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Merge branch 'V9_3_BR' into pre/padder
[modules/smesh.git]
/
src
/
StdMeshers
/
StdMeshers_Quadrangle_2D.hxx
diff --git
a/src/StdMeshers/StdMeshers_Quadrangle_2D.hxx
b/src/StdMeshers/StdMeshers_Quadrangle_2D.hxx
index b686fe1e0d2a42636b4e6fd8d3af27f5455fe3f6..b2e1441a9cc3dfcc76dbaf1f2d0a2256c48b07dc 100644
(file)
--- a/
src/StdMeshers/StdMeshers_Quadrangle_2D.hxx
+++ b/
src/StdMeshers/StdMeshers_Quadrangle_2D.hxx
@@
-1,4
+1,4
@@
-// Copyright (C) 2007-201
3
CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-201
9
CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
@@
-6,7
+6,7
@@
// 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
// 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.
+// version 2.1 of the License
, or (at your option) any later version
.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
@@
-58,6
+58,7
@@
struct FaceQuadStruct
};
StdMeshers_FaceSidePtr grid;
int from, to; // indices of grid points used by the quad
};
StdMeshers_FaceSidePtr grid;
int from, to; // indices of grid points used by the quad
+ int di; // +1 or -1 depending on IsReversed()
std::set<int> forced_nodes; // indices of forced grid points
std::vector<Contact> contacts; // contacts with sides of other quads
int nbNodeOut; // nb of missing nodes on an opposite shorter side
std::set<int> forced_nodes; // indices of forced grid points
std::vector<Contact> contacts; // contacts with sides of other quads
int nbNodeOut; // nb of missing nodes on an opposite shorter side
@@
-71,7
+72,7
@@
struct FaceQuadStruct
int ToQuadIndex( int sideNodeIndex ) const;
bool IsForced( int nodeIndex ) const;
bool IsReversed() const { return nbNodeOut ? false : to < from; }
int ToQuadIndex( int sideNodeIndex ) const;
bool IsForced( int nodeIndex ) const;
bool IsReversed() const { return nbNodeOut ? false : to < from; }
- bool Reverse();
+ bool Reverse(
bool keepGrid
);
int NbPoints() const { return Abs( to - from ); }
double Param( int nodeIndex ) const;
double Length( int from=-1, int to=-1) const;
int NbPoints() const { return Abs( to - from ); }
double Param( int nodeIndex ) const;
double Length( int from=-1, int to=-1) const;
@@
-81,7
+82,7
@@
struct FaceQuadStruct
return GetUVPtStruct()[ to-nbNodeOut-(IsReversed() ? -1 : +1)];
}
// some sortcuts
return GetUVPtStruct()[ to-nbNodeOut-(IsReversed() ? -1 : +1)];
}
// some sortcuts
- const vector<UVPtStruct>& GetUVPtStruct(bool isXConst=0, double constValue=0) const
+ const
std::
vector<UVPtStruct>& GetUVPtStruct(bool isXConst=0, double constValue=0) const
{ return nbNodeOut ?
grid->SimulateUVPtStruct( NbPoints()-nbNodeOut-1, isXConst, constValue ) :
grid->GetUVPtStruct( isXConst, constValue );
{ return nbNodeOut ?
grid->SimulateUVPtStruct( NbPoints()-nbNodeOut-1, isXConst, constValue ) :
grid->GetUVPtStruct( isXConst, constValue );
@@
-105,6
+106,7
@@
struct FaceQuadStruct
bool More() const { return uvPtr != uvEnd; }
void Next() { uvPtr += dPtr; ++counter; }
UVPtStruct& UVPt() const { return (UVPtStruct&) *uvPtr; }
bool More() const { return uvPtr != uvEnd; }
void Next() { uvPtr += dPtr; ++counter; }
UVPtStruct& UVPt() const { return (UVPtStruct&) *uvPtr; }
+ UVPtStruct& operator[](int i) { return (UVPtStruct&) uvPtr[ i*dPtr]; }
int Count() const { return counter; }
};
int Count() const { return counter; }
};
@@
-117,7
+119,9
@@
struct FaceQuadStruct
FaceQuadStruct ( const TopoDS_Face& F = TopoDS_Face(), const std::string& nm="main" );
UVPtStruct& UVPt( int i, int j ) { return uv_grid[ i + j * iSize ]; }
FaceQuadStruct ( const TopoDS_Face& F = TopoDS_Face(), const std::string& nm="main" );
UVPtStruct& UVPt( int i, int j ) { return uv_grid[ i + j * iSize ]; }
- void shift ( size_t nb, bool keepUnitOri );
+ double& U( int i, int j ) { return UVPt( i, j ).u; }
+ double& V( int i, int j ) { return UVPt( i, j ).v; }
+ void shift ( size_t nb, bool keepUnitOri, bool keepGrid=false );
int & nbNodeOut( int iSide ) { return side[ iSide ].nbNodeOut; }
bool findCell ( const gp_XY& uv, int & i, int & j );
bool isNear ( const gp_XY& uv, int & i, int & j, int nbLoops=1 );
int & nbNodeOut( int iSide ) { return side[ iSide ].nbNodeOut; }
bool findCell ( const gp_XY& uv, int & i, int & j );
bool isNear ( const gp_XY& uv, int & i, int & j, int nbLoops=1 );
@@
-130,8
+134,8
@@
struct FaceQuadStruct
class STDMESHERS_EXPORT StdMeshers_Quadrangle_2D: public SMESH_2D_Algo
{
class STDMESHERS_EXPORT StdMeshers_Quadrangle_2D: public SMESH_2D_Algo
{
-public:
- StdMeshers_Quadrangle_2D(int hypId,
int studyId,
SMESH_Gen* gen);
+
public:
+ StdMeshers_Quadrangle_2D(int hypId, SMESH_Gen* gen);
virtual ~StdMeshers_Quadrangle_2D();
virtual bool CheckHypothesis(SMESH_Mesh& aMesh,
virtual ~StdMeshers_Quadrangle_2D();
virtual bool CheckHypothesis(SMESH_Mesh& aMesh,
@@
-151,9
+155,16
@@
public:
FaceQuadStruct::Ptr CheckNbEdges(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape,
FaceQuadStruct::Ptr CheckNbEdges(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape,
- const bool considerMesh=false);
+ const bool considerMesh = false,
+ SMESH_MesherHelper* aFaceHelper = 0);
-protected:
+ virtual bool IsApplicableToShape(const TopoDS_Shape & shape, bool toCheckAll) const
+ {
+ return IsApplicable( shape, toCheckAll );
+ }
+ static bool IsApplicable(const TopoDS_Shape & aShape, bool toCheckAll);
+
+ protected:
bool checkNbEdgesForEvaluate(SMESH_Mesh& aMesh,
const TopoDS_Shape & aShape,
bool checkNbEdgesForEvaluate(SMESH_Mesh& aMesh,
const TopoDS_Shape & aShape,
@@
-162,7
+173,7
@@
protected:
bool& IsQuadratic);
bool setNormalizedGrid(FaceQuadStruct::Ptr quad);
bool& IsQuadratic);
bool setNormalizedGrid(FaceQuadStruct::Ptr quad);
-
+
void splitQuadFace(SMESHDS_Mesh * theMeshDS,
const int theFaceID,
const SMDS_MeshNode* theNode1,
void splitQuadFace(SMESHDS_Mesh * theMeshDS,
const int theFaceID,
const SMDS_MeshNode* theNode1,
@@
-199,6
+210,8
@@
protected:
void smooth (FaceQuadStruct::Ptr quad);
void smooth (FaceQuadStruct::Ptr quad);
+ bool check();
+
int getCorners(const TopoDS_Face& theFace,
SMESH_Mesh & theMesh,
std::list<TopoDS_Edge>& theWire,
int getCorners(const TopoDS_Face& theFace,
SMESH_Mesh & theMesh,
std::list<TopoDS_Edge>& theWire,
@@
-212,6
+225,8
@@
protected:
int splitQuad(FaceQuadStruct::Ptr quad, int i, int j);
int splitQuad(FaceQuadStruct::Ptr quad, int i, int j);
+ void shiftQuad(FaceQuadStruct::Ptr& quad, const int num );
+
typedef std::map< StdMeshers_FaceSidePtr, std::vector< FaceQuadStruct::Ptr > > TQuadsBySide;
void updateSideUV( FaceQuadStruct::Side& side,
int iForced,
typedef std::map< StdMeshers_FaceSidePtr, std::vector< FaceQuadStruct::Ptr > > TQuadsBySide;
void updateSideUV( FaceQuadStruct::Side& side,
int iForced,
@@
-219,12
+234,12
@@
protected:
int * iNext=NULL);
int * iNext=NULL);
- // Fields
+
protected:
// Fields
bool myQuadranglePreference;
bool myTrianglePreference;
int myTriaVertexID;
bool myQuadranglePreference;
bool myTrianglePreference;
int myTriaVertexID;
- bool myNeedSmooth;
+ bool myNeedSmooth
, myCheckOri
;
const StdMeshers_QuadrangleParams* myParams;
StdMeshers_QuadType myQuadType;
const StdMeshers_QuadrangleParams* myParams;
StdMeshers_QuadType myQuadType;
@@
-234,9
+249,10
@@
protected:
struct ForcedPoint
{
struct ForcedPoint
{
- gp_XY uv;
- gp_XYZ xyz;
- TopoDS_Vertex vertex;
+ gp_XY uv;
+ gp_XYZ xyz;
+ TopoDS_Vertex vertex;
+ const SMDS_MeshNode* node;
double U() const { return uv.X(); }
double V() const { return uv.Y(); }
double U() const { return uv.X(); }
double V() const { return uv.Y(); }