-// Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2015 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 "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>
#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)
+typedef NCollection_Array2<SMDS_MeshNodePtr> StdMeshers_Array2OfNode;
#endif
using namespace std;
myTrianglePreference(false),
myTriaVertexID(-1),
myNeedSmooth(false),
+ myCheckOri(false),
myParams( NULL ),
myQuadType(QUAD_STANDARD),
myHelper( NULL )
}
}
- 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);
myNeedSmooth = false;
+ myCheckOri = false;
FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true );
if (!quad)
"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;
}
//================================================================================
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 occure
{
// Down edge is out
//
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
+ {
+ // quad divided at I but not at J, as nbvertic==nbright==2
+ 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 )
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, d, c))
+ meshDS->SetMeshElementOnShape(face, geomFaceID);
+ }
+ else
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c))
+ {
+ meshDS->SetMeshElementOnShape(face, geomFaceID);
+ SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError();
+ if ( !err || err->IsOK() || err->myName < COMPERR_WARNING )
+ {
+ err.reset( new SMESH_ComputeError( COMPERR_WARNING,
+ "Bad quality quad created"));
+ err->myBadElements.push_back( face );
+ }
+ }
+ --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());
}
// right or left boundary quadrangles
- if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2)
+ if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2) // this should not occure
{
int g = 0; // last processed node in the grid
int stop = nbright - 1;
// MESSAGE("left edge is out");
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 )
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, d, c))
+ meshDS->SetMeshElementOnShape(face, geomFaceID);
+ }
+ else
+ {
+ if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c))
+ {
+ meshDS->SetMeshElementOnShape(face, geomFaceID);
+ SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError();
+ if ( !err || err->IsOK() || err->myName < COMPERR_WARNING )
+ {
+ err.reset( new SMESH_ComputeError( COMPERR_WARNING,
+ "Bad quality quad created"));
+ err->myBadElements.push_back( face );
+ }
+ }
+ --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());
if (i == stop + 1) { // down bondary 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());
}
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){
+ if (!myTrianglePreference) {
SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
}
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);
return true;
}
+//================================================================================
+/*!
+ * \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
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::IsApplicable( const TopoDS_Shape & aShape, bool toCheckAll )
+{
+ 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;
+ TopExp_Explorer eExp( aFace, TopAbs_EDGE );
+ for ( ; eExp.More() && nbNoDegenEdges < 3; eExp.Next() ) {
+ if ( !SMESH_Algo::isDegenerated( TopoDS::Edge( eExp.Current() )))
+ ++nbNoDegenEdges;
+ }
+ if ( toCheckAll && nbNoDegenEdges < 3 ) return false;
+ if ( !toCheckAll && nbNoDegenEdges >= 3 ) return true;
+ }
+ return ( toCheckAll && nbFoundFaces != 0 );
+}
//================================================================================
/*!
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);
{
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
{
- 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, myProxyMesh ));
++iSide;
}
if ( quad->side.size() == 4 )
//purpose : auxilary 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 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;
bool wasForward = (i < QUAD_TOP_SIDE);
bool newForward = (id < QUAD_TOP_SIDE);
if ( wasForward != newForward )
- side[ i ].Reverse();
+ side[ i ].Reverse( keepGrid );
}
newSides[ id ] = side[ i ];
sidePtrs[ i ] = & side[ i ];
{
// 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].NbPoints();
// 0------------0
// 0 bottom 1
- 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);
+
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;
- if (uv_eb_vec.size() < nb + bfrom ||
- uv_er_vec.size() < nr + rfrom ||
- uv_et_vec.size() < nt + tfrom ||
- uv_el_vec.size() < nl + lfrom)
- return error(COMPERR_BAD_INPUT_MESH);
-
- const UVPtStruct * uv_eb = & uv_eb_vec[0] + bfrom;
- const UVPtStruct * uv_er = & uv_er_vec[0] + rfrom;
- const UVPtStruct * uv_et = & uv_et_vec[0] + tfrom;
- const UVPtStruct * uv_el = & uv_el_vec[0] + lfrom;
+ {
+ 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 );
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();
p1 = uv_er[ dmin ].UV();
p3 = quad->side[3].grid->Value2d( y ).XY();
double x0 = uv_et[ dmin ].normParam;
- double xn = uv_et[ dmin+nb-1 ].normParam;
- double kx = ( 1. - x0 ) / ( xn - x0 );
for ( int i = 1; i < nb-1; ++i )
{
- x = x0 + ( uv_et[ i + dmin ].normParam - x0 ) * kx;
+ 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 );
} // 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 double lL = quad->side[3].Length();
- const double lLwL = quad->side[2].Length( tfrom, tfrom + lw );
- const double yCbL = lLwL / ( lLwL + lL );
-
- const double lR = quad->side[1].Length();
- const double lLwR = quad->side[2].Length( tfrom + lw + nb-1,
- tfrom + lw + nb-1 + lw );
- 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
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 ].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();
qL->side[1] = sideLCt;
qL->side[2] = quad->side[2];
qL->side[3] = quad->side[3];
- qL->side[2].to = lw + 1 + tfrom;
+ qL->side[2].to = ( lw + 1 ) * dt + tfrom;
// Make R quad
FaceQuadStruct* qR = new FaceQuadStruct( quad->face, "R" );
myQuadList.push_back( FaceQuadStruct::Ptr( qR ));
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 = lw + nb-1 + 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 = lw + nb + 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";
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
// ----------------------------------------------------------------------------
// Get nodes to smooth
+ // TODO: do not smooth fixed nodes
+
typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
TNo2SmooNoMap smooNoMap;
}
}
+//================================================================================
+/*!
+ * \brief Checks validity of generated faces
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::check()
+{
+ const bool isOK = true;
+ if ( !myCheckOri || myQuadList.empty() || !myQuadList.front() || !myHelper )
+ return isOK;
+
+ 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 );
+
+ // Get a reference orientation sign
+
+ double okSign;
+ {
+ TError err;
+ TSideVector wireVec =
+ StdMeshers_FaceSide::GetFaceWires( geomFace, *myHelper->GetMesh(), true, err );
+ StdMeshers_FaceSidePtr wire = wireVec[0];
+
+ // find a right angle VERTEX
+ int iVertex;
+ double maxAngle = -1e100;
+ for ( int i = 0; i < wire->NbEdges(); ++i )
+ {
+ 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;
+ }
+ }
+ if ( maxAngle < -2*M_PI ) return isOK;
+
+ // get a sign of 2D area of a corner face
+
+ 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];
+ {
+ 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();
+ }
+
+ okSign = v2 ^ v1;
+
+ if ( maxAngle < 0 )
+ okSign *= -1;
+ }
+
+ // 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
+ {
+ 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];
+
+ for ( int i = 0; i < nbN; ++i )
+ uv[ i ] = myHelper->GetNodeUV( geomFace, nn[i], nInFace, &toCheckUV );
+
+ switch ( nbN ) {
+ case 4:
+ {
+ 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
+ }
+ if ( sign1 * okSign < 0 )
+ badFaces.push_back ( f );
+ break;
+ }
+ case 3:
+ {
+ double sign = getArea( uv[0], uv[1], uv[2] );
+ if ( sign * okSign < 0 )
+ badFaces.push_back ( f );
+ break;
+ }
+ default:;
+ }
+ }
+
+ if ( !badFaces.empty() )
+ {
+ SMESH_subMesh* fSM = myHelper->GetMesh()->GetSubMesh( geomFace );
+ SMESH_ComputeErrorPtr& err = fSM->GetComputeError();
+ err.reset ( new SMESH_ComputeError( COMPERR_ALGO_FAILED,
+ "Inverted elements generated"));
+ err->myBadElements.swap( badFaces );
+
+ return !isOK;
+ }
+
+ return isOK;
+}
+
/*//================================================================================
/*!
* \brief Finds vertices at the most sharp face corners
TopoDS_Vertex v = helper.IthVertex( 0, *edge );
if ( !theConsiderMesh || SMESH_Algo::VertexNode( v, helper.GetMeshDS() ))
{
- double angle = SMESH_MesherHelper::GetAngle( prevE, *edge, theFace );
+ double angle = SMESH_MesherHelper::GetAngle( prevE, *edge, theFace, v );
vertexByAngle.insert( make_pair( angle, v ));
angleByVertex.Bind( v, angle );
}
TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
if ( !triaVertex.IsNull() &&
triaVertex.ShapeType() == TopAbs_VERTEX &&
- helper.IsSubShape( triaVertex, theFace ))
+ helper.IsSubShape( triaVertex, theFace ) &&
+ ( vertexByAngle.size() != 4 || vertexByAngle.begin()->first < 5 * M_PI/180. ))
nbCorners = 3;
else
triaVertex.Nullify();
if ( nbCorners == 3 )
vMap.Add( triaVertex );
multimap<double, TopoDS_Vertex>::reverse_iterator a2v = vertexByAngle.rbegin();
- for ( ; a2v != vertexByAngle.rend() && vMap.Extent() < nbCorners; ++a2v )
+ for ( int iC = 0; a2v != vertexByAngle.rend() && iC < nbCorners; ++a2v, ++iC )
vMap.Add( (*a2v).second );
// check if there are possible variations in choosing corners
- bool isThereVariants = false;
+ bool haveVariants = false;
if ( vertexByAngle.size() > nbCorners )
{
double lostAngle = a2v->first;
double lastAngle = ( --a2v, a2v->first );
- isThereVariants = ( lostAngle * 1.1 >= lastAngle );
+ haveVariants = ( lostAngle * 1.1 >= lastAngle );
}
+ const double angleTol = 5.* M_PI/180;
+ myCheckOri = ( vertexByAngle.size() > nbCorners ||
+ vertexByAngle.begin()->first < angleTol );
+
// make theWire begin from a corner vertex or triaVertex
if ( nbCorners == 3 )
while ( !triaVertex.IsSame( ( helper.IthVertex( 0, theWire.front() ))) ||
vector< double > angles;
vector< TopoDS_Edge > edgeVec;
vector< int > cornerInd, nbSeg;
- angles.reserve( vertexByAngle.size() );
+ int nbSegTot = 0;
+ angles .reserve( vertexByAngle.size() );
edgeVec.reserve( vertexByAngle.size() );
- nbSeg.reserve( vertexByAngle.size() );
+ nbSeg .reserve( vertexByAngle.size() );
cornerInd.reserve( nbCorners );
for ( edge = theWire.begin(); edge != theWire.end(); ++edge )
{
theVertices.push_back( v );
cornerInd.push_back( angles.size() );
}
- angles.push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI );
+ angles .push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI );
edgeVec.push_back( *edge );
- if ( theConsiderMesh && isThereVariants )
+ if ( theConsiderMesh && haveVariants )
{
if ( SMESHDS_SubMesh* sm = helper.GetMeshDS()->MeshElements( *edge ))
nbSeg.push_back( sm->NbNodes() + 1 );
else
nbSeg.push_back( 0 );
+ nbSegTot += nbSeg.back();
}
}
- // refine the result vector - make sides elual by length if
+ // refine the result vector - make sides equal by length if
// there are several equal angles
- if ( isThereVariants )
+ if ( haveVariants )
{
if ( nbCorners == 3 )
angles[0] = 2 * M_PI; // not to move the base triangle VERTEX
- set< int > refinedCorners;
+ // here we refer to VERTEX'es and EDGEs by indices in angles and edgeVec vectors
+ typedef int TGeoIndex;
+
+ // for each vertex find a vertex till which there are nbSegHalf segments
+ const int nbSegHalf = ( nbSegTot % 2 || nbCorners == 3 ) ? 0 : nbSegTot / 2;
+ vector< TGeoIndex > halfDivider( angles.size(), -1 );
+ int nbHalfDividers = 0;
+ if ( nbSegHalf )
+ {
+ // get min angle of corners
+ double minAngle = 10.;
+ for ( size_t iC = 0; iC < cornerInd.size(); ++iC )
+ minAngle = Min( minAngle, angles[ cornerInd[ iC ]]);
+
+ // find halfDivider's
+ for ( TGeoIndex iV1 = 0; iV1 < TGeoIndex( angles.size() ); ++iV1 )
+ {
+ int nbSegs = 0;
+ TGeoIndex iV2 = iV1;
+ do {
+ nbSegs += nbSeg[ iV2 ];
+ iV2 = helper.WrapIndex( iV2 + 1, nbSeg.size() );
+ } while ( nbSegs < nbSegHalf );
+
+ if ( nbSegs == nbSegHalf &&
+ angles[ iV1 ] + angleTol >= minAngle &&
+ angles[ iV2 ] + angleTol >= minAngle )
+ {
+ halfDivider[ iV1 ] = iV2;
+ ++nbHalfDividers;
+ }
+ }
+ }
+
+ set< TGeoIndex > refinedCorners, treatedCorners;
for ( size_t iC = 0; iC < cornerInd.size(); ++iC )
{
- int iV = cornerInd[iC];
- if ( !refinedCorners.insert( iV ).second )
+ TGeoIndex iV = cornerInd[iC];
+ if ( !treatedCorners.insert( iV ).second )
continue;
- list< int > equalVertices;
- equalVertices.push_back( iV );
+ list< TGeoIndex > equVerts; // inds of vertices that can become corners
+ equVerts.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() );
+ int dV = isFwd ? +1 : -1;
+ int iCNext = helper.WrapIndex( iC + dV, cornerInd.size() );
+ TGeoIndex iVNext = helper.WrapIndex( iV + dV, angles.size() );
while ( iVNext != iV )
{
- bool equal = Abs( angles[iV] - angles[iVNext] ) < 0.1 * angles[iV];
+ bool equal = Abs( angles[iV] - angles[iVNext] ) < angleTol;
if ( equal )
- equalVertices.insert( isFwd ? equalVertices.end() : equalVertices.begin(), iVNext );
+ equVerts.insert( isFwd ? equVerts.end() : equVerts.begin(), iVNext );
if ( iVNext == cornerInd[ iCNext ])
{
if ( !equal )
+ {
+ if ( angles[iV] < angles[iVNext] )
+ refinedCorners.insert( iVNext );
break;
+ }
nbC[ isFwd ]++;
- refinedCorners.insert( cornerInd[ iCNext ] );
+ treatedCorners.insert( cornerInd[ iCNext ] );
iCNext = helper.WrapIndex( iCNext + dV, cornerInd.size() );
}
iVNext = helper.WrapIndex( iVNext + dV, angles.size() );
}
+ if ( iVNext == iV )
+ break; // all angles equal
+ }
+
+ const bool allCornersSame = ( nbC[0] == 3 );
+ if ( allCornersSame && nbHalfDividers > 0 )
+ {
+ // select two halfDivider's as corners
+ TGeoIndex hd1, hd2 = -1;
+ int iC2;
+ for ( iC2 = 0; iC2 < cornerInd.size() && hd2 < 0; ++iC2 )
+ {
+ hd1 = cornerInd[ iC2 ];
+ hd2 = halfDivider[ hd1 ];
+ if ( std::find( equVerts.begin(), equVerts.end(), hd2 ) == equVerts.end() )
+ hd2 = -1; // hd2-th vertex can't become a corner
+ else
+ break;
+ }
+ if ( hd2 >= 0 )
+ {
+ angles[ hd1 ] = 2 * M_PI; // make hd1-th vertex no more "equal"
+ angles[ hd2 ] = 2 * M_PI;
+ refinedCorners.insert( hd1 );
+ refinedCorners.insert( hd2 );
+ treatedCorners = refinedCorners;
+ // update cornerInd
+ equVerts.push_front( equVerts.back() );
+ equVerts.push_back( equVerts.front() );
+ list< TGeoIndex >::iterator hdPos =
+ std::find( equVerts.begin(), equVerts.end(), hd2 );
+ if ( hdPos == equVerts.end() ) break;
+ cornerInd[ helper.WrapIndex( iC2 + 0, cornerInd.size()) ] = hd1;
+ cornerInd[ helper.WrapIndex( iC2 + 1, cornerInd.size()) ] = *( --hdPos );
+ cornerInd[ helper.WrapIndex( iC2 + 2, cornerInd.size()) ] = hd2;
+ cornerInd[ helper.WrapIndex( iC2 + 3, cornerInd.size()) ] = *( ++hdPos, ++hdPos );
+
+ theVertices[ 0 ] = helper.IthVertex( 0, edgeVec[ cornerInd[0] ]);
+ theVertices[ 1 ] = helper.IthVertex( 0, edgeVec[ cornerInd[1] ]);
+ theVertices[ 2 ] = helper.IthVertex( 0, edgeVec[ cornerInd[2] ]);
+ theVertices[ 3 ] = helper.IthVertex( 0, edgeVec[ cornerInd[3] ]);
+ iC = -1;
+ continue;
+ }
}
+
// move corners to make sides equal by length
- int nbEqualV = equalVertices.size();
+ int nbEqualV = equVerts.size();
int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] );
- if ( nbExcessV > 0 )
+ if ( nbExcessV > 0 ) // there is nbExcessV vertices that can become corners
{
- // calculate normalized length of each side enclosed between neighbor equalVertices
- vector< double > curLengths;
+ // calculate normalized length of each "side" enclosed between neighbor equVerts
+ vector< double > accuLength;
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 )
+ vector< TGeoIndex > evVec( equVerts.begin(), equVerts.end() );
+ int iEV = 0;
+ TGeoIndex iE = cornerInd[ helper.WrapIndex( iC - nbC[0] - 1, cornerInd.size() )];
+ TGeoIndex iEEnd = cornerInd[ helper.WrapIndex( iC + nbC[1] + 1, cornerInd.size() )];
+ while ( accuLength.size() < nbEqualV + int( !allCornersSame ) )
{
- curLengths.push_back( totalLen );
+ // accumulate length of edges before iEV-th equal vertex
+ accuLength.push_back( totalLen );
do {
- curLengths.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]);
+ accuLength.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]);
iE = helper.WrapIndex( iE + 1, edgeVec.size());
- if ( iEV < evVec.size() && iE == evVec[ iEV++ ] )
- break;
+ if ( iEV < evVec.size() && iE == evVec[ iEV ] ) {
+ iEV++;
+ break; // equal vertex reached
+ }
}
while( iE != iEEnd );
- totalLen = curLengths.back();
+ totalLen = accuLength.back();
}
- curLengths.resize( equalVertices.size() );
- for ( size_t iS = 0; iS < curLengths.size(); ++iS )
- curLengths[ iS ] /= totalLen;
+ accuLength.resize( equVerts.size() );
+ for ( size_t iS = 0; iS < accuLength.size(); ++iS )
+ accuLength[ iS ] /= totalLen;
- // find equalVertices most close to the ideal sub-division of all sides
+ // find equVerts 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];
+ int nbSides = Min( nbCorners, 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 )
+ double d, bestDist = 2.;
+ for ( iEV = iBestEV; iEV < accuLength.size(); ++iEV )
+ {
+ d = Abs( idealLen - accuLength[ iEV ]);
+
+ // take into account presence of a coresponding halfDivider
+ const double cornerWgt = 0.5 / nbSides;
+ const double vertexWgt = 0.25 / nbSides;
+ TGeoIndex hd = halfDivider[ evVec[ iEV ]];
+ if ( hd < 0 )
+ d += vertexWgt;
+ else if( refinedCorners.count( hd ))
+ d -= cornerWgt;
+ else
+ d -= vertexWgt;
+
+ // choose vertex with the best d
+ if ( d < bestDist )
{
bestDist = d;
iBestEV = iEV;
}
+ }
if ( iBestEV > iS-1 + nbExcessV )
iBestEV = iS-1 + nbExcessV;
theVertices[ iCorner ] = helper.IthVertex( 0, edgeVec[ evVec[ iBestEV ]]);
+ refinedCorners.insert( evVec[ iBestEV ]);
iCorner = helper.WrapIndex( iCorner + 1, cornerInd.size() );
}
+
+ } // if ( nbExcessV > 0 )
+ else
+ {
+ refinedCorners.insert( cornerInd[ iC ]);
}
- }
- }
+ } // loop on cornerInd
+
+ // make theWire begin from the cornerInd[0]-th EDGE
+ while ( !theWire.front().IsSame( edgeVec[ cornerInd[0] ]))
+ theWire.splice( theWire.begin(), theWire, --theWire.end() );
+
+ } // if ( haveVariants )
return nbCorners;
}
//================================================================================
FaceQuadStruct::Side::Side(StdMeshers_FaceSidePtr theGrid)
- : grid(theGrid), nbNodeOut(0), from(0), to(theGrid ? theGrid->NbPoints() : 0 )
+ : grid(theGrid), nbNodeOut(0), from(0), to(theGrid ? theGrid->NbPoints() : 0 ), di(1)
{
}
surf->Bounds( u1,u2,v1,v2 );
GeomAPI_ProjectPointOnSurf project;
project.Init(surf, u1,u2, v1,v2, tol );
+ Bnd_Box bbox;
+ BRepBndLib::Add( face, bbox );
+ double farTol = 0.01 * sqrt( bbox.SquareExtent() );
for ( size_t iP = 0; iP < points.size(); ++iP )
{
<< points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
continue;
}
- if ( project.LowerDistance() > tol*1000 )
+ if ( project.LowerDistance() > farTol )
{
if ( isStrictCheck && iP < nbPoints )
return error
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
}
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();
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 )
return QUAD_LEFT_SIDE;
}
- else if ( J > 0 ) //// split horizontally, a new quad is below an old one
+ 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 )
return QUAD_TOP_SIDE;
}
+
+ myQuadList.pop_back();
+ return -1;
}
//================================================================================
// 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;
+ }
}
//================================================================================
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;
}
//================================================================================
*/
//================================================================================
-bool FaceQuadStruct::Side::Reverse()
+bool FaceQuadStruct::Side::Reverse(bool keepGrid)
{
if ( grid )
{
- // if ( nbNodeOut == 0 )
- // {
- // if ( from > to )
- // {
- // from++;
- // to++;
- // }
- // else
- // {
- // from--;
- // to--;
- // }
- // std::swap( from, to );
- // }
- // else
+ if ( keepGrid )
+ {
+ from -= di;
+ to -= di;
+ std::swap( from, to );
+ di *= -1;
+ }
+ else
{
grid->Reverse();
}
}
+ return (bool)grid;
}
//================================================================================
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();
}