-// Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
// 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>
#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 )
myParams = NULL;
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 );
if (!quad)
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)))
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 occure
{
// 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 )
+ {
+ 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());
+ 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 occure
{
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
c = quad->uv_grid[nbhoriz*(jup + 1) - 2].node;
}
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 )
+ {
+ 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());
}
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;
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 )
// 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;
//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 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();
}
}
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);
// 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 );
-
- if ( dh == dv )
- return computeQuadDominant( aMesh, aFace );
+ 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 );
+ 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
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)
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
// 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;
+ SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
+ const double tol = BRep_Tool::Tolerance( quad->face );
+ Handle(ShapeAnalysis_Surface) surface = myHelper->GetSurface( quad->face );
+
+ if ( myHelper->HasDegeneratedEdges() && myForcedPnts.empty() )
+ {
+ // "smooth" by computing node positions using 3D TFI and further projection
+
+ 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 );
+
+ 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 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();
+ }
+ }
+ return;
+ }
+
// Get nodes to smooth
typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap;
TNo2SmooNoMap smooNoMap;
- 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();
+ // 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() )
+ {
+ 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( geomFace, 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 );
}
}
// set _uv of smooth nodes on FACE boundary
- for ( unsigned i = 0; i < quad->side.size(); ++i )
- {
- const vector<UVPtStruct>& uvVec = quad->side[i].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 );
- }
- }
+ 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();
{
// compute a new XYZ
gp_XYZ newXYZ (0,0,0);
- for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
+ 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
- proj.Perform( newXYZ );
- isValid = ( proj.IsDone() && proj.NbPoints() > 0 );
- if ( isValid )
- {
- // check validity of the newUV
- Quantity_Parameter u,v;
- proj.LowerDistanceParameters( u, v );
- newUV.SetCoord( u, v );
- for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
- isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
- }
+ 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 )
{
if ( isValid )
{
sNode._uv = newUV;
- sNode._xyz = surface->Value( newUV.X(), newUV.Y() ).XYZ();
+ sNode._xyz = surface->Value( newUV ).XYZ();
}
}
}
continue; // not movable node
SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( n2sn->first );
- gp_Pnt xyz = surface->Value( sNode._uv.X(), sNode._uv.Y() );
+ gp_Pnt xyz = surface->Value( sNode._uv );
meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
// store the new UV
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() );
}
}
}
-/*//================================================================================
+//================================================================================
+/*!
+ * \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 = 0;
+ 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];
+
+ toCheckUV = true;
+ 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
* \param [in] theFace - the FACE
theNbDegenEdges = 0;
SMESH_MesherHelper helper( theMesh );
+ StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh, /*isFwd=*/true, /*skipMedium=*/true);
// sort theVertices by angle
multimap<double, TopoDS_Vertex> vertexByAngle;
- TopTools_DataMapOfShapeReal angleByVertex;
+ TopTools_DataMapOfShapeReal angleByVertex;
TopoDS_Edge prevE = theWire.back();
if ( SMESH_Algo::isDegenerated( prevE ))
{
prevE = *edge;
}
list<TopoDS_Edge>::iterator edge = theWire.begin();
- for ( ; edge != theWire.end(); ++edge )
+ for ( int iE = 0; edge != theWire.end(); ++edge, ++iE )
{
if ( SMESH_Algo::isDegenerated( *edge ))
{
++theNbDegenEdges;
continue;
}
- TopoDS_Vertex v = helper.IthVertex( 0, *edge );
- if ( !theConsiderMesh || SMESH_Algo::VertexNode( v, helper.GetMeshDS() ))
+ if ( !theConsiderMesh || faceSide.VertexNode( iE ))
{
- double angle = SMESH_MesherHelper::GetAngle( prevE, *edge, theFace );
+ TopoDS_Vertex v = helper.IthVertex( 0, *edge );
+ double angle = helper.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();
// check nb of available corners
+ 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 ( vertexByAngle.size() < 3 )
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;
- if ( vertexByAngle.size() > nbCorners )
+ bool haveVariants = false;
+ if ((int) 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 = ( (int)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;
+ size_t 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() );
+ size_t 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 ((int) 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), 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();
}