-// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2019 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
// Created : Tue Apr 30 18:00:36 2013
// Author : Edward AGAPOV (eap)
-// This file holds some low level algorithms extracted from SMESH_MeshEditor
+// Initially this file held some low level algorithms extracted from SMESH_MeshEditor
// to make them accessible from Controls package
#include "SMESH_MeshAlgos.hxx"
void getElementsInBox ( const Bnd_B3d& box, TElemSeq& foundElems );
void getElementsInSphere ( const gp_XYZ& center, const double radius, TElemSeq& foundElems );
ElementBndBoxTree* getLeafAtPoint( const gp_XYZ& point );
+ int getNbElements();
protected:
ElementBndBoxTree() {}
TElementBoxPool& elBoPool = getLimitAndPool()->_elBoPool;
+#ifdef _DEBUG_
+ if ( theElemIt && !theElemIt->more() )
+ std::cout << "WARNING: ElementBndBoxTree constructed on empty iterator!" << std::endl;
+#endif
+
SMDS_ElemIteratorPtr elemIt = theElemIt ? theElemIt : mesh.elementsIterator( elemType );
while ( elemIt->more() )
{
return 0;
}
+ //================================================================================
+ /*!
+ * \brief Return number of elements
+ */
+ //================================================================================
+
+ int ElementBndBoxTree::getNbElements()
+ {
+ int nb = 0;
+ if ( isLeaf() )
+ {
+ nb = _elements.size();
+ }
+ else
+ {
+ for (int i = 0; i < 8; i++)
+ nb += ((ElementBndBoxTree*) myChildren[i])->getNbElements();
+ }
+ return nb;
+ }
+
//================================================================================
/*!
* \brief Construct the element box
/*!
* \brief Find an element of given type most close to the given point
*
- * WARNING: Only face search is implemeneted so far
+ * WARNING: Only edge, face and volume search is implemented so far
*/
//=======================================================================
radius = point.Distance( boxCenter ) - 0.5 * ebbTree->maxSize();
if ( radius < 0 )
radius = ebbTree->maxSize() / pow( 2., getTreeHeight()) / 2;
- while ( suspectElems.empty() )
+ while ( suspectElems.empty() && radius < 1e100 )
{
ebbTree->getElementsInSphere( point.XYZ(), radius, suspectElems );
radius *= 1.1;
gp_XYZ p = point.XYZ();
ElementBndBoxTree* ebbLeaf = ebbTree->getLeafAtPoint( p );
const Bnd_B3d* box = ebbLeaf ? ebbLeaf->getBox() : ebbTree->getBox();
- double radius = ( box->CornerMax() - box->CornerMin() ).Modulus();
+ gp_XYZ pMin = box->CornerMin(), pMax = box->CornerMax();
+ double radius = Precision::Infinite();
+ if ( ebbLeaf || !box->IsOut( p ))
+ {
+ for ( int i = 1; i <= 3; ++i )
+ {
+ double d = 0.5 * ( pMax.Coord(i) - pMin.Coord(i) );
+ if ( d > Precision::Confusion() )
+ radius = Min( d, radius );
+ }
+ if ( !ebbLeaf )
+ radius /= ebbTree->getHeight( /*full=*/true );
+ }
+ else // p outside of box
+ {
+ for ( int i = 1; i <= 3; ++i )
+ {
+ double d = 0;
+ if ( point.Coord(i) < pMin.Coord(i) )
+ d = pMin.Coord(i) - point.Coord(i);
+ else if ( point.Coord(i) > pMax.Coord(i) )
+ d = point.Coord(i) - pMax.Coord(i);
+ if ( d > Precision::Confusion() )
+ radius = Min( d, radius );
+ }
+ }
ElementBndBoxTree::TElemSeq elems;
ebbTree->getElementsInSphere( p, radius, elems );
- while ( elems.empty() )
+ while ( elems.empty() && radius < 1e100 )
{
- radius *= 1.5;
+ radius *= 1.1;
ebbTree->getElementsInSphere( p, radius, elems );
}
gp_XYZ proj, bestProj;
const SMDS_MeshElement* elem = 0;
- double minDist = 2 * radius;
+ double minDist = Precision::Infinite();
ElementBndBoxTree::TElemSeq::iterator e = elems.begin();
for ( ; e != elems.end(); ++e )
{
- double d = SMESH_MeshAlgos::GetDistance( *e, p, &proj );
+ double d = SMESH_MeshAlgos::GetDistance( *e, point, &proj );
if ( d < minDist )
{
bestProj = proj;
minDist = d;
}
}
+ if ( minDist > radius )
+ {
+ ElementBndBoxTree::TElemSeq elems2;
+ ebbTree->getElementsInSphere( p, minDist, elems2 );
+ for ( e = elems2.begin(); e != elems2.end(); ++e )
+ {
+ if ( elems.count( *e ))
+ continue;
+ double d = SMESH_MeshAlgos::GetDistance( *e, point, &proj );
+ if ( d < minDist )
+ {
+ bestProj = proj;
+ elem = *e;
+ minDist = d;
+ }
+ }
+ }
if ( closestElem ) *closestElem = elem;
return bestProj;
// . RIGHT .
// . .
enum PositionName { POS_LEFT = 1, POS_VERTEX = 2, POS_RIGHT = 4, //POS_ON = 8,
- POS_ALL = POS_LEFT | POS_RIGHT | POS_VERTEX };
+ POS_ALL = POS_LEFT | POS_RIGHT | POS_VERTEX,
+ POS_MAX = POS_RIGHT };
struct PointPos
{
PositionName _name;
const double badDistance = -1;
if ( !face ) return badDistance;
+ int nbCorners = face->NbCornerNodes();
+ if ( nbCorners > 3 )
+ {
+ std::vector< const SMDS_MeshNode* > nodes;
+ int nbTria = SMESH_MeshAlgos::Triangulate().GetTriangles( face, nodes );
+
+ double minDist = Precision::Infinite();
+ gp_XYZ cp;
+ for ( int i = 0; i < 3 * nbTria; i += 3 )
+ {
+ SMDS_FaceOfNodes triangle( nodes[i], nodes[i+1], nodes[i+2] );
+ double dist = GetDistance( &triangle, point, closestPnt );
+ if ( dist < minDist )
+ {
+ minDist = dist;
+ if ( closestPnt )
+ cp = *closestPnt;
+ }
+ }
+
+ if ( closestPnt )
+ *closestPnt = cp;
+ return minDist;
+ }
+
// coordinates of nodes (medium nodes, if any, ignored)
typedef SMDS_StdIterator< SMESH_TNodeXYZ, SMDS_ElemIteratorPtr > TXyzIterator;
std::vector<gp_XYZ> xyz( TXyzIterator( face->nodesIterator()), TXyzIterator() );
- xyz.resize( face->NbCornerNodes()+1 );
+ xyz.resize( 4 );
// transformation to get xyz[0] lies on the origin, xyz[1] lies on the Z axis,
// and xyz[2] lies in the XZ plane. This is to pass to 2D space on XZ plane.
// move all the nodes to 2D
std::vector<gp_XY> xy( xyz.size() );
- for ( size_t i = 0;i < xyz.size()-1; ++i )
+ for ( size_t i = 0; i < 3; ++i )
{
gp_XYZ p3d = xyz[i];
trsf.Transforms( p3d );
gp_XY point2D( tmpPnt.X(), tmpPnt.Z() );
// loop on edges of the face to analyze point position ralative to the face
- std::set< PointPos > pntPosSet;
+ std::vector< PointPos > pntPosByType[ POS_MAX + 1 ];
for ( size_t i = 1; i < xy.size(); ++i )
{
PointPos pos = getPointPosition( point2D, &xy[0], i-1 );
- pntPosSet.insert( pos );
+ pntPosByType[ pos._name ].push_back( pos );
}
// compute distance
- double minDist2 = Precision::Infinite();
- for ( std::set< PointPos >::iterator posIt = pntPosSet.begin(); posIt != pntPosSet.end(); ++posIt)
+ double dist = badDistance;
+
+ if ( pntPosByType[ POS_LEFT ].size() > 0 ) // point is most close to an edge
{
- PointPos pos = *posIt;
- if ( pos._name != pntPosSet.begin()->_name )
- break;
- switch ( pos._name )
- {
- case POS_LEFT: // point is most close to an edge
- {
- gp_Vec edge( xyz[ pos._index ], xyz[ pos._index+1 ]);
- gp_Vec n1p ( xyz[ pos._index ], point );
- double u = ( edge * n1p ) / edge.SquareMagnitude(); // param [0,1] on the edge
- // projection of the point on the edge
- gp_XYZ proj = xyz[ pos._index ] + u * edge.XYZ();
- double dist2 = point.SquareDistance( proj );
- if ( dist2 < minDist2 )
- {
- if ( closestPnt ) *closestPnt = proj;
- minDist2 = dist2;
- }
- break;
- }
+ PointPos& pos = pntPosByType[ POS_LEFT ][0];
+
+ gp_Vec edge( xyz[ pos._index ], xyz[ pos._index+1 ]);
+ gp_Vec n1p ( xyz[ pos._index ], point );
+ double u = ( edge * n1p ) / edge.SquareMagnitude(); // param [0,1] on the edge
+ gp_XYZ proj = xyz[ pos._index ] + u * edge.XYZ(); // projection on the edge
+ dist = point.Distance( proj );
+ if ( closestPnt ) *closestPnt = proj;
+ }
- case POS_RIGHT: // point is inside the face
+ else if ( pntPosByType[ POS_RIGHT ].size() >= 2 ) // point is inside the face
+ {
+ dist = Abs( tmpPnt.Y() );
+ if ( closestPnt )
{
- double distToFacePlane = Abs( tmpPnt.Y() );
- if ( closestPnt )
- {
- if ( distToFacePlane < std::numeric_limits<double>::min() ) {
- *closestPnt = point.XYZ();
- }
- else {
- tmpPnt.SetY( 0 );
- trsf.Inverted().Transforms( tmpPnt );
- *closestPnt = tmpPnt;
- }
+ if ( dist < std::numeric_limits<double>::min() ) {
+ *closestPnt = point.XYZ();
+ }
+ else {
+ tmpPnt.SetY( 0 );
+ trsf.Inverted().Transforms( tmpPnt );
+ *closestPnt = tmpPnt;
}
- return distToFacePlane;
}
+ }
- case POS_VERTEX: // point is most close to a node
+ else if ( pntPosByType[ POS_VERTEX ].size() > 0 ) // point is most close to a node
+ {
+ double minDist2 = Precision::Infinite();
+ for ( size_t i = 0; i < pntPosByType[ POS_VERTEX ].size(); ++i )
{
- double dist2 = point.SquareDistance( xyz[ pos._index ]);
- if ( dist2 < minDist2 )
+ PointPos& pos = pntPosByType[ POS_VERTEX ][i];
+
+ double d2 = point.SquareDistance( xyz[ pos._index ]);
+ if ( minDist2 > d2 )
{
if ( closestPnt ) *closestPnt = xyz[ pos._index ];
- minDist2 = dist2;
+ minDist2 = d2;
}
- break;
- }
- default:;
- return badDistance;
}
+ dist = Sqrt( minDist2 );
}
- return Sqrt( minDist2 );
+
+ return dist;
}
//=======================================================================
!vTool.GetFaceBaryCenter( iF, bc[0], bc[1], bc[2] ))
continue;
gp_XYZ bcp = point.XYZ() - gp_XYZ( bc[0], bc[1], bc[2] );
- if ( gp_XYZ( n[0], n[1], n[2] ) * bcp < 1e-6 )
+ if ( gp_XYZ( n[0], n[1], n[2] ) * bcp < -1e-12 )
continue;
// find distance to a facet
return ( diff == 1 ) || ( diff == -face->NbNodes()+1 );
}
+//=======================================================================
+/*!
+ * \brief Partition given 1D elements into groups of contiguous edges.
+ * A node where number of meeting edges != 2 is a group end.
+ * An optional startNode is used to orient groups it belongs to.
+ * \return a list of edge groups and a list of corresponding node groups.
+ * If a group is closed, the first and last nodes of the group are same.
+ */
+//=======================================================================
+
+void SMESH_MeshAlgos::Get1DBranches( SMDS_ElemIteratorPtr theEdgeIt,
+ TElemGroupVector& theEdgeGroups,
+ TNodeGroupVector& theNodeGroups,
+ const SMDS_MeshNode* theStartNode )
+{
+ if ( !theEdgeIt )
+ return;
+
+ // build map of nodes and their adjacent edges
+
+ typedef std::vector< const SMDS_MeshNode* > TNodeVec;
+ typedef std::vector< const SMDS_MeshElement* > TEdgeVec;
+ typedef NCollection_DataMap< const SMDS_MeshNode*, TEdgeVec, SMESH_Hasher > TEdgesByNodeMap;
+ TEdgesByNodeMap edgesByNode;
+
+ while ( theEdgeIt->more() )
+ {
+ const SMDS_MeshElement* edge = theEdgeIt->next();
+ if ( edge->GetType() != SMDSAbs_Edge )
+ continue;
+
+ const SMDS_MeshNode* nodes[2] = { edge->GetNode(0), edge->GetNode(1) };
+ for ( int i = 0; i < 2; ++i )
+ {
+ TEdgeVec* nodeEdges = edgesByNode.ChangeSeek( nodes[i] );
+ if ( !nodeEdges )
+ {
+ nodeEdges = edgesByNode.Bound( nodes[i], TEdgeVec() );
+ nodeEdges->reserve(2);
+ }
+ nodeEdges->push_back( edge );
+ }
+ }
+
+ if ( edgesByNode.IsEmpty() )
+ return;
+
+
+ // build edge branches
+
+ TElemGroupVector branches(2);
+ TNodeGroupVector nodeBranches(2);
+
+ while ( !edgesByNode.IsEmpty() )
+ {
+ if ( !theStartNode || !edgesByNode.IsBound( theStartNode ))
+ {
+ theStartNode = TEdgesByNodeMap::Iterator( edgesByNode ).Key();
+ }
+
+ size_t nbBranches = 0;
+ bool startIsBranchEnd = false;
+
+ while ( edgesByNode.IsBound( theStartNode ))
+ {
+ // initialize a new branch
+
+ ++nbBranches;
+ if ( branches.size() < nbBranches )
+ {
+ branches.push_back ( TEdgeVec() );
+ nodeBranches.push_back( TNodeVec() );
+ }
+ TEdgeVec & branch = branches [ nbBranches - 1 ];
+ TNodeVec & nodeBranch = nodeBranches[ nbBranches - 1 ];
+ branch.clear();
+ nodeBranch.clear();
+ {
+ TEdgeVec& edges = edgesByNode( theStartNode );
+ startIsBranchEnd = ( edges.size() != 2 );
+
+ int nbEdges = 0;
+ const SMDS_MeshElement* startEdge = 0;
+ for ( size_t i = 0; i < edges.size(); ++i )
+ {
+ if ( !startEdge && edges[i] )
+ {
+ startEdge = edges[i];
+ edges[i] = 0;
+ }
+ nbEdges += bool( edges[i] );
+ }
+ if ( nbEdges == 0 )
+ edgesByNode.UnBind( theStartNode );
+ if ( !startEdge )
+ continue;
+
+ branch.push_back( startEdge );
+
+ nodeBranch.push_back( theStartNode );
+ nodeBranch.push_back( branch.back()->GetNode(0) );
+ if ( nodeBranch.back() == theStartNode )
+ nodeBranch.back() = branch.back()->GetNode(1);
+ }
+
+ // fill the branch
+
+ bool isBranchEnd = false;
+ TEdgeVec* edgesPtr;
+
+ while (( !isBranchEnd ) && ( edgesPtr = edgesByNode.ChangeSeek( nodeBranch.back() )))
+ {
+ TEdgeVec& edges = *edgesPtr;
+
+ isBranchEnd = ( edges.size() != 2 );
+
+ const SMDS_MeshNode* lastNode = nodeBranch.back();
+
+ switch ( edges.size() )
+ {
+ case 1:
+ edgesByNode.UnBind( lastNode );
+ break;
+
+ case 2:
+ {
+ if ( const SMDS_MeshElement* nextEdge = edges[ edges[0] == branch.back() ])
+ {
+ branch.push_back( nextEdge );
+
+ const SMDS_MeshNode* nextNode = nextEdge->GetNode(0);
+ if ( nodeBranch.back() == nextNode )
+ nextNode = nextEdge->GetNode(1);
+ nodeBranch.push_back( nextNode );
+ }
+ edgesByNode.UnBind( lastNode );
+ break;
+ }
+
+ default:
+ int nbEdges = 0;
+ for ( size_t i = 0; i < edges.size(); ++i )
+ {
+ if ( edges[i] == branch.back() )
+ edges[i] = 0;
+ nbEdges += bool( edges[i] );
+ }
+ if ( nbEdges == 0 )
+ edgesByNode.UnBind( lastNode );
+ }
+ }
+ } // while ( edgesByNode.IsBound( theStartNode ))
+
+
+ // put the found branches to the result
+
+ if ( nbBranches == 2 && !startIsBranchEnd ) // join two branches starting at the same node
+ {
+ std::reverse( nodeBranches[0].begin(), nodeBranches[0].end() );
+ nodeBranches[0].pop_back();
+ nodeBranches[0].reserve( nodeBranches[0].size() + nodeBranches[1].size() );
+ nodeBranches[0].insert( nodeBranches[0].end(),
+ nodeBranches[1].begin(), nodeBranches[1].end() );
+
+ std::reverse( branches[0].begin(), branches[0].end() );
+ branches[0].reserve( branches[0].size() + branches[1].size() );
+ branches[0].insert( branches[0].end(), branches[1].begin(), branches[1].end() );
+
+ nodeBranches[1].clear();
+ branches[1].clear();
+ }
+
+ for ( size_t i = 0; i < nbBranches; ++i )
+ {
+ if ( branches[i].empty() )
+ continue;
+
+ theEdgeGroups.push_back( TEdgeVec() );
+ theEdgeGroups.back().swap( branches[i] );
+
+ theNodeGroups.push_back( TNodeVec() );
+ theNodeGroups.back().swap( nodeBranches[i] );
+ }
+
+ } // while ( !edgesByNode.IsEmpty() )
+
+ return;
+}
+
//=======================================================================
/*!
* \brief Return SMESH_NodeSearcher