-// Copyright (C) 2007-2019 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2023 CEA, EDF, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#include <Geom_Surface.hxx>
#include <NCollection_DefineArray2.hxx>
#include <Precision.hxx>
+#include <ShapeAnalysis.hxx>
#include <TColStd_SequenceOfInteger.hxx>
#include <TColStd_SequenceOfReal.hxx>
#include <TColgp_SequenceOfXY.hxx>
//=============================================================================
/*!
- *
+ * Compute the mesh on the given shape
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::Compute (SMESH_Mesh& aMesh,
- const TopoDS_Shape& aShape)
+bool StdMeshers_Quadrangle_2D::Compute( SMESH_Mesh& aMesh,
+ const TopoDS_Shape& aShape )
{
const TopoDS_Face& F = TopoDS::Face(aShape);
aMesh.GetSubMesh( F );
std::vector<int> aNbNodes(4);
bool IsQuadratic = false;
if (!checkNbEdgesForEvaluate(aMesh, aFace, aResMap, aNbNodes, IsQuadratic)) {
- std::vector<int> aResVec(SMDSEntity_Last);
+ std::vector<smIdType> aResVec(SMDSEntity_Last);
for (int i=SMDSEntity_Node; i<SMDSEntity_Last; i++) aResVec[i] = 0;
SMESH_subMesh * sm = aMesh.GetSubMesh(aFace);
aResMap.insert(std::make_pair(sm,aResVec));
//int nbFaces4 = (nbhoriz-1-kdh)*(nbvertic-1-kdv);
int nbFaces4 = (nbhoriz-1)*(nbvertic-1);
- std::vector<int> aVec(SMDSEntity_Last,0);
+ std::vector<smIdType> aVec(SMDSEntity_Last,0);
if (IsQuadratic) {
aVec[SMDSEntity_Quad_Triangle] = nbFaces3;
aVec[SMDSEntity_Quad_Quadrangle] = nbFaces4;
theVariants.insert( *this );
-#ifndef _DEBUG_
- if ( theVariants.size() > 1 ) // erase a worse variant
+ if (SALOME::VerbosityActivated() && theVariants.size() > 1 ) // erase a worse variant
theVariants.erase( ++theVariants.begin() );
-#endif
};
// first criterion - equality of nbSeg of opposite sides
* \param [in] theNbCorners - the required number of sides, 3 or 4
* \param [in] theConsiderMesh - to considered only meshed VERTEXes
* \param [in] theFaceSide - the FACE EDGEs
+ * \param [in] theFixedVertices - VERTEXes to be used as corners
* \param [out] theVertices - the found corner vertices
+ * \param [out] theHaveConcaveVertices - return if there are concave vertices
*/
//================================================================================
return;
}
+ //================================================================================
+ /*!
+ * \brief Remove a seam and degenerated edge from a wire if the shape is
+ * a quadrangle with a seam inside.
+ */
+ //================================================================================
+
+ bool removeInternalSeam( std::list<TopoDS_Edge>& theWire,
+ SMESH_MesherHelper& theHelper)
+ {
+ if ( !theHelper.HasRealSeam() ||
+ theHelper.NbDegeneratedEdges() != 2 ) // 1 EDGE + 1 VERTEX
+ return false;
+
+ typedef std::list<TopoDS_Edge>::iterator TEdgeIter;
+ std::vector< TEdgeIter > edgesToRemove;
+ edgesToRemove.reserve( 5 );
+ for ( TEdgeIter eIt = theWire.begin(); eIt != theWire.end(); ++eIt )
+ {
+ int eID = theHelper.ShapeToIndex( *eIt );
+ if ( theHelper.IsRealSeam( eID ) || theHelper.IsDegenShape( eID ))
+ edgesToRemove.push_back( eIt );
+ }
+
+ if ( theWire.size() - edgesToRemove.size() < 4 )
+ return false; // cone e.g.
+
+ for ( size_t i = 0; i < edgesToRemove.size(); ++i )
+ theWire.erase( edgesToRemove[ i ]);
+
+ return true;
+ }
+
} // namespace
//================================================================================
if ( myHelper )
helper.CopySubShapeInfo( *myHelper );
+ if ( removeInternalSeam( theWire, helper ))
+ theNbDegenEdges = 1;
+
StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh,
/*isFwd=*/true, /*skipMedium=*/true, &helper );
if ( theConsiderMesh )
{
- const int nbSegments = Max( faceSide.NbPoints()-1, faceSide.NbSegments() );
+ const smIdType nbSegments = std::max( faceSide.NbPoints()-1, faceSide.NbSegments() );
if ( nbSegments < nbCorners )
return error(COMPERR_BAD_INPUT_MESH, TComm("Too few boundary nodes: ") << nbSegments);
}
//=============================================================================
/*!
- *
+ * Return FaceQuadStruct where sides ordered CCW, top and left sides
+ * reversed to be co-directed with bottom and right sides
*/
//=============================================================================
if (anIt==aResMap.end()) {
return false;
}
- std::vector<int> aVec = (*anIt).second;
+ std::vector<smIdType> aVec = (*anIt).second;
IsQuadratic = (aVec[SMDSEntity_Quad_Edge] > aVec[SMDSEntity_Edge]);
if (nbEdgesInWire.front() == 3) { // exactly 3 edges
if (myTriaVertexID>0) {
SMESH_subMesh * sm = aMesh.GetSubMesh(E1);
MapShapeNbElemsItr anIt = aResMap.find(sm);
if (anIt==aResMap.end()) return false;
- std::vector<int> aVec = (*anIt).second;
+ std::vector<smIdType> aVec = (*anIt).second;
if (IsQuadratic)
aNbNodes[0] = (aVec[SMDSEntity_Node]-1)/2 + 2;
else
if (anIt==aResMap.end()) {
return false;
}
- std::vector<int> aVec = (*anIt).second;
+ std::vector<smIdType> aVec = (*anIt).second;
if (IsQuadratic)
aNbNodes[nbSides] = (aVec[SMDSEntity_Node]-1)/2 + 2;
else
if (anIt==aResMap.end()) {
return false;
}
- std::vector<int> aVec = (*anIt).second;
+ std::vector<smIdType> aVec = (*anIt).second;
if (IsQuadratic)
aNbNodes[nbSides] += (aVec[SMDSEntity_Node]-1)/2 + 1;
else
if (anIt==aResMap.end()) {
return false;
}
- std::vector<int> aVec = (*anIt).second;
+ std::vector<smIdType> aVec = (*anIt).second;
if (IsQuadratic)
aNbNodes[nbSides] += (aVec[SMDSEntity_Node]-1)/2 + 1;
else
nbFaces += (drl+addv)*(nb-1) + (nt-1);
} // end new version implementation
- std::vector<int> aVec(SMDSEntity_Last);
+ std::vector<smIdType> aVec(SMDSEntity_Last);
for (int i=SMDSEntity_Node; i<SMDSEntity_Last; i++) aVec[i] = 0;
if (IsQuadratic) {
aVec[SMDSEntity_Quad_Quadrangle] = nbFaces;
*/
//=============================================================================
-void StdMeshers_Quadrangle_2D::splitQuadFace(SMESHDS_Mesh * theMeshDS,
- int theFaceID,
+void StdMeshers_Quadrangle_2D::splitQuadFace(SMESHDS_Mesh * /*theMeshDS*/,
+ int /*theFaceID*/,
const SMDS_MeshNode* theNode1,
const SMDS_MeshNode* theNode2,
const SMDS_MeshNode* theNode3,
const SMDS_MeshNode* nInFace = 0;
if ( myHelper->HasSeam() )
+ {
for ( int i = 0; i < nbN && !nInFace; ++i )
if ( !myHelper->IsSeamShape( nn[i]->getshapeId() ))
{
if ( myHelper->IsOnSeam( uv ))
nInFace = NULL;
}
+ }
+ if ( myHelper->GetPeriodicIndex() && !nInFace )
+ {
+ for ( int i = 0; i < nbN && !nInFace; ++i )
+ if ( fSubMesh->Contains( nn[i] ))
+ nInFace = nn[i];
+ if ( !nInFace )
+ for ( int i = 0; i < nbN && !nInFace; ++i )
+ {
+ SMDS_ElemIteratorPtr fIt = nn[i]->GetInverseElementIterator( SMDSAbs_Face );
+ while ( fIt->more() && !nInFace )
+ {
+ const SMDS_MeshElement* face = fIt->next();
+ if ( !fSubMesh->Contains( face ))
+ continue;
+ for ( int iN = 0, nN = face->NbCornerNodes(); iN < nN; ++iN )
+ {
+ const SMDS_MeshNode* n = face->GetNode( iN );
+ if ( fSubMesh->Contains( n ))
+ {
+ nInFace = n;
+ break;
+ }
+ }
+ }
+ }
+ }
toCheckUV = true;
for ( int i = 0; i < nbN; ++i )
default:;
}
- // if ( isBad && myHelper->HasRealSeam() )
- // {
- // // detect a case where a face intersects the seam
- // for ( int iPar = 1; iPar < 3; ++iPar )
- // if ( iPar & myHelper->GetPeriodicIndex() )
- // {
- // double min = uv[0].Coord( iPar ), max = uv[0].Coord( iPar );
- // for ( int i = 1; i < nbN; ++i )
- // {
- // min = Min( min, uv[i].Coord( iPar ));
- // max = Max( max, uv[i].Coord( iPar ));
- // }
- // }
- // }
+ if ( isBad && myHelper->HasRealSeam() )
+ {
+ // fix uv for a case where a face intersects the seam
+ for ( int iPar = 1; iPar < 3; ++iPar )
+ if ( iPar & myHelper->GetPeriodicIndex() )
+ {
+ double max = uv[0].Coord( iPar );
+ for ( int i = 1; i < nbN; ++i )
+ max = Max( max, uv[i].Coord( iPar ));
+
+ for ( int i = 0; i < nbN; ++i )
+ {
+ double par = uv[i].Coord( iPar );
+ double shift = ShapeAnalysis::AdjustByPeriod( par, max, myHelper->GetPeriod( iPar ));
+ uv[i].SetCoord( iPar, par + shift );
+ }
+ }
+ double sign1 = getArea( uv[0], uv[1], uv[2] );
+ double sign2 = getArea( uv[0], uv[2], uv[3] );
+ if ( sign1 * sign2 < 0 )
+ {
+ sign2 = getArea( uv[1], uv[2], uv[3] );
+ sign1 = getArea( uv[1], uv[3], uv[0] );
+ if ( sign1 * sign2 < 0 )
+ continue; // this should not happen
+ }
+ isBad = ( sign1 * okSign < 0 );
+ }
+
if ( isBad )
badFaces.push_back ( f );
}