-// Copyright (C) 2007-2014 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2016 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
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
-// SMESH SMESH : implementaion of SMESH idl descriptions
+// SMESH SMESH : implementation of SMESH idl descriptions
// File : StdMeshers_Prism_3D.hxx
// Module : SMESH
//
#include "SMESH_StdMeshers.hxx"
-#include "SMDS_MeshNode.hxx"
-#include "SMDS_TypeOfPosition.hxx"
#include "SMESHDS_Mesh.hxx"
-#include "SMESH_Algo.hxx"
#include "SMESH_Block.hxx"
#include "SMESH_Comment.hxx"
#include "SMESH_Mesh.hxx"
#include "SMESH_MesherHelper.hxx"
#include "SMESH_TypeDefs.hxx"
#include "SMESH_subMesh.hxx"
+#include "StdMeshers_ProjectionUtils.hxx"
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <BRepAdaptor_Surface.hxx>
+#include <TColStd_DataMapOfIntegerInteger.hxx>
#include <TopTools_IndexedMapOfOrientedShape.hxx>
#include <TopoDS_Face.hxx>
#include <gp_Trsf.hxx>
TopoDS_Face myBottom;
TopoDS_Face myTop;
std::list< TopoDS_Edge > myBottomEdges;
- std::vector< TQuadList> myWallQuads; // wall sides can be vertically composite
+ std::vector< TQuadList> myWallQuads; // wall sides can be vertically composite
std::vector< int > myRightQuadIndex; // index of right neighbour wall quad
std::list< int > myNbEdgesInWires;
bool myNotQuadOnTop;
+ size_t NbWires() const { return myNbEdgesInWires.size(); }
+
void Clear();
void SetUpsideDown();
};
return col_frw.first;
}
+ /*!
+ * \brief Return pointer to column of nodes
+ * \param node - bottom node from which the returned column goes up
+ * \retval const TNodeColumn* - the found column
+ */
+ bool HasNodeColumn(const SMDS_MeshNode* node) const
+ {
+ return myShapeIndex2ColumnMap.count( node->getshapeId() );
+ }
+
/*!
* \brief Return transformations to get coordinates of nodes of each internal layer
* by nodes of the bottom. Layer is a set of nodes at a certain step
TParam2ColumnMap* myParamToColumnMap;
PSurface mySurface;
TopoDS_Edge myBaseEdge;
- map< int, PSurface > myShapeID2Surf;
+ std::map< int, PSurface > myShapeID2Surf;
// first and last normalized params and orientaion for each component or it-self
std::vector< std::pair< double, double> > myParams; // select my columns in myParamToColumnMap
bool myIsForward;
}; // class StdMeshers_PrismAsBlock
-// =============================================
+// ===============================================
+/*!
+ * \brief Tool building internal nodes in a prism
+ */
+struct StdMeshers_Sweeper
+{
+ // input data
+ SMESH_MesherHelper* myHelper;
+ TopoDS_Face myBotFace;
+ TopoDS_Face myTopFace;
+ std::vector< TNodeColumn* > myBndColumns; // boundary nodes
+ // output data
+ std::vector< TNodeColumn* > myIntColumns; // internal nodes
+
+ bool ComputeNodesByTrsf( const double tol,
+ const bool allowHighBndError );
+
+ bool CheckSameZ();
+
+ bool ComputeNodesOnStraightSameZ();
+
+ bool ComputeNodesOnStraight();
+
+private:
+
+ gp_XYZ bndPoint( int iP, int z ) const
+ { return SMESH_TNodeXYZ( (*myBndColumns[ iP ])[ z ]); }
+
+ gp_XYZ intPoint( int iP, int z ) const
+ { return SMESH_TNodeXYZ( (*myIntColumns[ iP ])[ z ]); }
+
+ bool projectIntPoints(const std::vector< gp_XYZ >& fromBndPoints,
+ const std::vector< gp_XYZ >& toBndPoints,
+ const std::vector< gp_XYZ >& fromIntPoints,
+ std::vector< gp_XYZ >& toIntPoints,
+ const double r,
+ StdMeshers_ProjectionUtils::TrsfFinder3D& trsf,
+ std::vector< gp_XYZ > * bndError);
+
+ typedef std::vector< double > TZColumn;
+ static void fillZColumn( TZColumn& zColumn,
+ TNodeColumn& nodes );
+
+ void prepareTopBotDelaunay();
+ bool findDelaunayTriangles();
+
+ std::vector< TZColumn > myZColumns; // Z distribution of boundary nodes
+
+ StdMeshers_ProjectionUtils::DelaunayPtr myTopDelaunay;
+ StdMeshers_ProjectionUtils::DelaunayPtr myBotDelaunay;
+ TColStd_DataMapOfIntegerInteger myNodeID2ColID;
+
+ // top and bottom Delaulay triangles including an internal column
+ struct TopBotTriangles
+ {
+ double myBotBC[3], myTopBC[3]; // barycentric coordinates of a node within a triangle
+ int myBotTriaNodes[3], myTopTriaNodes[3]; // indices of boundary columns
+ TopBotTriangles();
+ void SetTopByBottom();
+ };
+ std::vector< TopBotTriangles> myTopBotTriangles;
+};
+
+// ===============================================
/*!
* \brief Algo building prisms on a prism shape
*/
class STDMESHERS_EXPORT StdMeshers_Prism_3D: public SMESH_3D_Algo
{
public:
- StdMeshers_Prism_3D(int hypId, int studyId, SMESH_Gen* gen);
+ StdMeshers_Prism_3D(int hypId, SMESH_Gen* gen);
virtual ~StdMeshers_Prism_3D();
virtual bool CheckHypothesis(SMESH_Mesh& aMesh,
* \param nodeColumns - columns of nodes generated from nodes of a mesh face
* \param helper - helper initialized by mesh and shape to add prisms to
*/
- static void AddPrisms( std::vector<const TNodeColumn*> & nodeColumns,
+ static bool AddPrisms( std::vector<const TNodeColumn*> & nodeColumns,
SMESH_MesherHelper* helper);
static bool IsApplicable(const TopoDS_Shape & aShape, bool toCheckAll);
+ virtual bool IsApplicableToShape(const TopoDS_Shape & shape, bool toCheckAll) const
+ {
+ return IsApplicable( shape, toCheckAll );
+ }
private:
* \brief Analyse shape geometry and mesh.
* If there are triangles on one of faces, it becomes 'bottom'
*/
- bool initPrism(Prism_3D::TPrismTopo& thePrism, const TopoDS_Shape& theSolid);
+ bool initPrism(Prism_3D::TPrismTopo& thePrism,
+ const TopoDS_Shape& theSolid,
+ const bool selectBottom = true);
/*!
* \brief Fill thePrism.myWallQuads and thePrism.myTopEdges
*/
bool compute(const Prism_3D::TPrismTopo& thePrism);
+ /*!
+ * \brief Compute the base face of a prism
+ */
+ bool computeBase(const Prism_3D::TPrismTopo& thePrism);
+
/*!
* \brief Compute 2D mesh on walls FACEs of a prism
*/
bool computeWalls(const Prism_3D::TPrismTopo& thePrism);
+ /*!
+ * \brief Create artificial wall quads for vertical projection between the outer and inner walls
+ */
+ void makeQuadsForOutInProjection( const Prism_3D::TPrismTopo& thePrism,
+ std::multimap< int, int >& wgt2quad,
+ std::map< int, FaceQuadStruct >& iW2oiQuads);
/*!
* \brief Returns a source EDGE of propagation to a given EDGE
*/
* create triangles there by projection from the bottom
* \retval bool - a success or not
*/
- bool projectBottomToTop( const gp_Trsf & bottomToTopTrsf );
+ bool projectBottomToTop( const gp_Trsf & bottomToTopTrsf,
+ const Prism_3D::TPrismTopo& thePrism );
+
+ /*!
+ * \brief Compute tolerance to pass to StdMeshers_Sweeper
+ */
+ double getSweepTolerance( const Prism_3D::TPrismTopo& thePrism );
+
+ /*!
+ * \brief Defines if it's safe to use the block approach
+ */
+ bool isSimpleBottom( const Prism_3D::TPrismTopo& thePrism );
+
+ /*!
+ * \brief Defines if all "vertical" EDGEs are straight
+ */
+ bool allVerticalEdgesStraight( const Prism_3D::TPrismTopo& thePrism );
/*!
* \brief Project mesh faces from a source FACE of one prism to
bool myProjectTriangles;
bool mySetErrorToSM;
+ bool myUseBlock;
StdMeshers_PrismAsBlock myBlock;
SMESH_MesherHelper* myHelper;
+ SMESH_subMesh* myPrevBottomSM;
std::vector<gp_XYZ> myShapeXYZ; // point on each sub-shape of the block