-// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2021 CEA/DEN, EDF R&D, OPEN CASCADE
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
myNodes[0] = node1->Node();
myNodes[1] = node2->Node();
myFace = face;
- setId( ID ); // mesh element ID
+ setID( ID ); // mesh element ID
}
bool IsInGroup() const
{
if ( myID < 0 )
{
myID = id;
- if ( myNext )
- myNext->SetID( id + 1 );
+
+ for ( BEdge* be = myNext; be && be->myID < 0; be = be->myNext )
+ {
+ be->myID = ++id;
+ }
}
}
//================================================================================
} // SMESH_MeshAlgos::FindCoincidentFreeBorders()
+//================================================================================
+/*
+ * Returns all TFreeBorder's. Optionally check if the mesh is manifold
+ * and if faces are correctly oriented.
+ */
+//================================================================================
+
+void SMESH_MeshAlgos::FindFreeBorders(SMDS_Mesh& theMesh,
+ TFreeBorderVec & theFoundFreeBordes,
+ const bool theClosedOnly,
+ bool* theIsManifold,
+ bool* theIsGoodOri)
+{
+ bool isManifold = true;
+
+ // find free links
+ typedef NCollection_DataMap<SMESH_TLink, const SMDS_MeshElement*, SMESH_TLink > TLink2FaceMap;
+ TLink2FaceMap linkMap;
+ int nbSharedLinks = 0;
+ SMDS_FaceIteratorPtr faceIt = theMesh.facesIterator();
+ while ( faceIt->more() )
+ {
+ const SMDS_MeshElement* face = faceIt->next();
+ if ( !face ) continue;
+
+ const SMDS_MeshNode* n0 = face->GetNode( face->NbNodes() - 1 );
+ SMDS_NodeIteratorPtr nodeIt = face->interlacedNodesIterator();
+ while ( nodeIt->more() )
+ {
+ const SMDS_MeshNode* n1 = nodeIt->next();
+ SMESH_TLink link( n0, n1 );
+ if ( const SMDS_MeshElement** faceInMap = linkMap.ChangeSeek( link ))
+ {
+ if ( *faceInMap )
+ {
+ if ( theIsGoodOri && *theIsGoodOri && !IsRightOrder( *faceInMap, n1, n0 ))
+ *theIsGoodOri = false;
+ }
+ else
+ {
+ isManifold = false;
+ }
+ nbSharedLinks += bool( *faceInMap );
+ *faceInMap = 0;
+ }
+ else
+ {
+ linkMap.Bind( link, face );
+ }
+ n0 = n1;
+ }
+ }
+ if ( theIsManifold )
+ *theIsManifold = isManifold;
+
+ if ( linkMap.Extent() == nbSharedLinks )
+ return;
+
+ // form free borders
+ std::set < BNode > bNodes;
+ std::vector< BEdge > bEdges( linkMap.Extent() - nbSharedLinks );
+
+ TLink2FaceMap::Iterator linkIt( linkMap );
+ for ( int iEdge = 0; linkIt.More(); linkIt.Next() )
+ {
+ if ( !linkIt.Value() ) continue;
+ const SMESH_TLink & link = linkIt.Key();
+ std::set< BNode >::iterator n1 = bNodes.insert( BNode( link.node1() )).first;
+ std::set< BNode >::iterator n2 = bNodes.insert( BNode( link.node2() )).first;
+ bEdges[ iEdge ].Set( &*n1, &*n2, linkIt.Value(), iEdge+1 );
+ n1->AddLinked( & bEdges[ iEdge ] );
+ n2->AddLinked( & bEdges[ iEdge ] );
+ ++iEdge;
+ }
+ linkMap.Clear();
+
+ // assign IDs to borders
+ std::vector< BEdge* > borders; // 1st of connected (via myPrev and myNext) edges
+ std::set< BNode >::iterator bn = bNodes.begin();
+ for ( ; bn != bNodes.end(); ++bn )
+ {
+ for ( size_t i = 0; i < bn->myLinkedEdges.size(); ++i )
+ {
+ if ( bn->myLinkedEdges[i]->myBorderID < 0 )
+ {
+ BEdge* be = bn->myLinkedEdges[i];
+ int borderID = borders.size();
+ borders.push_back( be );
+ for ( ; be && be->myBorderID < 0; be = be->myNext )
+ {
+ be->myBorderID = borderID;
+ be->Orient();
+ }
+ bool isClosed = ( be == bn->myLinkedEdges[i] );
+ if ( !isClosed && theClosedOnly )
+ {
+ borders.pop_back();
+ continue;
+ }
+ be = bn->myLinkedEdges[i]->myPrev;
+ for ( ; be && be->myBorderID < 0; be = be->myPrev )
+ {
+ be->myBorderID = borderID;
+ be->Orient();
+ }
+ if ( !isClosed )
+ while ( borders.back()->myPrev )
+ borders.back() = borders.back()->myPrev;
+ }
+ }
+ }
+ theFoundFreeBordes.resize( borders.size() );
+ for ( size_t i = 0; i < borders.size(); ++i )
+ {
+ TFreeBorder & bordNodes = theFoundFreeBordes[ i ];
+ BEdge* be = borders[i];
+
+ size_t cnt = 1;
+ for ( be = be->myNext; be && be != borders[i]; be = be->myNext )
+ ++cnt;
+ bordNodes.resize( cnt + 1 );
+
+ BEdge* beLast = 0;
+ for ( be = borders[i], cnt = 0;
+ be && cnt < bordNodes.size()-1;
+ be = be->myNext, ++cnt )
+ {
+ bordNodes[ cnt ] = be->myBNode1->Node();
+ beLast = be;
+ }
+ if ( beLast )
+ bordNodes.back() = beLast->myBNode2->Node();
+ }
+}