SMDSAbs_ElementType elemType,
SMDS_ElemIteratorPtr theElemIt = SMDS_ElemIteratorPtr(),
double tolerance = NodeRadius );
- void getElementsNearPoint( const gp_Pnt& point, TIDSortedElemSet& foundElems );
- void getElementsNearLine ( const gp_Ax1& line, TIDSortedElemSet& foundElems);
- void getElementsInSphere ( const gp_XYZ& center,
- const double radius, TIDSortedElemSet& foundElems);
- size_t getSize() { return std::max( _size, _elements.size() ); }
- virtual ~ElementBndBoxTree();
+ void prepare(); // !!!call it before calling the following methods!!!
+ void getElementsNearPoint( const gp_Pnt& point, vector<const SMDS_MeshElement*>& foundElems );
+ void getElementsNearLine ( const gp_Ax1& line, vector<const SMDS_MeshElement*>& foundElems);
+ void getElementsInSphere ( const gp_XYZ& center,
+ const double radius,
+ vector<const SMDS_MeshElement*>& foundElems);
protected:
- ElementBndBoxTree():_size(0) {}
+ ElementBndBoxTree() {}
SMESH_Octree* newChild() const { return new ElementBndBoxTree; }
void buildChildrenData();
Bnd_B3d* buildRootBox();
struct ElementBox : public Bnd_B3d
{
const SMDS_MeshElement* _element;
- int _refCount; // an ElementBox can be included in several tree branches
- ElementBox(const SMDS_MeshElement* elem, double tolerance);
+ bool _isMarked;
+ void init(const SMDS_MeshElement* elem, double tolerance);
};
vector< ElementBox* > _elements;
- size_t _size;
+
+ typedef ObjectPool< ElementBox > TElementBoxPool;
+
+ //!< allocator of ElementBox's and SMESH_TreeLimit
+ struct LimitAndPool : public SMESH_TreeLimit
+ {
+ TElementBoxPool _elBoPool;
+ std::vector< ElementBox* > _markedElems;
+ LimitAndPool():SMESH_TreeLimit( MaxLevel, /*minSize=*/0. ) {}
+ };
+ LimitAndPool* getLimitAndPool() const
+ {
+ SMESH_TreeLimit* limitAndPool = const_cast< SMESH_TreeLimit* >( myLimit );
+ return static_cast< LimitAndPool* >( limitAndPool );
+ }
};
//================================================================================
*/
//================================================================================
- ElementBndBoxTree::ElementBndBoxTree(const SMDS_Mesh& mesh, SMDSAbs_ElementType elemType, SMDS_ElemIteratorPtr theElemIt, double tolerance)
- :SMESH_Octree( new SMESH_TreeLimit( MaxLevel, /*minSize=*/0. ))
+ ElementBndBoxTree::ElementBndBoxTree(const SMDS_Mesh& mesh,
+ SMDSAbs_ElementType elemType,
+ SMDS_ElemIteratorPtr theElemIt,
+ double tolerance)
+ :SMESH_Octree( new LimitAndPool() )
{
int nbElems = mesh.GetMeshInfo().NbElements( elemType );
_elements.reserve( nbElems );
+ TElementBoxPool& elBoPool = getLimitAndPool()->_elBoPool;
+
SMDS_ElemIteratorPtr elemIt = theElemIt ? theElemIt : mesh.elementsIterator( elemType );
while ( elemIt->more() )
- _elements.push_back( new ElementBox( elemIt->next(),tolerance ));
-
+ {
+ ElementBox* eb = elBoPool.getNew();
+ eb->init( elemIt->next(), tolerance );
+ _elements.push_back( eb );
+ }
compute();
}
- //================================================================================
- /*!
- * \brief Destructor
- */
- //================================================================================
-
- ElementBndBoxTree::~ElementBndBoxTree()
- {
- for ( size_t i = 0; i < _elements.size(); ++i )
- if ( --_elements[i]->_refCount <= 0 )
- delete _elements[i];
- }
-
//================================================================================
/*!
* \brief Return the maximal box
for (int j = 0; j < 8; j++)
{
if ( !_elements[i]->IsOut( *myChildren[j]->getBox() ))
- {
- _elements[i]->_refCount++;
((ElementBndBoxTree*)myChildren[j])->_elements.push_back( _elements[i]);
- }
}
- _elements[i]->_refCount--;
}
- _size = _elements.size();
+ //_size = _elements.size();
SMESHUtils::FreeVector( _elements ); // = _elements.clear() + free memory
for (int j = 0; j < 8; j++)
if ((int) child->_elements.size() <= MaxNbElemsInLeaf )
child->myIsLeaf = true;
- if ( child->_elements.capacity() - child->_elements.size() > 1000 )
+ if ( child->isLeaf() && child->_elements.capacity() > child->_elements.size() )
SMESHUtils::CompactVector( child->_elements );
}
}
+ //================================================================================
+ /*!
+ * \brief Un-mark all elements
+ */
+ //================================================================================
+
+ void ElementBndBoxTree::prepare()
+ {
+ // TElementBoxPool& elBoPool = getElementBoxPool();
+ // for ( size_t i = 0; i < elBoPool.nbElements(); ++i )
+ // const_cast< ElementBox* >( elBoPool[ i ])->_isMarked = false;
+ }
+
//================================================================================
/*!
* \brief Return elements which can include the point
*/
//================================================================================
- void ElementBndBoxTree::getElementsNearPoint( const gp_Pnt& point,
- TIDSortedElemSet& foundElems)
+ void ElementBndBoxTree::getElementsNearPoint( const gp_Pnt& point,
+ vector<const SMDS_MeshElement*>& foundElems)
{
if ( getBox()->IsOut( point.XYZ() ))
return;
if ( isLeaf() )
{
+ LimitAndPool* pool = getLimitAndPool();
+
for ( size_t i = 0; i < _elements.size(); ++i )
- if ( !_elements[i]->IsOut( point.XYZ() ))
- foundElems.insert( _elements[i]->_element );
+ if ( !_elements[i]->IsOut( point.XYZ() ) &&
+ !_elements[i]->_isMarked )
+ {
+ foundElems.push_back( _elements[i]->_element );
+ _elements[i]->_isMarked = true;
+ pool->_markedElems.push_back( _elements[i] );
+ }
}
else
{
for (int i = 0; i < 8; i++)
((ElementBndBoxTree*) myChildren[i])->getElementsNearPoint( point, foundElems );
+
+ if ( level() == 0 )
+ {
+ LimitAndPool* pool = getLimitAndPool();
+ for ( size_t i = 0; i < pool->_markedElems.size(); ++i )
+ pool->_markedElems[i]->_isMarked = false;
+ pool->_markedElems.clear();
+ }
}
}
*/
//================================================================================
- void ElementBndBoxTree::getElementsNearLine( const gp_Ax1& line,
- TIDSortedElemSet& foundElems)
+ void ElementBndBoxTree::getElementsNearLine( const gp_Ax1& line,
+ vector<const SMDS_MeshElement*>& foundElems)
{
if ( getBox()->IsOut( line ))
return;
if ( isLeaf() )
{
+ LimitAndPool* pool = getLimitAndPool();
+
for ( size_t i = 0; i < _elements.size(); ++i )
- if ( !_elements[i]->IsOut( line ))
- foundElems.insert( _elements[i]->_element );
+ if ( !_elements[i]->IsOut( line ) &&
+ !_elements[i]->_isMarked )
+ {
+ foundElems.push_back( _elements[i]->_element );
+ _elements[i]->_isMarked = true;
+ pool->_markedElems.push_back( _elements[i] );
+ }
}
else
{
for (int i = 0; i < 8; i++)
((ElementBndBoxTree*) myChildren[i])->getElementsNearLine( line, foundElems );
+
+ if ( level() == 0 )
+ {
+ LimitAndPool* pool = getLimitAndPool();
+ for ( size_t i = 0; i < pool->_markedElems.size(); ++i )
+ pool->_markedElems[i]->_isMarked = false;
+ pool->_markedElems.clear();
+ }
}
}
*/
//================================================================================
- void ElementBndBoxTree::getElementsInSphere ( const gp_XYZ& center,
- const double radius,
- TIDSortedElemSet& foundElems)
+ void ElementBndBoxTree::getElementsInSphere ( const gp_XYZ& center,
+ const double radius,
+ vector<const SMDS_MeshElement*>& foundElems)
{
if ( getBox()->IsOut( center, radius ))
return;
if ( isLeaf() )
{
+ LimitAndPool* pool = getLimitAndPool();
+
for ( size_t i = 0; i < _elements.size(); ++i )
- if ( !_elements[i]->IsOut( center, radius ))
- foundElems.insert( _elements[i]->_element );
+ if ( !_elements[i]->IsOut( center, radius ) &&
+ !_elements[i]->_isMarked )
+ {
+ foundElems.push_back( _elements[i]->_element );
+ _elements[i]->_isMarked = true;
+ pool->_markedElems.push_back( _elements[i] );
+ }
}
else
{
for (int i = 0; i < 8; i++)
((ElementBndBoxTree*) myChildren[i])->getElementsInSphere( center, radius, foundElems );
+
+ if ( level() == 0 )
+ {
+ LimitAndPool* pool = getLimitAndPool();
+ for ( size_t i = 0; i < pool->_markedElems.size(); ++i )
+ pool->_markedElems[i]->_isMarked = false;
+ pool->_markedElems.clear();
+ }
}
}
*/
//================================================================================
- ElementBndBoxTree::ElementBox::ElementBox(const SMDS_MeshElement* elem, double tolerance)
+ void ElementBndBoxTree::ElementBox::init(const SMDS_MeshElement* elem, double tolerance)
{
_element = elem;
- _refCount = 1;
+ _isMarked = false;
SMDS_ElemIteratorPtr nIt = elem->nodesIterator();
while ( nIt->more() )
- Add( SMESH_TNodeXYZ( nIt->next() ));
+ Add( SMESH_NodeXYZ( nIt->next() ));
Enlarge( tolerance );
}
{
SMDS_Mesh* _mesh;
SMDS_ElemIteratorPtr _meshPartIt;
- ElementBndBoxTree* _ebbTree;
+ ElementBndBoxTree* _ebbTree [SMDSAbs_NbElementTypes];
+ int _ebbTreeHeight[SMDSAbs_NbElementTypes];
SMESH_NodeSearcherImpl* _nodeSearcher;
SMDSAbs_ElementType _elementType;
double _tolerance;
SMESH_ElementSearcherImpl( SMDS_Mesh& mesh,
double tol=-1,
SMDS_ElemIteratorPtr elemIt=SMDS_ElemIteratorPtr())
- : _mesh(&mesh),_meshPartIt(elemIt),_ebbTree(0),_nodeSearcher(0),_tolerance(tol),_outerFacesFound(false) {}
+ : _mesh(&mesh),_meshPartIt(elemIt),_nodeSearcher(0),_tolerance(tol),_outerFacesFound(false)
+ {
+ for ( int i = 0; i < SMDSAbs_NbElementTypes; ++i )
+ {
+ _ebbTree[i] = NULL;
+ _ebbTreeHeight[i] = -1;
+ }
+ _elementType = SMDSAbs_All;
+ }
virtual ~SMESH_ElementSearcherImpl()
{
- if ( _ebbTree ) delete _ebbTree; _ebbTree = 0;
+ for ( int i = 0; i < SMDSAbs_NbElementTypes; ++i )
+ {
+ delete _ebbTree[i]; _ebbTree[i] = NULL;
+ }
if ( _nodeSearcher ) delete _nodeSearcher; _nodeSearcher = 0;
}
virtual int FindElementsByPoint(const gp_Pnt& point,
{
return _outerFaces.empty() || _outerFaces.count(face);
}
+ int getTreeHeight()
+ {
+ if ( _ebbTreeHeight[ _elementType ] < 0 )
+ _ebbTreeHeight[ _elementType ] = _ebbTree[ _elementType ]->getHeight();
+ return _ebbTreeHeight[ _elementType ];
+ }
struct TInters //!< data of intersection of the line and the mesh face (used in GetPointState())
{
double boxSize = _nodeSearcher->getTree()->maxSize();
_tolerance = 1e-8 * boxSize/* / meshInfo.NbNodes()*/;
}
- else if ( _ebbTree && meshInfo.NbElements() > 0 )
+ else if ( _ebbTree[_elementType] && meshInfo.NbElements() > 0 )
{
- double boxSize = _ebbTree->maxSize();
+ double boxSize = _ebbTree[_elementType]->maxSize();
_tolerance = 1e-8 * boxSize/* / meshInfo.NbElements()*/;
}
if ( _tolerance == 0 )
}
else
{
- SMDS_ElemIteratorPtr elemIt =
- _mesh->elementsIterator( SMDSAbs_ElementType( complexType ));
+ SMDS_ElemIteratorPtr elemIt = _mesh->elementsIterator( SMDSAbs_ElementType( complexType ));
const SMDS_MeshElement* elem = elemIt->next();
- SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator();
+ SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator();
SMESH_TNodeXYZ n1( nodeIt->next() );
elemSize = 0;
while ( nodeIt->more() )
{
GC_MakeSegment edge( SMESH_TNodeXYZ( face->GetNode( i )),
SMESH_TNodeXYZ( face->GetNode( (i+1)%nbNodes) ));
- anExtCC.Init( lineCurve, edge);
+ anExtCC.Init( lineCurve, edge.Value() );
if ( anExtCC.NbExtrema() > 0 && anExtCC.LowerDistance() <= tol)
{
Quantity_Parameter pl, pe;
outerFace2 = angle2Face.begin()->second;
}
}
- // store the found outer face and add its links to continue seaching from
+ // store the found outer face and add its links to continue searching from
if ( outerFace2 )
{
_outerFaces.insert( outerFace2 );
vector< const SMDS_MeshElement* >& foundElements)
{
foundElements.clear();
+ _elementType = type;
double tolerance = getTolerance();
// =================================================================================
else // elements more complex than 0D
{
- if ( !_ebbTree || _elementType != type )
+ if ( !_ebbTree[type] )
{
- if ( _ebbTree ) delete _ebbTree;
- _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type, _meshPartIt, tolerance );
+ _ebbTree[_elementType] = new ElementBndBoxTree( *_mesh, type, _meshPartIt, tolerance );
}
- TIDSortedElemSet suspectElems;
- _ebbTree->getElementsNearPoint( point, suspectElems );
- TIDSortedElemSet::iterator elem = suspectElems.begin();
+ else
+ {
+ _ebbTree[ type ]->prepare();
+ }
+ vector< const SMDS_MeshElement* > suspectElems;
+ _ebbTree[ type ]->getElementsNearPoint( point, suspectElems );
+ vector< const SMDS_MeshElement* >::iterator elem = suspectElems.begin();
for ( ; elem != suspectElems.end(); ++elem )
if ( !SMESH_MeshAlgos::IsOut( *elem, point, tolerance ))
foundElements.push_back( *elem );
SMDSAbs_ElementType type )
{
const SMDS_MeshElement* closestElem = 0;
+ _elementType = type;
if ( type == SMDSAbs_Face || type == SMDSAbs_Volume )
{
- if ( !_ebbTree || _elementType != type )
- {
- if ( _ebbTree ) delete _ebbTree;
- _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type, _meshPartIt );
- }
- TIDSortedElemSet suspectElems;
- _ebbTree->getElementsNearPoint( point, suspectElems );
+ ElementBndBoxTree*& ebbTree = _ebbTree[ type ];
+ if ( !ebbTree )
+ ebbTree = new ElementBndBoxTree( *_mesh, type, _meshPartIt );
+ else
+ ebbTree->prepare();
+
+ vector<const SMDS_MeshElement*> suspectElems;
+ ebbTree->getElementsNearPoint( point, suspectElems );
- if ( suspectElems.empty() && _ebbTree->maxSize() > 0 )
+ if ( suspectElems.empty() && ebbTree->maxSize() > 0 )
{
- gp_Pnt boxCenter = 0.5 * ( _ebbTree->getBox()->CornerMin() +
- _ebbTree->getBox()->CornerMax() );
+ gp_Pnt boxCenter = 0.5 * ( ebbTree->getBox()->CornerMin() +
+ ebbTree->getBox()->CornerMax() );
double radius = -1;
- if ( _ebbTree->getBox()->IsOut( point.XYZ() ))
- radius = point.Distance( boxCenter ) - 0.5 * _ebbTree->maxSize();
+ if ( ebbTree->getBox()->IsOut( point.XYZ() ))
+ radius = point.Distance( boxCenter ) - 0.5 * ebbTree->maxSize();
if ( radius < 0 )
- radius = _ebbTree->maxSize() / pow( 2., _ebbTree->getHeight()) / 2;
+ radius = ebbTree->maxSize() / pow( 2., getTreeHeight()) / 2;
while ( suspectElems.empty() )
{
- _ebbTree->getElementsInSphere( point.XYZ(), radius, suspectElems );
+ ebbTree->prepare();
+ ebbTree->getElementsInSphere( point.XYZ(), radius, suspectElems );
radius *= 1.1;
}
}
double minDist = std::numeric_limits<double>::max();
multimap< double, const SMDS_MeshElement* > dist2face;
- TIDSortedElemSet::iterator elem = suspectElems.begin();
+ vector<const SMDS_MeshElement*>::iterator elem = suspectElems.begin();
for ( ; elem != suspectElems.end(); ++elem )
{
double dist = SMESH_MeshAlgos::GetDistance( *elem, point );
TopAbs_State SMESH_ElementSearcherImpl::GetPointState(const gp_Pnt& point)
{
+ _elementType = SMDSAbs_Face;
+
double tolerance = getTolerance();
- if ( !_ebbTree || _elementType != SMDSAbs_Face )
- {
- if ( _ebbTree ) delete _ebbTree;
- _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = SMDSAbs_Face, _meshPartIt );
- }
+
+ ElementBndBoxTree*& ebbTree = _ebbTree[ SMDSAbs_Face ];
+ if ( !ebbTree )
+ ebbTree = new ElementBndBoxTree( *_mesh, _elementType, _meshPartIt );
+ else
+ ebbTree->prepare();
+
// Algo: analyse transition of a line starting at the point through mesh boundary;
// try three lines parallel to axis of the coordinate system and perform rough
// analysis. If solution is not clear perform thorough analysis.
gp_Ax1 lineAxis( point, axisDir[axis]);
gp_Lin line ( lineAxis );
- TIDSortedElemSet suspectFaces; // faces possibly intersecting the line
- _ebbTree->getElementsNearLine( lineAxis, suspectFaces );
+ vector<const SMDS_MeshElement*> suspectFaces; // faces possibly intersecting the line
+ if ( axis > 0 ) ebbTree->prepare();
+ ebbTree->getElementsNearLine( lineAxis, suspectFaces );
// Intersect faces with the line
map< double, TInters > & u2inters = paramOnLine2TInters[ axis ];
- TIDSortedElemSet::iterator face = suspectFaces.begin();
+ vector<const SMDS_MeshElement*>::iterator face = suspectFaces.begin();
for ( ; face != suspectFaces.end(); ++face )
{
// get face plane
}
else if ( ! intersection.IsParallel() && intersection.NbPoints() > 0 )
{
+ double tol = 1e-4 * Sqrt( fNorm.Modulus() );
gp_Pnt intersectionPoint = intersection.Point(1);
- if ( !SMESH_MeshAlgos::IsOut( *face, intersectionPoint, tolerance ))
+ if ( !SMESH_MeshAlgos::IsOut( *face, intersectionPoint, tol ))
u2inters.insert(make_pair( intersection.ParamOnConic(1), TInters( *face, fNorm )));
}
}
// skip tangent intersections
int nbTgt = 0;
- const SMDS_MeshElement* prevFace = u_int1->second._face;
- while ( ok && u_int2->second._coincides )
+ if ( u_int2 != u2inters.end() )
{
- if ( SMESH_MeshAlgos::GetCommonNodes(prevFace , u_int2->second._face).empty() )
- ok = false;
- else
+ const SMDS_MeshElement* prevFace = u_int1->second._face;
+ while ( ok && u_int2->second._coincides )
{
- nbTgt++;
- u_int2++;
- ok = ( u_int2 != u2inters.end() );
+ if ( SMESH_MeshAlgos::GetCommonNodes(prevFace , u_int2->second._face).empty() )
+ ok = false;
+ else
+ {
+ nbTgt++;
+ u_int2++;
+ ok = ( u_int2 != u2inters.end() );
+ }
}
}
if ( !ok ) break;
SMDSAbs_ElementType type,
vector< const SMDS_MeshElement* >& foundElems)
{
- if ( !_ebbTree || _elementType != type )
- {
- if ( _ebbTree ) delete _ebbTree;
- _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type, _meshPartIt );
- }
- TIDSortedElemSet suspectFaces; // elements possibly intersecting the line
- _ebbTree->getElementsNearLine( line, suspectFaces );
- foundElems.assign( suspectFaces.begin(), suspectFaces.end());
+ _elementType = type;
+ ElementBndBoxTree*& ebbTree = _ebbTree[ type ];
+ if ( !ebbTree )
+ ebbTree = new ElementBndBoxTree( *_mesh, _elementType, _meshPartIt );
+ else
+ ebbTree->prepare();
+
+ ebbTree->getElementsNearLine( line, foundElems );
}
//=======================================================================
SMDSAbs_ElementType type,
vector< const SMDS_MeshElement* >& foundElems)
{
- if ( !_ebbTree || _elementType != type )
- {
- if ( _ebbTree ) delete _ebbTree;
- _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type, _meshPartIt );
- }
- TIDSortedElemSet suspectFaces; // elements possibly intersecting the line
- _ebbTree->getElementsInSphere( center, radius, suspectFaces );
- foundElems.assign( suspectFaces.begin(), suspectFaces.end() );
+ _elementType = type;
+ ElementBndBoxTree*& ebbTree = _ebbTree[ type ];
+ if ( !ebbTree )
+ ebbTree = new ElementBndBoxTree( *_mesh, _elementType, _meshPartIt );
+ else
+ ebbTree->prepare();
+
+ ebbTree->getElementsInSphere( center, radius, foundElems );
}
//=======================================================================
// get ordered nodes
- vector< SMESH_TNodeXYZ > xyz;
+ vector< SMESH_TNodeXYZ > xyz; xyz.reserve( element->NbNodes()+1 );
SMDS_ElemIteratorPtr nodeIt = element->interlacedNodesElemIterator();
- while ( nodeIt->more() )
- {
- SMESH_TNodeXYZ node = nodeIt->next();
- xyz.push_back( node );
- }
+ for ( int i = 0; nodeIt->more(); ++i )
+ xyz.push_back( SMESH_TNodeXYZ( nodeIt->next() ));
int i, nbNodes = (int) xyz.size(); // central node of biquadratic is missing
gp_Vec edge2( xyz[i+1], xyz[(i+2)%nbNodes] );
faceNorm += edge1 ^ edge2;
}
- double normSize = faceNorm.Magnitude();
- if ( normSize <= tol )
+ double fNormSize = faceNorm.Magnitude();
+ if ( fNormSize <= tol )
{
// degenerated face: point is out if it is out of all face edges
for ( i = 0; i < nbNodes; ++i )
}
return true;
}
- faceNorm /= normSize;
+ faceNorm /= fNormSize;
// check if the point lays on face plane
gp_Vec n2p( xyz[0], point );
- if ( fabs( n2p * faceNorm ) > tol )
- return true; // not on face plane
+ double dot = n2p * faceNorm;
+ if ( Abs( dot ) > tol ) // not on face plane
+ {
+ bool isOut = true;
+ if ( nbNodes > 3 ) // maybe the face is not planar
+ {
+ double elemThick = 0;
+ for ( i = 1; i < nbNodes; ++i )
+ {
+ gp_Vec n2n( xyz[0], xyz[i] );
+ elemThick = Max( elemThick, Abs( n2n * faceNorm ));
+ }
+ isOut = Abs( dot ) > elemThick + tol;
+ }
+ if ( isOut )
+ return isOut;
+ }
// check if point is out of face boundary:
// define it by closest transition of a ray point->infinity through face boundary
// to find intersections of the ray with the boundary.
gp_Vec ray = n2p;
gp_Vec plnNorm = ray ^ faceNorm;
- normSize = plnNorm.Magnitude();
- if ( normSize <= tol ) return false; // point coincides with the first node
- plnNorm /= normSize;
- // for each node of the face, compute its signed distance to the plane
+ double n2pSize = plnNorm.Magnitude();
+ if ( n2pSize <= tol ) return false; // point coincides with the first node
+ if ( n2pSize * n2pSize > fNormSize * 100 ) return true; // point is very far
+ plnNorm /= n2pSize;
+ // for each node of the face, compute its signed distance to the cutting plane
vector<double> dist( nbNodes + 1);
for ( i = 0; i < nbNodes; ++i )
{
dist.back() = dist.front();
// find the closest intersection
int iClosest = -1;
- double rClosest, distClosest = 1e100;;
+ double rClosest = 0, distClosest = 1e100;
gp_Pnt pClosest;
for ( i = 0; i < nbNodes; ++i )
{
double r;
- if ( fabs( dist[i]) < tol )
+ if ( fabs( dist[i] ) < tol )
r = 0.;
else if ( fabs( dist[i+1]) < tol )
r = 1.;
else
continue; // no intersection
gp_Pnt pInt = xyz[i] * (1.-r) + xyz[i+1] * r;
- gp_Vec p2int ( point, pInt);
- if ( p2int * ray > -tol ) // right half-space
+ gp_Vec p2int( point, pInt);
+ double intDist = p2int.SquareMagnitude();
+ if ( intDist < distClosest )
{
- double intDist = p2int.SquareMagnitude();
- if ( intDist < distClosest )
- {
- iClosest = i;
- rClosest = r;
- pClosest = pInt;
- distClosest = intDist;
- }
+ iClosest = i;
+ rClosest = r;
+ pClosest = pInt;
+ distClosest = intDist;
}
}
if ( iClosest < 0 )
if ( rClosest > 0. && rClosest < 1. ) // not node intersection
return out;
- // ray pass through a face node; analyze transition through an adjacent edge
+ // the ray passes through a face node; analyze transition through an adjacent edge
gp_Pnt p1 = xyz[ (rClosest == 0.) ? ((iClosest+nbNodes-1) % nbNodes) : (iClosest+1) ];
gp_Pnt p2 = xyz[ (rClosest == 0.) ? iClosest : ((iClosest+2) % nbNodes) ];
gp_Vec edgeAdjacent( p1, p2 );
bool covexCorner = ( edgeNorm * edgeAdjacent * (rClosest==1. ? 1. : -1.)) < 0;
return covexCorner ? (out || out2) : (out && out2);
}
+
if ( element->GetType() == SMDSAbs_Edge ) // --------------------------------------------------
{
// point is out of edge if it is NOT ON any straight part of edge
}
return true;
}
+
// Node or 0D element -------------------------------------------------------------------------
{
gp_Vec n2p ( xyz[0], point );