-// Copyright (C) 2007-2013 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
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
-// version 2.1 of the License.
+// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
#include "SMDS_FacePosition.hxx"
#include "SMDS_MeshElement.hxx"
#include "SMDS_MeshNode.hxx"
+#include "SMESHDS_Mesh.hxx"
#include "SMESH_Block.hxx"
#include "SMESH_Comment.hxx"
#include "SMESH_Gen.hxx"
#include "StdMeshers_QuadrangleParams.hxx"
#include "StdMeshers_ViscousLayers2D.hxx"
+#include <BRepBndLib.hxx>
#include <BRepClass_FaceClassifier.hxx>
#include <BRep_Tool.hxx>
+#include <Bnd_Box.hxx>
#include <GeomAPI_ProjectPointOnSurf.hxx>
#include <Geom_Surface.hxx>
#include <NCollection_DefineArray2.hxx>
#include <Precision.hxx>
-#include <Quantity_Parameter.hxx>
+#include <ShapeAnalysis.hxx>
#include <TColStd_SequenceOfInteger.hxx>
#include <TColStd_SequenceOfReal.hxx>
#include <TColgp_SequenceOfXY.hxx>
#include "utilities.h"
#include "Utils_ExceptHandlers.hxx"
-#ifndef StdMeshers_Array2OfNode_HeaderFile
-#define StdMeshers_Array2OfNode_HeaderFile
-typedef const SMDS_MeshNode* SMDS_MeshNodePtr;
-DEFINE_BASECOLLECTION (StdMeshers_BaseCollectionNodePtr, SMDS_MeshNodePtr)
-DEFINE_ARRAY2(StdMeshers_Array2OfNode,
- StdMeshers_BaseCollectionNodePtr, SMDS_MeshNodePtr)
-#endif
+#include <boost/container/flat_set.hpp>
+#include <boost/intrusive/circular_list_algorithms.hpp>
-using namespace std;
+typedef NCollection_Array2<const SMDS_MeshNode*> StdMeshers_Array2OfNode;
-typedef gp_XY gp_UV;
+typedef gp_XY gp_UV;
typedef SMESH_Comment TComm;
+using namespace std;
+
//=============================================================================
/*!
*
*/
//=============================================================================
-StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D (int hypId, int studyId,
+StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D (int hypId,
SMESH_Gen* gen)
- : SMESH_2D_Algo(hypId, studyId, gen),
+ : SMESH_2D_Algo(hypId, gen),
myQuadranglePreference(false),
myTrianglePreference(false),
myTriaVertexID(-1),
myNeedSmooth(false),
+ myCheckOri(false),
myParams( NULL ),
myQuadType(QUAD_STANDARD),
myHelper( NULL )
{
- MESSAGE("StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D");
_name = "Quadrangle_2D";
_shapeType = (1 << TopAbs_FACE);
_compatibleHypothesis.push_back("QuadrangleParams");
StdMeshers_Quadrangle_2D::~StdMeshers_Quadrangle_2D()
{
- MESSAGE("StdMeshers_Quadrangle_2D::~StdMeshers_Quadrangle_2D");
}
//=============================================================================
myTrianglePreference = false;
myHelper = (SMESH_MesherHelper*)NULL;
myParams = NULL;
+ myProxyMesh.reset();
myQuadList.clear();
- bool isOk = true;
- aStatus = SMESH_Hypothesis::HYP_OK;
+ aStatus = SMESH_Hypothesis::HYP_OK;
const list <const SMESHDS_Hypothesis * >& hyps =
GetUsedHypothesis(aMesh, aShape, false);
}
else if (strcmp("TrianglePreference", aHyp->GetName()) == 0){
isFirstParams = false;
- myTrianglePreference = true;
+ myTrianglePreference = true;
}
else {
isFirstParams = false;
if (isFirstParams) {
if (strcmp("QuadranglePreference", aHyp->GetName()) == 0) {
myQuadranglePreference = true;
- myTrianglePreference = false;
+ myTrianglePreference = false;
myQuadType = QUAD_STANDARD;
}
else if (strcmp("TrianglePreference", aHyp->GetName()) == 0){
myQuadranglePreference = false;
- myTrianglePreference = true;
+ myTrianglePreference = true;
myQuadType = QUAD_STANDARD;
}
}
- else {
- const StdMeshers_QuadrangleParams* aHyp2 =
- (const StdMeshers_QuadrangleParams*)aHyp;
+ else if (const StdMeshers_QuadrangleParams* aHyp2 =
+ dynamic_cast<const StdMeshers_QuadrangleParams*>( aHyp ))
+ {
myTriaVertexID = aHyp2->GetTriaVertex();
if (!myQuadranglePreference && !myTrianglePreference) { // priority of hypos
}
}
- return isOk;
+ error( StdMeshers_ViscousLayers2D::CheckHypothesis( aMesh, aShape, aStatus ));
+
+ return aStatus == HYP_OK;
}
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
const TopoDS_Face& F = TopoDS::Face(aShape);
aMesh.GetSubMesh( F );
+ // do not initialize my fields before this as StdMeshers_ViscousLayers2D
+ // can call Compute() recursively
+ SMESH_ProxyMesh::Ptr proxyMesh = StdMeshers_ViscousLayers2D::Compute( aMesh, F );
+ if ( !proxyMesh )
+ return false;
+
+ myProxyMesh = proxyMesh;
+
SMESH_MesherHelper helper (aMesh);
myHelper = &helper;
- myProxyMesh = StdMeshers_ViscousLayers2D::Compute( aMesh, F );
- if ( !myProxyMesh )
- return false;
-
_quadraticMesh = myHelper->IsQuadraticSubMesh(aShape);
+ myHelper->SetElementsOnShape( true );
myNeedSmooth = false;
+ myCheckOri = false;
- FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true );
+ FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true, myHelper );
if (!quad)
return false;
myQuadList.clear();
enum { NOT_COMPUTED = -1, COMPUTE_FAILED = 0, COMPUTE_OK = 1 };
int res = NOT_COMPUTED;
- if (myQuadranglePreference)
+ if ( myQuadranglePreference )
{
int nfull = n1+n2+n3+n4;
if ((nfull % 2) == 0 && ((n1 != n3) || (n2 != n4)))
{
- // special path genarating only quandrangle faces
+ // special path generating only quandrangle faces
res = computeQuadPref( aMesh, F, quad );
}
}
- else if (myQuadType == QUAD_REDUCED)
+ else if ( myQuadType == QUAD_REDUCED )
{
int n13 = n1 - n3;
int n24 = n2 - n4;
"two opposite sides should have same number of segments, "
"but actual number of segments is different on all sides. "
"'Standard' transion has been used.");
- else
+ else if ( ! ( n1 == n3 && n2 == n4 ))
error( COMPERR_WARNING,
"To use 'Reduced' transition, "
"two opposite sides should have an even difference in number of segments. "
if ( res == COMPUTE_OK && myNeedSmooth )
smooth( quad );
+ if ( res == COMPUTE_OK )
+ res = check();
+
return ( res == COMPUTE_OK );
}
if ( !setNormalizedGrid( quad ))
return false;
- if ( quad->nbNodeOut( QUAD_BOTTOM_SIDE ))
- {
- splitQuad( quad, 0, 1 );
- }
if ( quad->nbNodeOut( QUAD_TOP_SIDE ))
{
splitQuad( quad, 0, quad->jSize-2 );
}
+ if ( quad->nbNodeOut( QUAD_BOTTOM_SIDE )) // this should not happen
+ {
+ splitQuad( quad, 0, 1 );
+ }
FaceQuadStruct::Ptr newQuad = myQuadList.back();
if ( quad != newQuad ) // split done
{
+ { // update left side limit till where to make triangles
+ FaceQuadStruct::Ptr botQuad = // a bottom part
+ ( quad->side[ QUAD_LEFT_SIDE ].from == 0 ) ? quad : newQuad;
+ if ( botQuad->nbNodeOut( QUAD_LEFT_SIDE ) > 0 )
+ botQuad->side[ QUAD_LEFT_SIDE ].to += botQuad->nbNodeOut( QUAD_LEFT_SIDE );
+ else if ( botQuad->nbNodeOut( QUAD_RIGHT_SIDE ) > 0 )
+ botQuad->side[ QUAD_RIGHT_SIDE ].to += botQuad->nbNodeOut( QUAD_RIGHT_SIDE );
+ }
// make quad be a greatest one
if ( quad->side[ QUAD_LEFT_SIDE ].NbPoints() == 2 ||
quad->side[ QUAD_RIGHT_SIDE ].NbPoints() == 2 )
{
splitQuad( quad, quad->iSize-2, 0 );
}
- if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
{
splitQuad( quad, 1, 0 );
+
+ if ( quad->nbNodeOut( QUAD_TOP_SIDE ))
+ {
+ newQuad = myQuadList.back();
+ if ( newQuad == quad ) // too narrow to split
+ {
+ // update left side limit till where to make triangles
+ quad->side[ QUAD_LEFT_SIDE ].to--;
+ }
+ else
+ {
+ FaceQuadStruct::Ptr leftQuad =
+ ( quad->side[ QUAD_BOTTOM_SIDE ].from == 0 ) ? quad : newQuad;
+ leftQuad->nbNodeOut( QUAD_TOP_SIDE ) = 0;
+ }
+ }
}
- return computeQuadDominant( aMesh, aFace );
+ if ( ! computeQuadDominant( aMesh, aFace ))
+ return false;
+
+ // try to fix zero-area triangles near straight-angle corners
+
+ return true;
}
//================================================================================
b = quad->uv_grid[ j * nbhoriz + i + 1].node;
c = quad->uv_grid[(j + 1) * nbhoriz + i + 1].node;
d = quad->uv_grid[(j + 1) * nbhoriz + i ].node;
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
- if (face) {
- meshDS->SetMeshElementOnShape(face, geomFaceID);
- }
+ myHelper->AddFace(a, b, c, d);
}
}
int nbright = (int) uv_e1.size();
int nbleft = (int) uv_e3.size();
- if (quad->nbNodeOut(0) && nbvertic == 2)
+ if (quad->nbNodeOut(0) && nbvertic == 2) // this should not occur
{
// Down edge is out
//
// for each node of the down edge find nearest node
// in the first row of the regular grid and link them
for (i = 0; i < stop; i++) {
- const SMDS_MeshNode *a, *b, *c, *d;
+ const SMDS_MeshNode *a, *b, *c=0, *d;
a = uv_e0[i].node;
b = uv_e0[i + 1].node;
gp_Pnt pb (b->X(), b->Y(), b->Z());
}
else {
// find in the grid node c, nearest to the b
+ c = 0;
double mind = RealLast();
for (int k = g; k <= iup; k++) {
}
if (near == g) { // make triangle
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c);
}
else { // make quadrangle
if (near - 1 < ilow)
//SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d);
if (!myTrianglePreference){
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c, d);
}
else {
splitQuadFace(meshDS, geomFaceID, a, b, c, d);
d = uv_e3[1].node;
else
d = quad->uv_grid[nbhoriz + k - 1].node;
- SMDS_MeshFace* face = myHelper->AddFace(a, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, c, d);
}
}
g = near;
int g = nbhoriz - 1; // last processed node in the regular grid
ilow = 0;
- iup = nbhoriz - 1;
+ iup = nbhoriz - 1;
int stop = 0;
- // if left edge is out, we will stop at a second node
- //if (quad->nbNodeOut(3)) stop++;
- if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
- quad->UVPt( nbhoriz-1, 0 ).node = uv_e1[ nbright-2 ].node;
- if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
- quad->UVPt( 0, 0 ).node = uv_e3[ nbleft-2 ].node;
+ if ( quad->side[3].grid->Edge(0).IsNull() ) // left side is simulated one
+ {
+ if ( nbright == 2 ) // quad divided at I but not at J (2D_mesh_QuadranglePreference_01/B1)
+ stop++; // we stop at a second node
+ }
+ else
+ {
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ quad->UVPt( nbhoriz-1, 0 ).node = uv_e1[ nbright-2 ].node;
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ quad->UVPt( 0, 0 ).node = uv_e3[ nbleft-2 ].node;
+ if ( nbright > 2 ) // there was a split at J
+ quad->nbNodeOut( QUAD_LEFT_SIDE ) = 0;
+ }
+ const SMDS_MeshNode *a, *b, *c, *d;
+ i = nbup - 1;
+ // avoid creating zero-area triangles near a straight-angle corner
+ {
+ a = uv_e2[i].node;
+ b = uv_e2[i-1].node;
+ c = uv_e1[nbright-2].node;
+ SMESH_TNodeXYZ pa( a ), pb( b ), pc( c );
+ double area = 0.5 * (( pb - pa ) ^ ( pc - pa )).Modulus();
+ if ( Abs( area ) < 1e-20 )
+ {
+ --g;
+ d = quad->UVPt( g, nbvertic-2 ).node;
+ if ( myTrianglePreference )
+ {
+ myHelper->AddFace(a, d, c);
+ }
+ else
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c))
+ {
+ SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError();
+ if ( !err || err->IsOK() || err->myName < COMPERR_WARNING )
+ {
+ SMESH_BadInputElements* badElems =
+ new SMESH_BadInputElements( meshDS, COMPERR_WARNING,
+ "Bad quality quad created");
+ badElems->add( face );
+ err.reset( badElems );
+ }
+ }
+ --i;
+ }
+ }
+ }
// for each node of the up edge find nearest node
// in the first row of the regular grid and link them
- for (i = nbup - 1; i > stop; i--) {
- const SMDS_MeshNode *a, *b, *c, *d;
+ for ( ; i > stop; i--)
+ {
a = uv_e2[i].node;
b = uv_e2[i - 1].node;
- gp_Pnt pb (b->X(), b->Y(), b->Z());
+ gp_Pnt pb = SMESH_TNodeXYZ( b );
// find node c in the grid, which will be linked with node b
int near = g;
nk = uv_e1[nbright - 2].node;
else
nk = quad->uv_grid[nbhoriz*(nbvertic - 2) + k].node;
- gp_Pnt pnk (nk->X(), nk->Y(), nk->Z());
+ gp_Pnt pnk = SMESH_TNodeXYZ( nk );
double dist = pb.Distance(pnk);
if (dist < mind - eps) {
c = nk;
}
if (near == g) { // make triangle
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c);
}
else { // make quadrangle
if (near + 1 > iup)
d = quad->uv_grid[nbhoriz*(nbvertic - 2) + near + 1].node;
//SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d);
if (!myTrianglePreference){
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c, d);
}
else {
splitQuadFace(meshDS, geomFaceID, a, b, c, d);
d = uv_e1[nbright - 2].node;
else
d = quad->uv_grid[nbhoriz*(nbvertic - 2) + k + 1].node;
- SMDS_MeshFace* face = myHelper->AddFace(a, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, c, d);
}
}
g = near;
}
// right or left boundary quadrangles
- if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2)
+ if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2) // this should not occur
{
int g = 0; // last processed node in the grid
int stop = nbright - 1;
gp_Pnt pb (b->X(), b->Y(), b->Z());
// find node c in the grid, nearest to the b
+ c = 0;
int near = g;
- if (i == stop - 1) { // up bondary reached
+ if (i == stop - 1) { // up boundary reached
c = quad->uv_grid[nbhoriz*(jup + 1) - 2].node;
near = jup;
} else {
}
if (near == g) { // make triangle
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c);
}
else { // make quadrangle
if (near - 1 < jlow)
//SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d);
if (!myTrianglePreference){
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c, d);
}
else {
splitQuadFace(meshDS, geomFaceID, a, b, c, d);
d = uv_e0[nbdown - 2].node;
else
d = quad->uv_grid[nbhoriz*k - 2].node;
- SMDS_MeshFace* face = myHelper->AddFace(a, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, c, d);
}
}
g = near;
}
}
} else {
- if (quad->nbNodeOut(3) && nbhoriz == 2) {
-// MESSAGE("left edge is out");
+ if (quad->nbNodeOut(3) && nbhoriz == 2)
+ {
int g = nbvertic - 1; // last processed node in the grid
int stop = 0;
- i = nbleft - 1;
- if (quad->side[3].from != stop ) stop++;
- if (quad->side[3].to != i ) i--;
- for (; i > stop; i--) {
- const SMDS_MeshNode *a, *b, *c, *d;
+ i = quad->side[ QUAD_LEFT_SIDE ].to-1; // nbleft - 1;
+
+ const SMDS_MeshNode *a, *b, *c, *d;
+ // avoid creating zero-area triangles near a straight-angle corner
+ {
+ a = uv_e3[i].node;
+ b = uv_e3[i-1].node;
+ c = quad->UVPt( 1, g ).node;
+ SMESH_TNodeXYZ pa( a ), pb( b ), pc( c );
+ double area = 0.5 * (( pb - pa ) ^ ( pc - pa )).Modulus();
+ if ( Abs( area ) < 1e-20 )
+ {
+ --g;
+ d = quad->UVPt( 1, g ).node;
+ if ( myTrianglePreference )
+ {
+ myHelper->AddFace(a, d, c);
+ }
+ else
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c))
+ {
+ SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError();
+ if ( !err || err->IsOK() || err->myName < COMPERR_WARNING )
+ {
+ SMESH_BadInputElements* badElems =
+ new SMESH_BadInputElements( meshDS, COMPERR_WARNING,
+ "Bad quality quad created");
+ badElems->add( face );
+ err.reset( badElems );
+ }
+ }
+ --i;
+ }
+ }
+ }
+ for (; i > stop; i--) // loop on nodes on the left side
+ {
a = uv_e3[i].node;
b = uv_e3[i - 1].node;
gp_Pnt pb (b->X(), b->Y(), b->Z());
// find node c in the grid, nearest to the b
int near = g;
- if (i == stop + 1) { // down bondary reached
+ if (i == stop + 1) { // down boundary reached
c = quad->uv_grid[nbhoriz*jlow + 1].node;
near = jlow;
- } else {
+ }
+ else {
double mind = RealLast();
for (int k = g; k >= jlow; k--) {
const SMDS_MeshNode *nk;
if (k > jup)
- nk = uv_e2[1].node;
+ nk = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node;
else
nk = quad->uv_grid[nbhoriz*k + 1].node;
gp_Pnt pnk (nk->X(), nk->Y(), nk->Z());
}
if (near == g) { // make triangle
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, b, c);
}
else { // make quadrangle
if (near + 1 > jup)
- d = uv_e2[1].node;
+ d = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node;
else
d = quad->uv_grid[nbhoriz*(near + 1) + 1].node;
- //SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d);
- if (!myTrianglePreference){
- SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ if (!myTrianglePreference) {
+ myHelper->AddFace(a, b, c, d);
}
else {
splitQuadFace(meshDS, geomFaceID, a, b, c, d);
for (int k = near + 1; k < g; k++) {
c = quad->uv_grid[nbhoriz*k + 1].node;
if (k + 1 > jup)
- d = uv_e2[1].node;
+ d = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node;
else
d = quad->uv_grid[nbhoriz*(k + 1) + 1].node;
- SMDS_MeshFace* face = myHelper->AddFace(a, c, d);
- if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
+ myHelper->AddFace(a, c, d);
}
}
g = near;
//int nbFaces4 = (nbhoriz-1-kdh)*(nbvertic-1-kdv);
int nbFaces4 = (nbhoriz-1)*(nbvertic-1);
- std::vector<int> aVec(SMDSEntity_Last);
- for (int i=SMDSEntity_Node; i<SMDSEntity_Last; i++) aVec[i] = 0;
+ std::vector<int> aVec(SMDSEntity_Last,0);
if (IsQuadratic) {
aVec[SMDSEntity_Quad_Triangle] = nbFaces3;
aVec[SMDSEntity_Quad_Quadrangle] = nbFaces4;
return true;
}
-
//================================================================================
/*!
- * \brief Return true if only two given edges meat at their common vertex
+ * \brief Return true if the algorithm can mesh this shape
+ * \param [in] aShape - shape to check
+ * \param [in] toCheckAll - if true, this check returns OK if all shapes are OK,
+ * else, returns OK if at least one shape is OK
*/
//================================================================================
-static bool twoEdgesMeatAtVertex(const TopoDS_Edge& e1,
- const TopoDS_Edge& e2,
- SMESH_Mesh & mesh)
+bool StdMeshers_Quadrangle_2D::IsApplicable( const TopoDS_Shape & aShape, bool toCheckAll )
{
- TopoDS_Vertex v;
- if (!TopExp::CommonVertex(e1, e2, v))
- return false;
- TopTools_ListIteratorOfListOfShape ancestIt(mesh.GetAncestors(v));
- for (; ancestIt.More() ; ancestIt.Next())
- if (ancestIt.Value().ShapeType() == TopAbs_EDGE)
- if (!e1.IsSame(ancestIt.Value()) && !e2.IsSame(ancestIt.Value()))
+ int nbFoundFaces = 0;
+ for (TopExp_Explorer exp( aShape, TopAbs_FACE ); exp.More(); exp.Next(), ++nbFoundFaces )
+ {
+ const TopoDS_Shape& aFace = exp.Current();
+ int nbWire = SMESH_MesherHelper::Count( aFace, TopAbs_WIRE, false );
+ if ( nbWire != 1 ) {
+ if ( toCheckAll ) return false;
+ continue;
+ }
+
+ int nbNoDegenEdges = 0, totalNbEdges = 0;
+ TopExp_Explorer eExp( aFace, TopAbs_EDGE );
+ for ( ; eExp.More() && nbNoDegenEdges < 3; eExp.Next(), ++totalNbEdges ) {
+ if ( !SMESH_Algo::isDegenerated( TopoDS::Edge( eExp.Current() )))
+ ++nbNoDegenEdges;
+ }
+ if ( toCheckAll && ( totalNbEdges < 4 && nbNoDegenEdges < 3 )) return false;
+ if ( !toCheckAll && ( totalNbEdges >= 4 || nbNoDegenEdges >= 3 )) return true;
+ }
+ return ( toCheckAll && nbFoundFaces != 0 );
+}
+
+namespace
+{
+ //================================================================================
+ /*!
+ * \brief Return true if only two given edges meat at their common vertex
+ */
+ //================================================================================
+
+ bool twoEdgesMeatAtVertex(const TopoDS_Edge& e1,
+ const TopoDS_Edge& e2,
+ SMESH_Mesh & mesh)
+ {
+ TopoDS_Vertex v;
+ if (!TopExp::CommonVertex(e1, e2, v))
+ return false;
+ TopTools_ListIteratorOfListOfShape ancestIt(mesh.GetAncestors(v));
+ for (; ancestIt.More() ; ancestIt.Next())
+ if (ancestIt.Value().ShapeType() == TopAbs_EDGE)
+ if (!e1.IsSame(ancestIt.Value()) && !e2.IsSame(ancestIt.Value()))
+ return false;
+ return true;
+ }
+
+ //================================================================================
+ /*!
+ * \brief Return angle between mesh segments of given EDGEs meeting at theVertexNode
+ */
+ //================================================================================
+
+ double getAngleByNodes( const int theE1Index,
+ const int theE2Index,
+ const SMDS_MeshNode* theVertexNode,
+ const StdMeshers_FaceSide& theFaceSide,
+ const gp_Vec& theFaceNormal)
+ {
+ int eID1 = theFaceSide.EdgeID( theE1Index );
+ int eID2 = theFaceSide.EdgeID( theE2Index );
+
+ const SMDS_MeshNode *n1 = 0, *n2 = 0;
+ bool is1st;
+ SMDS_ElemIteratorPtr segIt = theVertexNode->GetInverseElementIterator( SMDSAbs_Edge );
+ while ( segIt->more() )
+ {
+ const SMDS_MeshElement* seg = segIt->next();
+ int shapeID = seg->GetShapeID();
+ if ( shapeID == eID1 )
+ is1st = true;
+ else if ( shapeID == eID2 )
+ is1st = false;
+ else
+ continue;
+ ( is1st ? n1 : n2 ) = seg->GetNodeWrap( 1 + seg->GetNodeIndex( theVertexNode ));
+ }
+
+ if ( !n1 || !n2 )
+ {
+ std::vector<const SMDS_MeshNode*> nodes;
+ for ( int is2nd = 0; is2nd < 2; ++is2nd )
+ {
+ const SMDS_MeshNode* & n = is2nd ? n2 : n1;
+ if ( n ) continue;
+ nodes.clear();
+ if ( is2nd ) theFaceSide.GetEdgeNodes( theE2Index, nodes );
+ else theFaceSide.GetEdgeNodes( theE1Index, nodes );
+ if ( nodes.size() >= 2 )
+ {
+ if ( nodes[0] == theVertexNode )
+ n = nodes[1];
+ else
+ n = nodes[ nodes.size() - 2 ];
+ }
+ }
+ }
+ double angle = -2 * M_PI;
+ if ( n1 && n2 )
+ {
+ SMESH_NodeXYZ p1 = n1, p2 = theVertexNode, p3 = n2;
+ gp_Vec v1( p1, p2 ), v2( p2, p3 );
+ try
+ {
+ angle = v1.AngleWithRef( v2, theFaceNormal );
+ }
+ catch(...)
+ {
+ }
+ if ( std::isnan( angle ))
+ angle = -2 * M_PI;
+ }
+ return angle;
+ }
+
+ //--------------------------------------------------------------------------------
+ /*!
+ * \brief EDGE of a FACE
+ */
+ struct Edge
+ {
+ TopoDS_Edge myEdge;
+ TopoDS_Vertex my1stVertex;
+ int myIndex;
+ bool myIsCorner; // is fixed corner
+ double myAngle; // angle at my1stVertex
+ int myNbSegments; // discretization
+ Edge* myPrev; // preceding EDGE
+ Edge* myNext; // next EDGE
+
+ // traits used by boost::intrusive::circular_list_algorithms
+ typedef Edge node;
+ typedef Edge * node_ptr;
+ typedef const Edge * const_node_ptr;
+ static node_ptr get_next(const_node_ptr n) { return n->myNext; }
+ static void set_next(node_ptr n, node_ptr next) { n->myNext = next; }
+ static node_ptr get_previous(const_node_ptr n) { return n->myPrev; }
+ static void set_previous(node_ptr n, node_ptr prev){ n->myPrev = prev; }
+ };
+
+ //--------------------------------------------------------------------------------
+ /*!
+ * \brief Four sides of a quadrangle evaluating its quality
+ */
+ struct QuadQuality
+ {
+ typedef std::set< QuadQuality, QuadQuality > set;
+
+ Edge* myCornerE[4];
+ int myNbSeg [4];
+
+ // quality criteria to minimize
+ int myOppDiff;
+ int myIsFixedCorner;
+ double myQuartDiff;
+ double mySumAngle;
+
+ // Compute quality criateria and add self to the set of variants
+ //
+ void AddSelf( QuadQuality::set& theVariants )
+ {
+ if ( myCornerE[2] == myCornerE[1] || // exclude invalid variants
+ myCornerE[2] == myCornerE[3] ||
+ myCornerE[0] == myCornerE[3] )
+ return;
+
+ // count nb segments between corners
+ mySumAngle = 0;
+ double totNbSeg = 0;
+ for ( int i1 = 3, i2 = 0; i2 < 4; i1 = i2++ )
+ {
+ myNbSeg[ i1 ] = 0;
+ for ( Edge* e = myCornerE[ i1 ]; e != myCornerE[ i2 ]; e = e->myNext )
+ myNbSeg[ i1 ] += e->myNbSegments;
+ mySumAngle -= myCornerE[ i1 ]->myAngle / M_PI; // [-1,1]
+ totNbSeg += myNbSeg[ i1 ];
+ }
+
+ myOppDiff = ( Abs( myNbSeg[0] - myNbSeg[2] ) +
+ Abs( myNbSeg[1] - myNbSeg[3] ));
+
+ myIsFixedCorner = - totNbSeg * ( myCornerE[0]->myIsCorner +
+ myCornerE[1]->myIsCorner +
+ myCornerE[2]->myIsCorner +
+ myCornerE[3]->myIsCorner );
+
+ double nbSideIdeal = totNbSeg / 4.;
+ myQuartDiff = -( Min( Min( myNbSeg[0], myNbSeg[1] ),
+ Min( myNbSeg[2], myNbSeg[3] )) / nbSideIdeal );
+
+ theVariants.insert( *this );
+
+#ifndef _DEBUG_
+ if ( theVariants.size() > 1 ) // erase a worse variant
+ theVariants.erase( ++theVariants.begin() );
+#endif
+ };
+
+ // first criterion - equality of nbSeg of opposite sides
+ int crit1() const { return myOppDiff + myIsFixedCorner; }
+
+ // second criterion - equality of nbSeg of adjacent sides and sharpness of angles
+ double crit2() const { return myQuartDiff + mySumAngle; }
+
+ bool operator () ( const QuadQuality& q1, const QuadQuality& q2) const
+ {
+ if ( q1.crit1() < q2.crit1() )
+ return true;
+ if ( q1.crit1() > q2.crit1() )
return false;
- return true;
+ return q1.crit2() < q2.crit2();
+ }
+ };
+
+ //================================================================================
+ /*!
+ * \brief Unite EDGEs to get a required number of 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
+ */
+ //================================================================================
+
+ void uniteEdges( const int theNbCorners,
+ const bool theConsiderMesh,
+ const StdMeshers_FaceSide& theFaceSide,
+ const TopTools_MapOfShape& theFixedVertices,
+ std::vector<TopoDS_Vertex>& theVertices,
+ bool& theHaveConcaveVertices)
+ {
+ // form a circular list of EDGEs
+ std::vector< Edge > edges( theFaceSide.NbEdges() );
+ boost::intrusive::circular_list_algorithms< Edge > circularList;
+ circularList.init_header( &edges[0] );
+ edges[0].myEdge = theFaceSide.Edge( 0 );
+ edges[0].myIndex = 0;
+ edges[0].myNbSegments = 0;
+ for ( int i = 1; i < theFaceSide.NbEdges(); ++i )
+ {
+ edges[ i ].myEdge = theFaceSide.Edge( i );
+ edges[ i ].myIndex = i;
+ edges[ i ].myNbSegments = 0;
+ circularList.link_after( &edges[ i-1 ], &edges[ i ] );
+ }
+ // remove degenerated edges
+ int nbEdges = edges.size();
+ Edge* edge0 = &edges[0];
+ for ( size_t i = 0; i < edges.size(); ++i )
+ if ( SMESH_Algo::isDegenerated( edges[i].myEdge ))
+ {
+ edge0 = circularList.unlink( &edges[i] );
+ --nbEdges;
+ }
+
+ // sort edges by angle
+ std::multimap< double, Edge* > edgeByAngle;
+ int i, nbConvexAngles = 0, nbSharpAngles = 0;
+ const SMDS_MeshNode* vertNode = 0;
+ gp_Vec faceNormal;
+ const double angTol = 5. / 180 * M_PI;
+ const double sharpAngle = 0.5 * M_PI - angTol;
+ Edge* e = edge0;
+ for ( i = 0; i < nbEdges; ++i, e = e->myNext )
+ {
+ e->my1stVertex = SMESH_MesherHelper::IthVertex( 0, e->myEdge );
+ e->myIsCorner = theFixedVertices.Contains( e->my1stVertex );
+
+ e->myAngle = -2 * M_PI;
+ if ( !theConsiderMesh || ( vertNode = theFaceSide.VertexNode( e->myIndex )))
+ {
+ e->myAngle = SMESH_MesherHelper::GetAngle( e->myPrev->myEdge, e->myEdge,
+ theFaceSide.Face(), e->my1stVertex,
+ &faceNormal );
+ if ( e->myAngle > 2 * M_PI ) // GetAngle() failed
+ e->myAngle *= -1.;
+ else if ( vertNode && ( 0. <= e->myAngle ) && ( e->myAngle <= angTol ))
+ e->myAngle = getAngleByNodes( e->myPrev->myIndex, e->myIndex,
+ vertNode, theFaceSide, faceNormal );
+ }
+ edgeByAngle.insert( std::make_pair( e->myAngle, e ));
+ nbConvexAngles += ( e->myAngle > angTol );
+ nbSharpAngles += ( e->myAngle > sharpAngle );
+ }
+
+ theHaveConcaveVertices = ( nbConvexAngles < nbEdges );
+
+ if ((int) theVertices.size() == theNbCorners )
+ return;
+
+ theVertices.clear();
+
+ if ( !theConsiderMesh || theNbCorners < 4 ||
+ nbConvexAngles <= theNbCorners ||
+ nbSharpAngles == theNbCorners )
+ {
+ if ( nbEdges == theNbCorners ) // return all vertices
+ {
+ for ( e = edge0; (int) theVertices.size() < theNbCorners; e = e->myNext )
+ theVertices.push_back( e->my1stVertex );
+ return;
+ }
+
+ // return corners with maximal angles
+
+ std::set< int > cornerIndices;
+ if ( !theFixedVertices.IsEmpty() )
+ for ( i = 0, e = edge0; i < nbEdges; ++i, e = e->myNext )
+ if ( e->myIsCorner )
+ cornerIndices.insert( e->myIndex );
+
+ std::multimap< double, Edge* >::reverse_iterator a2e = edgeByAngle.rbegin();
+ for (; (int) cornerIndices.size() < theNbCorners; ++a2e )
+ cornerIndices.insert( a2e->second->myIndex );
+
+ std::set< int >::iterator i = cornerIndices.begin();
+ for ( ; i != cornerIndices.end(); ++i )
+ theVertices.push_back( edges[ *i ].my1stVertex );
+
+ return;
+ }
+
+ // get nb of segments
+ int totNbSeg = 0; // tatal nb segments
+ std::vector<const SMDS_MeshNode*> nodes;
+ for ( i = 0, e = edge0; i < nbEdges; ++i, e = e->myNext )
+ {
+ nodes.clear();
+ theFaceSide.GetEdgeNodes( e->myIndex, nodes, /*addVertex=*/true, true );
+ if ( nodes.size() == 2 && nodes[0] == nodes[1] ) // all nodes merged
+ {
+ e->myAngle = -1; // to remove
+ }
+ else
+ {
+ e->myNbSegments += nodes.size() - 1;
+ totNbSeg += nodes.size() - 1;
+ }
+
+ // join with the previous edge those edges with concave angles
+ if ( e->myAngle <= 0 )
+ {
+ e->myPrev->myNbSegments += e->myNbSegments;
+ e = circularList.unlink( e )->myPrev;
+ --nbEdges;
+ --i;
+ }
+ }
+
+ if ( edge0->myNext->myPrev != edge0 ) // edge0 removed, find another edge0
+ for ( size_t i = 0; i < edges.size(); ++i )
+ if ( edges[i].myNext->myPrev == & edges[i] )
+ {
+ edge0 = &edges[i];
+ break;
+ }
+
+
+ // sort different variants by quality
+
+ QuadQuality::set quadVariants;
+
+ // find index of a corner most opposite to corner of edge0
+ int iOpposite0, nbHalf = 0;
+ for ( e = edge0; nbHalf <= totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ iOpposite0 = e->myIndex;
+
+ // compose different variants of quadrangles
+ QuadQuality quad;
+ for ( ; edge0->myIndex != iOpposite0; edge0 = edge0->myNext )
+ {
+ quad.myCornerE[ 0 ] = edge0;
+
+ // find opposite corner 2
+ for ( nbHalf = 0, e = edge0; nbHalf < totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ if ( e == edge0->myNext ) // no space for corner 1
+ e = e->myNext;
+ quad.myCornerE[ 2 ] = e;
+
+ bool moreVariants2 = ( totNbSeg % 2 || nbHalf != totNbSeg / 2 );
+
+ // enumerate different variants of corners 1 and 3
+ for ( Edge* e1 = edge0->myNext; e1 != quad.myCornerE[ 2 ]; e1 = e1->myNext )
+ {
+ quad.myCornerE[ 1 ] = e1;
+
+ // find opposite corner 3
+ for ( nbHalf = 0, e = e1; nbHalf < totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ if ( e == quad.myCornerE[ 2 ] )
+ e = e->myNext;
+ quad.myCornerE[ 3 ] = e;
+
+ bool moreVariants3 = ( totNbSeg % 2 || nbHalf != totNbSeg / 2 );
+
+ quad.AddSelf( quadVariants );
+
+ // another variants
+ if ( moreVariants2 )
+ {
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myPrev;
+ quad.AddSelf( quadVariants );
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myNext;
+ }
+ if ( moreVariants3 )
+ {
+ quad.myCornerE[ 3 ] = quad.myCornerE[ 3 ]->myPrev;
+ quad.AddSelf( quadVariants );
+
+ if ( moreVariants2 )
+ {
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myPrev;
+ quad.AddSelf( quadVariants );
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myNext;
+ }
+ }
+ }
+ }
+
+ const QuadQuality& bestQuad = *quadVariants.begin();
+ theVertices.resize( 4 );
+ theVertices[ 0 ] = bestQuad.myCornerE[ 0 ]->my1stVertex;
+ theVertices[ 1 ] = bestQuad.myCornerE[ 1 ]->my1stVertex;
+ theVertices[ 2 ] = bestQuad.myCornerE[ 2 ]->my1stVertex;
+ theVertices[ 3 ] = bestQuad.myCornerE[ 3 ]->my1stVertex;
+
+ 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
+
+//================================================================================
+/*!
+ * \brief Finds vertices at the most sharp face corners
+ * \param [in] theFace - the FACE
+ * \param [in,out] theWire - the ordered edges of the face. It can be modified to
+ * have the first VERTEX of the first EDGE in \a vertices
+ * \param [out] theVertices - the found corner vertices in the order corresponding to
+ * the order of EDGEs in \a theWire
+ * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace
+ * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered
+ * as possible corners
+ * \return int - number of quad sides found: 0, 3 or 4
+ */
+//================================================================================
+
+int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
+ SMESH_Mesh & theMesh,
+ std::list<TopoDS_Edge>& theWire,
+ std::vector<TopoDS_Vertex>& theVertices,
+ int & theNbDegenEdges,
+ const bool theConsiderMesh)
+{
+ theNbDegenEdges = 0;
+
+ SMESH_MesherHelper helper( theMesh );
+ if ( myHelper )
+ helper.CopySubShapeInfo( *myHelper );
+
+ if ( removeInternalSeam( theWire, helper ))
+ theNbDegenEdges = 1;
+
+ StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh,
+ /*isFwd=*/true, /*skipMedium=*/true, &helper );
+
+ // count degenerated EDGEs and possible corner VERTEXes
+ for ( int iE = 0; iE < faceSide.NbEdges(); ++iE )
+ {
+ if ( SMESH_Algo::isDegenerated( faceSide.Edge( iE )))
+ ++theNbDegenEdges;
+ else if ( !theConsiderMesh || faceSide.VertexNode( iE ))
+ theVertices.push_back( faceSide.FirstVertex( iE ));
+ }
+
+ // find out required nb of corners (3 or 4)
+ int nbCorners = 4;
+ TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
+ if ( !triaVertex.IsNull() &&
+ triaVertex.ShapeType() == TopAbs_VERTEX &&
+ helper.IsSubShape( triaVertex, theFace ) &&
+ theVertices.size() != 4 )
+ nbCorners = 3;
+ else
+ triaVertex.Nullify();
+
+ // check nb of available EDGEs
+ if ( faceSide.NbEdges() < nbCorners )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 4 sides but not ") << faceSide.NbEdges() );
+
+ if ( theConsiderMesh )
+ {
+ const int nbSegments = Max( faceSide.NbPoints()-1, faceSide.NbSegments() );
+ if ( nbSegments < nbCorners )
+ return error(COMPERR_BAD_INPUT_MESH, TComm("Too few boundary nodes: ") << nbSegments);
+ }
+
+ if ( nbCorners == 3 )
+ {
+ if ( theVertices.size() < 3 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 3 meshed sides but not ") << theVertices.size() );
+ }
+ else // triaVertex not defined or invalid
+ {
+ if ( theVertices.size() == 3 && theNbDegenEdges == 0 )
+ {
+ if ( myTriaVertexID < 1 )
+ return error(COMPERR_BAD_PARMETERS,
+ "No Base vertex provided for a trilateral geometrical face");
+
+ TComm comment("Invalid Base vertex: ");
+ comment << myTriaVertexID << ", which is not in [ ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(0) ) << ", ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(1) ) << ", ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(2) ) << " ]";
+ return error(COMPERR_BAD_PARMETERS, comment );
+ }
+ if ( theVertices.size() + theNbDegenEdges < 4 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 4 meshed sides but not ") << theVertices.size() );
+ }
+
+ myCheckOri = false;
+ if ( theVertices.size() > 3 )
+ {
+ TopTools_MapOfShape fixedVertices;
+ if ( !triaVertex.IsNull() )
+ fixedVertices.Add( triaVertex );
+ if ( myParams )
+ {
+ const std::vector< int >& vIDs = myParams->GetCorners();
+ for ( size_t i = 0; i < vIDs.size(); ++i )
+ {
+ const TopoDS_Shape& vertex = helper.GetMeshDS()->IndexToShape( vIDs[ i ]);
+ if ( !vertex.IsNull() )
+ fixedVertices.Add( vertex );
+ }
+ }
+ uniteEdges( nbCorners, theConsiderMesh, faceSide, fixedVertices, theVertices, myCheckOri );
+ }
+
+ if ( nbCorners == 3 && !triaVertex.IsSame( theVertices[0] ))
+ {
+ // make theVertices begin from triaVertex
+ for ( size_t i = 0; i < theVertices.size(); ++i )
+ if ( triaVertex.IsSame( theVertices[i] ))
+ {
+ theVertices.erase( theVertices.begin(), theVertices.begin() + i );
+ break;
+ }
+ else
+ {
+ theVertices.push_back( theVertices[i] );
+ }
+ }
+
+ // make theWire begin from the 1st corner vertex
+ while ( !theVertices[0].IsSame( helper.IthVertex( 0, theWire.front() )) ||
+ SMESH_Algo::isDegenerated( theWire.front() ))
+ theWire.splice( theWire.end(), theWire, theWire.begin() );
+
+ return nbCorners;
}
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
FaceQuadStruct::Ptr StdMeshers_Quadrangle_2D::CheckNbEdges(SMESH_Mesh & aMesh,
const TopoDS_Shape & aShape,
- const bool considerMesh)
+ const bool considerMesh,
+ SMESH_MesherHelper* aFaceHelper)
{
if ( !myQuadList.empty() && myQuadList.front()->face.IsSame( aShape ))
return myQuadList.front();
if ( F.Orientation() >= TopAbs_INTERNAL ) F.Orientation( TopAbs_FORWARD );
const bool ignoreMediumNodes = _quadraticMesh;
- // verify 1 wire only, with 4 edges
+ // verify 1 wire only
list< TopoDS_Edge > edges;
list< int > nbEdgesInWire;
int nbWire = SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire);
}
// find corner vertices of the quad
+ myHelper = ( aFaceHelper && aFaceHelper->GetSubShape() == aShape ) ? aFaceHelper : NULL;
vector<TopoDS_Vertex> corners;
int nbDegenEdges, nbSides = getCorners( F, aMesh, edges, corners, nbDegenEdges, considerMesh );
if ( nbSides == 0 )
sideEdges.push_back( *edgeIt++ );
if ( !sideEdges.empty() )
quad->side.push_back( StdMeshers_FaceSide::New(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh));
+ ignoreMediumNodes, myHelper, myProxyMesh));
else
--iSide;
}
{
list< TopoDS_Edge > sideEdges;
TopoDS_Vertex nextSideV = corners[( iSide + 1 - nbUsedDegen ) % corners.size() ];
- while ( edgeIt != edges.end() &&
- !nextSideV.IsSame( myHelper->IthVertex( 0, *edgeIt )))
+ bool nextSideVReached = false;
+ do
{
- if ( SMESH_Algo::isDegenerated( *edgeIt ) )
+ const TopoDS_Edge& edge = *edgeIt;
+ nextSideVReached = nextSideV.IsSame( myHelper->IthVertex( 1, edge ));
+ if ( SMESH_Algo::isDegenerated( edge ))
{
- if ( myNeedSmooth )
- {
- ++edgeIt; // no side on the degenerated EDGE
- }
- else
+ if ( !myNeedSmooth ) // need to make a side on a degen edge
{
if ( sideEdges.empty() )
{
+ sideEdges.push_back( edge );
++nbUsedDegen;
- sideEdges.push_back( *edgeIt++ ); // a degenerated side
- break;
+ nextSideVReached = true;
}
else
{
- break; // do not append a degenerated EDGE to a regular side
+ break;
}
}
}
- else
+ else //if ( !myHelper || !myHelper->IsRealSeam( edge ))
{
- sideEdges.push_back( *edgeIt++ );
+ sideEdges.push_back( edge );
}
+ ++edgeIt;
}
+ while ( edgeIt != edges.end() && !nextSideVReached );
+
if ( !sideEdges.empty() )
{
- quad->side.push_back( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh ));
- ++iSide;
- }
- else if ( !SMESH_Algo::isDegenerated( *edgeIt ) && // closed EDGE
- myHelper->IthVertex( 0, *edgeIt ).IsSame( myHelper->IthVertex( 1, *edgeIt )))
- {
- quad->side.push_back( StdMeshers_FaceSide::New( F, *edgeIt++, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh));
+ quad->side.push_back
+ ( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
+ ignoreMediumNodes, myHelper, myProxyMesh ));
++iSide;
}
if ( quad->side.size() == 4 )
}
}
list<TopoDS_Edge>::iterator ite = sideEdges.begin();
+ if ( nbSides >= (int)aNbNodes.size() )
+ return false;
aNbNodes[nbSides] = 1;
for (; ite!=sideEdges.end(); ite++) {
SMESH_subMesh * sm = aMesh.GetSubMesh(*ite);
// min max 0 x0 1
// =down
//
+ const FaceQuadStruct::Side & bSide = quad->side[0];
+ const FaceQuadStruct::Side & rSide = quad->side[1];
+ const FaceQuadStruct::Side & tSide = quad->side[2];
+ const FaceQuadStruct::Side & lSide = quad->side[3];
- int nbhoriz = Min(quad->side[0].NbPoints(), quad->side[2].NbPoints());
- int nbvertic = Min(quad->side[1].NbPoints(), quad->side[3].NbPoints());
+ int nbhoriz = Min( bSide.NbPoints(), tSide.NbPoints() );
+ int nbvertic = Min( rSide.NbPoints(), lSide.NbPoints() );
+ if ( nbhoriz < 1 || nbvertic < 1 )
+ return error("Algo error: empty quad");
if ( myQuadList.size() == 1 )
{
// all sub-quads must have NO sides with nbNodeOut > 0
- quad->nbNodeOut(0) = Max( 0, quad->side[0].grid->NbPoints() - quad->side[2].grid->NbPoints());
- quad->nbNodeOut(1) = Max( 0, quad->side[1].grid->NbPoints() - quad->side[3].grid->NbPoints());
- quad->nbNodeOut(2) = Max( 0, quad->side[2].grid->NbPoints() - quad->side[0].grid->NbPoints());
- quad->nbNodeOut(3) = Max( 0, quad->side[3].grid->NbPoints() - quad->side[1].grid->NbPoints());
+ quad->nbNodeOut(0) = Max( 0, bSide.grid->NbPoints() - tSide.grid->NbPoints() );
+ quad->nbNodeOut(1) = Max( 0, rSide.grid->NbPoints() - lSide.grid->NbPoints() );
+ quad->nbNodeOut(2) = Max( 0, tSide.grid->NbPoints() - bSide.grid->NbPoints() );
+ quad->nbNodeOut(3) = Max( 0, lSide.grid->NbPoints() - rSide.grid->NbPoints() );
}
- int from[4] = {
- quad->side[0].from,
- quad->side[1].from,
- quad->side[2].from,
- quad->side[3].from
- };
- const vector<UVPtStruct>& uv_e0_vec = quad->side[ 0 ].GetUVPtStruct();
- const vector<UVPtStruct>& uv_e1_vec = quad->side[ 1 ].GetUVPtStruct();
- const vector<UVPtStruct>& uv_e2_vec = quad->side[ 2 ].GetUVPtStruct();
- const vector<UVPtStruct>& uv_e3_vec = quad->side[ 3 ].GetUVPtStruct();
-
- if (uv_e0_vec.empty() || uv_e1_vec.empty() || uv_e2_vec.empty() || uv_e3_vec.empty())
+ const vector<UVPtStruct>& uv_e0 = bSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e1 = rSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e2 = tSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e3 = lSide.GetUVPtStruct();
+ if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty())
//return error("Can't find nodes on sides");
return error(COMPERR_BAD_INPUT_MESH);
- UVPtStruct* uv_e0 = (UVPtStruct*) & uv_e0_vec[0] + from[0];
- UVPtStruct* uv_e1 = (UVPtStruct*) & uv_e1_vec[0] + from[1];
- UVPtStruct* uv_e2 = (UVPtStruct*) & uv_e2_vec[0] + from[2];
- UVPtStruct* uv_e3 = (UVPtStruct*) & uv_e3_vec[0] + from[3];
-
quad->uv_grid.resize( nbvertic * nbhoriz );
quad->iSize = nbhoriz;
quad->jSize = nbvertic;
// copy data of face boundary
+ FaceQuadStruct::SideIterator sideIter;
+
{ // BOTTOM
- const int j = 0;
- const double x0 = uv_e0[ 0 ].normParam;
- const double dx = uv_e0[ nbhoriz-1 ].normParam - uv_e0[ 0 ].normParam;
- for (int i = 0; i < nbhoriz; i++) { // down
- uv_e0[i].x = ( uv_e0[i].normParam - x0 ) / dx;
- uv_e0[i].y = 0.;
- uv_grid[ j * nbhoriz + i ] = uv_e0[i];
- quad->uv_box.Add( uv_e0[i].UV() );
+ const int j = 0;
+ const double x0 = bSide.First().normParam;
+ const double dx = bSide.Last().normParam - bSide.First().normParam;
+ for ( sideIter.Init( bSide ); sideIter.More(); sideIter.Next() ) {
+ sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx;
+ sideIter.UVPt().y = 0.;
+ uv_grid[ j * nbhoriz + sideIter.Count() ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // RIGHT
- const int i = nbhoriz - 1;
- const double y0 = uv_e1[ 0 ].normParam;
- const double dy = uv_e1[ nbvertic-1 ].normParam - uv_e1[ 0 ].normParam;
- int j = 0, nb = nbvertic;
- if ( quad->UVPt( i, j ).node ) ++j; // avoid copying from a split emulated side
- for ( ; j < nb; j++) { // right
- uv_e1[j].x = 1.;
- uv_e1[j].y = ( uv_e1[j].normParam - y0 ) / dy;
- uv_grid[ j * nbhoriz + i ] = uv_e1[j];
- quad->uv_box.Add( uv_e1[j].UV() );
+ const int i = nbhoriz - 1;
+ const double y0 = rSide.First().normParam;
+ const double dy = rSide.Last().normParam - rSide.First().normParam;
+ sideIter.Init( rSide );
+ if ( quad->UVPt( i, sideIter.Count() ).node )
+ sideIter.Next(); // avoid copying from a split emulated side
+ for ( ; sideIter.More(); sideIter.Next() ) {
+ sideIter.UVPt().x = 1.;
+ sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy;
+ uv_grid[ sideIter.Count() * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // TOP
- const int j = nbvertic - 1;
- const double x0 = uv_e2[ 0 ].normParam;
- const double dx = uv_e2[ nbhoriz-1 ].normParam - uv_e2[ 0 ].normParam;
+ const int j = nbvertic - 1;
+ const double x0 = tSide.First().normParam;
+ const double dx = tSide.Last().normParam - tSide.First().normParam;
int i = 0, nb = nbhoriz;
+ sideIter.Init( tSide );
if ( quad->UVPt( nb-1, j ).node ) --nb; // avoid copying from a split emulated side
- for (; i < nb; i++) { // up
- uv_e2[i].x = ( uv_e2[i].normParam - x0 ) / dx;
- uv_e2[i].y = 1.;
- uv_grid[ j * nbhoriz + i ] = uv_e2[i];
- quad->uv_box.Add( uv_e2[i].UV() );
+ for ( ; i < nb; i++, sideIter.Next()) {
+ sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx;
+ sideIter.UVPt().y = 1.;
+ uv_grid[ j * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // LEFT
const int i = 0;
- const double y0 = uv_e3[ 0 ].normParam;
- const double dy = uv_e3[ nbvertic-1 ].normParam - uv_e3[ 0 ].normParam;
+ const double y0 = lSide.First().normParam;
+ const double dy = lSide.Last().normParam - lSide.First().normParam;
int j = 0, nb = nbvertic;
- if ( quad->UVPt( i, j ).node ) ++j; // avoid copying from a split emulated side
- if ( quad->UVPt( i, nb-1 ).node ) --nb;
- for ( ; j < nb; j++) { // left
- uv_e3[j].x = 0.;
- uv_e3[j].y = ( uv_e3[j].normParam - y0 ) / dy;
- uv_grid[ j * nbhoriz + i ] = uv_e3[j];
- quad->uv_box.Add( uv_e3[j].UV() );
+ sideIter.Init( lSide );
+ if ( quad->UVPt( i, j ).node )
+ ++j, sideIter.Next(); // avoid copying from a split emulated side
+ if ( quad->UVPt( i, nb-1 ).node )
+ --nb;
+ for ( ; j < nb; j++, sideIter.Next()) {
+ sideIter.UVPt().x = 0.;
+ sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy;
+ uv_grid[ j * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
for (int i = 1; i < nbhoriz-1; i++)
{
- const double x0 = uv_e0[i].x;
- const double x1 = uv_e2[i].x;
+ const double x0 = quad->UVPt( i, 0 ).x;
+ const double x1 = quad->UVPt( i, nbvertic-1 ).x;
for (int j = 1; j < nbvertic-1; j++)
{
- const double y0 = uv_e3[j].y;
- const double y1 = uv_e1[j].y;
+ const double y0 = quad->UVPt( 0, j ).y;
+ const double y1 = quad->UVPt( nbhoriz-1, j ).y;
// --- intersection : x=x0+(y0+x(y1-y0))(x1-x0)
double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
double y = y0 + x * (y1 - y0);
// projection on 2d domain (u,v)
- gp_UV a0 = uv_e0[0 ].UV();
- gp_UV a1 = uv_e0[nbhoriz-1].UV();
- gp_UV a2 = uv_e2[nbhoriz-1].UV();
- gp_UV a3 = uv_e2[0 ].UV();
+ gp_UV a0 = quad->UVPt( 0, 0 ).UV();
+ gp_UV a1 = quad->UVPt( nbhoriz-1, 0 ).UV();
+ gp_UV a2 = quad->UVPt( nbhoriz-1, nbvertic-1 ).UV();
+ gp_UV a3 = quad->UVPt( 0, nbvertic-1 ).UV();
for (int i = 1; i < nbhoriz-1; i++)
{
- gp_UV p0 = uv_e0[i].UV();
- gp_UV p2 = uv_e2[i].UV();
+ gp_UV p0 = quad->UVPt( i, 0 ).UV();
+ gp_UV p2 = quad->UVPt( i, nbvertic-1 ).UV();
for (int j = 1; j < nbvertic-1; j++)
{
- gp_UV p1 = uv_e1[j].UV();
- gp_UV p3 = uv_e3[j].UV();
+ gp_UV p1 = quad->UVPt( nbhoriz-1, j ).UV();
+ gp_UV p3 = quad->UVPt( 0, j ).UV();
int ij = j * nbhoriz + i;
double x = uv_grid[ij].x;
//=======================================================================
//function : ShiftQuad
-//purpose : auxilary function for computeQuadPref
+//purpose : auxiliary function for computeQuadPref
//=======================================================================
-static void shiftQuad(FaceQuadStruct::Ptr& quad, const int num)
+void StdMeshers_Quadrangle_2D::shiftQuad(FaceQuadStruct::Ptr& quad, const int num )
{
- quad->shift( num, /*ori=*/true );
+ quad->shift( num, /*ori=*/true, /*keepGrid=*/myQuadList.size() > 1 );
}
//================================================================================
/*!
- * \brief Rotate sides of a quad by nb
+ * \brief Rotate sides of a quad CCW by given nb of quartes
* \param nb - number of rotation quartes
* \param ori - to keep orientation of sides as in an unit quad or not
+ * \param keepGrid - if \c true Side::grid is not changed, Side::from and Side::to
+ * are altered instead
*/
//================================================================================
-void FaceQuadStruct::shift( size_t nb, bool ori )
+void FaceQuadStruct::shift( size_t nb, bool ori, bool keepGrid )
{
if ( nb == 0 ) return;
- StdMeshers_FaceSidePtr sideArr[4] = { side[0], side[1], side[2], side[3] };
- for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i) {
+
+ nb = nb % NB_QUAD_SIDES;
+
+ vector< Side > newSides( side.size() );
+ vector< Side* > sidePtrs( side.size() );
+ for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i)
+ {
int id = (i + nb) % NB_QUAD_SIDES;
- bool wasForward = (i < QUAD_TOP_SIDE);
- bool newForward = (id < QUAD_TOP_SIDE);
- if (ori && wasForward != newForward)
- sideArr[ i ]->Reverse();
- side[ id ] = sideArr[ i ];
+ if ( ori )
+ {
+ bool wasForward = (i < QUAD_TOP_SIDE);
+ bool newForward = (id < QUAD_TOP_SIDE);
+ if ( wasForward != newForward )
+ side[ i ].Reverse( keepGrid );
+ }
+ newSides[ id ] = side[ i ];
+ sidePtrs[ i ] = & side[ i ];
+ }
+ // make newSides refer newSides via Side::Contact's
+ for ( size_t i = 0; i < newSides.size(); ++i )
+ {
+ FaceQuadStruct::Side& ns = newSides[ i ];
+ for ( size_t iC = 0; iC < ns.contacts.size(); ++iC )
+ {
+ FaceQuadStruct::Side* oSide = ns.contacts[iC].other_side;
+ vector< Side* >::iterator sIt = std::find( sidePtrs.begin(), sidePtrs.end(), oSide );
+ if ( sIt != sidePtrs.end() )
+ ns.contacts[iC].other_side = & newSides[ *sIt - sidePtrs[0] ];
+ }
+ }
+ newSides.swap( side );
+
+ if ( keepGrid && !uv_grid.empty() )
+ {
+ if ( nb == 2 ) // "PI"
+ {
+ std::reverse( uv_grid.begin(), uv_grid.end() );
+ }
+ else
+ {
+ FaceQuadStruct newQuad;
+ newQuad.uv_grid.resize( uv_grid.size() );
+ newQuad.iSize = jSize;
+ newQuad.jSize = iSize;
+ int i, j, iRev, jRev;
+ int *iNew = ( nb == 1 ) ? &jRev : &j;
+ int *jNew = ( nb == 1 ) ? &i : &iRev;
+ for ( i = 0, iRev = iSize-1; i < iSize; ++i, --iRev )
+ for ( j = 0, jRev = jSize-1; j < jSize; ++j, --jRev )
+ newQuad.UVPt( *iNew, *jNew ) = UVPt( i, j );
+
+ std::swap( iSize, jSize );
+ std::swap( uv_grid, newQuad.uv_grid );
+ }
+ }
+ else
+ {
+ uv_grid.clear();
}
}
//=======================================================================
//function : calcUV
-//purpose : auxilary function for computeQuadPref
+//purpose : auxiliary function for computeQuadPref
//=======================================================================
static gp_UV calcUV(double x0, double x1, double y0, double y1,
//=======================================================================
//function : calcUV2
-//purpose : auxilary function for computeQuadPref
+//purpose : auxiliary function for computeQuadPref
//=======================================================================
static gp_UV calcUV2(double x, double y,
const TopoDS_Face& aFace,
FaceQuadStruct::Ptr quad)
{
- // Auxilary key in order to keep old variant
- // of meshing after implementation new variant
- // for bug 0016220 from Mantis.
- bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED);
+ const bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED);
+ const bool WisF = true;
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
- bool WisF = true;
- int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
+ int i,j, geomFaceID = meshDS->ShapeToIndex(aFace);
- int nb = quad->side[0].grid->NbPoints();
- int nr = quad->side[1].grid->NbPoints();
- int nt = quad->side[2].grid->NbPoints();
- int nl = quad->side[3].grid->NbPoints();
+ int nb = quad->side[0].NbPoints();
+ int nr = quad->side[1].NbPoints();
+ int nt = quad->side[2].NbPoints();
+ int nl = quad->side[3].NbPoints();
int dh = abs(nb-nt);
int dv = abs(nr-nl);
{
// rotate the quad to have nt > nb [and nr > nl]
if ( nb > nt )
- quad->shift( nr > nl ? 1 : 2, true );
+ shiftQuad ( quad, nr > nl ? 1 : 2 );
else if ( nr > nl )
- quad->shift( nb == nt ? 1 : 0, true );
+ shiftQuad( quad, nb == nt ? 1 : 0 );
else if ( nl > nr )
- quad->shift( 3, true );
+ shiftQuad( quad, 3 );
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].NbPoints();
dh = abs(nb-nt);
dv = abs(nr-nl);
int nbh = Max(nb,nt);
// | | | |
// | |C | |
// | L | | R |
- // left | |__| | rigth
+ // left | |__| | right
// | / \ |
// | / C \ |
// |/ \|
// | |__| |
// | / \ |
// | / C \ |
- // left |/________\| rigth
+ // left |/________\| right
// | |
// | C |
// | |
// 0------------0
// 0 bottom 1
- const vector<UVPtStruct>& uv_eb = quad->side[0].GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_er = quad->side[1].GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
- if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
- return error(COMPERR_BAD_INPUT_MESH);
+ //const int bfrom = quad->side[0].from;
+ //const int rfrom = quad->side[1].from;
+ const int tfrom = quad->side[2].from;
+ //const int lfrom = quad->side[3].from;
+ {
+ const vector<UVPtStruct>& uv_eb_vec = quad->side[0].GetUVPtStruct(true,0);
+ const vector<UVPtStruct>& uv_er_vec = quad->side[1].GetUVPtStruct(false,1);
+ const vector<UVPtStruct>& uv_et_vec = quad->side[2].GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& uv_el_vec = quad->side[3].GetUVPtStruct(false,0);
+ if (uv_eb_vec.empty() ||
+ uv_er_vec.empty() ||
+ uv_et_vec.empty() ||
+ uv_el_vec.empty())
+ return error(COMPERR_BAD_INPUT_MESH);
+ }
+ FaceQuadStruct::SideIterator uv_eb, uv_er, uv_et, uv_el;
+ uv_eb.Init( quad->side[0] );
+ uv_er.Init( quad->side[1] );
+ uv_et.Init( quad->side[2] );
+ uv_el.Init( quad->side[3] );
gp_UV a0,a1,a2,a3, p0,p1,p2,p3, uv;
double x,y;
if ( !myForcedPnts.empty() )
{
- if ( dv != 0 && dh != 0 )
+ if ( dv != 0 && dh != 0 ) // here myQuadList.size() == 1
{
const int dmin = Min( dv, dh );
}
sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace );
p3dom = pointsLCb.back();
+
+ gp_Pnt xyz = S->Value( p3dom.u, p3dom.v );
+ p3dom.node = myHelper->AddNode( xyz.X(), xyz.Y(), xyz.Z(), 0, p3dom.u, p3dom.v );
+ pointsLCb.back() = p3dom;
}
// Make a side separating domains L and Ct
StdMeshers_FaceSidePtr sideLCt;
x = uv_et[ dmin ].normParam;
p0 = quad->side[0].grid->Value2d( x ).XY();
p2 = uv_et[ dmin ].UV();
- for ( int i = 1; i < nl; ++i )
+ double y0 = uv_er[ dmin ].normParam;
+ for ( int i = 1; i < nl-1; ++i )
{
- y = uv_er[ i + dmin ].normParam;
- p1 = uv_er[ i + dmin ].UV();
+ y = y0 + i / ( nl-1. ) * ( 1. - y0 );
+ p1 = quad->side[1].grid->Value2d( y ).XY();
p3 = quad->side[3].grid->Value2d( y ).XY();
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsLCt[ i ].u = uv.X();
y = uv_er[ dmin ].normParam;
p1 = uv_er[ dmin ].UV();
p3 = quad->side[3].grid->Value2d( y ).XY();
+ double x0 = uv_et[ dmin ].normParam;
for ( int i = 1; i < nb-1; ++i )
{
- x = uv_et[ i + dmin ].normParam;
- p2 = uv_et[ i + dmin ].UV();
+ x = x0 + i / ( nb-1. ) * ( 1. - x0 );
+ p2 = quad->side[2].grid->Value2d( x ).XY();
p0 = quad->side[0].grid->Value2d( x ).XY();
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsCbCt[ i ].u = uv.X();
sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
}
// Make Cb quad
- FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" );
myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
qCb->side.resize(4);
qCb->side[0] = quad->side[0];
qCb->side[3] = sideLCb;
qCb->side[1].to = dmin+1;
// Make L quad
- FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" );
myQuadList.push_back( FaceQuadStruct::Ptr( qL ));
qL->side.resize(4);
qL->side[0] = sideLCb;
qCt->side[1].from = dmin;
qCt->side[2].from = dmin;
qCt->uv_grid.clear();
+ qCt->name = "Ct";
// Connect sides
qCb->side[3].AddContact( dmin, & qCb->side[2], 0 );
} // if ( dv != 0 && dh != 0 )
- // Case dv == 0
+ //const int db = quad->side[0].IsReversed() ? -1 : +1;
+ //const int dr = quad->side[1].IsReversed() ? -1 : +1;
+ const int dt = quad->side[2].IsReversed() ? -1 : +1;
+ //const int dl = quad->side[3].IsReversed() ? -1 : +1;
+
+ // Case dv == 0, here possibly myQuadList.size() > 1
//
// lw nb lw = dh/2
// +------------+
// |/ \|
// +------------+
const int lw = dh/2; // lateral width
- const int bfrom = quad->side[0].from;
- const int rfrom = quad->side[1].from;
- const int tfrom = quad->side[2].from;
- const int lfrom = quad->side[3].from;
-
- const double lL = quad->side[3].Length();
- const double lLwL = quad->side[2].Length( tfrom, tfrom + lw + 1 );
- const double yCbL = lLwL / ( lLwL + lL );
-
- const double lR = quad->side[1].Length();
- const double lLwR = quad->side[2].Length( nt - lw - 1, nt );
- const double yCbR = lLwR / ( lLwR + lR );
+ double yCbL, yCbR;
+ {
+ double lL = quad->side[3].Length();
+ double lLwL = quad->side[2].Length( tfrom,
+ tfrom + ( lw ) * dt );
+ yCbL = lLwL / ( lLwL + lL );
+
+ double lR = quad->side[1].Length();
+ double lLwR = quad->side[2].Length( tfrom + ( lw + nb-1 ) * dt,
+ tfrom + ( lw + nb-1 + lw ) * dt);
+ yCbR = lLwR / ( lLwR + lR );
+ }
// Make sides separating domains Cb and L and R
StdMeshers_FaceSidePtr sideLCb, sideRCb;
UVPtStruct pTBL, pTBR; // points where 3 domains meat
{
vector<UVPtStruct> pointsLCb( lw+1 ), pointsRCb( lw+1 );
- pointsLCb[0] = uv_eb[ 0 + bfrom ];
- pointsRCb[0] = uv_eb[ nb + bfrom ];
+ pointsLCb[0] = uv_eb[ 0 ];
+ pointsRCb[0] = uv_eb[ nb-1 ];
for ( int i = 1, i2 = nt-2; i <= lw; ++i, --i2 )
{
x = quad->side[2].Param( i );
y = yCbL * i / lw;
p0 = quad->side[0].Value2d( x );
p1 = quad->side[1].Value2d( y );
- p2 = uv_et[ i + tfrom ].UV();
+ p2 = uv_et[ i ].UV();
p3 = quad->side[3].Value2d( y );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsLCb[ i ].u = uv.X();
x = quad->side[2].Param( i2 );
y = yCbR * i / lw;
+ p1 = quad->side[1].Value2d( y );
p0 = quad->side[0].Value2d( x );
- p2 = uv_et[ i2 + tfrom ].UV();
+ p2 = uv_et[ i2 ].UV();
+ p3 = quad->side[3].Value2d( y );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsRCb[ i ].u = uv.X();
pointsRCb[ i ].v = uv.Y();
sideRCb = StdMeshers_FaceSide::New( pointsRCb, aFace );
pTBL = pointsLCb.back();
pTBR = pointsRCb.back();
+ {
+ gp_Pnt xyz = S->Value( pTBL.u, pTBL.v );
+ pTBL.node = myHelper->AddNode( xyz.X(), xyz.Y(), xyz.Z(), 0, pTBL.u, pTBL.v );
+ pointsLCb.back() = pTBL;
+ }
+ {
+ gp_Pnt xyz = S->Value( pTBR.u, pTBR.v );
+ pTBR.node = myHelper->AddNode( xyz.X(), xyz.Y(), xyz.Z(), 0, pTBR.u, pTBR.v );
+ pointsRCb.back() = pTBR;
+ }
}
// Make sides separating domains Ct and L and R
StdMeshers_FaceSidePtr sideLCt, sideRCt;
{
vector<UVPtStruct> pointsLCt( nl ), pointsRCt( nl );
pointsLCt[0] = pTBL;
- pointsLCt.back() = uv_et[ lw + tfrom ];
+ pointsLCt.back() = uv_et[ lw ];
pointsRCt[0] = pTBR;
- pointsRCt.back() = uv_et[ lw + nb - 1 + tfrom ];
+ pointsRCt.back() = uv_et[ lw + nb - 1 ];
x = pTBL.x;
p0 = quad->side[0].Value2d( x );
- p2 = uv_et[ lw + tfrom ].UV();
+ p2 = uv_et[ lw ].UV();
int iR = lw + nb - 1;
double xR = pTBR.x;
gp_UV p0R = quad->side[0].Value2d( xR );
- gp_UV p2R = uv_et[ iR + tfrom ].UV();
- for ( int i = 1; i < nl; ++i )
+ gp_UV p2R = uv_et[ iR ].UV();
+ for ( int i = 1; i < nl-1; ++i )
{
- y = yCbL + ( 1. - yCbL ) * i / nl;
+ y = yCbL + ( 1. - yCbL ) * i / (nl-1.);
p1 = quad->side[1].Value2d( y );
p3 = quad->side[3].Value2d( y );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsLCt[ i ].u = uv.X();
pointsLCt[ i ].v = uv.Y();
- y = yCbR + ( 1. - yCbR ) * i / nl;
+ y = yCbR + ( 1. - yCbR ) * i / (nl-1.);
p1 = quad->side[1].Value2d( y );
p3 = quad->side[3].Value2d( y );
- uv = calcUV( xR,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ uv = calcUV( xR,y, a0,a1,a2,a3, p0R,p1,p2R,p3 );
pointsRCt[ i ].u = uv.X();
pointsRCt[ i ].v = uv.Y();
}
for ( int i = 1; i < nb-1; ++i )
{
x = quad->side[2].Param( i + lw );
- y = yCbL + ( yCbR - yCbL ) * i / nb;
- p2 = uv_et[ i + lw + tfrom ].UV();
+ y = yCbL + ( yCbR - yCbL ) * i / (nb-1.);
+ p2 = uv_et[ i + lw ].UV();
p0 = quad->side[0].Value2d( x );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsCbCt[ i ].u = uv.X();
sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
}
// Make Cb quad
- FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" );
myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
qCb->side.resize(4);
qCb->side[0] = quad->side[0];
qCb->side[2] = sideCbCt;
qCb->side[3] = sideLCb;
// Make L quad
- FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" );
myQuadList.push_back( FaceQuadStruct::Ptr( qL ));
qL->side.resize(4);
qL->side[0] = sideLCb;
qL->side[1] = sideLCt;
qL->side[2] = quad->side[2];
qL->side[3] = quad->side[3];
- qL->side[2].to = lw+1;
+ qL->side[2].to = ( lw + 1 ) * dt + tfrom;
// Make R quad
- FaceQuadStruct* qR = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qR = new FaceQuadStruct( quad->face, "R" );
myQuadList.push_back( FaceQuadStruct::Ptr( qR ));
qR->side.resize(4);
qR->side[0] = sideRCb;
qR->side[0].from = lw;
qR->side[0].to = -1;
+ qR->side[0].di = -1;
qR->side[1] = quad->side[1];
qR->side[2] = quad->side[2];
- qR->side[2].from = nb + lw + tfrom;
+ qR->side[2].from = ( lw + nb-1 ) * dt + tfrom;
qR->side[3] = sideRCt;
// Make Ct from the main quad
FaceQuadStruct::Ptr qCt = quad;
qCt->side[0] = sideCbCt;
qCt->side[1] = sideRCt;
- qCt->side[2].from = lw + tfrom;
- qCt->side[2].to = nt - lw + tfrom;
+ qCt->side[2].from = ( lw ) * dt + tfrom;
+ qCt->side[2].to = ( lw + nb ) * dt + tfrom;
qCt->side[3] = sideLCt;
qCt->uv_grid.clear();
+ qCt->name = "Ct";
// Connect sides
qCb->side[3].AddContact( lw, & qCb->side[2], 0 );
qCb->side[3].AddContact( lw, & qCt->side[3], 0 );
- qCt->side[3].AddContact( 0, & qCt->side[0], 0 );
- qCt->side[0].AddContact( 0, & qL ->side[0], lw );
+ qCt->side[3].AddContact( 0, & qCt->side[0], 0 );
+ qCt->side[0].AddContact( 0, & qL ->side[0], lw );
qL ->side[0].AddContact( lw, & qL ->side[1], 0 );
qL ->side[0].AddContact( lw, & qCb->side[2], 0 );
//
- qCb->side[1].AddContact( lw, & qCb->side[2], lw );
- qCb->side[1].AddContact( lw, & qCt->side[1], 0 );
- qCt->side[0].AddContact( lw, & qCt->side[1], 0 );
- qCt->side[0].AddContact( lw, & qR ->side[0], lw );
- qR ->side[3].AddContact( lw, & qR ->side[0], lw );
- qR ->side[3].AddContact( lw, & qCb->side[2], lw );
+ qCb->side[1].AddContact( lw, & qCb->side[2], nb-1 );
+ qCb->side[1].AddContact( lw, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( nb-1, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( nb-1, & qR ->side[0], lw );
+ qR ->side[3].AddContact( 0, & qR ->side[0], lw );
+ qR ->side[3].AddContact( 0, & qCb->side[2], nb-1 );
- if ( dh == dv )
- return computeQuadDominant( aMesh, aFace );
+ return computeQuadDominant( aMesh, aFace );
-
- }
+ } // if ( !myForcedPnts.empty() )
if ( dh > dv ) {
addv = (dh-dv)/2;
npl.Append(uv_el[i].normParam);
}
- int dl,dr;
+ int dl = 0, dr = 0;
if (OldVersion) {
// add some params to right and left after the first param
// insert to right
}
int nnn = Min(nr,nl);
- // auxilary sequence of XY for creation nodes
+ // auxiliary sequence of XY for creation nodes
// in the bottom part of central domain
// Length of UVL and UVR must be == nbv-nnn
TColgp_SequenceOfXY UVL, UVR, UVT;
for (i=1; i<=dl; i++) {
for (j=1; j<nl; j++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j),
- NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i,j+1),
- NodesL.Value(i+1,j+1), NodesL.Value(i+1,j));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j),
+ NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
}
}
}
for (i=1; i<=dr; i++) {
for (j=1; j<nr; j++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j),
- NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i,j+1),
- NodesR.Value(i+1,j+1), NodesR.Value(i+1,j));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j),
+ NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
}
}
}
for (i=1; i<nb; i++) {
for (j=1; j<nbv; j++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
- NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1),
- NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
+ NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
}
}
}
for (j=1; j<nnn-1; j++) {
for (i=1; i<nb; i++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i+1,j),
- NodesBRD.Value(i+1,j+1), NodesBRD.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i,j+1),
- NodesBRD.Value(i+1,j+1), NodesBRD.Value(i+1,j));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i+1,j),
+ NodesBRD.Value(i+1,j+1), NodesBRD.Value(i,j+1));
}
}
}
TColgp_SequenceOfXY UVtmp;
double drparam = npr.Value(nr) - npr.Value(nnn-1);
double dlparam = npl.Value(nnn) - npl.Value(nnn-1);
- double y0,y1;
+ double y0 = 0, y1 = 0;
for (i=1; i<=drl; i++) {
// add existed nodes from right edge
NodesC.SetValue(nb,i+1,uv_er[nnn+i-2].node);
for (j=1; j<=drl+addv; j++) {
for (i=1; i<nb; i++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
- NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1),
- NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
+ NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
}
}
} // end nr<nl
}
for (i=1; i<nt; i++) {
if (WisF) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i+1,1),
- NodesLast.Value(i+1,2), NodesLast.Value(i,2));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
- else {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i,2),
- NodesLast.Value(i+1,2), NodesLast.Value(i+1,2));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i+1,1),
+ NodesLast.Value(i+1,2), NodesLast.Value(i,2));
}
}
} // if ((drl+addv) > 0)
MapShapeNbElems& aResMap,
bool IsQuadratic)
{
- // Auxilary key in order to keep old variant
+ // Auxiliary key in order to keep old variant
// of meshing after implementation new variant
// for bug 0016220 from Mantis.
bool OldVersion = false;
const SMDS_MeshNode* theNode3,
const SMDS_MeshNode* theNode4)
{
- SMDS_MeshFace* face;
if ( SMESH_TNodeXYZ( theNode1 ).SquareDistance( theNode3 ) >
SMESH_TNodeXYZ( theNode2 ).SquareDistance( theNode4 ) )
{
- face = myHelper->AddFace(theNode2, theNode4 , theNode1);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
- face = myHelper->AddFace(theNode2, theNode3, theNode4);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
+ myHelper->AddFace(theNode2, theNode4 , theNode1);
+ myHelper->AddFace(theNode2, theNode3, theNode4);
}
else
{
- face = myHelper->AddFace(theNode1, theNode2 ,theNode3);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
- face = myHelper->AddFace(theNode1, theNode3, theNode4);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
+ myHelper->AddFace(theNode1, theNode2 ,theNode3);
+ myHelper->AddFace(theNode1, theNode3, theNode4);
}
}
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
- int nb = quad->side[0].grid->NbPoints(); // bottom
- int nr = quad->side[1].grid->NbPoints(); // right
- int nt = quad->side[2].grid->NbPoints(); // top
- int nl = quad->side[3].grid->NbPoints(); // left
+ int nb = quad->side[0].NbPoints(); // bottom
+ int nr = quad->side[1].NbPoints(); // right
+ int nt = quad->side[2].NbPoints(); // top
+ int nl = quad->side[3].NbPoints(); // left
// Simple Reduce 10->8->6->4 (3 steps) Multiple Reduce 10->4 (1 step)
//
}
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].NbPoints();
dh = abs(nb-nt);
dv = abs(nr-nl);
int nbh = Max(nb,nt);
const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
- if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
+ if ((int) uv_eb.size() != nb || (int) uv_er.size() != nr ||
+ (int) uv_et.size() != nt || (int) uv_el.size() != nl)
return error(COMPERR_BAD_INPUT_MESH);
// arrays for normalized params
// | | | |
// | | | |
// | L | | R |
- // left | | | | rigth
+ // left | | | | right
// | / \ |
// | / C \ |
// |/ \|
gp_XY a3 (uv_et.front().u, uv_et.front().v);
int nnn = Min(nr,nl);
- // auxilary sequence of XY for creation of nodes
+ // auxiliary sequence of XY for creation of nodes
// in the bottom part of central domain
// it's length must be == nbv-nnn-1
TColgp_SequenceOfXY UVL;
// create faces
for (i=1; i<=dl; i++) {
for (j=1; j<nl; j++) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j),
- NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j),
+ NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
}
}
}
// create faces
for (i=1; i<=dr; i++) {
for (j=1; j<nr; j++) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j),
- NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j),
+ NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
}
}
}
// create faces
for (i=1; i<nb; i++) {
for (j=1; j<nbv; j++) {
- SMDS_MeshFace* F =
- myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
- NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
+ myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
+ NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
}
}
} // end Multiple Reduce implementation
}
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].NbPoints();
// number of rows and columns
int nrows = nr - 1; // and also == nl - 1
const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
- if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
+ if ((int) uv_eb.size() != nb || (int) uv_er.size() != nr ||
+ (int) uv_et.size() != nt || (int) uv_el.size() != nl)
return error(COMPERR_BAD_INPUT_MESH);
- myHelper->SetElementsOnShape( true );
-
gp_UV uv[ UV_SIZE ];
uv[ UV_A0 ].SetCoord( uv_eb.front().u, uv_eb.front().v);
uv[ UV_A1 ].SetCoord( uv_eb.back().u, uv_eb.back().v );
vector<UVPtStruct> curr_base = uv_eb, next_base;
- UVPtStruct nullUVPtStruct; nullUVPtStruct.node = 0;
+ UVPtStruct nullUVPtStruct;
+ nullUVPtStruct.node = 0;
+ nullUVPtStruct.x = nullUVPtStruct.y = nullUVPtStruct.u = nullUVPtStruct.v = 0;
+ nullUVPtStruct.param = 0;
+
int curr_base_len = nb;
int next_base_len = 0;
double d = v1 ^ v2;
return d > 1e-100;
}
+ //================================================================================
+ /*!
+ * \brief Returns area of a triangle
+ */
+ //================================================================================
+
+ double getArea( const gp_UV uv1, const gp_UV uv2, const gp_UV uv3 )
+ {
+ gp_XY v1 = uv1 - uv2, v2 = uv3 - uv2;
+ double a = v2 ^ v1;
+ return a;
+ }
}
//================================================================================
uv1.v = uv2.v = 0.5 * ( uv1.v + uv2.v );
}
- else if ( quad->side.size() == 4 && myQuadType == QUAD_STANDARD)
+ else if ( quad->side.size() == 4 /*&& myQuadType == QUAD_STANDARD*/)
// Set number of nodes on a degenerated side to be same as on an opposite side
// ----------------------------------------------------------------------------
- for ( unsigned i = 0; i < quad->side.size(); ++i )
+ for ( size_t i = 0; i < quad->side.size(); ++i )
{
StdMeshers_FaceSidePtr degSide = quad->side[i];
if ( !myHelper->IsDegenShape( degSide->EdgeID(0) ))
{
if ( !myNeedSmooth ) return;
- // Get nodes to smooth
-
- typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
- TNo2SmooNoMap smooNoMap;
+ SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
+ const double tol = BRep_Tool::Tolerance( quad->face );
+ Handle(ShapeAnalysis_Surface) surface = myHelper->GetSurface( quad->face );
- const TopoDS_Face& geomFace = TopoDS::Face( myHelper->GetSubShape() );
- Handle(Geom_Surface) surface = BRep_Tool::Surface( geomFace );
- double U1, U2, V1, V2;
- surface->Bounds(U1, U2, V1, V2);
- GeomAPI_ProjectPointOnSurf proj;
- proj.Init( surface, U1, U2, V1, V2, BRep_Tool::Tolerance( geomFace ) );
-
- SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
- SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( geomFace );
- SMDS_NodeIteratorPtr nIt = fSubMesh->GetNodes();
- while ( nIt->more() ) // loop on nodes bound to a FACE
+ if ( myHelper->HasDegeneratedEdges() && myForcedPnts.empty() )
{
- const SMDS_MeshNode* node = nIt->next();
- TSmoothNode & sNode = smooNoMap[ node ];
- sNode._uv = myHelper->GetNodeUV( geomFace, node );
- sNode._xyz = SMESH_TNodeXYZ( node );
-
- // set sNode._triangles
- SMDS_ElemIteratorPtr fIt = node->GetInverseElementIterator( SMDSAbs_Face );
- while ( fIt->more() )
+ // "smooth" by computing node positions using 3D TFI and further projection
+
+ list< FaceQuadStruct::Ptr >::iterator q = myQuadList.begin();
+ for ( ; q != myQuadList.end() ; ++q )
{
- const SMDS_MeshElement* face = fIt->next();
- const int nbN = face->NbCornerNodes();
- const int nInd = face->GetNodeIndex( node );
- const int prevInd = myHelper->WrapIndex( nInd - 1, nbN );
- const int nextInd = myHelper->WrapIndex( nInd + 1, nbN );
- const SMDS_MeshNode* prevNode = face->GetNode( prevInd );
- const SMDS_MeshNode* nextNode = face->GetNode( nextInd );
- sNode._triangles.push_back( TTriangle( & smooNoMap[ prevNode ],
- & smooNoMap[ nextNode ]));
+ quad = *q;
+ int nbhoriz = quad->iSize;
+ int nbvertic = quad->jSize;
+
+ SMESH_TNodeXYZ a0( quad->UVPt( 0, 0 ).node );
+ SMESH_TNodeXYZ a1( quad->UVPt( nbhoriz-1, 0 ).node );
+ SMESH_TNodeXYZ a2( quad->UVPt( nbhoriz-1, nbvertic-1 ).node );
+ SMESH_TNodeXYZ a3( quad->UVPt( 0, nbvertic-1 ).node );
+
+ // compute TFI
+ for (int i = 1; i < nbhoriz-1; i++)
+ {
+ SMESH_TNodeXYZ p0( quad->UVPt( i, 0 ).node );
+ SMESH_TNodeXYZ p2( quad->UVPt( i, nbvertic-1 ).node );
+ for (int j = 1; j < nbvertic-1; j++)
+ {
+ SMESH_TNodeXYZ p1( quad->UVPt( nbhoriz-1, j ).node );
+ SMESH_TNodeXYZ p3( quad->UVPt( 0, j ).node );
+
+ UVPtStruct& uvp = quad->UVPt( i, j );
+
+ gp_Pnt pnew = myHelper->calcTFI(uvp.x,uvp.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ meshDS->MoveNode( uvp.node, pnew.X(), pnew.Y(), pnew.Z() );
+ }
+ }
+ // project to surface
+ double cellSize;
+ for (int i = 1; i < nbhoriz-1; i++)
+ {
+ for (int j = 1; j < nbvertic-1; j++)
+ {
+ UVPtStruct& uvp = quad->UVPt( i, j );
+ SMESH_NodeXYZ p = uvp.node;
+
+ cellSize = Max( p.SquareDistance( quad->UVPt( i+1, j ).node ),
+ p.SquareDistance( quad->UVPt( i-1, j ).node ));
+ cellSize = Max( p.SquareDistance( quad->UVPt( i, j+1 ).node ), cellSize );
+ cellSize = Max( p.SquareDistance( quad->UVPt( i, j-1 ).node ), cellSize );
+
+ gp_Pnt2d uv = surface->NextValueOfUV( uvp.UV(), p, 10*tol );
+ gp_Pnt pnew = surface->Value( uv );
+ bool ok = ( pnew.SquareDistance( p ) < 2 * cellSize );
+ if ( !ok )
+ {
+ uv = surface->ValueOfUV( p, 10*tol );
+ pnew = surface->Value( uv );
+ ok = ( pnew.SquareDistance( p ) < 2 * cellSize );
+ }
+ if ( ok )
+ {
+ meshDS->MoveNode( uvp.node, pnew.X(), pnew.Y(), pnew.Z() );
+ uvp.u = uv.X();
+ uvp.v = uv.Y();
+ }
+ }
+ }
}
}
- // set _uv of smooth nodes on FACE boundary
- for ( unsigned i = 0; i < quad->side.size(); ++i )
+ else
{
- const vector<UVPtStruct>& uvVec = quad->side[i].GetUVPtStruct();
- for ( unsigned j = 0; j < uvVec.size(); ++j )
+ // Get nodes to smooth
+
+ typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
+ TNo2SmooNoMap smooNoMap;
+
+ // fixed nodes
+ boost::container::flat_set< const SMDS_MeshNode* > fixedNodes;
+ for ( size_t i = 0; i < myForcedPnts.size(); ++i )
+ {
+ fixedNodes.insert( myForcedPnts[i].node );
+ if ( myForcedPnts[i].node->getshapeId() != myHelper->GetSubShapeID() )
+ {
+ TSmoothNode & sNode = smooNoMap[ myForcedPnts[i].node ];
+ sNode._uv = myForcedPnts[i].uv;
+ sNode._xyz = SMESH_TNodeXYZ( myForcedPnts[i].node );
+ }
+ }
+ SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( quad->face );
+ SMDS_NodeIteratorPtr nIt = fSubMesh->GetNodes();
+ while ( nIt->more() ) // loop on nodes bound to a FACE
{
- TSmoothNode & sNode = smooNoMap[ uvVec[j].node ];
- sNode._uv = uvVec[j].UV();
- sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node );
+ const SMDS_MeshNode* node = nIt->next();
+ TSmoothNode & sNode = smooNoMap[ node ];
+ sNode._uv = myHelper->GetNodeUV( quad->face, node );
+ sNode._xyz = SMESH_TNodeXYZ( node );
+ if ( fixedNodes.count( node ))
+ continue; // fixed - no triangles
+
+ // set sNode._triangles
+ SMDS_ElemIteratorPtr fIt = node->GetInverseElementIterator( SMDSAbs_Face );
+ while ( fIt->more() )
+ {
+ const SMDS_MeshElement* face = fIt->next();
+ const int nbN = face->NbCornerNodes();
+ const int nInd = face->GetNodeIndex( node );
+ const int prevInd = myHelper->WrapIndex( nInd - 1, nbN );
+ const int nextInd = myHelper->WrapIndex( nInd + 1, nbN );
+ const SMDS_MeshNode* prevNode = face->GetNode( prevInd );
+ const SMDS_MeshNode* nextNode = face->GetNode( nextInd );
+ sNode._triangles.push_back( TTriangle( & smooNoMap[ prevNode ],
+ & smooNoMap[ nextNode ]));
+ }
}
- }
+ // set _uv of smooth nodes on FACE boundary
+ set< StdMeshers_FaceSide* > sidesOnEdge;
+ list< FaceQuadStruct::Ptr >::iterator q = myQuadList.begin();
+ for ( ; q != myQuadList.end() ; ++q )
+ for ( size_t i = 0; i < (*q)->side.size(); ++i )
+ if ( ! (*q)->side[i].grid->Edge(0).IsNull() &&
+ //(*q)->nbNodeOut( i ) == 0 &&
+ sidesOnEdge.insert( (*q)->side[i].grid.get() ).second )
+ {
+ const vector<UVPtStruct>& uvVec = (*q)->side[i].grid->GetUVPtStruct();
+ for ( unsigned j = 0; j < uvVec.size(); ++j )
+ {
+ TSmoothNode & sNode = smooNoMap[ uvVec[j].node ];
+ sNode._uv = uvVec[j].UV();
+ sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node );
+ }
+ }
- // define refernce orientation in 2D
- TNo2SmooNoMap::iterator n2sn = smooNoMap.begin();
- for ( ; n2sn != smooNoMap.end(); ++n2sn )
- if ( !n2sn->second._triangles.empty() )
- break;
- if ( n2sn == smooNoMap.end() ) return;
- const TSmoothNode & sampleNode = n2sn->second;
- const bool refForward = ( sampleNode._triangles[0].IsForward( sampleNode._uv ));
+ // define reference orientation in 2D
+ TNo2SmooNoMap::iterator n2sn = smooNoMap.begin();
+ for ( ; n2sn != smooNoMap.end(); ++n2sn )
+ if ( !n2sn->second._triangles.empty() )
+ break;
+ if ( n2sn == smooNoMap.end() ) return;
+ const TSmoothNode & sampleNode = n2sn->second;
+ const bool refForward = ( sampleNode._triangles[0].IsForward( sampleNode._uv ));
- // Smoothing
+ // Smoothing
- for ( int iLoop = 0; iLoop < 5; ++iLoop )
- {
- for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn )
+ for ( int iLoop = 0; iLoop < 5; ++iLoop )
{
- TSmoothNode& sNode = n2sn->second;
- if ( sNode._triangles.empty() )
- continue; // not movable node
+ for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn )
+ {
+ TSmoothNode& sNode = n2sn->second;
+ if ( sNode._triangles.empty() )
+ continue; // not movable node
- gp_XY newUV;
- bool isValid = false;
- bool use3D = ( iLoop > 2 ); // 3 loops in 2D and 2, in 3D
+ gp_XY newUV;
+ bool isValid = false;
+ bool use3D = ( iLoop > 2 ); // 3 loops in 2D and 2, in 3D
- if ( use3D )
- {
- // compute a new XYZ
- gp_XYZ newXYZ (0,0,0);
- for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
- newXYZ += sNode._triangles[i]._n1->_xyz;
- newXYZ /= sNode._triangles.size();
-
- // compute a new UV by projection
- proj.Perform( newXYZ );
- isValid = ( proj.IsDone() && proj.NbPoints() > 0 );
- if ( isValid )
+ if ( use3D )
+ {
+ // compute a new XYZ
+ gp_XYZ newXYZ (0,0,0);
+ for ( size_t i = 0; i < sNode._triangles.size(); ++i )
+ newXYZ += sNode._triangles[i]._n1->_xyz;
+ newXYZ /= sNode._triangles.size();
+
+ // compute a new UV by projection
+ newUV = surface->NextValueOfUV( sNode._uv, newXYZ, 10*tol ).XY();
+
+ // check validity of the newUV
+ for ( size_t i = 0; i < sNode._triangles.size() && isValid; ++i )
+ isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
+ }
+ if ( !isValid )
{
+ // compute a new UV by averaging
+ newUV.SetCoord(0.,0.);
+ for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
+ newUV += sNode._triangles[i]._n1->_uv;
+ newUV /= sNode._triangles.size();
+
// check validity of the newUV
- Quantity_Parameter u,v;
- proj.LowerDistanceParameters( u, v );
- newUV.SetCoord( u, v );
+ isValid = true;
for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
}
- }
- if ( !isValid )
- {
- // compute a new UV by averaging
- newUV.SetCoord(0.,0.);
- for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
- newUV += sNode._triangles[i]._n1->_uv;
- newUV /= sNode._triangles.size();
-
- // check validity of the newUV
- isValid = true;
- for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
- isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
- }
- if ( isValid )
- {
- sNode._uv = newUV;
- sNode._xyz = surface->Value( newUV.X(), newUV.Y() ).XYZ();
+ if ( isValid )
+ {
+ sNode._uv = newUV;
+ sNode._xyz = surface->Value( newUV ).XYZ();
+ }
}
}
- }
- // Set new XYZ to the smoothed nodes
+ // Set new XYZ to the smoothed nodes
- for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn )
- {
- TSmoothNode& sNode = n2sn->second;
- if ( sNode._triangles.empty() )
- continue; // not movable node
+ for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn )
+ {
+ TSmoothNode& sNode = n2sn->second;
+ if ( sNode._triangles.empty() )
+ continue; // not movable node
- SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( n2sn->first );
- gp_Pnt xyz = surface->Value( sNode._uv.X(), sNode._uv.Y() );
- meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
+ SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( n2sn->first );
+ gp_Pnt xyz = surface->Value( sNode._uv );
+ meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
- // store the new UV
- node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( sNode._uv.X(), sNode._uv.Y() )));
+ // store the new UV
+ node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( sNode._uv.X(), sNode._uv.Y() )));
+ }
}
// Move medium nodes in quadratic mesh
if ( node->getshapeId() != myHelper->GetSubShapeID() )
continue; // medium node is on EDGE or VERTEX
- gp_XY uv1 = myHelper->GetNodeUV( geomFace, link.node1(), node );
- gp_XY uv2 = myHelper->GetNodeUV( geomFace, link.node2(), node );
+ gp_XYZ pm = 0.5 * ( SMESH_TNodeXYZ( link.node1() ) + SMESH_TNodeXYZ( link.node2() ));
+ gp_XY uvm = myHelper->GetNodeUV( quad->face, node );
+
+ gp_Pnt2d uv = surface->NextValueOfUV( uvm, pm, 10*tol );
+ gp_Pnt xyz = surface->Value( uv );
- gp_XY uv = myHelper->GetMiddleUV( surface, uv1, uv2 );
node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( uv.X(), uv.Y() )));
-
- gp_Pnt xyz = surface->Value( uv.X(), uv.Y() );
meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
}
}
+ return;
}
-/*//================================================================================
+//================================================================================
/*!
- * \brief Finds vertices at the most sharp face corners
- * \param [in] theFace - the FACE
- * \param [in,out] theWire - the ordered edges of the face. It can be modified to
- * have the first VERTEX of the first EDGE in \a vertices
- * \param [out] theVertices - the found corner vertices in the order corresponding to
- * the order of EDGEs in \a theWire
- * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace
- * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered
- * as possible corners
- * \return int - number of quad sides found: 0, 3 or 4
+ * \brief Checks validity of generated faces
*/
//================================================================================
-int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
- SMESH_Mesh & theMesh,
- std::list<TopoDS_Edge>& theWire,
- std::vector<TopoDS_Vertex>& theVertices,
- int & theNbDegenEdges,
- const bool theConsiderMesh)
+bool StdMeshers_Quadrangle_2D::check()
{
- theNbDegenEdges = 0;
+ const bool isOK = true;
+ if ( !myCheckOri || myQuadList.empty() || !myQuadList.front() || !myHelper )
+ return isOK;
- SMESH_MesherHelper helper( theMesh );
+ TopoDS_Face geomFace = TopoDS::Face( myHelper->GetSubShape() );
+ SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
+ SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( geomFace );
+ bool toCheckUV;
+ if ( geomFace.Orientation() >= TopAbs_INTERNAL ) geomFace.Orientation( TopAbs_FORWARD );
- // sort theVertices by angle
- multimap<double, TopoDS_Vertex> vertexByAngle;
- TopTools_DataMapOfShapeReal angleByVertex;
- TopoDS_Edge prevE = theWire.back();
- if ( SMESH_Algo::isDegenerated( prevE ))
- {
- list<TopoDS_Edge>::reverse_iterator edge = ++theWire.rbegin();
- while ( SMESH_Algo::isDegenerated( *edge ))
- ++edge;
- if ( edge == theWire.rend() )
- return false;
- prevE = *edge;
- }
- list<TopoDS_Edge>::iterator edge = theWire.begin();
- for ( ; edge != theWire.end(); ++edge )
+ // Get a reference orientation sign
+
+ double okSign;
{
- if ( SMESH_Algo::isDegenerated( *edge ))
- {
- ++theNbDegenEdges;
- continue;
- }
- TopoDS_Vertex v = helper.IthVertex( 0, *edge );
- if ( !theConsiderMesh || SMESH_Algo::VertexNode( v, helper.GetMeshDS() ))
+ TError err;
+ TSideVector wireVec =
+ StdMeshers_FaceSide::GetFaceWires( geomFace, *myHelper->GetMesh(), true, err, myHelper );
+ StdMeshers_FaceSidePtr wire = wireVec[0];
+
+ // find a right angle VERTEX
+ int iVertex = 0;
+ double maxAngle = -1e100;
+ for ( int i = 0; i < wire->NbEdges(); ++i )
{
- double angle = SMESH_MesherHelper::GetAngle( prevE, *edge, theFace );
- vertexByAngle.insert( make_pair( angle, v ));
- angleByVertex.Bind( v, angle );
+ int iPrev = myHelper->WrapIndex( i-1, wire->NbEdges() );
+ const TopoDS_Edge& e1 = wire->Edge( iPrev );
+ const TopoDS_Edge& e2 = wire->Edge( i );
+ double angle = myHelper->GetAngle( e1, e2, geomFace, wire->FirstVertex( i ));
+ if (( maxAngle < angle ) &&
+ ( 5.* M_PI/180 < angle && angle < 175.* M_PI/180 ))
+ {
+ maxAngle = angle;
+ iVertex = i;
+ }
}
- prevE = *edge;
- }
+ if ( maxAngle < -2*M_PI ) return isOK;
- // find out required nb of corners (3 or 4)
- int nbCorners = 4;
- TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
- if ( !triaVertex.IsNull() &&
- triaVertex.ShapeType() == TopAbs_VERTEX &&
- helper.IsSubShape( triaVertex, theFace ))
- nbCorners = 3;
- else
- triaVertex.Nullify();
+ // get a sign of 2D area of a corner face
- // check nb of available corners
- if ( nbCorners == 3 )
- {
- if ( vertexByAngle.size() < 3 )
- return error(COMPERR_BAD_SHAPE,
- TComm("Face must have 3 sides but not ") << vertexByAngle.size() );
- }
- else
- {
- if ( vertexByAngle.size() == 3 && theNbDegenEdges == 0 )
+ int iPrev = myHelper->WrapIndex( iVertex-1, wire->NbEdges() );
+ const TopoDS_Edge& e1 = wire->Edge( iPrev );
+ const TopoDS_Edge& e2 = wire->Edge( iVertex );
+
+ gp_Vec2d v1, v2; gp_Pnt2d p;
+ double u[2];
{
- if ( myTriaVertexID < 1 )
- return error(COMPERR_BAD_PARMETERS,
- "No Base vertex provided for a trilateral geometrical face");
-
- TComm comment("Invalid Base vertex: ");
- comment << myTriaVertexID << " its ID is not among [ ";
- multimap<double, TopoDS_Vertex>::iterator a2v = vertexByAngle.begin();
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << " ]";
- return error(COMPERR_BAD_PARMETERS, comment );
+ bool rev = ( e1.Orientation() == TopAbs_REVERSED );
+ Handle(Geom2d_Curve) c = BRep_Tool::CurveOnSurface( e1, geomFace, u[0], u[1] );
+ c->D1( u[ !rev ], p, v1 );
+ if ( !rev )
+ v1.Reverse();
+ }
+ {
+ bool rev = ( e2.Orientation() == TopAbs_REVERSED );
+ Handle(Geom2d_Curve) c = BRep_Tool::CurveOnSurface( e2, geomFace, u[0], u[1] );
+ c->D1( u[ rev ], p, v2 );
+ if ( rev )
+ v2.Reverse();
}
- if ( vertexByAngle.size() + ( theNbDegenEdges > 0 ) < 4 &&
- vertexByAngle.size() + theNbDegenEdges != 4 )
- return error(COMPERR_BAD_SHAPE,
- TComm("Face must have 4 sides but not ") << vertexByAngle.size() );
- }
- // put all corner vertices in a map
- TopTools_MapOfShape vMap;
- if ( nbCorners == 3 )
- vMap.Add( triaVertex );
- multimap<double, TopoDS_Vertex>::reverse_iterator a2v = vertexByAngle.rbegin();
- for ( ; a2v != vertexByAngle.rend() && vMap.Extent() < nbCorners; ++a2v )
- vMap.Add( (*a2v).second );
-
- // check if there are possible variations in choosing corners
- bool isThereVariants = false;
- if ( vertexByAngle.size() > nbCorners )
- {
- double lostAngle = a2v->first;
- double lastAngle = ( --a2v, a2v->first );
- isThereVariants = ( lostAngle * 1.1 >= lastAngle );
+ okSign = v2 ^ v1;
+
+ if ( maxAngle < 0 )
+ okSign *= -1;
}
- // make theWire begin from a corner vertex or triaVertex
- if ( nbCorners == 3 )
- while ( !triaVertex.IsSame( ( helper.IthVertex( 0, theWire.front() ))) ||
- SMESH_Algo::isDegenerated( theWire.front() ))
- theWire.splice( theWire.end(), theWire, theWire.begin() );
- else
- while ( !vMap.Contains( helper.IthVertex( 0, theWire.front() )) ||
- SMESH_Algo::isDegenerated( theWire.front() ))
- theWire.splice( theWire.end(), theWire, theWire.begin() );
-
- // fill the result vector and prepare for its refinement
- theVertices.clear();
- vector< double > angles;
- vector< TopoDS_Edge > edgeVec;
- vector< int > cornerInd, nbSeg;
- angles.reserve( vertexByAngle.size() );
- edgeVec.reserve( vertexByAngle.size() );
- nbSeg.reserve( vertexByAngle.size() );
- cornerInd.reserve( nbCorners );
- for ( edge = theWire.begin(); edge != theWire.end(); ++edge )
+ // Look for incorrectly oriented faces
+
+ std::list<const SMDS_MeshElement*> badFaces;
+
+ const SMDS_MeshNode* nn [ 8 ]; // 8 is just for safety
+ gp_UV uv [ 8 ];
+ SMDS_ElemIteratorPtr fIt = fSubMesh->GetElements();
+ while ( fIt->more() ) // loop on faces bound to a FACE
{
- if ( SMESH_Algo::isDegenerated( *edge ))
- continue;
- TopoDS_Vertex v = helper.IthVertex( 0, *edge );
- bool isCorner = vMap.Contains( v );
- if ( isCorner )
+ const SMDS_MeshElement* f = fIt->next();
+
+ const int nbN = f->NbCornerNodes();
+ for ( int i = 0; i < nbN; ++i )
+ nn[ i ] = f->GetNode( i );
+
+ const SMDS_MeshNode* nInFace = 0;
+ if ( myHelper->HasSeam() )
+ for ( int i = 0; i < nbN && !nInFace; ++i )
+ if ( !myHelper->IsSeamShape( nn[i]->getshapeId() ))
+ {
+ nInFace = nn[i];
+ gp_XY uv = myHelper->GetNodeUV( geomFace, nInFace );
+ if ( myHelper->IsOnSeam( uv ))
+ nInFace = NULL;
+ }
+
+ toCheckUV = true;
+ for ( int i = 0; i < nbN; ++i )
+ uv[ i ] = myHelper->GetNodeUV( geomFace, nn[i], nInFace, &toCheckUV );
+
+ bool isBad = false;
+ switch ( nbN ) {
+ case 4:
{
- theVertices.push_back( v );
- cornerInd.push_back( angles.size() );
+ 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 );
+ break;
}
- angles.push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI );
- edgeVec.push_back( *edge );
- if ( theConsiderMesh && isThereVariants )
+ case 3:
{
- if ( SMESHDS_SubMesh* sm = helper.GetMeshDS()->MeshElements( *edge ))
- nbSeg.push_back( sm->NbNodes() + 1 );
- else
- nbSeg.push_back( 0 );
+ double sign = getArea( uv[0], uv[1], uv[2] );
+ isBad = ( sign * okSign < 0 );
+ break;
+ }
+ default:;
}
- }
-
- // refine the result vector - make sides elual by length if
- // there are several equal angles
- if ( isThereVariants )
- {
- if ( nbCorners == 3 )
- angles[0] = 2 * M_PI; // not to move the base triangle VERTEX
- set< int > refinedCorners;
- for ( size_t iC = 0; iC < cornerInd.size(); ++iC )
+ if ( isBad && myHelper->HasRealSeam() )
{
- int iV = cornerInd[iC];
- if ( !refinedCorners.insert( iV ).second )
- continue;
- list< int > equalVertices;
- equalVertices.push_back( iV );
- int nbC[2] = { 0, 0 };
- // find equal angles backward and forward from the iV-th corner vertex
- for ( int isFwd = 0; isFwd < 2; ++isFwd )
- {
- int dV = isFwd ? +1 : -1;
- int iCNext = helper.WrapIndex( iC + dV, cornerInd.size() );
- int iVNext = helper.WrapIndex( iV + dV, angles.size() );
- while ( iVNext != iV )
+ // fix uv for a case where a face intersects the seam
+ for ( int iPar = 1; iPar < 3; ++iPar )
+ if ( iPar & myHelper->GetPeriodicIndex() )
{
- bool equal = Abs( angles[iV] - angles[iVNext] ) < 0.1 * angles[iV];
- if ( equal )
- equalVertices.insert( isFwd ? equalVertices.end() : equalVertices.begin(), iVNext );
- if ( iVNext == cornerInd[ iCNext ])
+ 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 )
{
- if ( !equal )
- break;
- nbC[ isFwd ]++;
- refinedCorners.insert( cornerInd[ iCNext ] );
- iCNext = helper.WrapIndex( iCNext + dV, cornerInd.size() );
+ double par = uv[i].Coord( iPar );
+ double shift = ShapeAnalysis::AdjustByPeriod( par, max, myHelper->GetPeriod( iPar ));
+ uv[i].SetCoord( iPar, par + shift );
}
- iVNext = helper.WrapIndex( iVNext + dV, angles.size() );
}
- }
- // move corners to make sides equal by length
- int nbEqualV = equalVertices.size();
- int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] );
- if ( nbExcessV > 0 )
+ double sign1 = getArea( uv[0], uv[1], uv[2] );
+ double sign2 = getArea( uv[0], uv[2], uv[3] );
+ if ( sign1 * sign2 < 0 )
{
- // calculate normalized length of each side enclosed between neighbor equalVertices
- vector< double > curLengths;
- double totalLen = 0;
- vector< int > evVec( equalVertices.begin(), equalVertices.end() );
- int iEV = 0;
- int iE = cornerInd[ helper.WrapIndex( iC - nbC[0] - 1, cornerInd.size() )];
- int iEEnd = cornerInd[ helper.WrapIndex( iC + nbC[1] + 1, cornerInd.size() )];
- while ( curLengths.size() < nbEqualV + 1 )
- {
- curLengths.push_back( totalLen );
- do {
- curLengths.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]);
- iE = helper.WrapIndex( iE + 1, edgeVec.size());
- if ( iEV < evVec.size() && iE == evVec[ iEV++ ] )
- break;
- }
- while( iE != iEEnd );
- totalLen = curLengths.back();
- }
- curLengths.resize( equalVertices.size() );
- for ( size_t iS = 0; iS < curLengths.size(); ++iS )
- curLengths[ iS ] /= totalLen;
-
- // find equalVertices most close to the ideal sub-division of all sides
- int iBestEV = 0;
- int iCorner = helper.WrapIndex( iC - nbC[0], cornerInd.size() );
- int nbSides = 2 + nbC[0] + nbC[1];
- for ( int iS = 1; iS < nbSides; ++iS, ++iBestEV )
- {
- double idealLen = iS / double( nbSides );
- double d, bestDist = 1.;
- for ( iEV = iBestEV; iEV < curLengths.size(); ++iEV )
- if (( d = Abs( idealLen - curLengths[ iEV ])) < bestDist )
- {
- bestDist = d;
- iBestEV = iEV;
- }
- if ( iBestEV > iS-1 + nbExcessV )
- iBestEV = iS-1 + nbExcessV;
- theVertices[ iCorner ] = helper.IthVertex( 0, edgeVec[ evVec[ iBestEV ]]);
- iCorner = helper.WrapIndex( iCorner + 1, cornerInd.size() );
- }
+ 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 );
}
- return nbCorners;
+ if ( !badFaces.empty() )
+ {
+ SMESH_subMesh* fSM = myHelper->GetMesh()->GetSubMesh( geomFace );
+ SMESH_ComputeErrorPtr& err = fSM->GetComputeError();
+ SMESH_BadInputElements* badElems =
+ new SMESH_BadInputElements( meshDS, COMPERR_ALGO_FAILED,
+ "Inverted elements generated");
+ badElems->myBadElements.swap( badFaces );
+ err.reset( badElems );
+
+ return !isOK;
+ }
+
+ return isOK;
}
//================================================================================
//================================================================================
FaceQuadStruct::Side::Side(StdMeshers_FaceSidePtr theGrid)
- : grid(theGrid), nbNodeOut(0), from(0), to(theGrid ? theGrid->NbPoints() : 0 )
+ : grid(theGrid), from(0), to(theGrid ? theGrid->NbPoints() : 0 ), di(1), nbNodeOut(0)
{
}
*/
//=============================================================================
-FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F) : face( F )
+FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F, const std::string& theName)
+ : face( F ), name( theName )
{
side.reserve(4);
}
Standard_Real u1,u2,v1,v2;
const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
const double tol = BRep_Tool::Tolerance( face );
- Handle(Geom_Surface) surf = BRep_Tool::Surface( face );
- surf->Bounds( u1,u2,v1,v2 );
- GeomAPI_ProjectPointOnSurf project;
- project.Init(surf, u1,u2, v1,v2, tol );
+ Handle(ShapeAnalysis_Surface) project = myHelper->GetSurface( face );
+ project->Bounds( u1,u2,v1,v2 );
+ Bnd_Box bbox;
+ BRepBndLib::Add( face, bbox );
+ double farTol = 0.01 * sqrt( bbox.SquareExtent() );
+
+ // get internal VERTEXes of the FACE to use them instead of equal points
+ typedef map< pair< double, double >, TopoDS_Vertex > TUV2VMap;
+ TUV2VMap uv2intV;
+ for ( TopExp_Explorer vExp( face, TopAbs_VERTEX, TopAbs_EDGE ); vExp.More(); vExp.Next() )
+ {
+ TopoDS_Vertex v = TopoDS::Vertex( vExp.Current() );
+ gp_Pnt2d uv = project->ValueOfUV( BRep_Tool::Pnt( v ), tol );
+ uv2intV.insert( make_pair( make_pair( uv.X(), uv.Y() ), v ));
+ }
for ( size_t iP = 0; iP < points.size(); ++iP )
{
- project.Perform( points[ iP ]);
- if ( !project.IsDone() )
- {
- if ( isStrictCheck && iP < nbPoints )
- return error
- (TComm("Projection of an enforced point to the face failed - (")
- << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
- continue;
- }
- if ( project.LowerDistance() > tol*1000 )
+ gp_Pnt2d uv = project->ValueOfUV( points[ iP ], tol );
+ if ( project->Gap() > farTol )
{
if ( isStrictCheck && iP < nbPoints )
return error
(COMPERR_BAD_PARMETERS, TComm("An enforced point is too far from the face, dist = ")
- << project.LowerDistance() << " - ("
+ << points[ iP ].Distance( project->Value( uv )) << " - ("
<< points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
continue;
}
- Quantity_Parameter u, v;
- project.LowerDistanceParameters(u, v);
- gp_Pnt2d uv( u, v );
BRepClass_FaceClassifier clsf ( face, uv, tol );
switch ( clsf.State() ) {
case TopAbs_IN:
{
- double edgeDist = ( Min( Abs( u - u1 ), Abs( u - u2 )) +
- Min( Abs( v - v1 ), Abs( v - v2 )));
+ double edgeDist = ( Min( Abs( uv.X() - u1 ), Abs( uv.X() - u2 )) +
+ Min( Abs( uv.Y() - v1 ), Abs( uv.Y() - v2 )));
ForcedPoint fp;
fp.uv = uv.XY();
fp.xyz = points[ iP ].XYZ();
if ( iP >= nbPoints )
fp.vertex = TopoDS::Vertex( vMap( iP - nbPoints + 1 ));
+ TUV2VMap::iterator uv2v = uv2intV.lower_bound( make_pair( uv.X()-tol, uv.Y()-tol ));
+ for ( ; uv2v != uv2intV.end() && uv2v->first.first <= uv.X()+tol; ++uv2v )
+ if ( uv.SquareDistance( gp_Pnt2d( uv2v->first.first, uv2v->first.second )) < tol*tol )
+ {
+ fp.vertex = uv2v->second;
+ break;
+ }
+
+ fp.node = 0;
+ if ( myHelper->IsSubShape( fp.vertex, myHelper->GetMesh() ))
+ {
+ SMESH_subMesh* sm = myHelper->GetMesh()->GetSubMesh( fp.vertex );
+ sm->ComputeStateEngine( SMESH_subMesh::COMPUTE );
+ fp.node = SMESH_Algo::VertexNode( fp.vertex, myHelper->GetMeshDS() );
+ }
+ else
+ {
+ fp.node = myHelper->AddNode( fp.xyz.X(), fp.xyz.Y(), fp.xyz.Z(),
+ 0, fp.uv.X(), fp.uv.Y() );
+ }
sortedFP.insert( make_pair( edgeDist, fp ));
break;
}
list< FaceQuadStruct::Ptr >::iterator quadIt = myQuadList.begin();
for ( ; quadIt != myQuadList.end(); ++quadIt )
for ( size_t iSide = 0; iSide < (*quadIt)->side.size(); ++iSide )
+ {
+ if ( !setNormalizedGrid( *quadIt ))
+ return false;
quadsBySide[ (*quadIt)->side[iSide] ].push_back( *quadIt );
+ }
- SMESH_Mesh* mesh = myHelper->GetMesh();
- SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
Handle(Geom_Surface) surf = BRep_Tool::Surface( face );
{
bool isNodeEnforced = false;
- // look for a quad enclosing a enforced point
+ // look for a quad enclosing an enforced point
for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
{
FaceQuadStruct::Ptr quad = *quadIt;
- int i,j;
- if ( !setNormalizedGrid( quad ))
+ if ( !setNormalizedGrid( *quadIt ))
return false;
+ int i,j;
if ( !quad->findCell( myForcedPnts[ iFP ], i, j ))
continue;
for ( int dj = 0; dj < 2; ++dj )
{
double dist2 = ( myForcedPnts[ iFP ].uv - quad->UVPt( i+di,j+dj ).UV() ).SquareModulus();
- ijByDist.insert( make_pair( dist2, make_pair( i+di,j+dj )));
+ ijByDist.insert( make_pair( dist2, make_pair( di,dj )));
}
// try all nodes starting from the closest one
set< FaceQuadStruct::Ptr > changedQuads;
multimap< double, pair< int, int > >::iterator d2ij = ijByDist.begin();
for ( ; !isNodeEnforced && d2ij != ijByDist.end(); ++d2ij )
{
- i = d2ij->second.first;
- j = d2ij->second.second;
+ int di = d2ij->second.first;
+ int dj = d2ij->second.second;
// check if a node is at a side
int iSide = -1;
- if ( j == 0 )
+ if ( dj== 0 && j == 0 )
iSide = QUAD_BOTTOM_SIDE;
- else if ( j+1 == quad->jSize )
+ else if ( dj == 1 && j+2 == quad->jSize )
iSide = QUAD_TOP_SIDE;
- else if ( i == 0 )
+ else if ( di == 0 && i == 0 )
iSide = QUAD_LEFT_SIDE;
- else if ( i+1 == quad->iSize )
+ else if ( di == 1 && i+2 == quad->iSize )
iSide = QUAD_RIGHT_SIDE;
if ( iSide > -1 ) // ----- node is at a side
}
// make a node of a side forced
vector<UVPtStruct>& points = (vector<UVPtStruct>&) side.GetUVPtStruct();
- points[ sideNodeIndex ].u = myForcedPnts[ iFP ].U();
- points[ sideNodeIndex ].v = myForcedPnts[ iFP ].V();
+ points[ sideNodeIndex ].u = myForcedPnts[ iFP ].U();
+ points[ sideNodeIndex ].v = myForcedPnts[ iFP ].V();
+ points[ sideNodeIndex ].node = myForcedPnts[ iFP ].node;
updateSideUV( side, sideNodeIndex, quadsBySide );
}
else // ------------------ node is inside the quad
{
+ i += di;
+ j += dj;
// make a new side passing through IJ node and split the quad
int indForced, iNewSide;
if ( quad->iSize < quad->jSize ) // split vertically
{
quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/true );
- indForced = i;
+ indForced = j;
iNewSide = splitQuad( quad, i, 0 );
}
else
{
quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/false );
- indForced = j;
+ indForced = i;
iNewSide = splitQuad( quad, 0, j );
}
FaceQuadStruct::Ptr newQuad = myQuadList.back();
FaceQuadStruct::Side& newSide = newQuad->side[ iNewSide ];
+ vector<UVPtStruct>& points = (vector<UVPtStruct>&) newSide.GetUVPtStruct();
+ points[ indForced ].node = myForcedPnts[ iFP ].node;
+
newSide.forced_nodes.insert( indForced );
quad->side[( iNewSide+2 ) % 4 ].forced_nodes.insert( indForced );
quadsBySide[ newSide ].push_back( quad );
- quadsBySide[ newSide ].push_back( newQuad );
+ quadsBySide[ newQuad->side[0] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[1] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[2] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[3] ].push_back( newQuad );
isNodeEnforced = true;
for ( ; qIt != changedQuads.end(); ++qIt )
(*qIt)->uv_grid.clear();
+ if ( isNodeEnforced )
+ break;
+
} // loop on quads
if ( !isNodeEnforced )
<< myForcedPnts[iFP].xyz.Y() << ", "
<< myForcedPnts[iFP].xyz.Z() << " )");
}
+ myNeedSmooth = true;
} // loop on enforced points
if ( quadVec.size() <= 1 )
continue; // outer side
- bool missedNodesOnSide = false;
const vector<UVPtStruct>& points = side.grid->GetUVPtStruct();
for ( size_t iC = 0; iC < side.contacts.size(); ++iC )
{
+ if ( side.contacts[iC].point < side.from ||
+ side.contacts[iC].point >= side.to )
+ continue;
+ if ( side.contacts[iC].other_point < side.contacts[iC].other_side->from ||
+ side.contacts[iC].other_point >= side.contacts[iC].other_side->to )
+ continue;
const vector<UVPtStruct>& oGrid = side.contacts[iC].other_side->grid->GetUVPtStruct();
const UVPtStruct& uvPt = points[ side.contacts[iC].point ];
- if ( side.contacts[iC].other_point >= oGrid.size() ||
- side.contacts[iC].point >= points.size() )
+ if ( side.contacts[iC].other_point >= (int) oGrid .size() ||
+ side.contacts[iC].point >= (int) points.size() )
throw SALOME_Exception( "StdMeshers_Quadrangle_2D::addEnforcedNodes(): wrong contact" );
if ( oGrid[ side.contacts[iC].other_point ].node )
(( UVPtStruct& ) uvPt).node = oGrid[ side.contacts[iC].other_point ].node;
}
+
+ bool missedNodesOnSide = false;
for ( size_t iP = 0; iP < points.size(); ++iP )
if ( !points[ iP ].node )
{
UVPtStruct& uvPnt = ( UVPtStruct& ) points[ iP ];
- gp_Pnt P = surf->Value( uvPnt.u, uvPnt.v );
- uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z());
- meshDS->SetNodeOnFace( uvPnt.node, myHelper->GetSubShapeID(), uvPnt.u, uvPnt.v );
+ gp_Pnt P = surf->Value( uvPnt.u, uvPnt.v );
+ uvPnt.node = myHelper->AddNode(P.X(), P.Y(), P.Z(), 0, uvPnt.u, uvPnt.v );
missedNodesOnSide = true;
}
if ( missedNodesOnSide )
myQuadList.push_back( FaceQuadStruct::Ptr( newQuad ));
vector<UVPtStruct> points;
- if ( I > 0 )
+ if ( I > 0 && I <= quad->iSize-2 )
{
points.reserve( quad->jSize );
for ( int jP = 0; jP < quad->jSize; ++jP )
newQuad->side[ QUAD_BOTTOM_SIDE ].from = iBot;
newQuad->side[ QUAD_TOP_SIDE ].from = iTop;
+ newQuad->name = ( TComm("Right of I=") << I );
- quad->side[ QUAD_BOTTOM_SIDE ].to = iBot + 1;
- quad->side[ QUAD_TOP_SIDE ].to = iTop + 1;
+ bool bRev = quad->side[ QUAD_BOTTOM_SIDE ].IsReversed();
+ bool tRev = quad->side[ QUAD_TOP_SIDE ].IsReversed();
+ quad->side[ QUAD_BOTTOM_SIDE ].to = iBot + ( bRev ? -1 : +1 );
+ quad->side[ QUAD_TOP_SIDE ].to = iTop + ( tRev ? -1 : +1 );
quad->uv_grid.clear();
return QUAD_LEFT_SIDE;
}
- else if ( J > 0 ) //// split horizontally
+ else if ( J > 0 && J <= quad->jSize-2 ) //// split horizontally, a new quad is below an old one
{
points.reserve( quad->iSize );
for ( int iP = 0; iP < quad->iSize; ++iP )
// << " L " << &quad->side[ QUAD_LEFT_SIDE ] << " "<< quad->side[ QUAD_LEFT_SIDE].NbPoints()
// << " R " << &quad->side[ QUAD_RIGHT_SIDE ] << " "<< quad->side[ QUAD_RIGHT_SIDE].NbPoints()<< endl;
- newQuad->side[ QUAD_RIGHT_SIDE ].to = iRgt+1;
- newQuad->side[ QUAD_LEFT_SIDE ].to = iLft+1;
+ bool rRev = newQuad->side[ QUAD_RIGHT_SIDE ].IsReversed();
+ bool lRev = newQuad->side[ QUAD_LEFT_SIDE ].IsReversed();
+ newQuad->side[ QUAD_RIGHT_SIDE ].to = iRgt + ( rRev ? -1 : +1 );
+ newQuad->side[ QUAD_LEFT_SIDE ].to = iLft + ( lRev ? -1 : +1 );
+ newQuad->name = ( TComm("Below J=") << J );
quad->side[ QUAD_RIGHT_SIDE ].from = iRgt;
quad->side[ QUAD_LEFT_SIDE ].from = iLft;
return QUAD_TOP_SIDE;
}
+
+ myQuadList.pop_back();
+ return -1;
}
//================================================================================
return;
}
- const int iFrom = Min ( iForced, *iNext );
- const int iTo = Max ( iForced, *iNext ) + 1;
- const int sideSize = iTo - iFrom;
+ const int iFrom = Min ( iForced, *iNext );
+ const int iTo = Max ( iForced, *iNext ) + 1;
+ const size_t sideSize = iTo - iFrom;
- vector<UVPtStruct> points[4];
+ vector<UVPtStruct> points[4]; // side points of a temporary quad
- // get from the quads grid points adjacent to the side
- // to make two sides of another temporary quad
+ // from the quads get grid points adjacent to the side
+ // to make two sides of a temporary quad
vector< FaceQuadStruct::Ptr > quads = quadsBySide.find( side )->second; // copy!
for ( int is2nd = 0; is2nd < 2; ++is2nd )
{
points[ is2nd ].reserve( sideSize );
- int nbLoops = 0;
+ size_t nbLoops = 0;
while ( points[is2nd].size() < sideSize )
{
int iCur = iFrom + points[is2nd].size() - int( !points[is2nd].empty() );
for ( size_t iQ = 0; iQ < quads.size(); ++iQ )
{
FaceQuadStruct::Ptr q = quads[ iQ ];
- if ( !q ) continue;
+ if ( !q )
+ continue;
size_t iS;
for ( iS = 0; iS < q->side.size(); ++iS )
if ( side.grid == q->side[ iS ].grid )
break;
+ if ( iS == q->side.size() )
+ continue;
bool isOut;
if ( !q->side[ iS ].IsReversed() )
isOut = ( q->side[ iS ].from > iCur || q->side[ iS ].to-1 <= iCur );
isOut = ( q->side[ iS ].to >= iCur || q->side[ iS ].from <= iCur );
if ( isOut )
continue;
+ if ( !setNormalizedGrid( q ))
+ continue;
// found - copy points
int i,j,di,dj,nb;
- if ( iS % 2 ) // right ot left
+ if ( iS % 2 ) // right or left
{
i = ( iS == QUAD_LEFT_SIDE ) ? 1 : q->iSize-2;
j = q->side[ iS ].ToQuadIndex( iCur );
points[T].push_back( points[R].back() );
// make the temporary quad
- FaceQuadStruct::Ptr tmpQuad( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() )));
+ FaceQuadStruct::Ptr tmpQuad
+ ( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() ), "tmpQuad"));
tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[B] )); // bottom
tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[R] )); // right
tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[T] ));
// update UV of the side
vector<UVPtStruct>& sidePoints = (vector<UVPtStruct>&) side.GetUVPtStruct();
for ( int i = iFrom; i < iTo; ++i )
- sidePoints[ i ] = tmpQuad->UVPt( 1, i-iFrom );
+ {
+ const uvPtStruct& uvPt = tmpQuad->UVPt( 1, i-iFrom );
+ sidePoints[ i ].u = uvPt.u;
+ sidePoints[ i ].v = uvPt.v;
+ }
}
//================================================================================
y = Min( 1., Max( 0., y ));
// precise the position
- //int i, j;
normPa2IJ( x,y, I,J );
if ( !isNear( UV, I,J ))
{
oldI = I, oldJ = J;
while ( X <= UVPt( I,J ).x && I != 0 )
--I;
- while ( X > UVPt( I+1,J ).x && I+1 < iSize )
+ while ( X > UVPt( I+1,J ).x && I+2 < iSize )
++I;
while ( Y <= UVPt( I,J ).y && J != 0 )
--J;
- while ( Y > UVPt( I,J+1 ).y && J+1 < jSize )
+ while ( Y > UVPt( I,J+1 ).y && J+2 < jSize )
++J;
} while ( oldI != I || oldJ != J );
}
return true;
if ( I > 0 && bcI < 0. ) --I;
- if ( I+1 < iSize && bcI > 1. ) ++I;
+ if ( I+2 < iSize && bcI > 1. ) ++I;
if ( J > 0 && bcJ < 0. ) --J;
- if ( J+1 < jSize && bcJ > 1. ) ++J;
+ if ( J+2 < jSize && bcJ > 1. ) ++J;
uv1 = UVPt( I+1,J+1).UV();
if ( I != oldI || J != oldJ )
return true;
if ( I > 0 && bcI > 1. ) --I;
- if ( I+1 < iSize && bcI < 0. ) ++I;
+ if ( I+2 < iSize && bcI < 0. ) ++I;
if ( J > 0 && bcJ > 1. ) --J;
- if ( J+1 < jSize && bcJ < 0. ) ++J;
+ if ( J+2 < jSize && bcJ < 0. ) ++J;
if ( I == oldI && J == oldJ )
return false;
//================================================================================
/*!
- * \brief Checks if a given UV is equal to a given frid point
+ * \brief Checks if a given UV is equal to a given grid point
*/
//================================================================================
grid = otherSide.grid;
from = otherSide.from;
to = otherSide.to;
+ di = otherSide.di;
forced_nodes = otherSide.forced_nodes;
contacts = otherSide.contacts;
nbNodeOut = otherSide.nbNodeOut;
oSide->contacts[iOC].other_side = this;
}
}
+ return *this;
}
//================================================================================
int FaceQuadStruct::Side::ToSideIndex( int quadNodeIndex ) const
{
- return ( from > to ) ? ( from - quadNodeIndex ) : ( quadNodeIndex + from );
+ return from + di * quadNodeIndex;
}
//================================================================================
int FaceQuadStruct::Side::ToQuadIndex( int sideNodeIndex ) const
{
- return ( from > to ) ? ( from - sideNodeIndex ) : ( sideNodeIndex - from );
+ return ( sideNodeIndex - from ) * di;
+}
+
+//================================================================================
+/*!
+ * \brief Reverse the side
+ */
+//================================================================================
+
+bool FaceQuadStruct::Side::Reverse(bool keepGrid)
+{
+ if ( grid )
+ {
+ if ( keepGrid )
+ {
+ from -= di;
+ to -= di;
+ std::swap( from, to );
+ di *= -1;
+ }
+ else
+ {
+ grid->Reverse();
+ }
+ }
+ return (bool)grid;
}
//================================================================================
void FaceQuadStruct::Side::AddContact( int ip, Side* side, int iop )
{
- if ( ip >= GetUVPtStruct().size() ||
- iop >= side->GetUVPtStruct().size() )
+ if ( ip >= (int) GetUVPtStruct().size() ||
+ iop >= (int) side->GetUVPtStruct().size() )
throw SALOME_Exception( "FaceQuadStruct::Side::AddContact(): wrong point" );
+ if ( ip < from || ip >= to )
+ return;
{
contacts.resize( contacts.size() + 1 );
Contact& c = contacts.back();
double FaceQuadStruct::Side::Param( int i ) const
{
const vector<UVPtStruct>& points = GetUVPtStruct();
- return (( points[ from + i ].normParam - points[ from ].normParam ) /
- ( points[ to - 1 ].normParam - points[ from ].normParam ));
+ return (( points[ from + i * di ].normParam - points[ from ].normParam ) /
+ ( points[ to - 1 * di ].normParam - points[ from ].normParam ));
}
//================================================================================
{
const vector<UVPtStruct>& points = GetUVPtStruct();
double u = ( points[ from ].normParam +
- x * ( points[ to-1 ].normParam - points[ from ].normParam ));
+ x * ( points[ to-di ].normParam - points[ from ].normParam ));
return grid->Value2d( u ).XY();
}
double FaceQuadStruct::Side::Length(int theFrom, int theTo) const
{
+ if ( IsReversed() != ( theTo < theFrom ))
+ std::swap( theTo, theFrom );
+
const vector<UVPtStruct>& points = GetUVPtStruct();
- double r = ( points[ Max( to, theTo )-1 ].normParam -
- points[ Max( from, theFrom ) ].normParam );
+ double r;
+ if ( theFrom == theTo && theTo == -1 )
+ r = Abs( First().normParam -
+ Last ().normParam );
+ else if ( IsReversed() )
+ r = Abs( points[ Max( to, theTo+1 ) ].normParam -
+ points[ Min( from, theFrom ) ].normParam );
+ else
+ r = Abs( points[ Min( to, theTo-1 ) ].normParam -
+ points[ Max( from, theFrom ) ].normParam );
return r * grid->Length();
}