#include <map>
#include <set>
#include <numeric>
+#include <limits>
#define cast2Node(elem) static_cast<const SMDS_MeshNode*>( elem )
return;
}
- issimple[iNode] = (listNewNodes.size()==nbSteps);
+ issimple[iNode] = (listNewNodes.size()==nbSteps); // is node medium
itNN[ iNode ] = listNewNodes.begin();
prevNod[ iNode ] = node;
nextNod[ iNode ] = listNewNodes.front();
- if( !issimple[iNode] ) {
+ if( !elem->IsQuadratic() || !issimple[iNode] ) {
if ( prevNod[ iNode ] != nextNod [ iNode ])
iNotSameNode = iNode;
else {
//cout<<" nbSame = "<<nbSame<<endl;
if ( nbSame == nbNodes || nbSame > 2) {
- //MESSAGE( " Too many same nodes of element " << elem->GetID() );
- INFOS( " Too many same nodes of element " << elem->GetID() );
+ MESSAGE( " Too many same nodes of element " << elem->GetID() );
+ //INFOS( " Too many same nodes of element " << elem->GetID() );
return;
}
while ( nodeIt->more() )
xyz.push_back( TNodeXYZ( cast2Node( nodeIt->next() )));
+ int i, nbNodes = element->NbNodes();
+
if ( element->GetType() == SMDSAbs_Face ) // --------------------------------------------------
{
- // gravity center
- gp_XYZ gc(0,0,0);
- gc = accumulate( xyz.begin(), xyz.end(), gc );
- gc /= element->NbNodes();
-
- // compute face normal using gc
- gp_Vec normal(0,0,0);
+ // compute face normal
+ gp_Vec faceNorm(0,0,0);
xyz.push_back( xyz.front() );
- for ( int i = 0; i < element->NbNodes(); ++i )
+ for ( i = 0; i < nbNodes; ++i )
{
- gp_Vec edge( xyz[i], xyz[i+1]);
- gp_Vec n2gc( xyz[i], gc );
- normal += edge ^ n2gc;
+ gp_Vec edge1( xyz[i+1], xyz[i]);
+ gp_Vec edge2( xyz[i+1], xyz[(i+2)%nbNodes] );
+ faceNorm += edge1 ^ edge2;
+ }
+ double normSize = faceNorm.Magnitude();
+ if ( normSize <= tol )
+ {
+ // degenerated face: point is out if it is out of all face edges
+ for ( i = 0; i < nbNodes; ++i )
+ {
+ SMDS_MeshNode n1( xyz[i].X(), xyz[i].Y(), xyz[i].Z() );
+ SMDS_MeshNode n2( xyz[i+1].X(), xyz[i+1].Y(), xyz[i+1].Z() );
+ SMDS_MeshEdge edge( &n1, &n2 );
+ if ( !isOut( &edge, point, tol ))
+ return false;
+ }
+ return true;
}
- double faceDoubleArea = normal.Magnitude();
- if ( faceDoubleArea <= numeric_limits<double>::min() )
- return true; // invalid face
- normal /= faceDoubleArea;
+ faceNorm /= normSize;
// check if the point lays on face plane
gp_Vec n2p( xyz[0], point );
- if ( fabs( n2p * normal ) > tol )
+ if ( fabs( n2p * faceNorm ) > tol )
return true; // not on face plane
- // check if point is out of face boundary
- int i, out = false;
- for ( i = 0; !out && i < element->NbNodes(); ++i )
+ // check if point is out of face boundary:
+ // define it by closest transition of a ray point->infinity through face boundary
+ // on the face plane.
+ // First, find normal of a plane perpendicular to face plane, to be used as a cutting tool
+ // 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
+ vector<double> dist( nbNodes + 1);
+ for ( i = 0; i < nbNodes; ++i )
{
- gp_Vec edge( xyz[i], xyz[i+1]);
- gp_Vec n2p ( xyz[i], point );
- gp_Vec cross = edge ^ n2p;
- out = ( cross * normal < -tol );
- }
- if ( out && element->IsPoly() )
+ gp_Vec n2p( xyz[i], point );
+ dist[i] = n2p * plnNorm;
+ }
+ dist.back() = dist.front();
+ // find the closest intersection
+ int iClosest = -1;
+ double rClosest, distClosest = 1e100;;
+ gp_Pnt pClosest;
+ for ( i = 0; i < nbNodes; ++i )
{
- // define point position by the closest edge
- double minDist = numeric_limits<double>::max();
- int iMinDist;
- for ( i = 0; i < element->NbNodes(); ++i )
+ double r;
+ if ( fabs( dist[i]) < tol )
+ r = 0.;
+ else if ( fabs( dist[i+1]) < tol )
+ r = 1.;
+ else if ( dist[i] * dist[i+1] < 0 )
+ r = dist[i] / ( dist[i] - dist[i+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 edge( xyz[i], xyz[i+1]);
- gp_Vec n1p ( xyz[i], point);
- double dist = ( edge ^ n1p ).Magnitude() / edge.Magnitude();
- if ( dist < minDist )
- iMinDist = i;
+ double intDist = p2int.SquareMagnitude();
+ if ( intDist < distClosest )
+ {
+ iClosest = i;
+ rClosest = r;
+ pClosest = pInt;
+ distClosest = intDist;
+ }
}
- gp_Vec edge( xyz[iMinDist], xyz[iMinDist+1]);
- gp_Vec n2p ( xyz[iMinDist], point );
- gp_Vec cross = edge ^ n2p;
- out = ( cross * normal < -tol );
}
- return out;
+ if ( iClosest < 0 )
+ return true; // no intesections - out
+
+ // analyse transition
+ gp_Vec edge( xyz[iClosest], xyz[iClosest+1] );
+ gp_Vec edgeNorm = -( edge ^ faceNorm ); // normal to intersected edge pointing out of face
+ gp_Vec p2int ( point, pClosest );
+ bool out = (edgeNorm * p2int) < -tol;
+ if ( rClosest > 0. && rClosest < 1. ) // not node intersection
+ return out;
+
+ // ray pass 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 );
+ gp_Vec edgeNorm2 = -( edgeAdjacent ^ faceNorm );
+ bool out2 = (edgeNorm2 * p2int) < -tol;
+
+ bool covexCorner = ( edgeNorm * edgeAdjacent * (rClosest==1. ? 1. : -1.)) < 0;
+ return covexCorner ? (out || out2) : (out && out2);
}
if ( element->GetType() == SMDSAbs_Edge ) // --------------------------------------------------
{
- for ( int i = 1; i < element->NbNodes(); ++i )
+ // point is out of edge if it is NOT ON any straight part of edge
+ // (we consider quadratic edge as being composed of two straight parts)
+ for ( i = 1; i < nbNodes; ++i )
{
gp_Vec edge( xyz[i-1], xyz[i]);
gp_Vec n1p ( xyz[i-1], point);
double dist = ( edge ^ n1p ).Magnitude() / edge.Magnitude();
if ( dist > tol )
- return true;
+ continue;
gp_Vec n2p( xyz[i], point );
if ( fabs( edge.Magnitude() - n1p.Magnitude() - n2p.Magnitude()) > tol )
- return true;
+ continue;
+ return false; // point is ON this part
}
- return false;
+ return true;
}
// Node or 0D element -------------------------------------------------------------------------
{
case 4:
NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], id, theForce3d);
break;
+ case 5:
+ NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], aNds[4], id, theForce3d);
+ break;
case 6:
NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], aNds[4], aNds[5], id, theForce3d);
break;
SMESH_subMesh* sm = smIt->next();
if ( SMESHDS_SubMesh *smDS = sm->GetSubMeshDS() ) {
aHelper.SetSubShape( sm->GetSubShape() );
- if ( !theForce3d) aHelper.SetCheckNodePosition(true);
nbCheckedElems += convertElemToQuadratic(smDS, aHelper, theForce3d);
}
}
NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2],
aNds[3], id, theForce3d );
break;
+ case 5:
+ NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2],
+ aNds[3], aNds[4], id, theForce3d);
+ break;
case 6:
NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2],
aNds[3], aNds[4], aNds[5], id, theForce3d);
theNodeNodeMap[ aCurrNode ] = aNewNode;
myLastCreatedNodes.Append( aNewNode );
}
- isDuplicate |= (aCurrNode == aNewNode);
+ isDuplicate |= (aCurrNode != aNewNode);
newNodes[ ind++ ] = aNewNode;
}
if ( !isDuplicate )
return (aState == TopAbs_IN || aState == TopAbs_ON );
}
+/*!
+ \brief Creates a hole in a mesh by doubling the nodes of some particular elements
+ \param theNodes - identifiers of nodes to be doubled
+ \param theModifiedElems - identifiers of elements to be updated by the new (doubled)
+ nodes. If list of element identifiers is empty then nodes are doubled but
+ they not assigned to elements
+ \return TRUE if operation has been completed successfully, FALSE otherwise
+*/
+bool SMESH_MeshEditor::DoubleNodes( const std::list< int >& theListOfNodes,
+ const std::list< int >& theListOfModifiedElems )
+{
+ myLastCreatedElems.Clear();
+ myLastCreatedNodes.Clear();
+
+ if ( theListOfNodes.size() == 0 )
+ return false;
+
+ SMESHDS_Mesh* aMeshDS = GetMeshDS();
+ if ( !aMeshDS )
+ return false;
+
+ // iterate through nodes and duplicate them
+
+ std::map< const SMDS_MeshNode*, const SMDS_MeshNode* > anOldNodeToNewNode;
+
+ std::list< int >::const_iterator aNodeIter;
+ for ( aNodeIter = theListOfNodes.begin(); aNodeIter != theListOfNodes.end(); ++aNodeIter )
+ {
+ int aCurr = *aNodeIter;
+ SMDS_MeshNode* aNode = (SMDS_MeshNode*)aMeshDS->FindNode( aCurr );
+ if ( !aNode )
+ continue;
+
+ // duplicate node
+
+ const SMDS_MeshNode* aNewNode = aMeshDS->AddNode( aNode->X(), aNode->Y(), aNode->Z() );
+ if ( aNewNode )
+ {
+ anOldNodeToNewNode[ aNode ] = aNewNode;
+ myLastCreatedNodes.Append( aNewNode );
+ }
+ }
+
+ // Create map of new nodes for modified elements
+
+ std::map< SMDS_MeshElement*, vector<const SMDS_MeshNode*> > anElemToNodes;
+
+ std::list< int >::const_iterator anElemIter;
+ for ( anElemIter = theListOfModifiedElems.begin();
+ anElemIter != theListOfModifiedElems.end(); ++anElemIter )
+ {
+ int aCurr = *anElemIter;
+ SMDS_MeshElement* anElem = (SMDS_MeshElement*)aMeshDS->FindElement( aCurr );
+ if ( !anElem )
+ continue;
+
+ vector<const SMDS_MeshNode*> aNodeArr( anElem->NbNodes() );
+
+ SMDS_ElemIteratorPtr anIter = anElem->nodesIterator();
+ int ind = 0;
+ while ( anIter->more() )
+ {
+ SMDS_MeshNode* aCurrNode = (SMDS_MeshNode*)anIter->next();
+ if ( aCurr && anOldNodeToNewNode.find( aCurrNode ) != anOldNodeToNewNode.end() )
+ {
+ const SMDS_MeshNode* aNewNode = anOldNodeToNewNode[ aCurrNode ];
+ aNodeArr[ ind++ ] = aNewNode;
+ }
+ else
+ aNodeArr[ ind++ ] = aCurrNode;
+ }
+ anElemToNodes[ anElem ] = aNodeArr;
+ }
+
+ // Change nodes of elements
+
+ std::map< SMDS_MeshElement*, vector<const SMDS_MeshNode*> >::iterator
+ anElemToNodesIter = anElemToNodes.begin();
+ for ( ; anElemToNodesIter != anElemToNodes.end(); ++anElemToNodesIter )
+ {
+ const SMDS_MeshElement* anElem = anElemToNodesIter->first;
+ vector<const SMDS_MeshNode*> aNodeArr = anElemToNodesIter->second;
+ if ( anElem )
+ aMeshDS->ChangeElementNodes( anElem, &aNodeArr[ 0 ], anElem->NbNodes() );
+ }
+
+ return true;
+}
+
/*!
\brief Creates a hole in a mesh by doubling the nodes of some particular elements
\param theElems - group of of elements (edges or faces) to be replicated
{
const SMDS_MeshVolume* volume = vIt->next();
SMDS_VolumeTool vTool( volume );
- bool isPoly = volume->IsPoly();
+ vTool.SetExternalNormal();
+ const bool isPoly = volume->IsPoly();
+ const bool isQuad = volume->IsQuadratic();
for ( int iface = 0, n = vTool.NbFaces(); iface < n; iface++ )
{
if (!vTool.IsFreeFace(iface))
vector<const SMDS_MeshNode *> nodes;
int nbFaceNodes = vTool.NbFaceNodes(iface);
const SMDS_MeshNode** faceNodes = vTool.GetFaceNodes(iface);
- if (vTool.IsFaceExternal(iface))
- for (int inode = 0; inode < nbFaceNodes; inode++)
- nodes.push_back(faceNodes[inode]);
- else
- for (int inode = nbFaceNodes - 1; inode >= 0; inode--)
+ int inode = 0;
+ for ( ; inode < nbFaceNodes; inode += isQuad ? 2 : 1)
+ nodes.push_back(faceNodes[inode]);
+ if (isQuad)
+ for ( inode = 1; inode < nbFaceNodes; inode += 2)
nodes.push_back(faceNodes[inode]);
// add new face based on volume nodes