+//================================================================================
+/*!
+ * \brief Find more precise solution
+ * \param [in] thePoint - the point
+ * \param [in,out] theParams - solution to precise
+ * \param [in] theFaceID - FACE ID
+ */
+//================================================================================
+
+void SMESH_Block::refineParametersOnFace( const gp_Pnt& thePoint,
+ gp_XYZ& theParams,
+ int theFaceID )
+{
+ // find UV of thePoint on the FACE
+ Standard_Real U,V;
+
+ const TFace& tface = myFace[ theFaceID - ID_FirstF ];
+ if ( !tface.Surface() ) return;
+
+ Extrema_ExtPS extPS( thePoint, *tface.Surface(),
+ tface.Surface()->UResolution( myTolerance ),
+ tface.Surface()->VResolution( myTolerance ));
+ if ( !extPS.IsDone() || extPS.NbExt() < 1 )
+ return;
+
+ double minDist = 1e100;
+ for ( int i = 1; i <= extPS.NbExt(); ++i )
+ if ( extPS.SquareDistance( i ) < minDist )
+ {
+ minDist = extPS.SquareDistance( i );
+ extPS.Point( i ).Parameter( U,V );
+ }
+ if ( minDist > 100 * myTolerance * myTolerance )
+ return;
+
+ gp_XY uv(U,V);
+ if ( findUVByHalfDivision( thePoint, uv, tface, theParams))
+ return;
+
+ int nbGetWorstLimit = 20;
+ if ( findUVAround( thePoint, uv, tface, theParams, nbGetWorstLimit ))
+ return;
+
+ double dist2, prevSolDist = distance();
+ gp_XYZ sol = theParams;
+ for ( double delta = 1./10; delta > 0.001; delta /= 2.5, nbGetWorstLimit *= 2 )
+ {
+ for ( double y = delta; y < 1.; y += delta )
+ {
+ sol.SetCoord( tface.GetVInd(), y );
+ for ( double x = delta; x < 1.; x += delta )
+ {
+ sol.SetCoord( tface.GetUInd(), x );
+ dist2 = thePoint.SquareDistance( tface.Point( sol ));
+ if ( dist2 < prevSolDist * prevSolDist )
+ {
+ if ( findUVAround( thePoint, uv, tface, theParams, nbGetWorstLimit ))
+ return;
+ if ( distance() < 1000 * myTolerance )
+ return;
+ prevSolDist = distance();
+ }
+ }
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Finds parameters corresponding to a given UV of a given face using half-division
+ * \param [in] theUV - the UV to locate
+ * \param [in] tface - the face
+ * \param [in,out] theParams - the starting parameters to improve
+ * \return bool - \c true if found solution is within myTolerance
+ */
+//================================================================================
+
+bool SMESH_Block::findUVByHalfDivision( const gp_Pnt& thePoint,
+ const gp_XY& theUV,
+ const SMESH_Block::TFace& tface,
+ gp_XYZ& theParams)
+{
+ int nbGetUV = 0; // just for statistics
+
+ // find a range of parameters including the UV
+
+ double xMin, xMax, yMin, yMax;
+ //#define _DEBUG_REFINE_
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): dividing Starts at dist " << distance()<< endl;
+#endif
+ double dx = 0.1, xSol = theParams.Coord( tface.GetUInd() );
+ double dy = 0.1, ySol = theParams.Coord( tface.GetVInd() );
+ gp_XYZ xXYZ( 0,0,0 ); xXYZ.SetCoord( tface.GetUInd(), 1 );
+ gp_XYZ yXYZ( 0,0,0 ); yXYZ.SetCoord( tface.GetVInd(), 1 );
+ gp_XYZ xy0,xy1,xy2,xy3;
+ bool isInQuad = false;
+ while ( !isInQuad )
+ {
+ xMin = Max( 0., xSol - 0.5*dx ); xMax = Min( 1.0, xSol + 0.5*dx );
+ yMin = Max( 0., ySol - 0.5*dy ); yMax = Min( 1.0, ySol + 0.5*dy );
+ xy0.SetLinearForm( xMin, xXYZ, yMin, yXYZ );
+ xy1.SetLinearForm( xMax, xXYZ, yMin, yXYZ );
+ xy2.SetLinearForm( xMax, xXYZ, yMax, yXYZ );
+ xy3.SetLinearForm( xMin, xXYZ, yMax, yXYZ );
+ isInQuad = tface.IsUVInQuad( theUV, xy0,xy1,xy2,xy3 );
+ nbGetUV += 4;
+ if ( !isInQuad )
+ {
+ dx *= 1.2;
+ dy *= 1.2;
+ xSol = 0.5 * (xMax + xMin) ;
+ ySol = 0.5 * (yMax + yMin) ;
+ if ( xMin == 0. && yMin == 0. && xMax == 1. && yMax == 1. ) // avoid infinit loop
+ {
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): tface.IsUVInQuad() fails" << endl;
+ cout << " nbGetUV = " << nbGetUV << endl;
+#endif
+ break;
+ }
+ }
+ }
+
+ // refine solution using half-division technic
+
+ gp_XYZ sol = theParams;
+
+ const double paramTol = 0.001;
+ while ( dx > paramTol || dy > paramTol )
+ {
+ // divide along X
+ bool xDivided = ( dx > paramTol );
+ if ( xDivided )
+ {
+ double xMid = 0.5 * ( xMin + xMax );
+ gp_XYZ parMid1 = xMid * xXYZ + yMin * yXYZ;
+ gp_XYZ parMid2 = xMid * xXYZ + yMax * yXYZ;
+ nbGetUV += 4;
+ if ( tface.IsUVInQuad( theUV, xy0,parMid1,parMid2,xy3 ))
+ {
+ xMax = xMid;
+ xy1 = parMid1; xy2 = parMid2;
+ }
+ else if ( tface.IsUVInQuad( theUV, parMid1,xy1,xy2,parMid2 ))
+ {
+ nbGetUV += 4;
+ xMin = xMid;
+ xy0 = parMid1; xy3 = parMid2;
+ }
+ else
+ {
+ nbGetUV += 8;
+ xDivided = false;
+ }
+ dx = xMax - xMin;
+ }
+ // divide along Y
+ bool yDivided = ( dy > paramTol );
+ if ( yDivided )
+ {
+ double yMid = 0.5 * ( yMin + yMax );
+ gp_XYZ parMid2 = xMax * xXYZ + yMid * yXYZ;
+ gp_XYZ parMid3 = xMin * xXYZ + yMid * yXYZ;
+ nbGetUV += 4;
+ if ( tface.IsUVInQuad( theUV, xy0,xy1,parMid2,parMid3 ))
+ {
+ yMax = yMid;
+ xy2 = parMid2; xy3 = parMid3;
+ }
+ else if ( tface.IsUVInQuad( theUV, parMid3,parMid2,xy2,xy3 ))
+ {
+ nbGetUV += 4;
+ yMin = yMid;
+ xy0 = parMid3; xy1 = parMid2;
+ }
+ else
+ {
+ nbGetUV += 8;
+ yDivided = false;
+ }
+ dy = yMax - yMin;
+ }
+ if ( !xDivided && !yDivided )
+ {
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): nothing divided" << endl;
+ cout << " nbGetUV = " << nbGetUV << endl;
+#endif
+ break;
+ }
+
+ // evaluate reached distance to thePoint
+ sol.SetCoord( tface.GetUInd(), 0.5 * ( xMin + xMax ));
+ sol.SetCoord( tface.GetVInd(), 0.5 * ( yMin + yMax ));
+ if ( saveBetterSolution( sol, theParams, thePoint.SquareDistance( tface.Point( sol ))))
+ {
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): dividing suceeded" << endl;
+ cout << " nbGetUV = " << nbGetUV << endl;
+#endif
+ return true;
+ }
+ }
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): dividing Ends at dist " << distance()<< endl;
+ cout << " nbGetUV = " << nbGetUV << endl;
+#endif
+
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Finds parameters corresponding to a given UV of a given face by searching
+ * around the starting solution
+ * \param [in] theUV - the UV to locate
+ * \param [in] tface - the face
+ * \param [in,out] theParams - the starting parameters to improve
+ * \param [in] nbGetWorstLimit - nb of steps from the starting solution w/o improvement
+ * to stop searching in this direction
+ * \return bool - \c true if found solution is within myTolerance
+ */
+//================================================================================
+
+bool SMESH_Block::findUVAround( const gp_Pnt& thePoint,
+ const gp_XY& theUV,
+ const SMESH_Block::TFace& tface,
+ gp_XYZ& theParams,
+ int nbGetWorstLimit )
+{
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): walk around Starts at dist " << distance()<< endl;
+ cout << " nbGetUV = " << (nbGetUV=0) << endl;
+#endif
+ const double paramTol = 0.001;
+ const double dx = 0.01, dy = 0.01;
+ double xMin = theParams.Coord( tface.GetUInd() ), xMax;
+ double yMin = theParams.Coord( tface.GetVInd() ), yMax;
+ yMax = yMin;
+ if ( xMin + dx < 1. )
+ xMax = xMin + dx;
+ else
+ xMax = 1, xMin = 1 - dx;
+ gp_XYZ sol = theParams;
+ sol.SetCoord( tface.GetUInd(), xMax );
+ sol.SetCoord( tface.GetVInd(), yMax );
+ //nbGetUV++;
+ if ( saveBetterSolution( sol, theParams, thePoint.SquareDistance( tface.Point( sol ))))
+ return true;
+
+ int xMaxNbGetWorst = 0, xMinNbGetWorst = 0, yMaxNbGetWorst = 0, yMinNbGetWorst = 0;
+ double xMaxBestDist = 1e100, xMinBestDist = 1e100, yMaxBestDist = 1e100, yMinBestDist = 1e100;
+ double x, y, bestDist, dist;
+ while ( xMax - xMin < 1 || yMax - yMin < 1 )
+ {
+ // walk along X
+ if ( yMin > 0. )
+ {
+ bestDist = 1e100;
+ for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
+ {
+ y = Max( 0., yMin - dy );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
+ sol.SetCoord( tface.GetVInd(), y + 0.5*dy );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ }
+ yMin = Max(0., yMin-dy );
+ yMinNbGetWorst += ( yMinBestDist < bestDist );
+ yMinBestDist = Min( yMinBestDist, bestDist );
+ if ( yMinNbGetWorst > nbGetWorstLimit )
+ yMin = 0;
+ }
+ if ( yMax < 1. )
+ {
+ bestDist = 1e100;
+ for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
+ {
+ y = Min( 1., yMax + dy );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
+ sol.SetCoord( tface.GetVInd(), y - 0.5*dy );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ }
+ yMax = Min(1., yMax+dy );
+ yMaxNbGetWorst += ( yMaxBestDist < bestDist );
+ yMaxBestDist = Min( yMaxBestDist, bestDist );
+ if ( yMaxNbGetWorst > nbGetWorstLimit )
+ yMax = 1;
+ }
+ // walk along Y
+ if ( xMin > 0. )
+ {
+ bestDist = 1e100;
+ for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
+ {
+ x = Max( 0., xMin - dx );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), x + 0.5*dx );
+ sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ }
+ xMin = Max(0., xMin-dx );
+ xMinNbGetWorst += ( xMinBestDist < bestDist );
+ xMinBestDist = Min( xMinBestDist, bestDist );
+ if ( xMinNbGetWorst > nbGetWorstLimit )
+ xMin = 0;
+ }
+ if ( xMax < 1. )
+ {
+ bestDist = 1e100;
+ for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
+ {
+ x = Min( 1., xMax + dx );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), x - 0.5*dx);
+ sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ }
+ xMax = Min(1., xMax+dx );
+ xMaxNbGetWorst += ( xMaxBestDist < bestDist );
+ xMaxBestDist = Min( xMaxBestDist, bestDist );
+ if ( xMaxNbGetWorst > nbGetWorstLimit )
+ xMax = 1;
+ }
+ }
+#ifdef _DEBUG_REFINE_
+ cout << "SMESH_Block::refineParametersOnFace(): walk around failed at dist " << distance()<< endl;
+ //cout << " nbGetUV = " << nbGetUV << endl;
+#endif
+
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Store a solution if it's better than a previous one
+ * \param [in] theNewParams - a new solution
+ * \param [out] theParams - the parameters to store solution in
+ * \param [in] sqDistance - a square distance reached at theNewParams
+ * \return bool - true if the reached distance is within the tolerance
+ */
+//================================================================================
+
+bool SMESH_Block::saveBetterSolution( const gp_XYZ& theNewParams,
+ gp_XYZ& theParams,
+ double sqDistance )
+{
+ if ( myValues[ SQUARE_DIST ] > sqDistance )
+ {
+ myValues[ SQUARE_DIST ] = sqDistance;
+ theParams = theNewParams;
+ if ( distance() <= myTolerance )
+ return true;
+ }
+ return false;
+}
+
+//=======================================================================
+//function : SetTolerance
+//purpose : set tolerance for ComputeParameters()
+//=======================================================================
+
+void SMESH_Block::SetTolerance(const double tol)
+{
+ if ( tol > 0 )
+ myTolerance = tol;
+}
+
+//=======================================================================
+//function : IsToleranceReached
+//purpose : return true if solution found by ComputeParameters() is within the tolerance
+//=======================================================================
+
+bool SMESH_Block::IsToleranceReached() const
+{
+ return distance() < myTolerance;
+}
+