=======================================================================
+//function : MergeNodes
+//purpose : In each group, the cdr of nodes are substituted by the first one
+// in all elements.
+//=======================================================================
+
+void SMESH_MeshEditor::MergeNodes (TListOfListOfNodes & theGroupsOfNodes)
+{
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+
+ TNodeNodeMap nodeNodeMap; // node to replace - new node
+ set<const SMDS_MeshElement*> elems; // all elements with changed nodes
+ list< int > rmElemIds, rmNodeIds;
+
+ // Fill nodeNodeMap and elems
+
+ TListOfListOfNodes::iterator grIt = theGroupsOfNodes.begin();
+ for ( ; grIt != theGroupsOfNodes.end(); grIt++ )
+ {
+ list<const SMDS_MeshNode*>& nodes = *grIt;
+ list<const SMDS_MeshNode*>::iterator nIt = nodes.begin();
+ const SMDS_MeshNode* nToKeep = *nIt;
+ for ( ; nIt != nodes.end(); nIt++ )
+ {
+ const SMDS_MeshNode* nToRemove = *nIt;
+ nodeNodeMap.insert( TNodeNodeMap::value_type( nToRemove, nToKeep ));
+ if ( nToRemove != nToKeep ) {
+ rmNodeIds.push_back( nToRemove->GetID() );
+ addToSameGroups( nToKeep, nToRemove, aMesh );
+ }
+
+ SMDS_ElemIteratorPtr invElemIt = nToRemove->GetInverseElementIterator();
+ while ( invElemIt->more() )
+ elems.insert( invElemIt->next() );
+ }
+ }
+ // Change element nodes or remove an element
+
+ set<const SMDS_MeshElement*>::iterator eIt = elems.begin();
+ for ( ; eIt != elems.end(); eIt++ )
+ {
+ const SMDS_MeshElement* elem = *eIt;
+ int nbNodes = elem->NbNodes();
+ int aShapeId = FindShape( elem );
+
+ set<const SMDS_MeshNode*> nodeSet;
+ const SMDS_MeshNode* curNodes[ nbNodes ], *uniqueNodes[ nbNodes ];
+ int iUnique = 0, iCur = 0, nbRepl = 0, iRepl [ nbNodes ];
+
+ // get new seq of nodes
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() )
+ {
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( itN->next() );
+
+ TNodeNodeMap::iterator nnIt = nodeNodeMap.find( n );
+ if ( nnIt != nodeNodeMap.end() ) { // n sticks
+ n = (*nnIt).second;
+ iRepl[ nbRepl++ ] = iCur;
+ }
+ curNodes[ iCur ] = n;
+ bool isUnique = nodeSet.insert( n ).second;
+ if ( isUnique )
+ uniqueNodes[ iUnique++ ] = n;
+ iCur++;
+ }
+
+ // Analyse element topology after replacement
+
+ bool isOk = true;
+ int nbUniqueNodes = nodeSet.size();
+ if ( nbNodes != nbUniqueNodes ) // some nodes stick
+ {
+ switch ( nbNodes ) {
+ case 2: ///////////////////////////////////// EDGE
+ isOk = false; break;
+ case 3: ///////////////////////////////////// TRIANGLE
+ isOk = false; break;
+ case 4:
+ if ( elem->GetType() == SMDSAbs_Volume ) // TETRAHEDRON
+ isOk = false;
+ else { //////////////////////////////////// QUADRANGLE
+ if ( nbUniqueNodes < 3 )
+ isOk = false;
+ else if ( nbRepl == 2 && iRepl[ 1 ] - iRepl[ 0 ] == 2 )
+ isOk = false; // opposite nodes stick
+ }
+ break;
+ case 6: ///////////////////////////////////// PENTAHEDRON
+ if ( nbUniqueNodes == 4 ) {
+ // ---------------------------------> tetrahedron
+ if (nbRepl == 3 &&
+ iRepl[ 0 ] > 2 && iRepl[ 1 ] > 2 && iRepl[ 2 ] > 2 ) {
+ // all top nodes stick: reverse a bottom
+ uniqueNodes[ 0 ] = curNodes [ 1 ];
+ uniqueNodes[ 1 ] = curNodes [ 0 ];
+ }
+ else if (nbRepl == 3 &&
+ iRepl[ 0 ] < 3 && iRepl[ 1 ] < 3 && iRepl[ 2 ] < 3 ) {
+ // all bottom nodes stick: set a top before
+ uniqueNodes[ 3 ] = uniqueNodes [ 0 ];
+ uniqueNodes[ 0 ] = curNodes [ 3 ];
+ uniqueNodes[ 1 ] = curNodes [ 4 ];
+ uniqueNodes[ 2 ] = curNodes [ 5 ];
+ }
+ else if (nbRepl == 4 &&
+ iRepl[ 2 ] - iRepl [ 0 ] == 3 && iRepl[ 3 ] - iRepl [ 1 ] == 3 ) {
+ // a lateral face turns into a line: reverse a bottom
+ uniqueNodes[ 0 ] = curNodes [ 1 ];
+ uniqueNodes[ 1 ] = curNodes [ 0 ];
+ }
+ else
+ isOk = false;
+ }
+ else if ( nbUniqueNodes == 5 ) {
+ // PENTAHEDRON --------------------> 2 tetrahedrons
+ if ( nbRepl == 2 && iRepl[ 1 ] - iRepl [ 0 ] == 3 ) {
+ // a bottom node sticks with a linked top one
+ // 1.
+ SMDS_MeshElement* newElem =
+ aMesh->AddVolume(curNodes[ 3 ],
+ curNodes[ 4 ],
+ curNodes[ 5 ],
+ curNodes[ iRepl[ 0 ] == 2 ? 1 : 2 ]);
+ if ( aShapeId )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ // 2. : reverse a bottom
+ uniqueNodes[ 0 ] = curNodes [ 1 ];
+ uniqueNodes[ 1 ] = curNodes [ 0 ];
+ nbUniqueNodes = 4;
+ }
+ else
+ isOk = false;
+ }
+ else
+ isOk = false;
+ break;
+ case 8: { //////////////////////////////////// HEXAHEDRON
+ isOk = false;
+ SMDS_VolumeTool hexa (elem);
+ hexa.SetExternalNormal();
+ if ( nbUniqueNodes == 4 && nbRepl == 6 ) {
+ //////////////////////// ---> tetrahedron
+ for ( int iFace = 0; iFace < 6; iFace++ ) {
+ const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
+ if (curNodes[ind[ 0 ]] == curNodes[ind[ 1 ]] &&
+ curNodes[ind[ 0 ]] == curNodes[ind[ 2 ]] &&
+ curNodes[ind[ 0 ]] == curNodes[ind[ 3 ]] ) {
+ // one face turns into a point ...
+ int iOppFace = hexa.GetOppFaceIndex( iFace );
+ ind = hexa.GetFaceNodesIndices( iOppFace );
+ int nbStick = 0;
+ iUnique = 2; // reverse a tetrahedron bottom
+ for ( iCur = 0; iCur < 4 && nbStick < 2; iCur++ ) {
+ if ( curNodes[ind[ iCur ]] == curNodes[ind[ iCur + 1 ]] )
+ nbStick++;
+ else if ( iUnique >= 0 )
+ uniqueNodes[ iUnique-- ] = curNodes[ind[ iCur ]];
+ }
+ if ( nbStick == 1 ) {
+ // ... and the opposite one - into a triangle.
+ // set a top node
+ ind = hexa.GetFaceNodesIndices( iFace );
+ uniqueNodes[ 3 ] = curNodes[ind[ 0 ]];
+ isOk = true;
+ }
+ break;
+ }
+ }
+ }
+ else if (nbUniqueNodes == 5 && nbRepl == 4 ) {
+ //////////////////// HEXAHEDRON ---> 2 tetrahedrons
+ for ( int iFace = 0; iFace < 6; iFace++ ) {
+ const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
+ if (curNodes[ind[ 0 ]] == curNodes[ind[ 1 ]] &&
+ curNodes[ind[ 0 ]] == curNodes[ind[ 2 ]] &&
+ curNodes[ind[ 0 ]] == curNodes[ind[ 3 ]] ) {
+ // one face turns into a point ...
+ int iOppFace = hexa.GetOppFaceIndex( iFace );
+ ind = hexa.GetFaceNodesIndices( iOppFace );
+ int nbStick = 0;
+ iUnique = 2; // reverse a tetrahedron 1 bottom
+ for ( iCur = 0; iCur < 4 && nbStick == 0; iCur++ ) {
+ if ( curNodes[ind[ iCur ]] == curNodes[ind[ iCur + 1 ]] )
+ nbStick++;
+ else if ( iUnique >= 0 )
+ uniqueNodes[ iUnique-- ] = curNodes[ind[ iCur ]];
+ }
+ if ( nbStick == 0 ) {
+ // ... and the opposite one is a quadrangle
+ // set a top node
+ const int* indTop = hexa.GetFaceNodesIndices( iFace );
+ uniqueNodes[ 3 ] = curNodes[indTop[ 0 ]];
+ nbUniqueNodes = 4;
+ // tetrahedron 2
+ SMDS_MeshElement* newElem =
+ aMesh->AddVolume(curNodes[ind[ 0 ]],
+ curNodes[ind[ 3 ]],
+ curNodes[ind[ 2 ]],
+ curNodes[indTop[ 0 ]]);
+ if ( aShapeId )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ isOk = true;
+ }
+ break;
+ }
+ }
+ }
+ else if ( nbUniqueNodes == 6 && nbRepl == 4 ) {
+ ////////////////// HEXAHEDRON ---> 2 tetrahedrons or 1 prism
+ // find indices of quad and tri faces
+ int iQuadFace[ 6 ], iTriFace[ 6 ], nbQuad = 0, nbTri = 0, iFace;
+ for ( iFace = 0; iFace < 6; iFace++ ) {
+ const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
+ nodeSet.clear();
+ for ( iCur = 0; iCur < 4; iCur++ )
+ nodeSet.insert( curNodes[ind[ iCur ]] );
+ nbUniqueNodes = nodeSet.size();
+ if ( nbUniqueNodes == 3 )
+ iTriFace[ nbTri++ ] = iFace;
+ else if ( nbUniqueNodes == 4 )
+ iQuadFace[ nbQuad++ ] = iFace;
+ }
+ if (nbQuad == 2 && nbTri == 4 &&
+ hexa.GetOppFaceIndex( iQuadFace[ 0 ] ) == iQuadFace[ 1 ]) {
+ // 2 opposite quadrangles stuck with a diagonal;
+ // sample groups of merged indices: (0-4)(2-6)
+ // --------------------------------------------> 2 tetrahedrons
+ const int *ind1 = hexa.GetFaceNodesIndices( iQuadFace[ 0 ]); // indices of quad1 nodes
+ const int *ind2 = hexa.GetFaceNodesIndices( iQuadFace[ 1 ]);
+ int i0, i1d, i2, i3d, i0t, i2t; // d-daigonal, t-top
+ if (curNodes[ind1[ 0 ]] == curNodes[ind2[ 0 ]] &&
+ curNodes[ind1[ 2 ]] == curNodes[ind2[ 2 ]]) {
+ // stuck with 0-2 diagonal
+ i0 = ind1[ 3 ];
+ i1d = ind1[ 0 ];
+ i2 = ind1[ 1 ];
+ i3d = ind1[ 2 ];
+ i0t = ind2[ 1 ];
+ i2t = ind2[ 3 ];
+ }
+ else if (curNodes[ind1[ 1 ]] == curNodes[ind2[ 3 ]] &&
+ curNodes[ind1[ 3 ]] == curNodes[ind2[ 1 ]]) {
+ // stuck with 1-3 diagonal
+ i0 = ind1[ 0 ];
+ i1d = ind1[ 1 ];
+ i2 = ind1[ 2 ];
+ i3d = ind1[ 3 ];
+ i0t = ind2[ 0 ];
+ i2t = ind2[ 1 ];
+ }
+ else {
+ ASSERT(0);
+ }
+ // tetrahedron 1
+ uniqueNodes[ 0 ] = curNodes [ i0 ];
+ uniqueNodes[ 1 ] = curNodes [ i1d ];
+ uniqueNodes[ 2 ] = curNodes [ i3d ];
+ uniqueNodes[ 3 ] = curNodes [ i0t ];
+ nbUniqueNodes = 4;
+ // tetrahedron 2
+ SMDS_MeshElement* newElem = aMesh->AddVolume(curNodes[ i1d ],
+ curNodes[ i2 ],
+ curNodes[ i3d ],
+ curNodes[ i2t ]);
+ if ( aShapeId )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ isOk = true;
+ }
+ else if (( nbTri == 2 && nbQuad == 3 ) || // merged (0-4)(1-5)
+ ( nbTri == 4 && nbQuad == 2 )) { // merged (7-4)(1-5)
+ // --------------------------------------------> prism
+ // find 2 opposite triangles
+ nbUniqueNodes = 6;
+ for ( iFace = 0; iFace + 1 < nbTri; iFace++ ) {
+ if ( hexa.GetOppFaceIndex( iTriFace[ iFace ] ) == iTriFace[ iFace + 1 ]) {
+ // find indices of kept and replaced nodes
+ // and fill unique nodes of 2 opposite triangles
+ const int *ind1 = hexa.GetFaceNodesIndices( iTriFace[ iFace ]);
+ const int *ind2 = hexa.GetFaceNodesIndices( iTriFace[ iFace + 1 ]);
+ const SMDS_MeshNode** hexanodes = hexa.GetNodes();
+ // fill unique nodes
+ iUnique = 0;
+ isOk = true;
+ for ( iCur = 0; iCur < 4 && isOk; iCur++ ) {
+ const SMDS_MeshNode* n = curNodes[ind1[ iCur ]];
+ const SMDS_MeshNode* nInit = hexanodes[ind1[ iCur ]];
+ if ( n == nInit ) {
+ // iCur of a linked node of the opposite face (make normals co-directed):
+ int iCurOpp = ( iCur == 1 || iCur == 3 ) ? 4 - iCur : iCur;
+ // check that correspondent corners of triangles are linked
+ if ( !hexa.IsLinked( ind1[ iCur ], ind2[ iCurOpp ] ))
+ isOk = false;
+ else {
+ uniqueNodes[ iUnique ] = n;
+ uniqueNodes[ iUnique + 3 ] = curNodes[ind2[ iCurOpp ]];
+ iUnique++;
+ }
+ }
+ }
+ break;
+ }
+ }
+ }
+ } // if ( nbUniqueNodes == 6 && nbRepl == 4 )
+ break;
+ } // HEXAHEDRON
+
+ default:
+ isOk = false;
+ } // switch ( nbNodes )
+
+ } // if ( nbNodes != nbUniqueNodes ) // some nodes stick
+
+ if ( isOk )
+ aMesh->ChangeElementNodes( elem, uniqueNodes, nbUniqueNodes );
+ else
+ rmElemIds.push_back( elem->GetID() );
+
+ } // loop on elements
+
+ // Remove equal nodes and bad elements
+
+ Remove( rmNodeIds, true );
+ Remove( rmElemIds, false );
+
+}
+
+//=======================================================================
+//function : MergeEqualElements
+//purpose : Remove all but one of elements built on the same nodes.
+//=======================================================================
+
+void SMESH_MeshEditor::MergeEqualElements()
+{
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+
+ SMDS_EdgeIteratorPtr eIt = aMesh->edgesIterator();
+ SMDS_FaceIteratorPtr fIt = aMesh->facesIterator();
+ SMDS_VolumeIteratorPtr vIt = aMesh->volumesIterator();
+
+ list< int > rmElemIds; // IDs of elems to remove
+
+ for ( int iDim = 1; iDim <= 3; iDim++ ) {
+
+ set< set <const SMDS_MeshElement*> > setOfNodeSet;
+
+ while ( 1 ) {
+ // get next element
+ const SMDS_MeshElement* elem = 0;
+ if ( iDim == 1 ) {
+ if ( eIt->more() ) elem = eIt->next();
+ } else if ( iDim == 2 ) {
+ if ( fIt->more() ) elem = fIt->next();
+ } else {
+ if ( vIt->more() ) elem = vIt->next();
+ }
+ if ( !elem ) break;
+
+ // get elem nodes
+ set <const SMDS_MeshElement*> nodeSet;
+ SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator();
+ while ( nodeIt->more() )
+ nodeSet.insert( nodeIt->next() );
+
+ // check uniqueness
+ bool isUnique = setOfNodeSet.insert( nodeSet ).second;
+ if ( !isUnique )
+ rmElemIds.push_back( elem->GetID() );
+ }
+ }
+
+ Remove( rmElemIds, false );
+}
+
+//=======================================================================
+//function : findAdjacentFace
+//purpose :
+//=======================================================================
+#define CHECKIND(max,val) {if ( (val) >= (max) ) \
+
+static const SMDS_MeshElement* findAdjacentFace(const SMDS_MeshNode* n1,
+ const SMDS_MeshNode* n2,
+ const SMDS_MeshElement* elem)
+{
+ SMDS_ElemIteratorPtr invElemIt = n1->facesIterator();
+ while ( invElemIt->more() ) { // loop on inverse elements of n1
+ const SMDS_MeshElement* adjElem = invElemIt->next();
+ if ( elem != adjElem ) {
+ // get face nodes and find index of n1
+ int i1, nbN = adjElem->NbNodes(), iNode = 0;
+ const SMDS_MeshNode* faceNodes[ nbN ], *n;
+ SMDS_ElemIteratorPtr nIt = adjElem->nodesIterator();
+ while ( nIt->more() ) {
+ faceNodes[ iNode ] = static_cast<const SMDS_MeshNode*>( nIt->next() );
+ if ( faceNodes[ iNode++ ] == n1 )
+ i1 = iNode - 1;
+ }
+ // find a n2 linked to n1
+ for ( iNode = 0; iNode < 2; iNode++ ) {
+ if ( iNode ) // node before n1
+ n = faceNodes[ i1 == 0 ? nbN - 1 : i1 - 1 ];
+ else // node after n1
+ n = faceNodes[ i1 + 1 == nbN ? 0 : i1 + 1 ];
+ if ( n == n2 )
+ return adjElem;
+ }
+ }
+ }
+ return 0;
+}
+
+//=======================================================================
+//function : findFreeBorder
+//purpose :
+//=======================================================================
+
+#define ControlFreeBorder SMESH::Controls::FreeEdges::IsFreeEdge
+
+static bool findFreeBorder (const SMDS_MeshNode* theFirstNode,
+ const SMDS_MeshNode* theSecondNode,
+ const SMDS_MeshNode* theLastNode,
+ list< const SMDS_MeshNode* > & theNodes,
+ list< const SMDS_MeshElement* > & theFaces)
+{
+ if ( !theFirstNode || !theSecondNode )
+ return false;
+ // find border face between theFirstNode and theSecondNode
+ const SMDS_MeshElement* curElem = findAdjacentFace( theFirstNode, theSecondNode, 0 );
+ if ( !curElem )
+ return false;
+
+ theFaces.push_back( curElem );
+ theNodes.push_back( theFirstNode );
+ theNodes.push_back( theSecondNode );
+
+ const SMDS_MeshNode* nodes [5], *nIgnore = theFirstNode, * nStart = theSecondNode;
+ set < const SMDS_MeshElement* > foundElems;
+ bool needTheLast = ( theLastNode != 0 );
+
+ while ( nStart != theLastNode )
+ {
+ if ( nStart == theFirstNode )
+ return !needTheLast;
+
+ // find all free border faces sharing form nStart
+
+ list< const SMDS_MeshElement* > curElemList;
+ list< const SMDS_MeshNode* > nStartList;
+ SMDS_ElemIteratorPtr invElemIt = nStart->facesIterator();
+ while ( invElemIt->more() ) {
+ const SMDS_MeshElement* e = invElemIt->next();
+ if ( e == curElem || foundElems.insert( e ).second )
+ {
+ // get nodes
+ SMDS_ElemIteratorPtr nIt = e->nodesIterator();
+ int iNode = 0, nbNodes = e->NbNodes();
+ while ( nIt->more() )
+ nodes[ iNode++ ] = static_cast<const SMDS_MeshNode*>( nIt->next() );
+ nodes[ iNode ] = nodes[ 0 ];
+ // check 2 links
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
+ if (((nodes[ iNode ] == nStart && nodes[ iNode + 1] != nIgnore ) ||
+ (nodes[ iNode + 1] == nStart && nodes[ iNode ] != nIgnore )) &&
+ ControlFreeBorder( &nodes[ iNode ], e->GetID() ))
+ {
+ nStartList.push_back( nodes[ iNode + ( nodes[ iNode ] == nStart ? 1 : 0 )]);
+ curElemList.push_back( e );
+ }
+ }
+ }
+ // analyse the found
+
+ int nbNewBorders = curElemList.size();
+ if ( nbNewBorders == 0 ) {
+ // no free border furthermore
+ return !needTheLast;
+ }
+ else if ( nbNewBorders == 1 ) {
+ // one more element found
+ nIgnore = nStart;
+ nStart = nStartList.front();
+ curElem = curElemList.front();
+ theFaces.push_back( curElem );
+ theNodes.push_back( nStart );
+ }
+ else {
+ // several continuations found
+ list< const SMDS_MeshElement* >::iterator curElemIt;
+ list< const SMDS_MeshNode* >::iterator nStartIt;
+ // check if one of them reached the last node
+ if ( needTheLast ) {
+ for (curElemIt = curElemList.begin(), nStartIt = nStartList.begin();
+ curElemIt!= curElemList.end();
+ curElemIt++, nStartIt++ )
+ if ( *nStartIt == theLastNode ) {
+ theFaces.push_back( *curElemIt );
+ theNodes.push_back( *nStartIt );
+ return true;
+ }
+ }
+ // find the best free border by the continuations
+ list<const SMDS_MeshNode*> contNodes[ 2 ], *cNL;
+ list<const SMDS_MeshElement*> contFaces[ 2 ], *cFL;
+ for (curElemIt = curElemList.begin(), nStartIt = nStartList.begin();
+ curElemIt!= curElemList.end();
+ curElemIt++, nStartIt++ )
+ {
+ cNL = & contNodes[ contNodes[0].empty() ? 0 : 1 ];
+ cFL = & contFaces[ contFaces[0].empty() ? 0 : 1 ];
+ // find one more free border
+ if ( ! findFreeBorder( nIgnore, nStart, theLastNode, *cNL, *cFL )) {
+ cNL->clear();
+ cFL->clear();
+ }
+ else if ( !contNodes[0].empty() && !contNodes[1].empty() ) {
+ // choice: clear a worse one
+ int iLongest = ( contNodes[0].size() < contNodes[1].size() ? 1 : 0 );
+ int iWorse = ( needTheLast ? 1 - iLongest : iLongest );
+ contNodes[ iWorse ].clear();
+ contFaces[ iWorse ].clear();
+ }
+ }
+ if ( contNodes[0].empty() && contNodes[1].empty() )
+ return false;
+
+ // append the best free border
+ cNL = & contNodes[ contNodes[0].empty() ? 1 : 0 ];
+ cFL = & contFaces[ contFaces[0].empty() ? 1 : 0 ];
+ theNodes.pop_back(); // remove nIgnore
+ theNodes.pop_back(); // remove nStart
+ theFaces.pop_back(); // remove curElem
+ list< const SMDS_MeshNode* >::iterator nIt = cNL->begin();
+ list< const SMDS_MeshElement* >::iterator fIt = cFL->begin();
+ for ( ; nIt != cNL->end(); nIt++ ) theNodes.push_back( *nIt );
+ for ( ; fIt != cFL->end(); fIt++ ) theFaces.push_back( *fIt );
+ return true;
+
+ } // several continuations found
+ } // while ( nStart != theLastNode )
+
+ return true;
+}
+
+//=======================================================================
+//function : SewFreeBorder
+//purpose :
+//=======================================================================
+
+bool SMESH_MeshEditor::SewFreeBorder (const SMDS_MeshNode* theBordFirstNode,
+ const SMDS_MeshNode* theBordSecondNode,
+ const SMDS_MeshNode* theBordLastNode,
+ const SMDS_MeshNode* theSideFirstNode,
+ const SMDS_MeshNode* theSideSecondNode,
+ const SMDS_MeshNode* theSideThirdNode,
+ bool theSideIsFreeBorder)
+{
+ MESSAGE("::SewFreeBorder()");
+
+ // ====================================
+ // find side nodes and elements
+ // ====================================
+
+ list< const SMDS_MeshNode* > nSide[ 2 ];
+ list< const SMDS_MeshElement* > eSide[ 2 ];
+ list< const SMDS_MeshNode* >::iterator nIt[ 2 ];
+ list< const SMDS_MeshElement* >::iterator eIt[ 2 ];
+ SMDS_ElemIteratorPtr invElemIt;
+
+ // Free border 1
+ // --------------
+ if (!findFreeBorder(theBordFirstNode,theBordSecondNode,theBordLastNode,
+ nSide[0], eSide[0])) {
+ MESSAGE(" Free Border 1 not found " );
+ return false;
+ }
+ if (theSideIsFreeBorder)
+ {
+ // Free border 2
+ // --------------
+ if (!findFreeBorder(theSideFirstNode, theSideSecondNode, theSideThirdNode,
+ nSide[1], eSide[1])) {
+ MESSAGE(" Free Border 2 not found " );
+ return false;
+ }
+ }
+ else
+ {
+ // Side 2
+ // --------------
+
+ // -------------------------------------------------------------------------
+ // Algo:
+ // 1. If nodes to merge are not coincident, move nodes of the free border
+ // from the coord sys defined by the direction from the first to last
+ // nodes of the border to the correspondent sys of the side 2
+ // 2. On the side 2, find the links most co-directed with the correspondent
+ // links of the free border
+ // -------------------------------------------------------------------------
+
+ // 1. Since sewing may brake if there are volumes to split on the side 2,
+ // we wont move nodes but just compute new coordinates for them
+ typedef map<const SMDS_MeshNode*, gp_XYZ> TNodeXYZMap;
+ TNodeXYZMap nBordXYZ;
+ list< const SMDS_MeshNode* >& bordNodes = nSide[ 0 ];
+ list< const SMDS_MeshNode* >::iterator nBordIt;
+
+ gp_XYZ Pb1( theBordFirstNode->X(), theBordFirstNode->Y(), theBordFirstNode->Z() );
+ gp_XYZ Pb2( theBordLastNode->X(), theBordLastNode->Y(), theBordLastNode->Z() );
+ gp_XYZ Ps1( theSideFirstNode->X(), theSideFirstNode->Y(), theSideFirstNode->Z() );
+ gp_XYZ Ps2( theSideSecondNode->X(), theSideSecondNode->Y(), theSideSecondNode->Z() );
+ double tol2 = 1.e-8;
+ gp_Vec Vbs1( Pb1 - Ps1 ),Vbs2( Pb2 - Ps2 );
+ if ( Vbs1.SquareMagnitude() > tol2 || Vbs2.SquareMagnitude() > tol2 )
+ {
+ // Need node movement.
+
+ // find X and Z axes to create trsf
+ gp_Vec Zb( Pb1 - Pb2 ), Zs( Ps1 - Ps2 );
+ gp_Vec X = Zs ^ Zb;
+ if ( X.SquareMagnitude() <= gp::Resolution() * gp::Resolution() )
+ // Zb || Zs
+ X = gp_Ax2( gp::Origin(), Zb ).XDirection();
+
+ // coord systems
+ gp_Ax3 toBordAx( Pb1, Zb, X );
+ gp_Ax3 fromSideAx( Ps1, Zs, X );
+ gp_Ax3 toGlobalAx( gp::Origin(), gp::DZ(), gp::DX() );
+ // set trsf
+ gp_Trsf toBordSys, fromSide2Sys;
+ toBordSys.SetTransformation( toBordAx );
+ fromSide2Sys.SetTransformation( fromSideAx, toGlobalAx );
+ fromSide2Sys.SetScaleFactor( Zs.Magnitude() / Zb.Magnitude() );
+
+ // move
+ for ( nBordIt = bordNodes.begin(); nBordIt != bordNodes.end(); nBordIt++ ) {
+ const SMDS_MeshNode* n = *nBordIt;
+ gp_XYZ xyz( n->X(),n->Y(),n->Z() );
+ toBordSys.Transforms( xyz );
+ fromSide2Sys.Transforms( xyz );
+ nBordXYZ.insert( TNodeXYZMap::value_type( n, xyz ));
+ }
+ }
+ else
+ {
+ // just insert nodes XYZ in the nBordXYZ map
+ for ( nBordIt = bordNodes.begin(); nBordIt != bordNodes.end(); nBordIt++ ) {
+ const SMDS_MeshNode* n = *nBordIt;
+ nBordXYZ.insert( TNodeXYZMap::value_type( n, gp_XYZ( n->X(),n->Y(),n->Z() )));
+ }
+ }
+
+ // 2. On the side 2, find the links most co-directed with the correspondent
+ // links of the free border
+
+ list< const SMDS_MeshElement* >& sideElems = eSide[ 1 ];
+ list< const SMDS_MeshNode* >& sideNodes = nSide[ 1 ];
+ sideNodes.push_back( theSideFirstNode );
+
+ bool hasVolumes = false;
+ LinkID_Gen aLinkID_Gen( GetMeshDS() );
+ set<long> foundSideLinkIDs, checkedLinkIDs;
+ SMDS_VolumeTool volume;
+ const SMDS_MeshNode* faceNodes[ 4 ];
+
+ const SMDS_MeshNode* sideNode;
+ const SMDS_MeshElement* sideElem;
+ const SMDS_MeshNode* prevSideNode = theSideFirstNode;
+ const SMDS_MeshNode* prevBordNode = theBordFirstNode;
+ nBordIt = bordNodes.begin();
+ nBordIt++;
+ // border node position and border link direction to compare with
+ gp_XYZ bordPos = nBordXYZ[ *nBordIt ];
+ gp_XYZ bordDir = bordPos - nBordXYZ[ prevBordNode ];
+ // choose next side node by link direction or by closeness to
+ // the current border node:
+ bool searchByDir = ( *nBordIt != theBordLastNode );
+ do {
+ // find the next node on the Side 2
+ sideNode = 0;
+ double maxDot = -DBL_MAX, minDist = DBL_MAX;
+ long linkID;
+ checkedLinkIDs.clear();
+ gp_XYZ prevXYZ( prevSideNode->X(), prevSideNode->Y(), prevSideNode->Z() );
+
+ invElemIt = prevSideNode->GetInverseElementIterator();
+ while ( invElemIt->more() ) { // loop on inverse elements on the Side 2
+ const SMDS_MeshElement* elem = invElemIt->next();
+ // prepare data for a loop on links, of a face or a volume
+ int iPrevNode, iNode = 0, nbNodes = elem->NbNodes();
+ bool isVolume = volume.Set( elem );
+ const SMDS_MeshNode** nodes = isVolume ? volume.GetNodes() : faceNodes;
+ if ( isVolume ) // --volume
+ hasVolumes = true;
+ else if ( nbNodes > 2 ) { // --face
+ // retrieve all face nodes and find iPrevNode - an index of the prevSideNode
+ SMDS_ElemIteratorPtr nIt = elem->nodesIterator();
+ while ( nIt->more() ) {
+ nodes[ iNode ] = static_cast<const SMDS_MeshNode*>( nIt->next() );
+ if ( nodes[ iNode++ ] == prevSideNode )
+ iPrevNode = iNode - 1;
+ }
+ // there are 2 links to check
+ nbNodes = 2;
+ }
+ else // --edge
+ continue;
+ // loop on links, to be precise, on the second node of links
+ for ( iNode = 0; iNode < nbNodes; iNode++ ) {
+ const SMDS_MeshNode* n = nodes[ iNode ];
+ if ( isVolume ) {
+ if ( !volume.IsLinked( n, prevSideNode ))
+ continue;
+ } else {
+ if ( iNode ) // a node before prevSideNode
+ n = nodes[ iPrevNode == 0 ? elem->NbNodes() - 1 : iPrevNode - 1 ];
+ else // a node after prevSideNode
+ n = nodes[ iPrevNode + 1 == elem->NbNodes() ? 0 : iPrevNode + 1 ];
+ }
+ // check if this link was already used
+ long iLink = aLinkID_Gen.GetLinkID( prevSideNode, n );
+ bool isJustChecked = !checkedLinkIDs.insert( iLink ).second;
+ if (!isJustChecked &&
+ foundSideLinkIDs.find( iLink ) == foundSideLinkIDs.end() ) {
+ // test a link geometrically
+ gp_XYZ nextXYZ ( n->X(), n->Y(), n->Z() );
+ bool linkIsBetter = false;
+ double dot, dist;
+ if ( searchByDir ) { // choose most co-directed link
+ dot = bordDir * ( nextXYZ - prevXYZ ).Normalized();
+ linkIsBetter = ( dot > maxDot );
+ }
+ else { // choose link with the node closest to bordPos
+ dist = ( nextXYZ - bordPos ).SquareModulus();
+ linkIsBetter = ( dist < minDist );
+ }
+ if ( linkIsBetter ) {
+ maxDot = dot;
+ minDist = dist;
+ linkID = iLink;
+ sideNode = n;
+ sideElem = elem;
+ }
+ }
+ }
+ } // loop on inverse elements of prevSideNode
+
+ if ( !sideNode ) {
+ MESSAGE(" Cant find path by links of the Side 2 ");
+ return false;
+ }
+ sideNodes.push_back( sideNode );
+ sideElems.push_back( sideElem );
+ foundSideLinkIDs.insert ( linkID );
+ prevSideNode = sideNode;
+
+ if ( *nBordIt == theBordLastNode )
+ searchByDir = false;
+ else {
+ // find the next border link to compare with
+ gp_XYZ sidePos( sideNode->X(), sideNode->Y(), sideNode->Z() );
+ searchByDir = ( bordDir * ( sidePos - bordPos ) <= 0 );
+ while ( *nBordIt != theBordLastNode && !searchByDir ) {
+ prevBordNode = *nBordIt;
+ nBordIt++;
+ bordPos = nBordXYZ[ *nBordIt ];
+ bordDir = bordPos - nBordXYZ[ prevBordNode ];
+ searchByDir = ( bordDir * ( sidePos - bordPos ) <= 0 );
+ }
+ }
+ }
+ while ( sideNode != theSideSecondNode );
+
+ if ( hasVolumes && sideNodes.size () != bordNodes.size() ) {
+ MESSAGE("VOLUME SPLITTING IS FORBIDDEN");
+ return false; // volume splitting is forbidden
+ }
+ } // end nodes search on the side 2
+
+ // ============================
+ // sew the border to the side 2
+ // ============================
+
+ int nbNodes[] = { nSide[0].size(), nSide[1].size() };
+ int maxNbNodes = Max( nbNodes[0], nbNodes[1] );
+
+ TListOfListOfNodes nodeGroupsToMerge;
+ if ( nbNodes[0] == nbNodes[1] ||
+ ( theSideIsFreeBorder && !theSideThirdNode)) {
+
+ // all nodes are to be merged
+
+ for (nIt[0] = nSide[0].begin(), nIt[1] = nSide[1].begin();
+ nIt[0] != nSide[0].end() && nIt[1] != nSide[1].end();
+ nIt[0]++, nIt[1]++ )
+ {
+ nodeGroupsToMerge.push_back( list<const SMDS_MeshNode*>() );
+ nodeGroupsToMerge.back().push_back( *nIt[1] ); // to keep
+ nodeGroupsToMerge.back().push_back( *nIt[0] ); // tp remove
+ }
+ }
+ else {
+
+ // insert new nodes into the border and the side to get equal nb of segments
+
+ // get normalized parameters of nodes on the borders
+ double param[ 2 ][ maxNbNodes ];
+ int iNode, iBord;
+ for ( iBord = 0; iBord < 2; iBord++ ) { // loop on 2 borders
+ list< const SMDS_MeshNode* >& nodes = nSide[ iBord ];
+ list< const SMDS_MeshNode* >::iterator nIt = nodes.begin();
+ const SMDS_MeshNode* nPrev = *nIt;
+ double bordLength = 0;
+ for ( iNode = 0; nIt != nodes.end(); nIt++, iNode++ ) { // loop on border nodes
+ const SMDS_MeshNode* nCur = *nIt;
+ gp_XYZ segment (nCur->X() - nPrev->X(),
+ nCur->Y() - nPrev->Y(),
+ nCur->Z() - nPrev->Z());
+ double segmentLen = segment.SquareModulus();
+ bordLength += segmentLen;
+ param[ iBord ][ iNode ] = bordLength;
+ nPrev = nCur;
+ }
+ // normalize within [0,1]
+ for ( iNode = 0; iNode < nbNodes[ iBord ]; iNode++ ) {
+ param[ iBord ][ iNode ] /= bordLength;
+ }
+ }
+
+ // loop on border segments
+ const SMDS_MeshNode *nPrev[ 2 ] = { 0, 0 };
+ int i[ 2 ] = { 0, 0 };
+ nIt[0] = nSide[0].begin(); eIt[0] = eSide[0].begin();
+ nIt[1] = nSide[1].begin(); eIt[1] = eSide[1].begin();
+
+ TElemOfNodeListMap insertMap;
+ TElemOfNodeListMap::iterator insertMapIt;
+ // insertMap is
+ // key: elem to insert nodes into
+ // value: 2 nodes to insert between + nodes to be inserted
+ do {
+ bool next[ 2 ] = { false, false };
+
+ // find min adjacent segment length after sewing
+ double nextParam = 10., prevParam = 0;
+ for ( iBord = 0; iBord < 2; iBord++ ) { // loop on 2 borders
+ if ( i[ iBord ] + 1 < nbNodes[ iBord ])
+ nextParam = Min( nextParam, param[iBord][ i[iBord] + 1 ]);
+ if ( i[ iBord ] > 0 )
+ prevParam = Max( prevParam, param[iBord][ i[iBord] - 1 ]);
+ }
+ double minParam = Min( param[ 0 ][ i[0] ], param[ 1 ][ i[1] ]);
+ double maxParam = Max( param[ 0 ][ i[0] ], param[ 1 ][ i[1] ]);
+ double minSegLen = Min( nextParam - minParam, maxParam - prevParam );
+
+ // choose to insert or to merge nodes
+ double du = param[ 1 ][ i[1] ] - param[ 0 ][ i[0] ];
+ if ( Abs( du ) <= minSegLen * 0.2 ) {
+ // merge
+ // ------
+ nodeGroupsToMerge.push_back( list<const SMDS_MeshNode*>() );
+ const SMDS_MeshNode* n0 = *nIt[0];
+ const SMDS_MeshNode* n1 = *nIt[1];
+ nodeGroupsToMerge.back().push_back( n1 );
+ nodeGroupsToMerge.back().push_back( n0 );
+ // position of node of the border changes due to merge
+ param[ 0 ][ i[0] ] += du;
+ // move n1 for the sake of elem shape evaluation during insertion.
+ // n1 will be removed by MergeNodes() anyway
+ const_cast<SMDS_MeshNode*>( n0 )->setXYZ( n1->X(), n1->Y(), n1->Z() );
+ next[0] = next[1] = true;
+ }
+ else {
+ // insert
+ // ------
+ int intoBord = ( du < 0 ) ? 0 : 1;
+ const SMDS_MeshElement* elem = *eIt[ intoBord ];
+ const SMDS_MeshNode* n1 = nPrev[ intoBord ];
+ const SMDS_MeshNode* n2 = *nIt[ intoBord ];
+ const SMDS_MeshNode* nIns = *nIt[ 1 - intoBord ];
+ if ( intoBord == 1 ) {
+ // move node of the border to be on a link of elem of the side
+ gp_XYZ p1 (n1->X(), n1->Y(), n1->Z());
+ gp_XYZ p2 (n2->X(), n2->Y(), n2->Z());
+ double ratio = du / ( param[ 1 ][ i[1] ] - param[ 1 ][ i[1]-1 ]);
+ gp_XYZ p = p2 * ( 1 - ratio ) + p1 * ratio;
+ GetMeshDS()->MoveNode( nIns, p.X(), p.Y(), p.Z() );
+ }
+ insertMapIt = insertMap.find( elem );
+ bool notFound = ( insertMapIt == insertMap.end() );
+ bool otherLink = ( !notFound && (*insertMapIt).second.front() != n1 );
+ if ( otherLink ) {
+ // insert into another link of the same element:
+ // 1. perform insertion into the other link of the elem
+ list<const SMDS_MeshNode*> & nodeList = (*insertMapIt).second;
+ const SMDS_MeshNode* n12 = nodeList.front(); nodeList.pop_front();
+ const SMDS_MeshNode* n22 = nodeList.front(); nodeList.pop_front();
+ InsertNodesIntoLink( elem, n12, n22, nodeList );
+ // 2. perform insertion into the link of adjacent faces
+ while (true) {
+ const SMDS_MeshElement* adjElem = findAdjacentFace( n12, n22, elem );
+ if ( adjElem )
+ InsertNodesIntoLink( adjElem, n12, n22, nodeList );
+ else
+ break;
+ }
+ // 3. find an element appeared on n1 and n2 after the insertion
+ insertMap.erase( elem );
+ elem = findAdjacentFace( n1, n2, 0 );
+ }
+ if ( notFound || otherLink ) {
+ // add element and nodes of the side into the insertMap
+ insertMapIt = insertMap.insert
+ ( TElemOfNodeListMap::value_type( elem, list<const SMDS_MeshNode*>() )).first;
+ (*insertMapIt).second.push_back( n1 );
+ (*insertMapIt).second.push_back( n2 );
+ }
+ // add node to be inserted into elem
+ (*insertMapIt).second.push_back( nIns );
+ next[ 1 - intoBord ] = true;
+ }
+
+ // go to the next segment
+ for ( iBord = 0; iBord < 2; iBord++ ) { // loop on 2 borders
+ if ( next[ iBord ] ) {
+ if ( i[ iBord ] != 0 && eIt[ iBord ] != eSide[ iBord ].end())
+ eIt[ iBord ]++;
+ nPrev[ iBord ] = *nIt[ iBord ];
+ nIt[ iBord ]++; i[ iBord ]++;
+ }
+ }
+ }
+ while ( nIt[0] != nSide[0].end() && nIt[1] != nSide[1].end());
+
+ // perform insertion of nodes into elements
+
+ for (insertMapIt = insertMap.begin();
+ insertMapIt != insertMap.end();
+ insertMapIt++ )
+ {
+ const SMDS_MeshElement* elem = (*insertMapIt).first;
+ list<const SMDS_MeshNode*> & nodeList = (*insertMapIt).second;
+ const SMDS_MeshNode* n1 = nodeList.front(); nodeList.pop_front();
+ const SMDS_MeshNode* n2 = nodeList.front(); nodeList.pop_front();
+
+ InsertNodesIntoLink( elem, n1, n2, nodeList );
+
+ if ( !theSideIsFreeBorder ) {
+ // look for and insert nodes into the faces adjacent to elem
+ while (true) {
+ const SMDS_MeshElement* adjElem = findAdjacentFace( n1, n2, elem );
+ if ( adjElem )
+ InsertNodesIntoLink( adjElem, n1, n2, nodeList );
+ else
+ break;
+ }
+ }
+ }
+
+ } // end: insert new nodes
+
+ MergeNodes ( nodeGroupsToMerge );
+
+ return true;
+}
+
+//=======================================================================
+//function : InsertNodesIntoLink
+//purpose : insert theNodesToInsert into theFace between theBetweenNode1
+// and theBetweenNode2 and split theElement
+//=======================================================================
+
+void SMESH_MeshEditor::InsertNodesIntoLink(const SMDS_MeshElement* theFace,
+ const SMDS_MeshNode* theBetweenNode1,
+ const SMDS_MeshNode* theBetweenNode2,
+ list<const SMDS_MeshNode*>& theNodesToInsert)
+{
+ if ( theFace->GetType() != SMDSAbs_Face ) return;
+
+ // find indices of 2 link nodes and of the rest nodes
+ int iNode = 0, il1, il2, i3, i4;
+ il1 = il2 = i3 = i4 = -1;
+ const SMDS_MeshNode* nodes[ 8 ];
+ SMDS_ElemIteratorPtr nodeIt = theFace->nodesIterator();
+ while ( nodeIt->more() ) {
+ const SMDS_MeshNode* n = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ if ( n == theBetweenNode1 )
+ il1 = iNode;
+ else if ( n == theBetweenNode2 )
+ il2 = iNode;
+ else if ( i3 < 0 )
+ i3 = iNode;
+ else
+ i4 = iNode;
+ nodes[ iNode++ ] = n;
+ }
+ if ( il1 < 0 || il2 < 0 || i3 < 0 )
+ return ;
+
+ // arrange link nodes to go one after another regarding the face orientation
+ bool reverse = ( Abs( il2 - il1 ) == 1 ? il2 < il1 : il1 < il2 );
+ if ( reverse ) {
+ iNode = il1;
+ il1 = il2;
+ il2 = iNode;
+ theNodesToInsert.reverse();
+ }
+ // check that not link nodes of a quadrangles are in good order
+ int nbFaceNodes = theFace->NbNodes();
+ if ( nbFaceNodes == 4 && i4 - i3 != 1 ) {
+ iNode = i3;
+ i3 = i4;
+ i4 = iNode;
+ }
+
+ // put theNodesToInsert between theBetweenNode1 and theBetweenNode2
+ int nbLinkNodes = 2 + theNodesToInsert.size();
+ const SMDS_MeshNode* linkNodes[ nbLinkNodes ];
+ linkNodes[ 0 ] = nodes[ il1 ];
+ linkNodes[ nbLinkNodes - 1 ] = nodes[ il2 ];
+ list<const SMDS_MeshNode*>::iterator nIt = theNodesToInsert.begin();
+ for ( iNode = 1; nIt != theNodesToInsert.end(); nIt++ ) {
+ linkNodes[ iNode++ ] = *nIt;
+ }
+ // decide how to split a quadrangle: compare possible variants
+ // and choose which of splits to be a quadrangle
+ int i1, i2, iSplit, nbSplits = nbLinkNodes - 1, iBestQuad;
+ if ( nbFaceNodes == 3 )
+ {
+ iBestQuad = nbSplits;
+ i4 = i3;
+ }
+ else if ( nbFaceNodes == 4 )
+ {
+ SMESH::Controls::NumericalFunctorPtr aCrit( new SMESH::Controls::AspectRatio);
+ double aBestRate = DBL_MAX;
+ for ( int iQuad = 0; iQuad < nbSplits; iQuad++ ) {
+ i1 = 0; i2 = 1;
+ double aBadRate = 0;
+ // evaluate elements quality
+ for ( iSplit = 0; iSplit < nbSplits; iSplit++ ) {
+ if ( iSplit == iQuad ) {
+ SMDS_FaceOfNodes quad (linkNodes[ i1++ ],
+ linkNodes[ i2++ ],
+ nodes[ i3 ],
+ nodes[ i4 ]);
+ aBadRate += getBadRate( &quad, aCrit );
+ }
+ else {
+ SMDS_FaceOfNodes tria (linkNodes[ i1++ ],
+ linkNodes[ i2++ ],
+ nodes[ iSplit < iQuad ? i4 : i3 ]);
+ aBadRate += getBadRate( &tria, aCrit );
+ }
+ }
+ // choice
+ if ( aBadRate < aBestRate ) {
+ iBestQuad = iQuad;
+ aBestRate = aBadRate;
+ }
+ }
+ }
+
+ // create new elements
+ SMESHDS_Mesh *aMesh = GetMeshDS();
+ int aShapeId = FindShape( theFace );
+
+ i1 = 0; i2 = 1;
+ for ( iSplit = 0; iSplit < nbSplits - 1; iSplit++ ) {
+ SMDS_MeshElement* newElem = 0;
+ if ( iSplit == iBestQuad )
+ newElem = aMesh->AddFace (linkNodes[ i1++ ],
+ linkNodes[ i2++ ],
+ nodes[ i3 ],
+ nodes[ i4 ]);
+ else
+ newElem = aMesh->AddFace (linkNodes[ i1++ ],
+ linkNodes[ i2++ ],
+ nodes[ iSplit < iBestQuad ? i4 : i3 ]);
+ if ( aShapeId && newElem )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ }
+
+ // change nodes of theFace
+ const SMDS_MeshNode* newNodes[ 4 ];
+ newNodes[ 0 ] = linkNodes[ i1 ];
+ newNodes[ 1 ] = linkNodes[ i2 ];
+ newNodes[ 2 ] = nodes[ iSplit >= iBestQuad ? i3 : i4 ];
+ newNodes[ 3 ] = nodes[ i4 ];
+ aMesh->ChangeElementNodes( theFace, newNodes, iSplit == iBestQuad ? 4 : 3 );
+}
+
+//=======================================================================
+//function : SewSideElements
+//purpose :
+//=======================================================================
+
+bool SMESH_MeshEditor::SewSideElements (set<const SMDS_MeshElement*>& theSide1,
+ set<const SMDS_MeshElement*>& theSide2,
+ const SMDS_MeshNode* theFirstNode1,
+ const SMDS_MeshNode* theFirstNode2,
+ const SMDS_MeshNode* theSecondNode1,
+ const SMDS_MeshNode* theSecondNode2)
+{
+ MESSAGE ("::::SewSideElements()");
+ // Algo:
+ // 1. Build set of faces representing each side
+ // 2. Find which nodes of the side 1 to merge with ones on the side 2
+ // 3. Replace nodes in elements of the side 1 and remove replaced nodes
+
+ // =======================================================================
+ // 1. Build set of faces representing each side:
+ // =======================================================================
+ // a. build set of nodes belonging to faces
+ // b. complete set of faces: find missing fices whose nodes are in set of nodes
+ // c. create temporary faces representing side of volumes if correspondent
+ // face does not exist
+
+ SMESHDS_Mesh* aMesh = GetMeshDS();
+ SMDS_Mesh aTmpFacesMesh;
+ set<const SMDS_MeshElement*> faceSet1, faceSet2;
+ set<const SMDS_MeshElement*> volSet1, volSet2;
+ set<const SMDS_MeshNode*> nodeSet1, nodeSet2;
+ set<const SMDS_MeshElement*> * faceSetPtr[] = { &faceSet1, &faceSet2 };
+ set<const SMDS_MeshElement*> * volSetPtr[] = { &volSet1, &volSet2 };
+ set<const SMDS_MeshNode*> * nodeSetPtr[] = { &nodeSet1, &nodeSet2 };
+ set<const SMDS_MeshElement*> * elemSetPtr[] = { &theSide1, &theSide2 };
+ int iSide, iFace, iNode;
+
+ for ( iSide = 0; iSide < 2; iSide++ ) {
+ set<const SMDS_MeshNode*> * nodeSet = nodeSetPtr[ iSide ];
+ set<const SMDS_MeshElement*> * elemSet = elemSetPtr[ iSide ];
+ set<const SMDS_MeshElement*> * faceSet = faceSetPtr[ iSide ];
+ set<const SMDS_MeshElement*> * volSet = volSetPtr [ iSide ];
+ set<const SMDS_MeshElement*>::iterator vIt, eIt;
+ set<const SMDS_MeshNode*>::iterator nIt;
+
+ // -----------------------------------------------------------
+ // 1a. Collect nodes of existing faces
+ // and build set of face nodes in order to detect missing
+ // faces corresponing to sides of volumes
+ // -----------------------------------------------------------
+
+ set< set <const SMDS_MeshNode*> > setOfFaceNodeSet;
+
+ // loop on the given element of a side
+ for (eIt = elemSet->begin(); eIt != elemSet->end(); eIt++ ) {
+ const SMDS_MeshElement* elem = *eIt;
+ if ( elem->GetType() == SMDSAbs_Face ) {
+ faceSet->insert( elem );
+ set <const SMDS_MeshNode*> faceNodeSet;
+ SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator();
+ while ( nodeIt->more() ) {
+ const SMDS_MeshNode* n = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ nodeSet->insert( n );
+ faceNodeSet.insert( n );
+ }
+ setOfFaceNodeSet.insert( faceNodeSet );
+ }
+ else if ( elem->GetType() == SMDSAbs_Volume )
+ volSet->insert( elem );
+ }
+ // ------------------------------------------------------------------------------
+ // 1b. Complete set of faces: find missing fices whose nodes are in set of nodes
+ // ------------------------------------------------------------------------------
+
+ for ( nIt = nodeSet->begin(); nIt != nodeSet->end(); nIt++ ) { // loop on nodes of iSide
+ SMDS_ElemIteratorPtr fIt = (*nIt)->facesIterator();
+ while ( fIt->more() ) { // loop on faces sharing a node
+ const SMDS_MeshElement* f = fIt->next();
+ if ( faceSet->find( f ) == faceSet->end() ) {
+ // check if all nodes are in nodeSet and
+ // complete setOfFaceNodeSet if they are
+ set <const SMDS_MeshNode*> faceNodeSet;
+ SMDS_ElemIteratorPtr nodeIt = f->nodesIterator();
+ bool allInSet = true;
+ while ( nodeIt->more() && allInSet ) { // loop on nodes of a face
+ const SMDS_MeshNode* n = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ if ( nodeSet->find( n ) == nodeSet->end() )
+ allInSet = false;
+ else
+ faceNodeSet.insert( n );
+ }
+ if ( allInSet ) {
+ faceSet->insert( f );
+ setOfFaceNodeSet.insert( faceNodeSet );
+ }
+ }
+ }
+ }
+
+ // -------------------------------------------------------------------------
+ // 1c. Create temporary faces representing sides of volumes if correspondent
+ // face does not exist
+ // -------------------------------------------------------------------------
+
+ if ( !volSet->empty() )
+ {
+ //int nodeSetSize = nodeSet->size();
+
+ // loop on given volumes
+ for ( vIt = volSet->begin(); vIt != volSet->end(); vIt++ ) {
+ SMDS_VolumeTool vol (*vIt);
+ // loop on volume faces: find free faces
+ // --------------------------------------
+ list<const SMDS_MeshElement* > freeFaceList;
+ for ( iFace = 0; iFace < vol.NbFaces(); iFace++ ) {
+ if ( !vol.IsFreeFace( iFace ))
+ continue;
+ // check if there is already a face with same nodes in a face set
+ const SMDS_MeshElement* aFreeFace = 0;
+ const SMDS_MeshNode** fNodes = vol.GetFaceNodes( iFace );
+ int nbNodes = vol.NbFaceNodes( iFace );
+ set <const SMDS_MeshNode*> faceNodeSet;
+ vol.GetFaceNodes( iFace, faceNodeSet );
+ bool isNewFace = setOfFaceNodeSet.insert( faceNodeSet ).second;
+ if ( isNewFace ) {
+ // no such a face is given but it still can exist, check it
+ if ( nbNodes == 3 )
+ aFreeFace = aMesh->FindFace( fNodes[0],fNodes[1],fNodes[2] );
+ else
+ aFreeFace = aMesh->FindFace( fNodes[0],fNodes[1],fNodes[2],fNodes[3] );
+ }
+ if ( !aFreeFace ) {
+ // create a temporary face
+ if ( nbNodes == 3 )
+ aFreeFace = aTmpFacesMesh.AddFace( fNodes[0],fNodes[1],fNodes[2] );
+ else
+ aFreeFace = aTmpFacesMesh.AddFace( fNodes[0],fNodes[1],fNodes[2],fNodes[3] );
+ }
+ if ( aFreeFace )
+ freeFaceList.push_back( aFreeFace );
+
+ } // loop on faces of a volume
+
+ // choose one of several free faces
+ // --------------------------------------
+ if ( freeFaceList.size() > 1 ) {
+ // choose a face having max nb of nodes shared by other elems of a side
+ int maxNbNodes = -1/*, nbExcludedFaces = 0*/;
+ list<const SMDS_MeshElement* >::iterator fIt = freeFaceList.begin();
+ while ( fIt != freeFaceList.end() ) { // loop on free faces
+ int nbSharedNodes = 0;
+ SMDS_ElemIteratorPtr nodeIt = (*fIt)->nodesIterator();
+ while ( nodeIt->more() ) { // loop on free face nodes
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ SMDS_ElemIteratorPtr invElemIt = n->GetInverseElementIterator();
+ while ( invElemIt->more() ) {
+ const SMDS_MeshElement* e = invElemIt->next();
+ if ( faceSet->find( e ) != faceSet->end() )
+ nbSharedNodes++;
+ if ( elemSet->find( e ) != elemSet->end() )
+ nbSharedNodes++;
+ }
+ }
+ if ( nbSharedNodes >= maxNbNodes ) {
+ maxNbNodes = nbSharedNodes;
+ fIt++;
+ }
+ else
+ freeFaceList.erase( fIt++ ); // here fIt++ occures before erase
+ }
+ if ( freeFaceList.size() > 1 )
+ {
+ // could not choose one face, use another way
+ // choose a face most close to the bary center of the opposite side
+ gp_XYZ aBC( 0., 0., 0. );
+ set <const SMDS_MeshNode*> addedNodes;
+ set<const SMDS_MeshElement*> * elemSet2 = elemSetPtr[ 1 - iSide ];
+ eIt = elemSet2->begin();
+ for ( eIt = elemSet2->begin(); eIt != elemSet2->end(); eIt++ ) {
+ SMDS_ElemIteratorPtr nodeIt = (*eIt)->nodesIterator();
+ while ( nodeIt->more() ) { // loop on free face nodes
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ if ( addedNodes.insert( n ).second )
+ aBC += gp_XYZ( n->X(),n->Y(),n->Z() );
+ }
+ }
+ aBC /= addedNodes.size();
+ double minDist = DBL_MAX;
+ fIt = freeFaceList.begin();
+ while ( fIt != freeFaceList.end() ) { // loop on free faces
+ double dist = 0;
+ SMDS_ElemIteratorPtr nodeIt = (*fIt)->nodesIterator();
+ while ( nodeIt->more() ) { // loop on free face nodes
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+ gp_XYZ p( n->X(),n->Y(),n->Z() );
+ dist += ( aBC - p ).SquareModulus();
+ }
+ if ( dist < minDist ) {
+ minDist = dist;
+ freeFaceList.erase( freeFaceList.begin(), fIt++ );
+ }
+ else
+ fIt = freeFaceList.erase( fIt++ );
+ }
+ }
+ } // choose one of several free faces of a volume
+
+ if ( freeFaceList.size() == 1 ) {
+ const SMDS_MeshElement* aFreeFace = freeFaceList.front();
+ faceSet->insert( aFreeFace );
+ // complete a node set with nodes of a found free face
+// for ( iNode = 0; iNode < ; iNode++ )
+// nodeSet->insert( fNodes[ iNode ] );
+ }
+
+ } // loop on volumes of a side
+
+// // complete a set of faces if new nodes in a nodeSet appeared
+// // ----------------------------------------------------------
+// if ( nodeSetSize != nodeSet->size() ) {
+// for ( ; nIt != nodeSet->end(); nIt++ ) { // loop on nodes of iSide
+// SMDS_ElemIteratorPtr fIt = (*nIt)->facesIterator();
+// while ( fIt->more() ) { // loop on faces sharing a node
+// const SMDS_MeshElement* f = fIt->next();
+// if ( faceSet->find( f ) == faceSet->end() ) {
+// // check if all nodes are in nodeSet and
+// // complete setOfFaceNodeSet if they are
+// set <const SMDS_MeshNode*> faceNodeSet;
+// SMDS_ElemIteratorPtr nodeIt = f->nodesIterator();
+// bool allInSet = true;
+// while ( nodeIt->more() && allInSet ) { // loop on nodes of a face
+// const SMDS_MeshNode* n = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
+// if ( nodeSet->find( n ) == nodeSet->end() )
+// allInSet = false;
+// else
+// faceNodeSet.insert( n );
+// }
+// if ( allInSet ) {
+// faceSet->insert( f );
+// setOfFaceNodeSet.insert( faceNodeSet );
+// }
+// }
+// }
+// }
+// }
+ } // Create temporary faces, if there are volumes given
+ } // loop on sides
+
+ if ( faceSet1.size() != faceSet2.size() ) {
+ // delete temporary faces: they are in reverseElements of actual nodes
+ SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
+ while ( tmpFaceIt->more() )
+ aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
+ MESSAGE("Diff nb of faces");
+ return false;
+ }
+
+ // ============================================================
+ // 2. Find nodes to merge:
+ // bind a node to remove to a node to put instead
+ // ============================================================
+
+ TNodeNodeMap nReplaceMap; // bind a node to remove to a node to put instead
+ if ( theFirstNode1 != theFirstNode2 )
+ nReplaceMap.insert( TNodeNodeMap::value_type( theFirstNode1, theFirstNode2 ));
+ if ( theSecondNode1 != theSecondNode2 )
+ nReplaceMap.insert( TNodeNodeMap::value_type( theSecondNode1, theSecondNode2 ));
+
+ LinkID_Gen aLinkID_Gen( GetMeshDS() );
+ set< long > linkIdSet; // links to process
+ linkIdSet.insert( aLinkID_Gen.GetLinkID( theFirstNode1, theSecondNode1 ));
+
+ typedef pair< const SMDS_MeshNode*, const SMDS_MeshNode* > TPairOfNodes;
+ list< TPairOfNodes > linkList[2];
+ linkList[0].push_back( TPairOfNodes( theFirstNode1, theSecondNode1 ));
+ linkList[1].push_back( TPairOfNodes( theFirstNode2, theSecondNode2 ));
+ // loop on links in linkList; find faces by links and append links
+ // of the found faces to linkList
+ list< TPairOfNodes >::iterator linkIt[] = { linkList[0].begin(), linkList[1].begin() } ;
+ for ( ; linkIt[0] != linkList[0].end(); linkIt[0]++, linkIt[1]++ )
+ {
+ TPairOfNodes link[] = { *linkIt[0], *linkIt[1] };
+ long linkID = aLinkID_Gen.GetLinkID( link[0].first, link[0].second );
+ if ( linkIdSet.find( linkID ) == linkIdSet.end() )
+ continue;
+
+ // by links, find faces in the face sets,
+ // and find indices of link nodes in the found faces;
+ // in a face set, there is only one or no face sharing a link
+ // ---------------------------------------------------------------
+
+ const SMDS_MeshElement* face[] = { 0, 0 };
+ const SMDS_MeshNode* faceNodes[ 2 ][ 5 ];
+ const SMDS_MeshNode* notLinkNodes[ 2 ][ 2 ] = {{ 0, 0 },{ 0, 0 }} ;
+ int iLinkNode[2][2];
+ for ( iSide = 0; iSide < 2; iSide++ ) { // loop on 2 sides
+ const SMDS_MeshNode* n1 = link[iSide].first;
+ const SMDS_MeshNode* n2 = link[iSide].second;
+ set<const SMDS_MeshElement*> * faceSet = faceSetPtr[ iSide ];
+ set< const SMDS_MeshElement* > fMap;
+ for ( int i = 0; i < 2; i++ ) { // loop on 2 nodes of a link
+ const SMDS_MeshNode* n = i ? n1 : n2; // a node of a link
+ SMDS_ElemIteratorPtr fIt = n->facesIterator();
+ while ( fIt->more() ) { // loop on faces sharing a node
+ const SMDS_MeshElement* f = fIt->next();
+ if (faceSet->find( f ) != faceSet->end() && // f is in face set
+ ! fMap.insert( f ).second ) // f encounters twice
+ {
+ face[ iSide ] = f;
+ faceSet->erase( f );
+ // get face nodes and find ones of a link
+ iNode = 0;
+ SMDS_ElemIteratorPtr nIt = f->nodesIterator();
+ while ( nIt->more() ) {
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( nIt->next() );
+ if ( n == n1 )
+ iLinkNode[ iSide ][ 0 ] = iNode;
+ else if ( n == n2 )
+ iLinkNode[ iSide ][ 1 ] = iNode;
+ else if ( notLinkNodes[ iSide ][ 0 ] )
+ notLinkNodes[ iSide ][ 1 ] = n;
+ else
+ notLinkNodes[ iSide ][ 0 ] = n;
+ faceNodes[ iSide ][ iNode++ ] = n;
+ }
+ faceNodes[ iSide ][ iNode ] = faceNodes[ iSide ][ 0 ];
+ break;
+ }
+ }
+ }
+ }
+ // check similarity of elements of the sides
+ if (( face[0] && !face[1] ) || ( !face[0] && face[1] )) {
+ MESSAGE("Correspondent face not found on side " << ( face[0] ? 1 : 0 ));
+ break; // do not return because it s necessary to remove tmp faces
+ }
+
+ // set nodes to merge
+ // -------------------
+
+ if ( face[0] && face[1] )
+ {
+ int nbNodes = face[0]->NbNodes();
+ if ( nbNodes != face[1]->NbNodes() ) {
+ MESSAGE("Diff nb of face nodes");
+ break; // do not return because it s necessary to remove tmp faces
+ }
+ bool reverse[] = { false, false }; // order of notLinkNodes of quadrangle
+ if ( nbNodes == 3 )
+ nReplaceMap.insert( TNodeNodeMap::value_type
+ ( notLinkNodes[0][0], notLinkNodes[1][0] ));
+ else {
+ for ( iSide = 0; iSide < 2; iSide++ ) { // loop on 2 sides
+ // analyse link orientation in faces
+ int i1 = iLinkNode[ iSide ][ 0 ];
+ int i2 = iLinkNode[ iSide ][ 1 ];
+ reverse[ iSide ] = Abs( i1 - i2 ) == 1 ? i1 > i2 : i2 > i1;
+ // if notLinkNodes are the first and the last ones, then
+ // their order does not correspond to the link orientation
+ if (( i1 == 1 && i2 == 2 ) ||
+ ( i1 == 2 && i2 == 1 ))
+ reverse[ iSide ] = !reverse[ iSide ];
+ }
+ if ( reverse[0] == reverse[1] ) {
+ nReplaceMap.insert( TNodeNodeMap::value_type
+ ( notLinkNodes[0][0], notLinkNodes[1][0] ));
+ nReplaceMap.insert( TNodeNodeMap::value_type
+ ( notLinkNodes[0][1], notLinkNodes[1][1] ));
+ }
+ else {
+ nReplaceMap.insert( TNodeNodeMap::value_type
+ ( notLinkNodes[0][0], notLinkNodes[1][1] ));
+ nReplaceMap.insert( TNodeNodeMap::value_type
+ ( notLinkNodes[0][1], notLinkNodes[1][0] ));
+ }
+ }
+
+ // add other links of the faces to linkList
+ // -----------------------------------------
+
+ const SMDS_MeshNode** nodes = faceNodes[ 0 ];
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
+ {
+ linkID = aLinkID_Gen.GetLinkID( nodes[iNode], nodes[iNode+1] );
+ pair< set<long>::iterator, bool > iter_isnew = linkIdSet.insert( linkID );
+ if ( !iter_isnew.second ) { // already in a set: no need to process
+ linkIdSet.erase( iter_isnew.first );
+ }
+ else // new in set == encountered for the first time: add
+ {
+ const SMDS_MeshNode* n1 = nodes[ iNode ];
+ const SMDS_MeshNode* n2 = nodes[ iNode + 1];
+ linkList[0].push_back ( TPairOfNodes( n1, n2 ));
+ linkList[1].push_back ( TPairOfNodes( nReplaceMap[n1], nReplaceMap[n2] ));
+ }
+ }
+ } // 2 faces found
+ } // loop on link lists
+
+ bool Ok = ( linkIt[0] == linkList[0].end() ); // all links preocessed
+
+ // ====================================================================
+ // 3. Replace nodes in elements of the side 1 and remove replaced nodes
+ // ====================================================================
+
+ // delete temporary faces: they are in reverseElements of actual nodes
+ SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
+ while ( tmpFaceIt->more() )
+ aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
+
+ if ( !Ok || nReplaceMap.size() == 2 ) {
+ MESSAGE(( Ok ? "No similar faces found" : " " ));
+ return false;
+ }
+ list< int > nodeIDsToRemove/*, elemIDsToRemove*/;
+ // loop on nodes replacement map
+ TNodeNodeMap::iterator nReplaceMapIt = nReplaceMap.begin(), nnIt;
+ for ( ; nReplaceMapIt != nReplaceMap.end(); nReplaceMapIt++ )
+ if ( (*nReplaceMapIt).first != (*nReplaceMapIt).second )
+ {
+ const SMDS_MeshNode* nToRemove = (*nReplaceMapIt).first;
+ nodeIDsToRemove.push_back( nToRemove->GetID() );
+ // loop on elements sharing nToRemove
+ SMDS_ElemIteratorPtr invElemIt = nToRemove->GetInverseElementIterator();
+ while ( invElemIt->more() ) {
+ const SMDS_MeshElement* e = invElemIt->next();
+ // get a new suite of nodes: make replacement
+ int nbReplaced = 0, i = 0, nbNodes = e->NbNodes();
+ const SMDS_MeshNode* nodes[ 8 ];
+ SMDS_ElemIteratorPtr nIt = e->nodesIterator();
+ while ( nIt->more() ) {
+ const SMDS_MeshNode* n =
+ static_cast<const SMDS_MeshNode*>( nIt->next() );
+ nnIt = nReplaceMap.find( n );
+ if ( nnIt != nReplaceMap.end() ) {
+ nbReplaced++;
+ n = (*nnIt).second;
+ }
+ nodes[ i++ ] = n;
+ }
+ // if ( nbReplaced == nbNodes && e->GetType() == SMDSAbs_Face )
+ // elemIDsToRemove.push_back( e->GetID() );
+ // else
+ if ( nbReplaced )
+ aMesh->ChangeElementNodes( e, nodes, nbNodes );
+ }
+ }
+
+ Remove( nodeIDsToRemove, true );
+
+ return true;
+}