#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 <Geom_Surface.hxx>
#include <NCollection_DefineArray2.hxx>
#include <Precision.hxx>
-#include <Quantity_Parameter.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;
-typedef NCollection_Array2<SMDS_MeshNodePtr> StdMeshers_Array2OfNode;
-#endif
+#include <boost/container/flat_set.hpp>
-using namespace std;
+typedef NCollection_Array2<const SMDS_MeshNode*> StdMeshers_Array2OfNode;
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),
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");
}
//=============================================================================
}
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
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
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();
int nbright = (int) uv_e1.size();
int nbleft = (int) uv_e3.size();
- if (quad->nbNodeOut(0) && nbvertic == 2) // this should not occure
+ if (quad->nbNodeOut(0) && nbvertic == 2) // this should not occur
{
// Down edge is out
//
int stop = 0;
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
+ if ( nbright == 2 ) // quad divided at I but not at J (2D_mesh_QuadranglePreference_01/B1)
+ stop++; // we stop at a second node
}
else
{
}
// for each node of the up edge find nearest node
// in the first row of the regular grid and link them
- for ( ; i > stop; i--) {
+ for ( ; i > stop; i--)
+ {
a = uv_e2[i].node;
b = uv_e2[i - 1].node;
gp_Pnt pb = SMESH_TNodeXYZ( b );
}
// right or left boundary quadrangles
- if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2) // this should not occure
+ 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;
// 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 {
}
}
} 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 = quad->side[ QUAD_LEFT_SIDE ].to-1; // nbleft - 1;
// 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;
}
continue;
}
- int nbNoDegenEdges = 0;
+ int nbNoDegenEdges = 0, totalNbEdges = 0;
TopExp_Explorer eExp( aFace, TopAbs_EDGE );
- for ( ; eExp.More() && nbNoDegenEdges < 3; eExp.Next() ) {
+ for ( ; eExp.More() && nbNoDegenEdges < 3; eExp.Next(), ++totalNbEdges ) {
if ( !SMESH_Algo::isDegenerated( TopoDS::Edge( eExp.Current() )))
++nbNoDegenEdges;
}
- if ( toCheckAll && nbNoDegenEdges < 3 ) return false;
- if ( !toCheckAll && nbNoDegenEdges >= 3 ) return true;
+ if ( toCheckAll && ( totalNbEdges < 4 && nbNoDegenEdges < 3 )) return false;
+ if ( !toCheckAll && ( totalNbEdges >= 4 || nbNoDegenEdges >= 3 )) return true;
}
return ( toCheckAll && nbFoundFaces != 0 );
}
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();
}
// 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;
}
}
}
}
- else
+ else //if ( !myHelper || !myHelper->IsRealSeam( edge ))
{
sideEdges.push_back( edge );
}
{
quad->side.push_back
( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh ));
+ ignoreMediumNodes, myHelper, myProxyMesh ));
++iSide;
}
if ( quad->side.size() == 4 )
//=======================================================================
//function : ShiftQuad
-//purpose : auxilary function for computeQuadPref
+//purpose : auxiliary function for computeQuadPref
//=======================================================================
void StdMeshers_Quadrangle_2D::shiftQuad(FaceQuadStruct::Ptr& quad, const int num )
//=======================================================================
//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,
// | | | |
// | |C | |
// | L | | R |
- // left | |__| | rigth
+ // left | |__| | right
// | / \ |
// | / C \ |
// |/ \|
// | |__| |
// | / \ |
// | / C \ |
- // left |/________\| rigth
+ // left |/________\| right
// | |
// | C |
// | |
}
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;
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;
// | | | |
// | | | |
// | 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;
{
// "smooth" by computing node positions using 3D TFI and further projection
- int nbhoriz = quad->iSize;
- int nbvertic = quad->jSize;
+ list< FaceQuadStruct::Ptr >::iterator q = myQuadList.begin();
+ for ( ; q != myQuadList.end() ; ++q )
+ {
+ 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 );
+ 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 );
- 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++)
+ for (int i = 1; i < nbhoriz-1; i++)
{
- SMESH_TNodeXYZ p1( quad->UVPt( nbhoriz-1, j ).node );
- SMESH_TNodeXYZ p3( quad->UVPt( 0, j ).node );
+ 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 );
+ UVPtStruct& uvp = quad->UVPt( i, j );
- gp_Pnt p = myHelper->calcTFI(uvp.x,uvp.y, a0,a1,a2,a3, p0,p1,p2,p3);
- gp_Pnt2d uv = surface->NextValueOfUV( uvp.UV(), p, 10*tol );
- gp_Pnt pnew = surface->Value( uv );
+ gp_Pnt p = myHelper->calcTFI(uvp.x,uvp.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ gp_Pnt2d uv = surface->NextValueOfUV( uvp.UV(), p, 10*tol );
+ gp_Pnt pnew = surface->Value( uv );
- meshDS->MoveNode( uvp.node, pnew.X(), pnew.Y(), pnew.Z() );
- uvp.u = uv.X();
- uvp.v = uv.Y();
+ meshDS->MoveNode( uvp.node, pnew.X(), pnew.Y(), pnew.Z() );
+ uvp.u = uv.X();
+ uvp.v = uv.Y();
+ }
}
}
- return;
}
+ else
+ {
+ // Get nodes to smooth
- // Get nodes to smooth
-
- typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
- TNo2SmooNoMap smooNoMap;
+ typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
+ TNo2SmooNoMap smooNoMap;
- // fixed nodes
- 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() )
+ // fixed nodes
+ boost::container::flat_set< const SMDS_MeshNode* > fixedNodes;
+ for ( size_t i = 0; i < myForcedPnts.size(); ++i )
{
- TSmoothNode & sNode = smooNoMap[ myForcedPnts[i].node ];
- sNode._uv = myForcedPnts[i].uv;
- sNode._xyz = SMESH_TNodeXYZ( myForcedPnts[i].node );
+ 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
- {
- 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() )
+ SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( quad->face );
+ SMDS_NodeIteratorPtr nIt = fSubMesh->GetNodes();
+ while ( nIt->more() ) // loop on nodes bound to a FACE
{
- 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 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 vector<UVPtStruct>& uvVec = (*q)->side[i].grid->GetUVPtStruct();
- for ( unsigned j = 0; j < uvVec.size(); ++j )
+ 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 )
{
- TSmoothNode & sNode = smooNoMap[ uvVec[j].node ];
- sNode._uv = uvVec[j].UV();
- sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node );
+ 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 ( 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
- 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 ).XYZ();
+ 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
+ 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 ).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 );
- 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
meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
}
}
+ return;
}
//================================================================================
{
TError err;
TSideVector wireVec =
- StdMeshers_FaceSide::GetFaceWires( geomFace, *myHelper->GetMesh(), true, err );
+ StdMeshers_FaceSide::GetFaceWires( geomFace, *myHelper->GetMesh(), true, err, myHelper );
StdMeshers_FaceSidePtr wire = wireVec[0];
// find a right angle VERTEX
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:
{
if ( sign1 * sign2 < 0 )
continue; // this should not happen
}
- if ( sign1 * okSign < 0 )
- badFaces.push_back ( f );
+ isBad = ( sign1 * okSign < 0 );
break;
}
case 3:
{
double sign = getArea( uv[0], uv[1], uv[2] );
- if ( sign * okSign < 0 )
- badFaces.push_back ( f );
+ isBad = ( sign * okSign < 0 );
break;
}
default:;
}
+
+ // if ( isBad && myHelper->HasRealSeam() )
+ // {
+ // // detect a case where a face intersects the seam
+ // for ( int iPar = 1; iPar < 3; ++iPar )
+ // if ( iPar & myHelper->GetPeriodicIndex() )
+ // {
+ // double min = uv[0].Coord( iPar ), max = uv[0].Coord( iPar );
+ // for ( int i = 1; i < nbN; ++i )
+ // {
+ // min = Min( min, uv[i].Coord( iPar ));
+ // max = Max( max, uv[i].Coord( iPar ));
+ // }
+ // }
+ // }
+ if ( isBad )
+ badFaces.push_back ( f );
}
if ( !badFaces.empty() )
theNbDegenEdges = 0;
SMESH_MesherHelper helper( theMesh );
- StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh, /*isFwd=*/true, /*skipMedium=*/true);
+ if ( myHelper )
+ helper.CopySubShapeInfo( *myHelper );
+ StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh,
+ /*isFwd=*/true, /*skipMedium=*/true, &helper );
// sort theVertices by angle
multimap<double, TopoDS_Vertex> vertexByAngle;
if ( SMESH_Algo::isDegenerated( prevE ))
{
list<TopoDS_Edge>::reverse_iterator edge = ++theWire.rbegin();
- while ( SMESH_Algo::isDegenerated( *edge ))
+ while ( SMESH_Algo::isDegenerated( *edge ) /*|| helper.IsRealSeam( *edge )*/)
++edge;
if ( edge == theWire.rend() )
return false;
list<TopoDS_Edge>::iterator edge = theWire.begin();
for ( int iE = 0; edge != theWire.end(); ++edge, ++iE )
{
- if ( SMESH_Algo::isDegenerated( *edge ))
+ if ( SMESH_Algo::isDegenerated( *edge ) /*|| helper.IsRealSeam( *edge )*/)
{
++theNbDegenEdges;
continue;
// move corners to make sides equal by length
int nbEqualV = equVerts.size();
int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] );
- if ( nbExcessV > 0 ) // there is nbExcessV vertices that can become corners
+ if ( nbExcessV > 0 ) // there are nbExcessV vertices that can become corners
{
// calculate normalized length of each "side" enclosed between neighbor equVerts
vector< double > accuLength;
{
d = Abs( idealLen - accuLength[ iEV ]);
- // take into account presence of a coresponding halfDivider
+ // take into account presence of a corresponding halfDivider
const double cornerWgt = 0.5 / nbSides;
const double vertexWgt = 0.25 / nbSides;
TGeoIndex hd = halfDivider[ evVec[ iEV ]];
if ( iBestEV > iS-1 + nbExcessV )
iBestEV = iS-1 + nbExcessV;
theVertices[ iCorner ] = helper.IthVertex( 0, edgeVec[ evVec[ iBestEV ]]);
+ cornerInd [ iCorner ] = evVec[ iBestEV ];
refinedCorners.insert( evVec[ iBestEV ]);
iCorner = helper.WrapIndex( iCorner + 1, cornerInd.size() );
}