+//================================================================================
+/*!
+ * Method in which an algorithm generating a structured mesh
+ * fixes positions of in-face nodes after there movement
+ * due to insertion of viscous layers.
+ */
+//================================================================================
+
+bool SMESH_2D_Algo::FixInternalNodes(const SMESH_ProxyMesh& mesh,
+ const TopoDS_Face& face)
+{
+ const SMESHDS_SubMesh* smDS = mesh.GetSubMesh(face);
+ if ( !smDS || smDS->NbElements() < 1 )
+ return false;
+
+ SMESH_MesherHelper helper( *mesh.GetMesh() );
+ helper.SetSubShape( face );
+
+ // get all faces from a proxy sub-mesh
+ typedef SMDS_StdIterator< const SMDS_MeshElement*, SMDS_ElemIteratorPtr > TIterator;
+ TIDSortedElemSet allFaces( TIterator( smDS->GetElements() ), TIterator() );
+ TIDSortedElemSet avoidSet, firstRowQuads;
+
+ // indices of nodes to pass to a neighbour quad using SMESH_MeshAlgos::FindFaceInSet()
+ int iN1, iN2;
+
+ // get two first rows of nodes by passing through the first row of faces
+ vector< vector< const SMDS_MeshNode* > > nodeRows;
+ int iRow1 = 0, iRow2 = 1;
+ const SMDS_MeshElement* quad;
+ {
+ // look for a corner quadrangle and it's corner node
+ const SMDS_MeshElement* cornerQuad = 0;
+ int cornerNodeInd = -1;
+ SMDS_ElemIteratorPtr fIt = smDS->GetElements();
+ while ( !cornerQuad && fIt->more() )
+ {
+ cornerQuad = fIt->next();
+ if ( cornerQuad->NbCornerNodes() != 4 )
+ return false;
+ SMDS_NodeIteratorPtr nIt = cornerQuad->nodeIterator();
+ for ( int i = 0; i < 4; ++i )
+ {
+ int nbInverseQuads = 0;
+ SMDS_ElemIteratorPtr fIt = nIt->next()->GetInverseElementIterator(SMDSAbs_Face);
+ while ( fIt->more() )
+ nbInverseQuads += allFaces.count( fIt->next() );
+ if ( nbInverseQuads == 1 )
+ cornerNodeInd = i, i = 4;
+ }
+ if ( cornerNodeInd < 0 )
+ cornerQuad = 0;
+ }
+ if ( !cornerQuad || cornerNodeInd < 0 )
+ return false;
+
+ iN1 = helper.WrapIndex( cornerNodeInd + 1, 4 );
+ iN2 = helper.WrapIndex( cornerNodeInd + 2, 4 );
+ int iN3 = helper.WrapIndex( cornerNodeInd + 3, 4 );
+ nodeRows.resize(2);
+ nodeRows[iRow1].push_back( cornerQuad->GetNode( cornerNodeInd ));
+ nodeRows[iRow1].push_back( cornerQuad->GetNode( iN1 ));
+ nodeRows[iRow2].push_back( cornerQuad->GetNode( iN3 ));
+ nodeRows[iRow2].push_back( cornerQuad->GetNode( iN2 ));
+ firstRowQuads.insert( cornerQuad );
+
+ // pass through the rest quads in a face row
+ quad = cornerQuad;
+ while ( quad )
+ {
+ avoidSet.clear();
+ avoidSet.insert( quad );
+ if (( quad = SMESH_MeshAlgos::FindFaceInSet( nodeRows[iRow1].back(),
+ nodeRows[iRow2].back(),
+ allFaces, avoidSet, &iN1, &iN2)))
+ {
+ nodeRows[iRow1].push_back( quad->GetNode( helper.WrapIndex( iN2 + 2, 4 )));
+ nodeRows[iRow2].push_back( quad->GetNode( helper.WrapIndex( iN1 + 2, 4 )));
+ if ( quad->NbCornerNodes() != 4 )
+ return false;
+ }
+ }
+ if ( nodeRows[iRow1].size() < 3 )
+ return true; // there is nothing to fix
+ }
+
+ nodeRows.reserve( smDS->NbElements() / nodeRows[iRow1].size() );
+
+ // get the rest node rows
+ while ( true )
+ {
+ ++iRow1, ++iRow2;
+
+ // get the first quad in the next face row
+ if (( quad = SMESH_MeshAlgos::FindFaceInSet( nodeRows[iRow1][0],
+ nodeRows[iRow1][1],
+ allFaces, /*avoid=*/firstRowQuads,
+ &iN1, &iN2)))
+ {
+ if ( quad->NbCornerNodes() != 4 )
+ return false;
+ nodeRows.resize( iRow2+1 );
+ nodeRows[iRow2].push_back( quad->GetNode( helper.WrapIndex( iN2 + 2, 4 )));
+ nodeRows[iRow2].push_back( quad->GetNode( helper.WrapIndex( iN1 + 2, 4 )));
+ firstRowQuads.insert( quad );
+ }
+ else
+ {
+ break; // no more rows
+ }
+
+ // pass through the rest quads in a face row
+ while ( quad )
+ {
+ avoidSet.clear();
+ avoidSet.insert( quad );
+ if (( quad = SMESH_MeshAlgos::FindFaceInSet( nodeRows[iRow1][ nodeRows[iRow2].size()-1 ],
+ nodeRows[iRow2].back(),
+ allFaces, avoidSet, &iN1, &iN2)))
+ {
+ if ( quad->NbCornerNodes() != 4 )
+ return false;
+ nodeRows[iRow2].push_back( quad->GetNode( helper.WrapIndex( iN1 + 2, 4 )));
+ }
+ }
+ if ( nodeRows[iRow1].size() != nodeRows[iRow2].size() )
+ return false;
+ }
+ if ( nodeRows.size() < 3 )
+ return true; // there is nothing to fix
+
+ // get params of the first (bottom) and last (top) node rows
+ UVPtStructVec uvB( nodeRows[0].size() ), uvT( nodeRows[0].size() );
+ bool uvOk = false, *toCheck = helper.GetPeriodicIndex() ? &uvOk : nullptr;
+ const bool isFix3D = helper.HasDegeneratedEdges();
+ for ( int isBot = 0; isBot < 2; ++isBot )
+ {
+ iRow1 = isBot ? 0 : nodeRows.size()-1;
+ iRow2 = isBot ? 1 : nodeRows.size()-2;
+ UVPtStructVec & uvps = isBot ? uvB : uvT;
+ vector< const SMDS_MeshNode* >& nodes = nodeRows[ iRow1 ];
+ const size_t rowLen = nodes.size();
+ for ( size_t i = 0; i < rowLen; ++i )
+ {
+ uvps[i].node = nodes[i];
+ uvps[i].x = 0;
+ if ( !isFix3D )
+ {
+ size_t i2 = i;
+ if ( i == 0 ) i2 = 1;
+ if ( i == rowLen - 1 ) i2 = rowLen - 2;
+ gp_XY uv = helper.GetNodeUV( face, uvps[i].node, nodeRows[iRow2][i2], toCheck );
+ uvps[i].u = uv.Coord(1);
+ uvps[i].v = uv.Coord(2);
+ }
+ }
+ // calculate x (normalized param)
+ for ( size_t i = 1; i < nodes.size(); ++i )
+ uvps[i].x = uvps[i-1].x + SMESH_TNodeXYZ( uvps[i-1].node ).Distance( uvps[i].node );
+ for ( size_t i = 1; i < nodes.size(); ++i )
+ uvps[i].x /= uvps.back().x;
+ }
+
+ // get params of the left and right node rows
+ UVPtStructVec uvL( nodeRows.size() ), uvR( nodeRows.size() );
+ for ( int isLeft = 0; isLeft < 2; ++isLeft )
+ {
+ UVPtStructVec & uvps = isLeft ? uvL : uvR;
+ const int iCol1 = isLeft ? 0 : nodeRows[0].size() - 1;
+ const int iCol2 = isLeft ? 1 : nodeRows[0].size() - 2;
+ const size_t nbRows = nodeRows.size();
+ for ( size_t i = 0; i < nbRows; ++i )
+ {
+ uvps[i].node = nodeRows[i][iCol1];
+ uvps[i].y = 0;
+ if ( !isFix3D )
+ {
+ size_t i2 = i;
+ if ( i == 0 ) i2 = 1;
+ if ( i == nbRows - 1 ) i2 = nbRows - 2;
+ gp_XY uv = helper.GetNodeUV( face, uvps[i].node, nodeRows[i2][iCol2], toCheck );
+ uvps[i].u = uv.Coord(1);
+ uvps[i].v = uv.Coord(2);
+ }
+ }
+ // calculate y (normalized param)
+ for ( size_t i = 1; i < nodeRows.size(); ++i )
+ uvps[i].y = uvps[i-1].y + SMESH_TNodeXYZ( uvps[i-1].node ).Distance( uvps[i].node );
+ for ( size_t i = 1; i < nodeRows.size(); ++i )
+ uvps[i].y /= uvps.back().y;
+ }
+
+ // update node coordinates
+ SMESHDS_Mesh* meshDS = mesh.GetMeshDS();
+ if ( !isFix3D )
+ {
+ Handle(Geom_Surface) S = BRep_Tool::Surface( face );
+ gp_XY a0 ( uvB.front().u, uvB.front().v );
+ gp_XY a1 ( uvB.back().u, uvB.back().v );
+ gp_XY a2 ( uvT.back().u, uvT.back().v );
+ gp_XY a3 ( uvT.front().u, uvT.front().v );
+ for ( size_t iRow = 1; iRow < nodeRows.size()-1; ++iRow )
+ {
+ gp_XY p1 ( uvR[ iRow ].u, uvR[ iRow ].v );
+ gp_XY p3 ( uvL[ iRow ].u, uvL[ iRow ].v );
+ const double y0 = uvL[ iRow ].y;
+ const double y1 = uvR[ iRow ].y;
+ for ( size_t iCol = 1; iCol < nodeRows[0].size()-1; ++iCol )
+ {
+ gp_XY p0 ( uvB[ iCol ].u, uvB[ iCol ].v );
+ gp_XY p2 ( uvT[ iCol ].u, uvT[ iCol ].v );
+ const double x0 = uvB[ iCol ].x;
+ const double x1 = uvT[ iCol ].x;
+ double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
+ double y = y0 + x * (y1 - y0);
+ gp_XY uv = helper.calcTFI( x, y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ gp_Pnt p = S->Value( uv.Coord(1), uv.Coord(2));
+ const SMDS_MeshNode* n = nodeRows[iRow][iCol];
+ meshDS->MoveNode( n, p.X(), p.Y(), p.Z() );
+ if ( SMDS_FacePositionPtr pos = n->GetPosition() )
+ pos->SetParameters( uv.Coord(1), uv.Coord(2) );
+ }
+ }
+ }
+ else
+ {
+ Handle(ShapeAnalysis_Surface) S = helper.GetSurface( face );
+ SMESH_NodeXYZ a0 ( uvB.front().node );
+ SMESH_NodeXYZ a1 ( uvB.back().node );
+ SMESH_NodeXYZ a2 ( uvT.back().node );
+ SMESH_NodeXYZ a3 ( uvT.front().node );
+ for ( size_t iRow = 1; iRow < nodeRows.size()-1; ++iRow )
+ {
+ SMESH_NodeXYZ p1 ( uvR[ iRow ].node );
+ SMESH_NodeXYZ p3 ( uvL[ iRow ].node );
+ const double y0 = uvL[ iRow ].y;
+ const double y1 = uvR[ iRow ].y;
+ for ( size_t iCol = 1; iCol < nodeRows[0].size()-1; ++iCol )
+ {
+ SMESH_NodeXYZ p0 ( uvB[ iCol ].node );
+ SMESH_NodeXYZ p2 ( uvT[ iCol ].node );
+ const double x0 = uvB[ iCol ].x;
+ const double x1 = uvT[ iCol ].x;
+ double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
+ double y = y0 + x * (y1 - y0);
+ gp_Pnt p = helper.calcTFI( x, y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ gp_Pnt2d uv = S->ValueOfUV( p, Precision::Confusion() );
+ p = S->Value( uv );
+ const SMDS_MeshNode* n = nodeRows[iRow][iCol];
+ meshDS->MoveNode( n, p.X(), p.Y(), p.Z() );
+ if ( SMDS_FacePositionPtr pos = n->GetPosition() )
+ pos->SetParameters( uv.Coord(1), uv.Coord(2) );
+ }
+ }
+ }
+ return true;
+}
+
+//=======================================================================
+//function : IsApplicableToShape
+//purpose : Return true if the algorithm can mesh a given shape
+//=======================================================================
+
+bool SMESH_1D_Algo::IsApplicableToShape(const TopoDS_Shape & shape, bool /*toCheckAll*/) const
+{
+ return ( !shape.IsNull() && TopExp_Explorer( shape, TopAbs_EDGE ).More() );
+}
+
+//=======================================================================
+//function : IsApplicableToShape
+//purpose : Return true if the algorithm can mesh a given shape
+//=======================================================================
+
+bool SMESH_2D_Algo::IsApplicableToShape(const TopoDS_Shape & shape, bool /*toCheckAll*/) const
+{
+ return ( !shape.IsNull() && TopExp_Explorer( shape, TopAbs_FACE ).More() );
+}
+
+//=======================================================================
+//function : IsApplicableToShape
+//purpose : Return true if the algorithm can mesh a given shape
+//=======================================================================
+
+bool SMESH_3D_Algo::IsApplicableToShape(const TopoDS_Shape & shape, bool /*toCheckAll*/) const
+{
+ return ( !shape.IsNull() && TopExp_Explorer( shape, TopAbs_SOLID ).More() );
+}