-// Copyright (C) 2007-2012 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 "StdMeshers_Quadrangle_2D.hxx"
-#include "StdMeshers_FaceSide.hxx"
-
-#include "StdMeshers_QuadrangleParams.hxx"
-
+#include "SMDS_EdgePosition.hxx"
+#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 "SMESH_HypoFilter.hxx"
#include "SMESH_Mesh.hxx"
-#include "SMESH_subMesh.hxx"
+#include "SMESH_MeshAlgos.hxx"
#include "SMESH_MesherHelper.hxx"
-#include "SMESH_Block.hxx"
-#include "SMESH_Comment.hxx"
-
-#include "SMDS_MeshElement.hxx"
-#include "SMDS_MeshNode.hxx"
-#include "SMDS_EdgePosition.hxx"
-#include "SMDS_FacePosition.hxx"
+#include "SMESH_subMesh.hxx"
+#include "StdMeshers_FaceSide.hxx"
+#include "StdMeshers_QuadrangleParams.hxx"
+#include "StdMeshers_ViscousLayers2D.hxx"
+#include <BRepBndLib.hxx>
+#include <BRepClass_FaceClassifier.hxx>
#include <BRep_Tool.hxx>
+#include <Bnd_Box.hxx>
+#include <GeomAPI_ProjectPointOnSurf.hxx>
#include <Geom_Surface.hxx>
#include <NCollection_DefineArray2.hxx>
#include <Precision.hxx>
-#include <TColStd_SequenceOfReal.hxx>
+#include <Quantity_Parameter.hxx>
#include <TColStd_SequenceOfInteger.hxx>
+#include <TColStd_SequenceOfReal.hxx>
#include <TColgp_SequenceOfXY.hxx>
#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
+#include <TopTools_DataMapOfShapeReal.hxx>
#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <TopTools_MapOfShape.hxx>
#include <TopoDS.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;
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D (int hypId, int studyId,
SMESH_Gen* gen)
- : SMESH_2D_Algo(hypId, studyId, gen)
+ : SMESH_2D_Algo(hypId, studyId, gen),
+ myQuadranglePreference(false),
+ myTrianglePreference(false),
+ myTriaVertexID(-1),
+ myNeedSmooth(false),
+ myCheckOri(false),
+ myParams( NULL ),
+ myQuadType(QUAD_STANDARD),
+ myHelper( NULL )
{
MESSAGE("StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D");
_name = "Quadrangle_2D";
_compatibleHypothesis.push_back("QuadrangleParams");
_compatibleHypothesis.push_back("QuadranglePreference");
_compatibleHypothesis.push_back("TrianglePreference");
- myHelper = 0;
+ _compatibleHypothesis.push_back("ViscousLayers2D");
}
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
const TopoDS_Shape& aShape,
SMESH_Hypothesis::Hypothesis_Status& aStatus)
{
- bool isOk = true;
+ myTriaVertexID = -1;
+ myQuadType = QUAD_STANDARD;
+ myQuadranglePreference = false;
+ myTrianglePreference = false;
+ myHelper = (SMESH_MesherHelper*)NULL;
+ myParams = NULL;
+ myQuadList.clear();
+
aStatus = SMESH_Hypothesis::HYP_OK;
const list <const SMESHDS_Hypothesis * >& hyps =
GetUsedHypothesis(aMesh, aShape, false);
const SMESHDS_Hypothesis * aHyp = 0;
- myTriaVertexID = -1;
- myQuadType = QUAD_STANDARD;
- myQuadranglePreference = false;
- myTrianglePreference = false;
-
bool isFirstParams = true;
// First assigned hypothesis (if any) is processed now
if (hyps.size() > 0) {
aHyp = hyps.front();
- if (strcmp("QuadrangleParams", aHyp->GetName()) == 0) {
- const StdMeshers_QuadrangleParams* aHyp1 =
- (const StdMeshers_QuadrangleParams*)aHyp;
- myTriaVertexID = aHyp1->GetTriaVertex();
- myQuadType = aHyp1->GetQuadType();
+ if (strcmp("QuadrangleParams", aHyp->GetName()) == 0)
+ {
+ myParams = (const StdMeshers_QuadrangleParams*)aHyp;
+ myTriaVertexID = myParams->GetTriaVertex();
+ myQuadType = myParams->GetQuadType();
if (myQuadType == QUAD_QUADRANGLE_PREF ||
myQuadType == QUAD_QUADRANGLE_PREF_REVERSED)
myQuadranglePreference = true;
}
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;
}
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::Compute (SMESH_Mesh& aMesh,
- const TopoDS_Shape& aShape)// throw (SALOME_Exception)
+bool StdMeshers_Quadrangle_2D::Compute (SMESH_Mesh& aMesh,
+ const TopoDS_Shape& aShape)
{
- // PAL14921. Enable catching std::bad_alloc and Standard_OutOfMemory outside
- //Unexpect aCatchSalomeException);
+ 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;
- SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
- aMesh.GetSubMesh(aShape);
+ myProxyMesh = proxyMesh;
SMESH_MesherHelper helper (aMesh);
myHelper = &helper;
_quadraticMesh = myHelper->IsQuadraticSubMesh(aShape);
+ myHelper->SetElementsOnShape( true );
myNeedSmooth = false;
+ myCheckOri = false;
- FaceQuadStruct *quad = CheckNbEdges(aMesh, aShape);
- std::auto_ptr<FaceQuadStruct> quadDeleter (quad); // to delete quad at exit from Compute()
+ FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true );
if (!quad)
return false;
+ myQuadList.clear();
+ myQuadList.push_back( quad );
- if (myQuadranglePreference) {
- int n1 = quad->side[0]->NbPoints();
- int n2 = quad->side[1]->NbPoints();
- int n3 = quad->side[2]->NbPoints();
- int n4 = quad->side[3]->NbPoints();
+ if ( !getEnforcedUV() )
+ return false;
+
+ updateDegenUV( quad );
+
+ int n1 = quad->side[0].NbPoints();
+ int n2 = quad->side[1].NbPoints();
+ int n3 = quad->side[2].NbPoints();
+ int n4 = quad->side[3].NbPoints();
+
+ enum { NOT_COMPUTED = -1, COMPUTE_FAILED = 0, COMPUTE_OK = 1 };
+ int res = NOT_COMPUTED;
+ if ( myQuadranglePreference )
+ {
int nfull = n1+n2+n3+n4;
- int ntmp = nfull/2;
- ntmp = ntmp*2;
- if (nfull == ntmp && ((n1 != n3) || (n2 != n4))) {
- // special path for using only quandrangle faces
- bool ok = ComputeQuadPref(aMesh, aShape, quad);
- if ( ok && myNeedSmooth )
- Smooth( quad );
- return ok;
- }
- }
- else if (myQuadType == QUAD_REDUCED) {
- int n1 = quad->side[0]->NbPoints();
- int n2 = quad->side[1]->NbPoints();
- int n3 = quad->side[2]->NbPoints();
- int n4 = quad->side[3]->NbPoints();
- int n13 = n1 - n3;
- int n24 = n2 - n4;
+ if ((nfull % 2) == 0 && ((n1 != n3) || (n2 != n4)))
+ {
+ // special path genarating only quandrangle faces
+ res = computeQuadPref( aMesh, F, quad );
+ }
+ }
+ else if ( myQuadType == QUAD_REDUCED )
+ {
+ int n13 = n1 - n3;
+ int n24 = n2 - n4;
int n13tmp = n13/2; n13tmp = n13tmp*2;
int n24tmp = n24/2; n24tmp = n24tmp*2;
if ((n1 == n3 && n2 != n4 && n24tmp == n24) ||
- (n2 == n4 && n1 != n3 && n13tmp == n13)) {
- bool ok = ComputeReduced(aMesh, aShape, quad);
- if ( ok && myNeedSmooth )
- Smooth( quad );
- return ok;
+ (n2 == n4 && n1 != n3 && n13tmp == n13))
+ {
+ res = computeReduced( aMesh, F, quad );
+ }
+ else
+ {
+ if ( n1 != n3 && n2 != n4 )
+ error( COMPERR_WARNING,
+ "To use 'Reduced' transition, "
+ "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 if ( ! ( n1 == n3 && n2 == n4 ))
+ error( COMPERR_WARNING,
+ "To use 'Reduced' transition, "
+ "two opposite sides should have an even difference in number of segments. "
+ "'Standard' transion has been used.");
}
}
- // set normalized grid on unit square in parametric domain
-
- if (!SetNormalizedGrid(aMesh, aShape, quad))
+ if ( res == NOT_COMPUTED )
+ {
+ if ( n1 != n3 || n2 != n4 )
+ res = computeTriangles( aMesh, F, quad );
+ else
+ res = computeQuadDominant( aMesh, F );
+ }
+
+ if ( res == COMPUTE_OK && myNeedSmooth )
+ smooth( quad );
+
+ if ( res == COMPUTE_OK )
+ res = check();
+
+ return ( res == COMPUTE_OK );
+}
+
+//================================================================================
+/*!
+ * \brief Compute quadrangles and triangles on the quad
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::computeTriangles(SMESH_Mesh& aMesh,
+ const TopoDS_Face& aFace,
+ FaceQuadStruct::Ptr quad)
+{
+ 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();
+
+ // rotate the quad to have nbNodeOut sides on TOP [and LEFT]
+ if ( nb > nt )
+ quad->shift( nl > nr ? 3 : 2, true );
+ else if ( nr > nl )
+ quad->shift( 1, true );
+ else if ( nl > nr )
+ quad->shift( nt > nb ? 0 : 3, true );
+
+ if ( !setNormalizedGrid( quad ))
return false;
- // --- compute 3D values on points, store points & quadrangles
+ 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 )
+ quad = newQuad;
+ if ( !setNormalizedGrid( quad ))
+ return false;
+ }
- int nbdown = quad->side[0]->NbPoints();
- int nbup = quad->side[2]->NbPoints();
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ {
+ splitQuad( quad, quad->iSize-2, 0 );
+ }
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ {
+ splitQuad( quad, 1, 0 );
- int nbright = quad->side[1]->NbPoints();
- int nbleft = quad->side[3]->NbPoints();
+ 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;
+ }
+ }
+ }
- int nbhoriz = Min(nbdown, nbup);
- int nbvertic = Min(nbright, nbleft);
+ if ( ! computeQuadDominant( aMesh, aFace ))
+ return false;
- const TopoDS_Face& F = TopoDS::Face(aShape);
- Handle(Geom_Surface) S = BRep_Tool::Surface(F);
+ // try to fix zero-area triangles near straight-angle corners
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Compute quadrangles and possibly triangles on all quads of myQuadList
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::computeQuadDominant(SMESH_Mesh& aMesh,
+ const TopoDS_Face& aFace)
+{
+ if ( !addEnforcedNodes() )
+ return false;
+
+ std::list< FaceQuadStruct::Ptr >::iterator quad = myQuadList.begin();
+ for ( ; quad != myQuadList.end(); ++quad )
+ if ( !computeQuadDominant( aMesh, aFace, *quad ))
+ return false;
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Compute quadrangles and possibly triangles
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::computeQuadDominant(SMESH_Mesh& aMesh,
+ const TopoDS_Face& aFace,
+ FaceQuadStruct::Ptr quad)
+{
+ // --- set normalized grid on unit square in parametric domain
+
+ if ( !setNormalizedGrid( quad ))
+ return false;
+
+ // --- create nodes on points, and create quadrangles
+
+ int nbhoriz = quad->iSize;
+ int nbvertic = quad->jSize;
// internal mesh nodes
- int i, j, geomFaceID = meshDS->ShapeToIndex(F);
- for (i = 1; i < nbhoriz - 1; i++) {
- for (j = 1; j < nbvertic - 1; j++) {
- int ij = j * nbhoriz + i;
- double u = quad->uv_grid[ij].u;
- double v = quad->uv_grid[ij].v;
- gp_Pnt P = S->Value(u, v);
- SMDS_MeshNode * node = meshDS->AddNode(P.X(), P.Y(), P.Z());
- meshDS->SetNodeOnFace(node, geomFaceID, u, v);
- quad->uv_grid[ij].node = node;
+ SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
+ Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
+ int i,j, geomFaceID = meshDS->ShapeToIndex(aFace);
+ for (i = 1; i < nbhoriz - 1; i++)
+ for (j = 1; j < nbvertic - 1; j++)
+ {
+ UVPtStruct& uvPnt = quad->UVPt( i, j );
+ gp_Pnt P = S->Value( uvPnt.u, uvPnt.v );
+ uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z());
+ meshDS->SetNodeOnFace( uvPnt.node, geomFaceID, uvPnt.u, uvPnt.v );
}
- }
// mesh faces
// i
// [0]
- i = 0;
int ilow = 0;
int iup = nbhoriz - 1;
- if (quad->isEdgeOut[3]) { ilow++; } else { if (quad->isEdgeOut[1]) iup--; }
+ if (quad->nbNodeOut(3)) { ilow++; } else { if (quad->nbNodeOut(1)) iup--; }
int jlow = 0;
int jup = nbvertic - 1;
- if (quad->isEdgeOut[0]) { jlow++; } else { if (quad->isEdgeOut[2]) jup--; }
+ if (quad->nbNodeOut(0)) { jlow++; } else { if (quad->nbNodeOut(2)) jup--; }
// regular quadrangles
for (i = ilow; i < iup; i++) {
for (j = jlow; j < jup; j++) {
const SMDS_MeshNode *a, *b, *c, *d;
- a = quad->uv_grid[j * nbhoriz + i].node;
- b = quad->uv_grid[j * nbhoriz + i + 1].node;
+ a = quad->uv_grid[ j * nbhoriz + i ].node;
+ 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);
- }
+ d = quad->uv_grid[(j + 1) * nbhoriz + i ].node;
+ myHelper->AddFace(a, b, c, d);
}
}
- const vector<UVPtStruct>& uv_e0 = quad->side[0]->GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_e1 = quad->side[1]->GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_e2 = quad->side[2]->GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_e3 = quad->side[3]->GetUVPtStruct(false,0);
+ // Boundary elements (must always be on an outer boundary of the FACE)
+
+ const vector<UVPtStruct>& uv_e0 = quad->side[0].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e1 = quad->side[1].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e2 = quad->side[2].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e3 = quad->side[3].grid->GetUVPtStruct();
if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty())
return error(COMPERR_BAD_INPUT_MESH);
double eps = Precision::Confusion();
- // Boundary quadrangles
-
- if (quad->isEdgeOut[0]) {
+ int nbdown = (int) uv_e0.size();
+ int nbup = (int) uv_e2.size();
+ int nbright = (int) uv_e1.size();
+ int nbleft = (int) uv_e3.size();
+
+ if (quad->nbNodeOut(0) && nbvertic == 2) // this should not occure
+ {
// Down edge is out
//
// |___|___|___|___|___|___|
// number of last node of the down edge to be processed
int stop = nbdown - 1;
// if right edge is out, we will stop at a node, previous to the last one
- if (quad->isEdgeOut[1]) stop--;
-
+ //if (quad->nbNodeOut(1)) stop--;
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ quad->UVPt( nbhoriz-1, 1 ).node = uv_e1[1].node;
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ quad->UVPt( 0, 1 ).node = uv_e3[1].node;
+
// 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 {
- SplitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
// if node d is not at position g - make additional triangles
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;
}
}
} else {
- if (quad->isEdgeOut[2]) {
+ if (quad->nbNodeOut(2) && nbvertic == 2)
+ {
// Up edge is out
//
// <-<-<-<-<-<-<-<-<-<-<-<-< -- direction of processing
int g = nbhoriz - 1; // last processed node in the regular grid
+ ilow = 0;
+ iup = nbhoriz - 1;
+
int stop = 0;
- // if left edge is out, we will stop at a second node
- if (quad->isEdgeOut[3]) stop++;
+ 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 {
- SplitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
- if (near + 1 < g) { // if d not is at g - make additional triangles
+ if (near + 1 < g) { // if d is not at g - make additional triangles
for (int k = near + 1; k < g; k++) {
c = quad->uv_grid[nbhoriz*(nbvertic - 2) + k].node;
if (k + 1 > iup)
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->isEdgeOut[1]) {
-// MESSAGE("right edge is out");
+ 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;
- if (quad->isEdgeOut[2]) stop--;
- for (i = 0; i < stop; i++) {
+ i = 0;
+ if (quad->side[ QUAD_RIGHT_SIDE ].from != i ) i++;
+ if (quad->side[ QUAD_RIGHT_SIDE ].to != stop ) stop--;
+ for ( ; i < stop; i++) {
const SMDS_MeshNode *a, *b, *c, *d;
a = uv_e1[i].node;
b = uv_e1[i + 1].node;
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 {
- SplitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
if (near - 1 > g) { // if d not is at g - make additional triangles
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->isEdgeOut[3]) {
-// MESSAGE("left edge is out");
+ if (quad->nbNodeOut(3) && nbhoriz == 2)
+ {
int g = nbvertic - 1; // last processed node in the grid
int stop = 0;
- if (quad->isEdgeOut[0]) stop++;
- for (i = nbleft - 1; 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 {
- SplitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
if (near + 1 < g) { // if d not is at g - make additional triangles
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;
}
}
- if ( myNeedSmooth )
- Smooth( quad );
-
bool isOk = true;
return isOk;
}
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::Evaluate(SMESH_Mesh& aMesh,
- const TopoDS_Shape& aShape,
- MapShapeNbElems& aResMap)
+bool StdMeshers_Quadrangle_2D::Evaluate(SMESH_Mesh& aMesh,
+ const TopoDS_Shape& aFace,
+ MapShapeNbElems& aResMap)
{
- aMesh.GetSubMesh(aShape);
+ aMesh.GetSubMesh(aFace);
std::vector<int> aNbNodes(4);
bool IsQuadratic = false;
- if (!CheckNbEdgesForEvaluate(aMesh, aShape, aResMap, aNbNodes, IsQuadratic)) {
+ if (!checkNbEdgesForEvaluate(aMesh, aFace, aResMap, aNbNodes, IsQuadratic)) {
std::vector<int> aResVec(SMDSEntity_Last);
for (int i=SMDSEntity_Node; i<SMDSEntity_Last; i++) aResVec[i] = 0;
- SMESH_subMesh * sm = aMesh.GetSubMesh(aShape);
+ SMESH_subMesh * sm = aMesh.GetSubMesh(aFace);
aResMap.insert(std::make_pair(sm,aResVec));
SMESH_ComputeErrorPtr& smError = sm->GetComputeError();
smError.reset(new SMESH_ComputeError(COMPERR_ALGO_FAILED,"Submesh can not be evaluated",this));
ntmp = ntmp*2;
if (nfull==ntmp && ((n1!=n3) || (n2!=n4))) {
// special path for using only quandrangle faces
- return EvaluateQuadPref(aMesh, aShape, aNbNodes, aResMap, IsQuadratic);
+ return evaluateQuadPref(aMesh, aFace, aNbNodes, aResMap, IsQuadratic);
//return true;
}
}
aVec[SMDSEntity_Quadrangle] = nbFaces4 - aNbNodes[3] + 1;
}
}
- SMESH_subMesh * sm = aMesh.GetSubMesh(aShape);
+ SMESH_subMesh * sm = aMesh.GetSubMesh(aFace);
aResMap.insert(std::make_pair(sm,aVec));
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 );
+}
//================================================================================
/*!
*/
//=============================================================================
-FaceQuadStruct* StdMeshers_Quadrangle_2D::CheckNbEdges(SMESH_Mesh & aMesh,
- const TopoDS_Shape & aShape)
- //throw(SALOME_Exception)
+FaceQuadStruct::Ptr StdMeshers_Quadrangle_2D::CheckNbEdges(SMESH_Mesh & aMesh,
+ const TopoDS_Shape & aShape,
+ const bool considerMesh)
{
+ if ( !myQuadList.empty() && myQuadList.front()->face.IsSame( aShape ))
+ return myQuadList.front();
+
TopoDS_Face F = TopoDS::Face(aShape);
if ( F.Orientation() >= TopAbs_INTERNAL ) F.Orientation( TopAbs_FORWARD );
const bool ignoreMediumNodes = _quadraticMesh;
- // verify 1 wire only, with 4 edges
- TopoDS_Vertex V;
+ // verify 1 wire only
list< TopoDS_Edge > edges;
list< int > nbEdgesInWire;
- int nbWire = SMESH_Block::GetOrderedEdges (F, V, edges, nbEdgesInWire);
+ int nbWire = SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire);
if (nbWire != 1) {
error(COMPERR_BAD_SHAPE, TComm("Wrong number of wires: ") << nbWire);
- return 0;
+ return FaceQuadStruct::Ptr();
}
- FaceQuadStruct* quad = new FaceQuadStruct;
- quad->uv_grid = 0;
+
+ // find corner vertices of the quad
+ vector<TopoDS_Vertex> corners;
+ int nbDegenEdges, nbSides = getCorners( F, aMesh, edges, corners, nbDegenEdges, considerMesh );
+ if ( nbSides == 0 )
+ {
+ return FaceQuadStruct::Ptr();
+ }
+ FaceQuadStruct::Ptr quad( new FaceQuadStruct );
quad->side.reserve(nbEdgesInWire.front());
quad->face = F;
- int nbSides = 0;
list< TopoDS_Edge >::iterator edgeIt = edges.begin();
- if (nbEdgesInWire.front() == 3) // exactly 3 edges
+ if ( nbSides == 3 ) // 3 sides and corners[0] is a vertex with myTriaVertexID
{
- SMESH_Comment comment;
- SMESHDS_Mesh* meshDS = aMesh.GetMeshDS();
- if (myTriaVertexID == -1)
+ for ( int iSide = 0; iSide < 3; ++iSide )
{
- comment << "No Base vertex parameter provided for a trilateral geometrical face";
+ list< TopoDS_Edge > sideEdges;
+ TopoDS_Vertex nextSideV = corners[( iSide + 1 ) % 3 ];
+ while ( edgeIt != edges.end() &&
+ !nextSideV.IsSame( SMESH_MesherHelper::IthVertex( 0, *edgeIt )))
+ if ( SMESH_Algo::isDegenerated( *edgeIt ))
+ ++edgeIt;
+ else
+ sideEdges.push_back( *edgeIt++ );
+ if ( !sideEdges.empty() )
+ quad->side.push_back( StdMeshers_FaceSide::New(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
+ ignoreMediumNodes, myProxyMesh));
+ else
+ --iSide;
}
- else
+ const vector<UVPtStruct>& UVPSleft = quad->side[0].GetUVPtStruct(true,0);
+ /* vector<UVPtStruct>& UVPStop = */quad->side[1].GetUVPtStruct(false,1);
+ /* vector<UVPtStruct>& UVPSright = */quad->side[2].GetUVPtStruct(true,1);
+ const SMDS_MeshNode* aNode = UVPSleft[0].node;
+ gp_Pnt2d aPnt2d = UVPSleft[0].UV();
+ quad->side.push_back( StdMeshers_FaceSide::New( quad->side[1].grid.get(), aNode, &aPnt2d ));
+ myNeedSmooth = ( nbDegenEdges > 0 );
+ return quad;
+ }
+ else // 4 sides
+ {
+ myNeedSmooth = ( corners.size() == 4 && nbDegenEdges > 0 );
+ int iSide = 0, nbUsedDegen = 0, nbLoops = 0;
+ for ( ; edgeIt != edges.end(); ++nbLoops )
{
- TopoDS_Vertex V = TopoDS::Vertex(meshDS->IndexToShape(myTriaVertexID));
- if (!V.IsNull()) {
- TopoDS_Edge E1,E2,E3;
- for (; edgeIt != edges.end(); ++edgeIt) {
- TopoDS_Edge E = *edgeIt;
- TopoDS_Vertex VF, VL;
- TopExp::Vertices(E, VF, VL, true);
- if (VF.IsSame(V))
- E1 = E;
- else if (VL.IsSame(V))
- E3 = E;
- else
- E2 = E;
+ list< TopoDS_Edge > sideEdges;
+ TopoDS_Vertex nextSideV = corners[( iSide + 1 - nbUsedDegen ) % corners.size() ];
+ bool nextSideVReached = false;
+ do
+ {
+ const TopoDS_Edge& edge = *edgeIt;
+ nextSideVReached = nextSideV.IsSame( myHelper->IthVertex( 1, edge ));
+ if ( SMESH_Algo::isDegenerated( edge ))
+ {
+ if ( !myNeedSmooth ) // need to make a side on a degen edge
+ {
+ if ( sideEdges.empty() )
+ {
+ sideEdges.push_back( edge );
+ ++nbUsedDegen;
+ nextSideVReached = true;
+ }
+ else
+ {
+ break;
+ }
+ }
}
- if (!E1.IsNull() && !E2.IsNull() && !E3.IsNull())
+ else
{
- quad->side.push_back(new StdMeshers_FaceSide(F, E1, &aMesh, true, ignoreMediumNodes));
- quad->side.push_back(new StdMeshers_FaceSide(F, E2, &aMesh, true, ignoreMediumNodes));
- quad->side.push_back(new StdMeshers_FaceSide(F, E3, &aMesh, false,ignoreMediumNodes));
- const vector<UVPtStruct>& UVPSleft = quad->side[0]->GetUVPtStruct(true,0);
- /* vector<UVPtStruct>& UVPStop = */quad->side[1]->GetUVPtStruct(false,1);
- /* vector<UVPtStruct>& UVPSright = */quad->side[2]->GetUVPtStruct(true,1);
- const SMDS_MeshNode* aNode = UVPSleft[0].node;
- gp_Pnt2d aPnt2d(UVPSleft[0].u, UVPSleft[0].v);
- quad->side.push_back(new StdMeshers_FaceSide(aNode, aPnt2d, quad->side[1]));
- return quad;
+ sideEdges.push_back( edge );
}
+ ++edgeIt;
}
- comment << "Invalid Base vertex parameter: " << myTriaVertexID << " is not among [";
- TopTools_MapOfShape vMap;
- for (TopExp_Explorer v(aShape, TopAbs_VERTEX); v.More(); v.Next())
- if (vMap.Add(v.Current()))
- comment << meshDS->ShapeToIndex(v.Current()) << (vMap.Extent()==3 ? "]" : ", ");
- }
- error(comment);
- delete quad;
- return quad = 0;
- }
- else if (nbEdgesInWire.front() == 4) // exactly 4 edges
- {
- for (; edgeIt != edges.end(); ++edgeIt, nbSides++)
- quad->side.push_back(new StdMeshers_FaceSide(F, *edgeIt, &aMesh,
- nbSides<TOP_SIDE, ignoreMediumNodes));
- }
- else if (nbEdgesInWire.front() > 4) // more than 4 edges - try to unite some
- {
- list< TopoDS_Edge > sideEdges;
- vector< int > degenSides;
- while (!edges.empty()) {
- sideEdges.clear();
- sideEdges.splice(sideEdges.end(), edges, edges.begin()); // edges.front() -> sideEdges.end()
- bool sameSide = true;
- while (!edges.empty() && sameSide) {
- sameSide = SMESH_Algo::IsContinuous(sideEdges.back(), edges.front());
- if (sameSide)
- sideEdges.splice(sideEdges.end(), edges, edges.begin());
+ 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;
}
- if (nbSides == 0) { // go backward from the first edge
- sameSide = true;
- while (!edges.empty() && sameSide) {
- sameSide = SMESH_Algo::IsContinuous(sideEdges.front(), edges.back());
- if (sameSide)
- sideEdges.splice(sideEdges.begin(), edges, --edges.end());
- }
+ if ( quad->side.size() == 4 )
+ break;
+ if ( nbLoops > 8 )
+ {
+ error(TComm("Bug: infinite loop in StdMeshers_Quadrangle_2D::CheckNbEdges()"));
+ quad.reset();
+ break;
}
- if ( sideEdges.size() == 1 && BRep_Tool::Degenerated( sideEdges.front() ))
- degenSides.push_back( nbSides );
-
- quad->side.push_back(new StdMeshers_FaceSide(F, sideEdges, &aMesh,
- nbSides<TOP_SIDE, ignoreMediumNodes));
- ++nbSides;
}
- if ( !degenSides.empty() && nbSides - degenSides.size() == 4 )
+ if ( quad && quad->side.size() != 4 )
{
- myNeedSmooth = true;
- for ( unsigned i = TOP_SIDE; i < quad->side.size(); ++i )
- quad->side[i]->Reverse();
-
- for ( int i = degenSides.size()-1; i > -1; --i )
- {
- StdMeshers_FaceSide* degenSide = quad->side[ degenSides[ i ]];
- delete degenSide;
- quad->side.erase( quad->side.begin() + degenSides[ i ] );
- }
- for ( unsigned i = TOP_SIDE; i < quad->side.size(); ++i )
- quad->side[i]->Reverse();
-
- nbSides -= degenSides.size();
- }
- // issue 20222. Try to unite only edges shared by two same faces
- if (nbSides < 4) {
- // delete found sides
- { FaceQuadStruct cleaner(*quad); }
- quad->side.clear();
- quad->side.reserve(nbEdgesInWire.front());
- nbSides = 0;
-
- SMESH_Block::GetOrderedEdges (F, V, edges, nbEdgesInWire);
- while (!edges.empty()) {
- sideEdges.clear();
- sideEdges.splice(sideEdges.end(), edges, edges.begin());
- bool sameSide = true;
- while (!edges.empty() && sameSide) {
- sameSide =
- SMESH_Algo::IsContinuous(sideEdges.back(), edges.front()) &&
- twoEdgesMeatAtVertex(sideEdges.back(), edges.front(), aMesh);
- if (sameSide)
- sideEdges.splice(sideEdges.end(), edges, edges.begin());
- }
- if (nbSides == 0) { // go backward from the first edge
- sameSide = true;
- while (!edges.empty() && sameSide) {
- sameSide =
- SMESH_Algo::IsContinuous(sideEdges.front(), edges.back()) &&
- twoEdgesMeatAtVertex(sideEdges.front(), edges.back(), aMesh);
- if (sameSide)
- sideEdges.splice(sideEdges.begin(), edges, --edges.end());
- }
- }
- quad->side.push_back(new StdMeshers_FaceSide(F, sideEdges, &aMesh,
- nbSides<TOP_SIDE, ignoreMediumNodes));
- ++nbSides;
- }
+ error(TComm("Bug: ") << quad->side.size() << " sides found instead of 4");
+ quad.reset();
}
}
- if (nbSides != 4) {
-#ifdef _DEBUG_
- MESSAGE ("StdMeshers_Quadrangle_2D. Edge IDs of " << nbSides << " sides:\n");
- for (int i = 0; i < nbSides; ++i) {
- MESSAGE (" (");
- for (int e = 0; e < quad->side[i]->NbEdges(); ++e)
- MESSAGE (myHelper->GetMeshDS()->ShapeToIndex(quad->side[i]->Edge(e)) << " ");
- MESSAGE (")\n");
- }
- //cout << endl;
-#endif
- if (!nbSides)
- nbSides = nbEdgesInWire.front();
- error(COMPERR_BAD_SHAPE, TComm("Face must have 4 sides but not ") << nbSides);
- delete quad;
- quad = 0;
- }
return quad;
}
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::CheckNbEdgesForEvaluate(SMESH_Mesh& aMesh,
+bool StdMeshers_Quadrangle_2D::checkNbEdgesForEvaluate(SMESH_Mesh& aMesh,
const TopoDS_Shape & aShape,
- MapShapeNbElems& aResMap,
- std::vector<int>& aNbNodes,
- bool& IsQuadratic)
+ MapShapeNbElems& aResMap,
+ std::vector<int>& aNbNodes,
+ bool& IsQuadratic)
{
const TopoDS_Face & F = TopoDS::Face(aShape);
// verify 1 wire only, with 4 edges
- TopoDS_Vertex V;
list< TopoDS_Edge > edges;
list< int > nbEdgesInWire;
- int nbWire = SMESH_Block::GetOrderedEdges (F, V, edges, nbEdgesInWire);
+ int nbWire = SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire);
if (nbWire != 1) {
return false;
}
// issue 20222. Try to unite only edges shared by two same faces
if (nbSides < 4) {
nbSides = 0;
- SMESH_Block::GetOrderedEdges (F, V, edges, nbEdgesInWire);
+ SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire);
while (!edges.empty()) {
sideEdges.clear();
sideEdges.splice(sideEdges.end(), edges, edges.begin());
*/
//=============================================================================
-FaceQuadStruct *StdMeshers_Quadrangle_2D::CheckAnd2Dcompute
- (SMESH_Mesh & aMesh,
- const TopoDS_Shape & aShape,
- const bool CreateQuadratic) //throw(SALOME_Exception)
+FaceQuadStruct::Ptr
+StdMeshers_Quadrangle_2D::CheckAnd2Dcompute (SMESH_Mesh & aMesh,
+ const TopoDS_Shape & aShape,
+ const bool CreateQuadratic)
{
_quadraticMesh = CreateQuadratic;
- FaceQuadStruct *quad = CheckNbEdges(aMesh, aShape);
-
- if (!quad) return 0;
-
- // set normalized grid on unit square in parametric domain
- bool stat = SetNormalizedGrid(aMesh, aShape, quad);
- if (!stat) {
- if (quad) delete quad;
- quad = 0;
+ FaceQuadStruct::Ptr quad = CheckNbEdges(aMesh, aShape);
+ if ( quad )
+ {
+ // set normalized grid on unit square in parametric domain
+ if ( ! setNormalizedGrid( quad ))
+ quad.reset();
}
-
return quad;
}
-//=============================================================================
-/*!
- *
- */
-//=============================================================================
-
-faceQuadStruct::~faceQuadStruct()
+namespace
{
- for (int i = 0; i < side.size(); i++) {
- if (side[i]) delete side[i];
- }
- if (uv_grid) delete [] uv_grid;
-}
-
-namespace {
- inline const vector<UVPtStruct>& GetUVPtStructIn(FaceQuadStruct* quad, int i, int nbSeg)
+ inline const vector<UVPtStruct>& getUVPtStructIn(FaceQuadStruct::Ptr& quad, int i, int nbSeg)
{
- bool isXConst = (i == BOTTOM_SIDE || i == TOP_SIDE);
- double constValue = (i == BOTTOM_SIDE || i == LEFT_SIDE) ? 0 : 1;
+ bool isXConst = (i == QUAD_BOTTOM_SIDE || i == QUAD_TOP_SIDE);
+ double constValue = (i == QUAD_BOTTOM_SIDE || i == QUAD_LEFT_SIDE) ? 0 : 1;
return
- quad->isEdgeOut[i] ?
- quad->side[i]->SimulateUVPtStruct(nbSeg,isXConst,constValue) :
- quad->side[i]->GetUVPtStruct(isXConst,constValue);
+ quad->nbNodeOut(i) ?
+ quad->side[i].grid->SimulateUVPtStruct(nbSeg,isXConst,constValue) :
+ quad->side[i].grid->GetUVPtStruct (isXConst,constValue);
}
- inline gp_UV CalcUV(double x, double y,
+ inline gp_UV calcUV(double x, double y,
const gp_UV& a0,const gp_UV& a1,const gp_UV& a2,const gp_UV& a3,
const gp_UV& p0,const gp_UV& p1,const gp_UV& p2,const gp_UV& p3)
{
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::SetNormalizedGrid (SMESH_Mesh & aMesh,
- const TopoDS_Shape& aShape,
- FaceQuadStruct* & quad) //throw (SALOME_Exception)
+bool StdMeshers_Quadrangle_2D::setNormalizedGrid (FaceQuadStruct::Ptr quad)
{
+ if ( !quad->uv_grid.empty() )
+ return true;
+
// Algorithme décrit dans "Génération automatique de maillages"
// P.L. GEORGE, MASSON, § 6.4.1 p. 84-85
// traitement dans le domaine paramétrique 2d u,v
// transport - projection sur le carré unité
-// MESSAGE("StdMeshers_Quadrangle_2D::SetNormalizedGrid");
-// const TopoDS_Face& F = TopoDS::Face(aShape);
-
- // 1 --- find orientation of the 4 edges, by test on extrema
-
// max min 0 x1 1
// |<----north-2-------^ a3 -------------> a2
// | | ^1 1^
// 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];
- // 3 --- 2D normalized values on unit square [0..1][0..1]
-
- int nbhoriz = Min(quad->side[0]->NbPoints(), quad->side[2]->NbPoints());
- int nbvertic = Min(quad->side[1]->NbPoints(), quad->side[3]->NbPoints());
-
- quad->isEdgeOut[0] = (quad->side[0]->NbPoints() > quad->side[2]->NbPoints());
- quad->isEdgeOut[1] = (quad->side[1]->NbPoints() > quad->side[3]->NbPoints());
- quad->isEdgeOut[2] = (quad->side[2]->NbPoints() > quad->side[0]->NbPoints());
- quad->isEdgeOut[3] = (quad->side[3]->NbPoints() > quad->side[1]->NbPoints());
-
- UVPtStruct *uv_grid = quad->uv_grid = new UVPtStruct[nbvertic * nbhoriz];
-
- const vector<UVPtStruct>& uv_e0 = GetUVPtStructIn(quad, 0, nbhoriz - 1);
- const vector<UVPtStruct>& uv_e1 = GetUVPtStructIn(quad, 1, nbvertic - 1);
- const vector<UVPtStruct>& uv_e2 = GetUVPtStructIn(quad, 2, nbhoriz - 1);
- const vector<UVPtStruct>& uv_e3 = GetUVPtStructIn(quad, 3, nbvertic - 1);
+ 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, 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() );
+ }
+ 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);
- if ( myNeedSmooth )
- UpdateDegenUV( quad );
+ quad->uv_grid.resize( nbvertic * nbhoriz );
+ quad->iSize = nbhoriz;
+ quad->jSize = nbvertic;
+ UVPtStruct *uv_grid = & quad->uv_grid[0];
- // nodes Id on "in" edges
- if (! quad->isEdgeOut[0]) {
- int j = 0;
- for (int i = 0; i < nbhoriz; i++) { // down
- int ij = j * nbhoriz + i;
- uv_grid[ij].node = uv_e0[i].node;
+ quad->uv_box.Clear();
+
+ // copy data of face boundary
+
+ FaceQuadStruct::SideIterator sideIter;
+
+ { // BOTTOM
+ 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() );
}
}
- if (! quad->isEdgeOut[1]) {
- int i = nbhoriz - 1;
- for (int j = 0; j < nbvertic; j++) { // right
- int ij = j * nbhoriz + i;
- uv_grid[ij].node = uv_e1[j].node;
+ { // RIGHT
+ 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() );
}
}
- if (! quad->isEdgeOut[2]) {
- int j = nbvertic - 1;
- for (int i = 0; i < nbhoriz; i++) { // up
- int ij = j * nbhoriz + i;
- uv_grid[ij].node = uv_e2[i].node;
+ { // TOP
+ 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++, 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() );
}
}
- if (! quad->isEdgeOut[3]) {
- int i = 0;
- for (int j = 0; j < nbvertic; j++) { // left
- int ij = j * nbhoriz + i;
- uv_grid[ij].node = uv_e3[j].node;
+ { // LEFT
+ const int i = 0;
+ const double y0 = lSide.First().normParam;
+ const double dy = lSide.Last().normParam - lSide.First().normParam;
+ int j = 0, nb = nbvertic;
+ 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() );
}
}
- // normalized 2d values on grid
- for (int i = 0; i < nbhoriz; i++) {
- for (int j = 0; j < nbvertic; j++) {
- int ij = j * nbhoriz + i;
- // --- droite i cste : x = x0 + y(x1-x0)
- double x0 = uv_e0[i].normParam; // bas - sud
- double x1 = uv_e2[i].normParam; // haut - nord
- // --- droite j cste : y = y0 + x(y1-y0)
- double y0 = uv_e3[j].normParam; // gauche-ouest
- double y1 = uv_e1[j].normParam; // droite - est
+ // normalized 2d parameters on grid
+
+ for (int i = 1; i < nbhoriz-1; i++)
+ {
+ 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 = 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);
+ int ij = j * nbhoriz + i;
uv_grid[ij].x = x;
uv_grid[ij].y = y;
- //MESSAGE("-xy-01 "<<x0<<" "<<x1<<" "<<y0<<" "<<y1);
- //MESSAGE("-xy-norm "<<i<<" "<<j<<" "<<x<<" "<<y);
+ uv_grid[ij].node = NULL;
}
}
- // 4 --- projection on 2d domain (u,v)
- gp_UV a0(uv_e0.front().u, uv_e0.front().v);
- gp_UV a1(uv_e0.back().u, uv_e0.back().v);
- gp_UV a2(uv_e2.back().u, uv_e2.back().v);
- gp_UV a3(uv_e2.front().u, uv_e2.front().v);
+ // projection on 2d domain (u,v)
+
+ 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 = 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 = quad->UVPt( nbhoriz-1, j ).UV();
+ gp_UV p3 = quad->UVPt( 0, j ).UV();
- for (int i = 0; i < nbhoriz; i++) {
- for (int j = 0; j < nbvertic; j++) {
int ij = j * nbhoriz + i;
double x = uv_grid[ij].x;
double y = uv_grid[ij].y;
- double param_0 = uv_e0[0].normParam + x * (uv_e0.back().normParam - uv_e0[0].normParam); // sud
- double param_2 = uv_e2[0].normParam + x * (uv_e2.back().normParam - uv_e2[0].normParam); // nord
- double param_1 = uv_e1[0].normParam + y * (uv_e1.back().normParam - uv_e1[0].normParam); // est
- double param_3 = uv_e3[0].normParam + y * (uv_e3.back().normParam - uv_e3[0].normParam); // ouest
-
- //MESSAGE("params "<<param_0<<" "<<param_1<<" "<<param_2<<" "<<param_3);
- gp_UV p0 = quad->side[0]->Value2d(param_0).XY();
- gp_UV p1 = quad->side[1]->Value2d(param_1).XY();
- gp_UV p2 = quad->side[2]->Value2d(param_2).XY();
- gp_UV p3 = quad->side[3]->Value2d(param_3).XY();
- gp_UV uv = CalcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
+ gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
uv_grid[ij].u = uv.X();
uv_grid[ij].v = uv.Y();
//=======================================================================
//function : ShiftQuad
-//purpose : auxilary function for ComputeQuadPref
+//purpose : auxilary function for computeQuadPref
//=======================================================================
-static void ShiftQuad(FaceQuadStruct* quad, const int num, bool)
+void StdMeshers_Quadrangle_2D::shiftQuad(FaceQuadStruct::Ptr& quad, const int num )
+{
+ quad->shift( num, /*ori=*/true, /*keepGrid=*/myQuadList.size() > 1 );
+}
+
+//================================================================================
+/*!
+ * \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, bool keepGrid )
{
- StdMeshers_FaceSide* side[4] = { quad->side[0], quad->side[1], quad->side[2], quad->side[3] };
- for (int i = BOTTOM_SIDE; i < NB_SIDES; ++i) {
- int id = (i + num) % NB_SIDES;
- bool wasForward = (i < TOP_SIDE);
- bool newForward = (id < TOP_SIDE);
- if (wasForward != newForward)
- side[ i ]->Reverse();
- quad->side[ id ] = side[ i ];
+ if ( nb == 0 ) return;
+
+ 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;
+ if ( ori )
+ {
+ bool wasForward = (i < QUAD_TOP_SIDE);
+ bool newForward = (id < QUAD_TOP_SIDE);
+ if ( wasForward != newForward )
+ side[ i ].Reverse( keepGrid );
+ }
+ newSides[ id ] = side[ i ];
+ sidePtrs[ i ] = & side[ i ];
+ }
+ // make newSides refer newSides via Side::Contact's
+ for ( size_t i = 0; i < newSides.size(); ++i )
+ {
+ FaceQuadStruct::Side& ns = newSides[ i ];
+ for ( size_t iC = 0; iC < ns.contacts.size(); ++iC )
+ {
+ FaceQuadStruct::Side* oSide = ns.contacts[iC].other_side;
+ vector< Side* >::iterator sIt = std::find( sidePtrs.begin(), sidePtrs.end(), oSide );
+ if ( sIt != sidePtrs.end() )
+ ns.contacts[iC].other_side = & newSides[ *sIt - sidePtrs[0] ];
+ }
+ }
+ newSides.swap( side );
+
+ if ( keepGrid && !uv_grid.empty() )
+ {
+ if ( nb == 2 ) // "PI"
+ {
+ std::reverse( uv_grid.begin(), uv_grid.end() );
+ }
+ else
+ {
+ FaceQuadStruct newQuad;
+ newQuad.uv_grid.resize( uv_grid.size() );
+ newQuad.iSize = jSize;
+ newQuad.jSize = iSize;
+ int i, j, iRev, jRev;
+ int *iNew = ( nb == 1 ) ? &jRev : &j;
+ int *jNew = ( nb == 1 ) ? &i : &iRev;
+ for ( i = 0, iRev = iSize-1; i < iSize; ++i, --iRev )
+ for ( j = 0, jRev = jSize-1; j < jSize; ++j, --jRev )
+ newQuad.UVPt( *iNew, *jNew ) = UVPt( i, j );
+
+ std::swap( iSize, jSize );
+ std::swap( uv_grid, newQuad.uv_grid );
+ }
+ }
+ else
+ {
+ uv_grid.clear();
}
}
//=======================================================================
-//function : CalcUV
-//purpose : auxilary function for ComputeQuadPref
+//function : calcUV
+//purpose : auxilary function for computeQuadPref
//=======================================================================
-static gp_UV CalcUV(double x0, double x1, double y0, double y1,
- FaceQuadStruct* quad,
+static gp_UV calcUV(double x0, double x1, double y0, double y1,
+ FaceQuadStruct::Ptr& quad,
const gp_UV& a0, const gp_UV& a1,
const gp_UV& a2, const gp_UV& a3)
{
- 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);
-
double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
double y = y0 + x * (y1 - y0);
- double param_b = uv_eb[0].normParam + x * (uv_eb.back().normParam - uv_eb[0].normParam);
- double param_t = uv_et[0].normParam + x * (uv_et.back().normParam - uv_et[0].normParam);
- double param_r = uv_er[0].normParam + y * (uv_er.back().normParam - uv_er[0].normParam);
- double param_l = uv_el[0].normParam + y * (uv_el.back().normParam - uv_el[0].normParam);
+ gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY();
+ gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY();
+ gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY();
+ gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY();
- gp_UV p0 = quad->side[BOTTOM_SIDE]->Value2d(param_b).XY();
- gp_UV p1 = quad->side[RIGHT_SIDE ]->Value2d(param_r).XY();
- gp_UV p2 = quad->side[TOP_SIDE ]->Value2d(param_t).XY();
- gp_UV p3 = quad->side[LEFT_SIDE ]->Value2d(param_l).XY();
-
- gp_UV uv = CalcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
+ gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
return uv;
}
//=======================================================================
-//function : CalcUV2
-//purpose : auxilary function for ComputeQuadPref
+//function : calcUV2
+//purpose : auxilary function for computeQuadPref
//=======================================================================
-static gp_UV CalcUV2(double x, double y,
- FaceQuadStruct* quad,
+static gp_UV calcUV2(double x, double y,
+ FaceQuadStruct::Ptr& quad,
const gp_UV& a0, const gp_UV& a1,
const gp_UV& a2, const gp_UV& a3)
{
- gp_UV p0 = quad->side[BOTTOM_SIDE]->Value2d(x).XY();
- gp_UV p1 = quad->side[RIGHT_SIDE ]->Value2d(y).XY();
- gp_UV p2 = quad->side[TOP_SIDE ]->Value2d(x).XY();
- gp_UV p3 = quad->side[LEFT_SIDE ]->Value2d(y).XY();
+ gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY();
+ gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY();
+ gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY();
+ gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY();
- gp_UV uv = CalcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
+ gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
return uv;
}
*/
//=======================================================================
-bool StdMeshers_Quadrangle_2D::ComputeQuadPref (SMESH_Mesh & aMesh,
- const TopoDS_Shape& aShape,
- FaceQuadStruct* quad)
+bool StdMeshers_Quadrangle_2D::computeQuadPref (SMESH_Mesh & aMesh,
+ 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 = false;
- if (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED)
- OldVersion = true;
+ const bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED);
+ const bool WisF = true;
- SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
- const TopoDS_Face& F = TopoDS::Face(aShape);
- Handle(Geom_Surface) S = BRep_Tool::Surface(F);
- bool WisF = true;
- int i,j,geomFaceID = meshDS->ShapeToIndex(F);
+ SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
+ Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
+ int i,j, geomFaceID = meshDS->ShapeToIndex(aFace);
- 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 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);
- if (dh>=dv) {
- if (nt>nb) {
- // it is a base case => not shift quad but me be replacement is need
- ShiftQuad(quad,0,WisF);
- }
- else {
- // we have to shift quad on 2
- ShiftQuad(quad,2,WisF);
- }
+ if ( myForcedPnts.empty() )
+ {
+ // rotate sides to be as in the picture below and to have
+ // dh >= dv and nt > nb
+ if ( dh >= dv )
+ shiftQuad( quad, ( nt > nb ) ? 0 : 2 );
+ else
+ shiftQuad( quad, ( nr > nl ) ? 1 : 3 );
}
- else {
- if (nr>nl) {
- // we have to shift quad on 1
- ShiftQuad(quad,1,WisF);
- }
- else {
- // we have to shift quad on 3
- ShiftQuad(quad,3,WisF);
- }
+ else
+ {
+ // rotate the quad to have nt > nb [and nr > nl]
+ if ( nb > nt )
+ shiftQuad ( quad, nr > nl ? 1 : 2 );
+ else if ( nr > nl )
+ shiftQuad( quad, nb == nt ? 1 : 0 );
+ else if ( nl > nr )
+ shiftQuad( quad, 3 );
}
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->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);
- int nbv = Max(nr,nl);
+ int nbv = Max(nr,nl);
int addh = 0;
int addv = 0;
+ // Orientation of face and 3 main domain for future faces
// ----------- Old version ---------------
- // orientation of face and 3 main domain for future faces
// 0 top 1
// 1------------1
// | | | |
- // | | | |
+ // | |C | |
// | L | | R |
- // left | | | | rigth
+ // left | |__| | rigth
// | / \ |
// | / C \ |
// |/ \|
// 0 bottom 1
// ----------- New version ---------------
- // orientation of face and 3 main domain for future faces
// 0 top 1
// 1------------1
- // | |____| |
+ // | |__| |
// | / \ |
// | / C \ |
// left |/________\| rigth
// | |
- // | |
+ // | C |
// | |
// 0------------0
// 0 bottom 1
- if (dh>dv) {
- addv = (dh-dv)/2;
- nbv = nbv + addv;
- }
- else { // dv>=dh
- addh = (dv-dh)/2;
- nbh = nbh + addh;
+
+ //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] );
- 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);
+ gp_UV a0,a1,a2,a3, p0,p1,p2,p3, uv;
+ double x,y;
- if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
- return error(COMPERR_BAD_INPUT_MESH);
+ a0 = uv_eb[ 0 ].UV();
+ a1 = uv_er[ 0 ].UV();
+ a2 = uv_er[ nr-1 ].UV();
+ a3 = uv_et[ 0 ].UV();
- if ( myNeedSmooth )
- UpdateDegenUV( quad );
+ if ( !myForcedPnts.empty() )
+ {
+ if ( dv != 0 && dh != 0 ) // here myQuadList.size() == 1
+ {
+ const int dmin = Min( dv, dh );
+
+ // Make a side separating domains L and Cb
+ StdMeshers_FaceSidePtr sideLCb;
+ UVPtStruct p3dom; // a point where 3 domains meat
+ { // dmin
+ vector<UVPtStruct> pointsLCb( dmin+1 ); // 1--------1
+ pointsLCb[0] = uv_eb[0]; // | | |
+ for ( int i = 1; i <= dmin; ++i ) // | |Ct|
+ { // | L | |
+ x = uv_et[ i ].normParam; // | |__|
+ y = uv_er[ i ].normParam; // | / |
+ p0 = quad->side[0].grid->Value2d( x ).XY(); // | / Cb |dmin
+ p1 = uv_er[ i ].UV(); // |/ |
+ p2 = uv_et[ i ].UV(); // 0--------0
+ p3 = quad->side[3].grid->Value2d( y ).XY();
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCb[ i ].u = uv.X();
+ pointsLCb[ i ].v = uv.Y();
+ }
+ 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;
+ {
+ vector<UVPtStruct> pointsLCt( nl );
+ pointsLCt[0] = p3dom;
+ pointsLCt.back() = uv_et[ dmin ];
+ x = uv_et[ dmin ].normParam;
+ p0 = quad->side[0].grid->Value2d( x ).XY();
+ p2 = uv_et[ dmin ].UV();
+ double y0 = uv_er[ dmin ].normParam;
+ for ( int i = 1; i < nl-1; ++i )
+ {
+ 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();
+ pointsLCt[ i ].v = uv.Y();
+ }
+ sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace );
+ }
+ // Make a side separating domains Cb and Ct
+ StdMeshers_FaceSidePtr sideCbCt;
+ {
+ vector<UVPtStruct> pointsCbCt( nb );
+ pointsCbCt[0] = p3dom;
+ pointsCbCt.back() = uv_er[ dmin ];
+ 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 = 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();
+ pointsCbCt[ i ].v = uv.Y();
+ }
+ sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
+ }
+ // Make Cb quad
+ 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[1] = quad->side[1];
+ qCb->side[2] = sideCbCt;
+ qCb->side[3] = sideLCb;
+ qCb->side[1].to = dmin+1;
+ // Make L quad
+ 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 = dmin+1;
+ // Make Ct from the main quad
+ FaceQuadStruct::Ptr qCt = quad;
+ qCt->side[0] = sideCbCt;
+ qCt->side[3] = sideLCt;
+ 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 );
+ qCb->side[3].AddContact( dmin, & qCt->side[3], 0 );
+ qCt->side[3].AddContact( 0, & qCt->side[0], 0 );
+ qCt->side[0].AddContact( 0, & qL ->side[0], dmin );
+ qL ->side[0].AddContact( dmin, & qL ->side[1], 0 );
+ qL ->side[0].AddContact( dmin, & qCb->side[2], 0 );
+
+ if ( dh == dv )
+ return computeQuadDominant( aMesh, aFace );
+ else
+ return computeQuadPref( aMesh, aFace, qCt );
+
+ } // if ( dv != 0 && dh != 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
+ // +------------+
+ // | | | |
+ // | | Ct | |
+ // | L | | R |
+ // | |____| |
+ // | / \ |
+ // | / Cb \ |
+ // |/ \|
+ // +------------+
+ const int lw = dh/2; // lateral width
+
+ 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 ];
+ 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 ].UV();
+ p3 = quad->side[3].Value2d( y );
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCb[ i ].u = uv.X();
+ pointsLCb[ i ].v = uv.Y();
+ pointsLCb[ i ].x = 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 ].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();
+ pointsRCb[ i ].x = x;
+ }
+ sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace );
+ 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 ];
+ pointsRCt[0] = pTBR;
+ pointsRCt.back() = uv_et[ lw + nb - 1 ];
+ x = pTBL.x;
+ p0 = quad->side[0].Value2d( x );
+ 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 ].UV();
+ for ( int i = 1; i < nl-1; ++i )
+ {
+ 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-1.);
+ p1 = quad->side[1].Value2d( y );
+ p3 = quad->side[3].Value2d( y );
+ uv = calcUV( xR,y, a0,a1,a2,a3, p0R,p1,p2R,p3 );
+ pointsRCt[ i ].u = uv.X();
+ pointsRCt[ i ].v = uv.Y();
+ }
+ sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace );
+ sideRCt = StdMeshers_FaceSide::New( pointsRCt, aFace );
+ }
+ // Make a side separating domains Cb and Ct
+ StdMeshers_FaceSidePtr sideCbCt;
+ {
+ vector<UVPtStruct> pointsCbCt( nb );
+ pointsCbCt[0] = pTBL;
+ pointsCbCt.back() = pTBR;
+ p1 = quad->side[1].Value2d( yCbR );
+ p3 = quad->side[3].Value2d( yCbL );
+ for ( int i = 1; i < nb-1; ++i )
+ {
+ x = quad->side[2].Param( i + lw );
+ 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();
+ pointsCbCt[ i ].v = uv.Y();
+ }
+ sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
+ }
+ // Make Cb quad
+ 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[1] = sideRCb;
+ qCb->side[2] = sideCbCt;
+ qCb->side[3] = sideLCb;
+ // Make L quad
+ 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 ) * dt + tfrom;
+ // Make R quad
+ 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 = ( 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 ) * 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 );
+ 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], 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;
+ nbv = nbv + addv;
+ }
+ else { // dv >= dh
+ addh = (dv-dh)/2;
+ nbh = nbh + addh;
+ }
// arrays for normalized params
- //cout<<"Dump B:"<<endl;
TColStd_SequenceOfReal npb, npr, npt, npl;
for (i=0; i<nb; i++) {
npb.Append(uv_eb[i].normParam);
- //cout<<"i="<<i<<" par="<<uv_eb[i].normParam<<" npar="<<uv_eb[i].normParam;
- //const SMDS_MeshNode* N = uv_eb[i].node;
- //cout<<" node("<<N->X()<<","<<N->Y()<<","<<N->Z()<<")"<<endl;
}
for (i=0; i<nr; i++) {
npr.Append(uv_er[i].normParam);
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
npl.InsertAfter(1,npl.Value(2)-dpr);
}
}
- //cout<<"npb:";
- //for (i=1; i<=npb.Length(); i++) {
- // cout<<" "<<npb.Value(i);
- //}
- //cout<<endl;
-
- gp_XY a0(uv_eb.front().u, uv_eb.front().v);
- gp_XY a1(uv_eb.back().u, uv_eb.back().v);
- gp_XY a2(uv_et.back().u, uv_et.back().v);
- gp_XY a3(uv_et.front().u, uv_et.front().v);
- //cout<<" a0("<<a0.X()<<","<<a0.Y()<<")"<<" a1("<<a1.X()<<","<<a1.Y()<<")"
- // <<" a2("<<a2.X()<<","<<a2.Y()<<")"<<" a3("<<a3.X()<<","<<a3.Y()<<")"<<endl;
int nnn = Min(nr,nl);
// auxilary sequence of XY for creation nodes
NodesL.SetValue(1,j,uv_el[j-1].node);
if (dl>0) {
// add top nodes
- for (i=1; i<=dl; i++)
+ for (i=1; i<=dl; i++)
NodesL.SetValue(i+1,nl,uv_et[i].node);
// create and add needed nodes
TColgp_SequenceOfXY UVtmp;
// diagonal node
double y0 = npl.Value(i+1);
double y1 = npr.Value(i+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (j=2; j<nl; j++) {
double y0 = npl.Value(dl+j);
double y1 = npr.Value(dl+j);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (i=1; i<=UVtmp.Length() && UVL.Length()<nbv-nnn; i++) {
UVL.Append(UVtmp.Value(i));
}
- //cout<<"Dump NodesL:"<<endl;
- //for (i=1; i<=dl+1; i++) {
- // cout<<"i="<<i;
- // for (j=1; j<=nl; j++) {
- // cout<<" ("<<NodesL.Value(i,j)->X()<<","<<NodesL.Value(i,j)->Y()<<","<<NodesL.Value(i,j)->Z()<<")";
- // }
- // cout<<endl;
- //}
// create faces
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),
+ 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);
}
}
}
UVL.Append(gp_UV (uv_el[i].u, uv_el[i].v));
}
}
-
+
// step2: create faces for right domain
StdMeshers_Array2OfNode NodesR(1,dr+1,1,nr);
// add right nodes
- for (j=1; j<=nr; j++)
+ for (j=1; j<=nr; j++)
NodesR.SetValue(1,j,uv_er[nr-j].node);
if (dr>0) {
// add top nodes
- for (i=1; i<=dr; i++)
+ for (i=1; i<=dr; i++)
NodesR.SetValue(i+1,1,uv_et[nt-1-i].node);
// create and add needed nodes
TColgp_SequenceOfXY UVtmp;
// diagonal node
double y0 = npl.Value(i+1);
double y1 = npr.Value(i+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (j=2; j<nr; j++) {
double y0 = npl.Value(nbv-j+1);
double y1 = npr.Value(nbv-j+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
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),
+ 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);
}
}
}
UVR.Append(gp_UV(uv_er[i].u, uv_er[i].v));
}
}
-
+
// step3: create faces for central domain
StdMeshers_Array2OfNode NodesC(1,nb,1,nbv);
// add first line using NodesL
for (i=1; i<nr; i++)
NodesC.SetValue(nb,dr+i+1,NodesR(dr+1,nr-i));
// add top nodes (last columns)
- for (i=dl+2; i<nbh-dr; i++)
+ for (i=dl+2; i<nbh-dr; i++)
NodesC.SetValue(i-dl,nbv,uv_et[i-1].node);
// add bottom nodes (first columns)
for (i=2; i<nb; i++)
NodesC.SetValue(i,1,uv_eb[i-1].node);
-
+
// create and add needed nodes
// add linear layers
for (i=2; i<nb; i++) {
for (j=1; j<nnn; j++) {
double y0 = npl.Value(nbv-nnn+j);
double y1 = npr.Value(nbv-nnn+j);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
}
}
// add diagonal layers
- //cout<<"UVL.Length()="<<UVL.Length()<<" UVR.Length()="<<UVR.Length()<<endl;
- //cout<<"Dump UVL:"<<endl;
- //for (i=1; i<=UVL.Length(); i++) {
- // cout<<" ("<<UVL.Value(i).X()<<","<<UVL.Value(i).Y()<<")";
- //}
- //cout<<endl;
gp_UV A2 = UVR.Value(nbv-nnn);
gp_UV A3 = UVL.Value(nbv-nnn);
for (i=1; i<nbv-nnn; i++) {
double x = npb.Value(j);
gp_UV p0( uv_eb[j-1].u, uv_eb[j-1].v );
gp_UV p2 = UVT.Value( j-1 );
- gp_UV UV = CalcUV(x, y, a0, a1, A2, A3, p0,p1,p2,p3 );
+ gp_UV UV = calcUV(x, y, a0, a1, A2, A3, p0,p1,p2,p3 );
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(),UV.Y());
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),
+ 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);
}
}
}
for (j=2; j<nb; j++) {
double x = npb.Value(j);
double y = (1-x) * npl.Value(i+1) + x * npr.Value(i+1);
- gp_UV UV = CalcUV2(x, y, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(),UV.Y());
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),
+ 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);
}
}
}
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<nb; j++) {
double x = npt.Value(i+1) + npb.Value(j)*(1-npt.Value(i+1));
double y = y0 + dy*x;
- gp_UV UV = CalcUV2(x, y, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
double yy1 = y1 + dy1*i;
double dyy = yy1 - yy0;
for (j=1; j<=nb; j++) {
- double x = npt.Value(i+1+drl) +
+ double x = npt.Value(i+1+drl) +
npb.Value(j) * (npt.Value(nt-i) - npt.Value(i+1+drl));
double y = yy0 + dyy*x;
- gp_UV UV = CalcUV2(x, y, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (j=2; j<=nb; j++) {
double x = npb.Value(j)*npt.Value(nt-i);
double y = y0 + dy*x;
- gp_UV UV = CalcUV2(x, y, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
double yy1 = y1 + dy1*i;
double dyy = yy1 - yy0;
for (j=1; j<=nb; j++) {
- double x = npt.Value(i+1) +
+ double x = npt.Value(i+1) +
npb.Value(j) * (npt.Value(nt-i-drl) - npt.Value(i+1));
double y = yy0 + dyy*x;
- gp_UV UV = CalcUV2(x, y, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
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),
+ 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);
}
}
} // 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),
+ 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);
}
}
} // if ((drl+addv) > 0)
*/
//=======================================================================
-bool StdMeshers_Quadrangle_2D::EvaluateQuadPref(SMESH_Mesh & aMesh,
+bool StdMeshers_Quadrangle_2D::evaluateQuadPref(SMESH_Mesh & aMesh,
const TopoDS_Shape& aShape,
- std::vector<int>& aNbNodes,
- MapShapeNbElems& aResMap,
- bool IsQuadratic)
+ std::vector<int>& aNbNodes,
+ MapShapeNbElems& aResMap,
+ bool IsQuadratic)
{
// Auxilary key in order to keep old variant
// of meshing after implementation new variant
return true;
}
-
//=============================================================================
/*! Split quadrangle in to 2 triangles by smallest diagonal
*
*/
//=============================================================================
-void StdMeshers_Quadrangle_2D::SplitQuad(SMESHDS_Mesh *theMeshDS,
- int theFaceID,
- const SMDS_MeshNode* theNode1,
- const SMDS_MeshNode* theNode2,
- const SMDS_MeshNode* theNode3,
- const SMDS_MeshNode* theNode4)
+
+void StdMeshers_Quadrangle_2D::splitQuadFace(SMESHDS_Mesh * theMeshDS,
+ int theFaceID,
+ const SMDS_MeshNode* theNode1,
+ const SMDS_MeshNode* theNode2,
+ const SMDS_MeshNode* theNode3,
+ const SMDS_MeshNode* theNode4)
{
- gp_Pnt a(theNode1->X(),theNode1->Y(),theNode1->Z());
- gp_Pnt b(theNode2->X(),theNode2->Y(),theNode2->Z());
- gp_Pnt c(theNode3->X(),theNode3->Y(),theNode3->Z());
- gp_Pnt d(theNode4->X(),theNode4->Y(),theNode4->Z());
- SMDS_MeshFace* face;
- if (a.Distance(c) > b.Distance(d)){
- face = myHelper->AddFace(theNode2, theNode4 , theNode1);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
- face = myHelper->AddFace(theNode2, theNode3, theNode4);
- if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID);
-
- }
- 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);
+ if ( SMESH_TNodeXYZ( theNode1 ).SquareDistance( theNode3 ) >
+ SMESH_TNodeXYZ( theNode2 ).SquareDistance( theNode4 ) )
+ {
+ myHelper->AddFace(theNode2, theNode4 , theNode1);
+ myHelper->AddFace(theNode2, theNode3, theNode4);
+ }
+ else
+ {
+ myHelper->AddFace(theNode1, theNode2 ,theNode3);
+ myHelper->AddFace(theNode1, theNode3, theNode4);
}
}
inline SMDS_MeshNode* makeNode( UVPtStruct & uvPt,
const double y,
- FaceQuadStruct* quad,
+ FaceQuadStruct::Ptr& quad,
const gp_UV* UVs,
SMESH_MesherHelper* helper,
Handle(Geom_Surface) S)
{
- const vector<UVPtStruct>& uv_eb = quad->side[BOTTOM_SIDE]->GetUVPtStruct();
- const vector<UVPtStruct>& uv_et = quad->side[TOP_SIDE ]->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_eb = quad->side[QUAD_BOTTOM_SIDE].GetUVPtStruct();
+ const vector<UVPtStruct>& uv_et = quad->side[QUAD_TOP_SIDE ].GetUVPtStruct();
double rBot = ( uv_eb.size() - 1 ) * uvPt.normParam;
double rTop = ( uv_et.size() - 1 ) * uvPt.normParam;
int iBot = int( rBot );
double xTop = uv_et[ iTop ].normParam + ( rTop - iTop ) * ( uv_et[ iTop+1 ].normParam - uv_et[ iTop ].normParam );
double x = xBot + y * ( xTop - xBot );
- gp_UV uv = CalcUV(/*x,y=*/x, y,
+ gp_UV uv = calcUV(/*x,y=*/x, y,
/*a0,...=*/UVs[UV_A0], UVs[UV_A1], UVs[UV_A2], UVs[UV_A3],
- /*p0=*/quad->side[BOTTOM_SIDE]->Value2d( x ).XY(),
+ /*p0=*/quad->side[QUAD_BOTTOM_SIDE].grid->Value2d( x ).XY(),
/*p1=*/UVs[ UV_R ],
- /*p2=*/quad->side[TOP_SIDE ]->Value2d( x ).XY(),
+ /*p2=*/quad->side[QUAD_TOP_SIDE ].grid->Value2d( x ).XY(),
/*p3=*/UVs[ UV_L ]);
gp_Pnt P = S->Value( uv.X(), uv.Y() );
uvPt.u = uv.X();
vector<UVPtStruct>& next_base,
const int j,
int & next_base_len,
- FaceQuadStruct* quad,
+ FaceQuadStruct::Ptr& quad,
gp_UV* UVs,
const double y,
SMESH_MesherHelper* helper,
vector<UVPtStruct>& next_base,
const int j,
int & next_base_len,
- FaceQuadStruct* quad,
+ FaceQuadStruct::Ptr& quad,
gp_UV* UVs,
const double y,
SMESH_MesherHelper* helper,
vector<UVPtStruct>& next_base,
const int j,
int & next_base_len,
- FaceQuadStruct* quad,
+ FaceQuadStruct::Ptr & quad,
gp_UV* UVs,
const double y,
SMESH_MesherHelper* helper,
* Implementation of Reduced algorithm (meshing with quadrangles only)
*/
//=======================================================================
-bool StdMeshers_Quadrangle_2D::ComputeReduced (SMESH_Mesh & aMesh,
- const TopoDS_Shape& aShape,
- FaceQuadStruct* quad)
+
+bool StdMeshers_Quadrangle_2D::computeReduced (SMESH_Mesh & aMesh,
+ const TopoDS_Face& aFace,
+ FaceQuadStruct::Ptr quad)
{
- SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
- const TopoDS_Face& F = TopoDS::Face(aShape);
- Handle(Geom_Surface) S = BRep_Tool::Surface(F);
- int i,j,geomFaceID = meshDS->ShapeToIndex(F);
+ SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
+ Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
+ int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
- 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 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)
//
}
// number of rows and columns
- int nrows = nr1 - 1;
+ int nrows = nr1 - 1;
int ncol_top = nt1 - 1;
int ncol_bot = nb1 - 1;
// number of rows needed to reduce ncol_bot to ncol_top using simple 3->1 "tree" (see below)
- int nrows_tree31 = int( log( (double)(ncol_bot / ncol_top) ) / log((double) 3 )); // = log x base 3
+ int nrows_tree31 =
+ int( ceil( log( double(ncol_bot) / ncol_top) / log( 3.))); // = log x base 3
if ( nrows < nrows_tree31 )
+ {
MultipleReduce = true;
+ error( COMPERR_WARNING,
+ SMESH_Comment("To use 'Reduced' transition, "
+ "number of face rows should be at least ")
+ << nrows_tree31 << ". Actual number of face rows is " << nrows << ". "
+ "'Quadrangle preference (reversed)' transion has been used.");
+ }
}
- if (MultipleReduce) { // == ComputeQuadPref QUAD_QUADRANGLE_PREF_REVERSED
+ if (MultipleReduce) { // == computeQuadPref QUAD_QUADRANGLE_PREF_REVERSED
//==================================================
int dh = abs(nb-nt);
int dv = abs(nr-nl);
if (dh >= dv) {
if (nt > nb) {
// it is a base case => not shift quad but may be replacement is need
- ShiftQuad(quad,0,true);
+ shiftQuad(quad,0);
}
else {
// we have to shift quad on 2
- ShiftQuad(quad,2,true);
+ shiftQuad(quad,2);
}
}
else {
if (nr > nl) {
// we have to shift quad on 1
- ShiftQuad(quad,1,true);
+ shiftQuad(quad,1);
}
else {
// we have to shift quad on 3
- ShiftQuad(quad,3,true);
+ shiftQuad(quad,3);
}
}
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->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);
nbh = nbh + addh;
}
- 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);
+ 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)
+ 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);
- if ( myNeedSmooth )
- UpdateDegenUV( quad );
-
// arrays for normalized params
TColStd_SequenceOfReal npb, npr, npt, npl;
for (j = 0; j < nb; j++) {
// diagonal node
double y0 = npl.Value(i+1);
double y1 = npr.Value(i+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (j=2; j<nl; j++) {
double y0 = npl.Value(dl+j);
double y1 = npr.Value(dl+j);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
// 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));
}
}
}
// diagonal node
double y0 = npl.Value(i+1);
double y1 = npr.Value(i+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
for (j=2; j<nr; j++) {
double y0 = npl.Value(nbv-j+1);
double y1 = npr.Value(nbv-j+1);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
// 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));
}
}
}
// add bottom nodes (first columns)
for (i=2; i<nb; i++)
NodesC.SetValue(i,1,uv_eb[i-1].node);
-
+
// create and add needed nodes
// add linear layers
for (i=2; i<nb; i++) {
for (j=1; j<nnn; j++) {
double y0 = npl.Value(nbv-nnn+j);
double y1 = npr.Value(nbv-nnn+j);
- gp_UV UV = CalcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
+ gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3);
gp_Pnt P = S->Value(UV.X(),UV.Y());
SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z());
meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y());
// 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));
}
}
- // TODO ???
} // end Multiple Reduce implementation
else { // Simple Reduce (!MultipleReduce)
//=========================================================
if (nr == nl) {
if (nt < nb) {
// it is a base case => not shift quad
- //ShiftQuad(quad,0,true);
+ //shiftQuad(quad,0,true);
}
else {
// we have to shift quad on 2
- ShiftQuad(quad,2,true);
+ shiftQuad(quad,2);
}
}
else {
if (nl > nr) {
// we have to shift quad on 1
- ShiftQuad(quad,1,true);
+ shiftQuad(quad,1);
}
else {
// we have to shift quad on 3
- ShiftQuad(quad,3,true);
+ shiftQuad(quad,3);
}
}
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->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_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);
+ 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)
+ 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;
vector<int> nb_col_by_row;
- int delta_all = nb - nt;
+ int delta_all = nb - nt;
int delta_one_col = nrows * 2;
- int nb_col = delta_all / delta_one_col;
- int remainder = delta_all - nb_col * delta_one_col;
+ int nb_col = delta_all / delta_one_col;
+ int remainder = delta_all - nb_col * delta_one_col;
if (remainder > 0) {
nb_col++;
}
nb_col = ( nt - 1 ) / col_top_size;
nb_col_by_row.resize( nrows, nb_col );
int nbrows_not_full = nrows - 1;
- int cur_top_size = nt - 1;
+ int cur_top_size = nt - 1;
remainder = delta_all - nb_col * delta_one_col;
while ( remainder > 0 )
{
- delta_one_col = nbrows_not_full * 2;
- int nb_col_add = remainder / delta_one_col;
- cur_top_size += 2 * nb_col_by_row[ nbrows_not_full ];
+ delta_one_col = nbrows_not_full * 2;
+ int nb_col_add = remainder / delta_one_col;
+ cur_top_size += 2 * nb_col_by_row[ nbrows_not_full ];
int nb_col_free = cur_top_size / col_top_size - nb_col_by_row[ nbrows_not_full-1 ];
if ( nb_col_add > nb_col_free )
nb_col_add = nb_col_free;
*/
struct TSmoothNode
{
- gp_XY _uv;
+ gp_XY _uv;
+ gp_XYZ _xyz;
vector< TTriangle > _triangles; // if empty, then node is not movable
};
// --------------------------------------------------------------------------------
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;
+ }
}
//================================================================================
*/
//================================================================================
-void StdMeshers_Quadrangle_2D::UpdateDegenUV(FaceQuadStruct* quad)
+void StdMeshers_Quadrangle_2D::updateDegenUV(FaceQuadStruct::Ptr quad)
{
- for ( unsigned i = 0; i < quad->side.size(); ++i )
- {
- StdMeshers_FaceSide* side = quad->side[i];
- const vector<UVPtStruct>& uvVec = side->GetUVPtStruct();
+ if ( myNeedSmooth )
- // find which end of the side is on degenerated shape
- int degenInd = -1;
- if ( myHelper->IsDegenShape( uvVec[0].node->getshapeId() ))
- degenInd = 0;
- else if ( myHelper->IsDegenShape( uvVec.back().node->getshapeId() ))
- degenInd = uvVec.size() - 1;
- else
- continue;
+ // Set UV of nodes on degenerated VERTEXes in the middle of degenerated EDGE
+ // --------------------------------------------------------------------------
+ for ( unsigned i = 0; i < quad->side.size(); ++i )
+ {
+ const vector<UVPtStruct>& uvVec = quad->side[i].GetUVPtStruct();
+
+ // find which end of the side is on degenerated shape
+ int degenInd = -1;
+ if ( myHelper->IsDegenShape( uvVec[0].node->getshapeId() ))
+ degenInd = 0;
+ else if ( myHelper->IsDegenShape( uvVec.back().node->getshapeId() ))
+ degenInd = uvVec.size() - 1;
+ else
+ continue;
+
+ // find another side sharing the degenerated shape
+ bool isPrev = ( degenInd == 0 );
+ if ( i >= QUAD_TOP_SIDE )
+ isPrev = !isPrev;
+ int i2 = ( isPrev ? ( i + 3 ) : ( i + 1 )) % 4;
+ const vector<UVPtStruct>& uvVec2 = quad->side[ i2 ].GetUVPtStruct();
+ int degenInd2 = -1;
+ if ( uvVec[ degenInd ].node == uvVec2.front().node )
+ degenInd2 = 0;
+ else if ( uvVec[ degenInd ].node == uvVec2.back().node )
+ degenInd2 = uvVec2.size() - 1;
+ else
+ throw SALOME_Exception( LOCALIZED( "Logical error" ));
- // find another side sharing the degenerated shape
- bool isPrev = ( degenInd == 0 );
- if ( i >= TOP_SIDE )
- isPrev = !isPrev;
- int i2 = ( isPrev ? ( i + 3 ) : ( i + 1 )) % 4;
- StdMeshers_FaceSide* side2 = quad->side[ i2 ];
- const vector<UVPtStruct>& uvVec2 = side2->GetUVPtStruct();
- int degenInd2 = -1;
- if ( uvVec[ degenInd ].node == uvVec2[0].node )
- degenInd2 = 0;
- else if ( uvVec[ degenInd ].node == uvVec2.back().node )
- degenInd2 = uvVec2.size() - 1;
- else
- throw SALOME_Exception( LOCALIZED( "Logical error" ));
+ // move UV in the middle
+ uvPtStruct& uv1 = const_cast<uvPtStruct&>( uvVec [ degenInd ]);
+ uvPtStruct& uv2 = const_cast<uvPtStruct&>( uvVec2[ degenInd2 ]);
+ uv1.u = uv2.u = 0.5 * ( uv1.u + uv2.u );
+ uv1.v = uv2.v = 0.5 * ( uv1.v + uv2.v );
+ }
- // move UV in the middle
- uvPtStruct& uv1 = const_cast<uvPtStruct&>( uvVec [ degenInd ]);
- uvPtStruct& uv2 = const_cast<uvPtStruct&>( uvVec2[ degenInd2 ]);
- uv1.u = uv2.u = 0.5 * ( uv1.u + uv2.u );
- uv1.v = uv2.v = 0.5 * ( uv1.v + uv2.v );
- }
+ 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 ( size_t i = 0; i < quad->side.size(); ++i )
+ {
+ StdMeshers_FaceSidePtr degSide = quad->side[i];
+ if ( !myHelper->IsDegenShape( degSide->EdgeID(0) ))
+ continue;
+ StdMeshers_FaceSidePtr oppSide = quad->side[( i+2 ) % quad->side.size() ];
+ if ( degSide->NbSegments() == oppSide->NbSegments() )
+ continue;
+
+ // make new side data
+ const vector<UVPtStruct>& uvVecDegOld = degSide->GetUVPtStruct();
+ const SMDS_MeshNode* n = uvVecDegOld[0].node;
+ Handle(Geom2d_Curve) c2d = degSide->Curve2d(0);
+ double f = degSide->FirstU(0), l = degSide->LastU(0);
+ gp_Pnt2d p1 = uvVecDegOld.front().UV();
+ gp_Pnt2d p2 = uvVecDegOld.back().UV();
+
+ quad->side[i] = StdMeshers_FaceSide::New( oppSide.get(), n, &p1, &p2, c2d, f, l );
+ }
}
//================================================================================
*/
//================================================================================
-void StdMeshers_Quadrangle_2D::Smooth (FaceQuadStruct* quad)
+void StdMeshers_Quadrangle_2D::smooth (FaceQuadStruct::Ptr quad)
{
if ( !myNeedSmooth ) return;
- // Get nodes to smooth
+ 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() );
- 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 );
while ( fIt->more() )
{
const SMDS_MeshElement* face = fIt->next();
- const int nbN = face->NbCornerNodes();
- const int nInd = face->GetNodeIndex( node );
+ 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 );
}
}
// 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.SetCoord( uvVec[j].u, uvVec[j].v );
- }
- }
+ 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();
if ( sNode._triangles.empty() )
continue; // not movable node
- // compute a new UV
- gp_XY newUV (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
- bool isValid = true;
- for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
- isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
+ 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();
+ }
}
}
// Set new XYZ to the smoothed nodes
- Handle(Geom_Surface) surface = BRep_Tool::Surface( geomFace );
-
for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn )
{
TSmoothNode& sNode = n2sn->second;
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
+ * \param [in,out] theWire - the ordered edges of the face. It can be modified to
+ * have the first VERTEX of the first EDGE in \a vertices
+ * \param [out] theVertices - the found corner vertices in the order corresponding to
+ * the order of EDGEs in \a theWire
+ * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace
+ * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered
+ * as possible corners
+ * \return int - number of quad sides found: 0, 3 or 4
+ */
+//================================================================================
+
+int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
+ SMESH_Mesh & theMesh,
+ std::list<TopoDS_Edge>& theWire,
+ std::vector<TopoDS_Vertex>& theVertices,
+ int & theNbDegenEdges,
+ const bool theConsiderMesh)
+{
+ theNbDegenEdges = 0;
+
+ SMESH_MesherHelper helper( theMesh );
+ StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh, /*isFwd=*/true, /*skipMedium=*/true);
+
+ // sort theVertices by angle
+ multimap<double, TopoDS_Vertex> vertexByAngle;
+ TopTools_DataMapOfShapeReal angleByVertex;
+ TopoDS_Edge prevE = theWire.back();
+ if ( SMESH_Algo::isDegenerated( prevE ))
+ {
+ list<TopoDS_Edge>::reverse_iterator edge = ++theWire.rbegin();
+ while ( SMESH_Algo::isDegenerated( *edge ))
+ ++edge;
+ if ( edge == theWire.rend() )
+ return false;
+ prevE = *edge;
+ }
+ list<TopoDS_Edge>::iterator edge = theWire.begin();
+ for ( int iE = 0; edge != theWire.end(); ++edge, ++iE )
+ {
+ if ( SMESH_Algo::isDegenerated( *edge ))
+ {
+ ++theNbDegenEdges;
+ continue;
+ }
+ if ( !theConsiderMesh || faceSide.VertexNode( iE ))
+ {
+ 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 );
+ }
+ prevE = *edge;
+ }
+
+ // find out required nb of corners (3 or 4)
+ int nbCorners = 4;
+ TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
+ if ( !triaVertex.IsNull() &&
+ triaVertex.ShapeType() == TopAbs_VERTEX &&
+ helper.IsSubShape( triaVertex, theFace ) &&
+ ( 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 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 3 sides but not ") << vertexByAngle.size() );
+ }
+ else
+ {
+ if ( vertexByAngle.size() == 3 && theNbDegenEdges == 0 )
+ {
+ if ( myTriaVertexID < 1 )
+ return error(COMPERR_BAD_PARMETERS,
+ "No Base vertex provided for a trilateral geometrical face");
+
+ TComm comment("Invalid Base vertex: ");
+ comment << myTriaVertexID << " its ID is not among [ ";
+ multimap<double, TopoDS_Vertex>::iterator a2v = vertexByAngle.begin();
+ comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
+ comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
+ comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << " ]";
+ return error(COMPERR_BAD_PARMETERS, comment );
+ }
+ if ( vertexByAngle.size() + ( theNbDegenEdges > 0 ) < 4 &&
+ vertexByAngle.size() + theNbDegenEdges != 4 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 4 sides but not ") << vertexByAngle.size() );
+ }
+
+ // put all corner vertices in a map
+ TopTools_MapOfShape vMap;
+ if ( nbCorners == 3 )
+ vMap.Add( triaVertex );
+ multimap<double, TopoDS_Vertex>::reverse_iterator a2v = vertexByAngle.rbegin();
+ for ( int iC = 0; a2v != vertexByAngle.rend() && iC < nbCorners; ++a2v, ++iC )
+ vMap.Add( (*a2v).second );
+
+ // check if there are possible variations in choosing corners
+ bool haveVariants = false;
+ if ((int) vertexByAngle.size() > nbCorners )
+ {
+ double lostAngle = a2v->first;
+ double lastAngle = ( --a2v, a2v->first );
+ 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() ))) ||
+ SMESH_Algo::isDegenerated( theWire.front() ))
+ theWire.splice( theWire.end(), theWire, theWire.begin() );
+ else
+ while ( !vMap.Contains( helper.IthVertex( 0, theWire.front() )) ||
+ SMESH_Algo::isDegenerated( theWire.front() ))
+ theWire.splice( theWire.end(), theWire, theWire.begin() );
+
+ // fill the result vector and prepare for its refinement
+ theVertices.clear();
+ vector< double > angles;
+ vector< TopoDS_Edge > edgeVec;
+ vector< int > cornerInd, nbSeg;
+ int nbSegTot = 0;
+ angles .reserve( vertexByAngle.size() );
+ edgeVec.reserve( vertexByAngle.size() );
+ nbSeg .reserve( vertexByAngle.size() );
+ cornerInd.reserve( nbCorners );
+ for ( edge = theWire.begin(); edge != theWire.end(); ++edge )
+ {
+ if ( SMESH_Algo::isDegenerated( *edge ))
+ continue;
+ TopoDS_Vertex v = helper.IthVertex( 0, *edge );
+ bool isCorner = vMap.Contains( v );
+ if ( isCorner )
+ {
+ theVertices.push_back( v );
+ cornerInd.push_back( angles.size() );
+ }
+ angles .push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI );
+ edgeVec.push_back( *edge );
+ 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 equal by length if
+ // there are several equal angles
+ if ( haveVariants )
+ {
+ if ( nbCorners == 3 )
+ angles[0] = 2 * M_PI; // not to move the base triangle VERTEX
+
+ // 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 )
+ {
+ TGeoIndex iV = cornerInd[iC];
+ if ( !treatedCorners.insert( iV ).second )
+ continue;
+ 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() );
+ TGeoIndex iVNext = helper.WrapIndex( iV + dV, angles.size() );
+ while ( iVNext != iV )
+ {
+ bool equal = Abs( angles[iV] - angles[iVNext] ) < angleTol;
+ if ( equal )
+ 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 ]++;
+ 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 = equVerts.size();
+ int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] );
+ if ( nbExcessV > 0 ) // there is nbExcessV vertices that can become corners
+ {
+ // calculate normalized length of each "side" enclosed between neighbor equVerts
+ vector< double > accuLength;
+ double totalLen = 0;
+ 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 ) )
+ {
+ // accumulate length of edges before iEV-th equal vertex
+ accuLength.push_back( totalLen );
+ do {
+ accuLength.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]);
+ iE = helper.WrapIndex( iE + 1, edgeVec.size());
+ if ( iEV < evVec.size() && iE == evVec[ iEV ] ) {
+ iEV++;
+ break; // equal vertex reached
+ }
+ }
+ while( iE != iEEnd );
+ totalLen = accuLength.back();
+ }
+ accuLength.resize( equVerts.size() );
+ for ( size_t iS = 0; iS < accuLength.size(); ++iS )
+ accuLength[ iS ] /= totalLen;
+
+ // 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 = Min( nbCorners, 2 + nbC[0] + nbC[1] );
+ for ( int iS = 1; iS < nbSides; ++iS, ++iBestEV )
+ {
+ double idealLen = iS / double( nbSides );
+ 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;
+}
+
+//================================================================================
+/*!
+ * \brief Constructor of a side of quad
+ */
+//================================================================================
+
+FaceQuadStruct::Side::Side(StdMeshers_FaceSidePtr theGrid)
+ : grid(theGrid), from(0), to(theGrid ? theGrid->NbPoints() : 0 ), di(1), nbNodeOut(0)
+{
+}
+
+//=============================================================================
+/*!
+ * \brief Constructor of a quad
+ */
+//=============================================================================
+
+FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F, const std::string& theName)
+ : face( F ), name( theName )
+{
+ side.reserve(4);
+}
+
+//================================================================================
+/*!
+ * \brief Fills myForcedPnts
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::getEnforcedUV()
+{
+ myForcedPnts.clear();
+ if ( !myParams ) return true; // missing hypothesis
+
+ std::vector< TopoDS_Shape > shapes;
+ std::vector< gp_Pnt > points;
+ myParams->GetEnforcedNodes( shapes, points );
+
+ TopTools_IndexedMapOfShape vMap;
+ for ( size_t i = 0; i < shapes.size(); ++i )
+ if ( !shapes[i].IsNull() )
+ TopExp::MapShapes( shapes[i], TopAbs_VERTEX, vMap );
+
+ size_t nbPoints = points.size();
+ for ( int i = 1; i <= vMap.Extent(); ++i )
+ points.push_back( BRep_Tool::Pnt( TopoDS::Vertex( vMap( i ))));
+
+ // find out if all points must be in the FACE, which is so if
+ // myParams is a local hypothesis on the FACE being meshed
+ bool isStrictCheck = false;
+ {
+ SMESH_HypoFilter paramFilter( SMESH_HypoFilter::Is( myParams ));
+ TopoDS_Shape assignedTo;
+ if ( myHelper->GetMesh()->GetHypothesis( myHelper->GetSubShape(),
+ paramFilter,
+ /*ancestors=*/true,
+ &assignedTo ))
+ isStrictCheck = ( assignedTo.IsSame( myHelper->GetSubShape() ));
+ }
+
+ multimap< double, ForcedPoint > sortedFP; // sort points by distance from EDGEs
+
+ Standard_Real u1,u2,v1,v2;
+ const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
+ const double tol = BRep_Tool::Tolerance( face );
+ 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 )
+ {
+ 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 = ")
+ << points[ iP ].Distance( project->Value( uv )) << " - ("
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ continue;
+ }
+ BRepClass_FaceClassifier clsf ( face, uv, tol );
+ switch ( clsf.State() ) {
+ case TopAbs_IN:
+ {
+ 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;
+ }
+ case TopAbs_OUT:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (COMPERR_BAD_PARMETERS, TComm("An enforced point is out of the face boundary - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ break;
+ }
+ case TopAbs_ON:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (COMPERR_BAD_PARMETERS, TComm("An enforced point is on the face boundary - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ break;
+ }
+ default:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (TComm("Classification of an enforced point ralative to the face boundary failed - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ }
+ }
+ }
+
+ multimap< double, ForcedPoint >::iterator d2uv = sortedFP.begin();
+ for ( ; d2uv != sortedFP.end(); ++d2uv )
+ myForcedPnts.push_back( (*d2uv).second );
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Splits quads by adding points of enforced nodes and create nodes on
+ * the sides shared by quads
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::addEnforcedNodes()
+{
+ // if ( myForcedPnts.empty() )
+ // return true;
+
+ // make a map of quads sharing a side
+ map< StdMeshers_FaceSidePtr, vector< FaceQuadStruct::Ptr > > quadsBySide;
+ 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 );
+ }
+
+ const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
+ Handle(Geom_Surface) surf = BRep_Tool::Surface( face );
+
+ for ( size_t iFP = 0; iFP < myForcedPnts.size(); ++iFP )
+ {
+ bool isNodeEnforced = false;
+
+ // look for a quad enclosing an enforced point
+ for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
+ {
+ FaceQuadStruct::Ptr quad = *quadIt;
+ if ( !setNormalizedGrid( *quadIt ))
+ return false;
+ int i,j;
+ if ( !quad->findCell( myForcedPnts[ iFP ], i, j ))
+ continue;
+
+ // a grid cell is found, select a node of the cell to move
+ // to the enforced point to and to split the quad at
+ multimap< double, pair< int, int > > ijByDist;
+ for ( int di = 0; di < 2; ++di )
+ 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( 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 )
+ {
+ int di = d2ij->second.first;
+ int dj = d2ij->second.second;
+
+ // check if a node is at a side
+ int iSide = -1;
+ if ( dj== 0 && j == 0 )
+ iSide = QUAD_BOTTOM_SIDE;
+ else if ( dj == 1 && j+2 == quad->jSize )
+ iSide = QUAD_TOP_SIDE;
+ else if ( di == 0 && i == 0 )
+ iSide = QUAD_LEFT_SIDE;
+ else if ( di == 1 && i+2 == quad->iSize )
+ iSide = QUAD_RIGHT_SIDE;
+
+ if ( iSide > -1 ) // ----- node is at a side
+ {
+ FaceQuadStruct::Side& side = quad->side[ iSide ];
+ // check if this node can be moved
+ if ( quadsBySide[ side ].size() < 2 )
+ continue; // its a face boundary -> can't move the node
+
+ int quadNodeIndex = ( iSide % 2 ) ? j : i;
+ int sideNodeIndex = side.ToSideIndex( quadNodeIndex );
+ if ( side.IsForced( sideNodeIndex ))
+ {
+ // the node is already moved to another enforced point
+ isNodeEnforced = quad->isEqual( myForcedPnts[ iFP ], i, j );
+ continue;
+ }
+ // 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 ].node = myForcedPnts[ iFP ].node;
+
+ updateSideUV( side, sideNodeIndex, quadsBySide );
+
+ // update adjacent sides
+ set< StdMeshers_FaceSidePtr > updatedSides;
+ updatedSides.insert( side );
+ for ( size_t i = 0; i < side.contacts.size(); ++i )
+ if ( side.contacts[i].point == sideNodeIndex )
+ {
+ const vector< FaceQuadStruct::Ptr >& adjQuads =
+ quadsBySide[ *side.contacts[i].other_side ];
+ if ( adjQuads.size() > 1 &&
+ updatedSides.insert( * side.contacts[i].other_side ).second )
+ {
+ updateSideUV( *side.contacts[i].other_side,
+ side.contacts[i].other_point,
+ quadsBySide );
+ }
+ changedQuads.insert( adjQuads.begin(), adjQuads.end() );
+ }
+ const vector< FaceQuadStruct::Ptr >& adjQuads = quadsBySide[ side ];
+ changedQuads.insert( adjQuads.begin(), adjQuads.end() );
+
+ isNodeEnforced = true;
+ }
+ 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 = j;
+ iNewSide = splitQuad( quad, i, 0 );
+ }
+ else
+ {
+ quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/false );
+ 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[ 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;
+
+ } // end of "node is inside the quad"
+
+ } // loop on nodes of the cell
+
+ // remove out-of-date uv grid of changedQuads
+ set< FaceQuadStruct::Ptr >::iterator qIt = changedQuads.begin();
+ for ( ; qIt != changedQuads.end(); ++qIt )
+ (*qIt)->uv_grid.clear();
+
+ if ( isNodeEnforced )
+ break;
+
+ } // loop on quads
+
+ if ( !isNodeEnforced )
+ {
+ if ( !myForcedPnts[ iFP ].vertex.IsNull() )
+ return error(TComm("Unable to move any node to vertex #")
+ <<myHelper->GetMeshDS()->ShapeToIndex( myForcedPnts[ iFP ].vertex ));
+ else
+ return error(TComm("Unable to move any node to point ( ")
+ << myForcedPnts[iFP].xyz.X() << ", "
+ << myForcedPnts[iFP].xyz.Y() << ", "
+ << myForcedPnts[iFP].xyz.Z() << " )");
+ }
+ myNeedSmooth = true;
+
+ } // loop on enforced points
+
+ // Compute nodes on all sides, where not yet present
+
+ for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
+ {
+ FaceQuadStruct::Ptr quad = *quadIt;
+ for ( int iSide = 0; iSide < 4; ++iSide )
+ {
+ FaceQuadStruct::Side & side = quad->side[ iSide ];
+ if ( side.nbNodeOut > 0 )
+ continue; // emulated side
+ vector< FaceQuadStruct::Ptr >& quadVec = quadsBySide[ side ];
+ if ( quadVec.size() <= 1 )
+ continue; // outer side
+
+ 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 >= (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 = myHelper->AddNode(P.X(), P.Y(), P.Z(), 0, uvPnt.u, uvPnt.v );
+ missedNodesOnSide = true;
+ }
+ if ( missedNodesOnSide )
+ {
+ // clear uv_grid where nodes are missing
+ for ( size_t iQ = 0; iQ < quadVec.size(); ++iQ )
+ quadVec[ iQ ]->uv_grid.clear();
+ }
+ }
+ }
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Splits a quad at I or J. Returns an index of a new side in the new quad
+ */
+//================================================================================
+
+int StdMeshers_Quadrangle_2D::splitQuad(FaceQuadStruct::Ptr quad, int I, int J)
+{
+ FaceQuadStruct* newQuad = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( newQuad ));
+
+ vector<UVPtStruct> points;
+ if ( I > 0 && I <= quad->iSize-2 )
+ {
+ points.reserve( quad->jSize );
+ for ( int jP = 0; jP < quad->jSize; ++jP )
+ points.push_back( quad->UVPt( I, jP ));
+
+ newQuad->side.resize( 4 );
+ newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ];
+ newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ];
+ newQuad->side[ QUAD_TOP_SIDE ] = quad->side[ QUAD_TOP_SIDE ];
+ newQuad->side[ QUAD_LEFT_SIDE ] = StdMeshers_FaceSide::New( points, quad->face );
+
+ FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_LEFT_SIDE ];
+ FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_RIGHT_SIDE ];
+
+ quad->side[ QUAD_RIGHT_SIDE ] = newSide;
+
+ int iBot = quad->side[ QUAD_BOTTOM_SIDE ].ToSideIndex( I );
+ int iTop = quad->side[ QUAD_TOP_SIDE ].ToSideIndex( I );
+
+ newSide.AddContact ( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot );
+ newSide2.AddContact( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot );
+ newSide.AddContact ( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop );
+ newSide2.AddContact( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop );
+ // cout << "Contact: L " << &newSide << " "<< newSide.NbPoints()
+ // << " R " << &newSide2 << " "<< newSide2.NbPoints()
+ // << " B " << &quad->side[ QUAD_BOTTOM_SIDE ] << " "<< quad->side[ QUAD_BOTTOM_SIDE].NbPoints()
+ // << " T " << &quad->side[ QUAD_TOP_SIDE ] << " "<< quad->side[ QUAD_TOP_SIDE].NbPoints()<< endl;
+
+ newQuad->side[ QUAD_BOTTOM_SIDE ].from = iBot;
+ newQuad->side[ QUAD_TOP_SIDE ].from = iTop;
+ newQuad->name = ( TComm("Right of I=") << I );
+
+ 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 && 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 )
+ points.push_back( quad->UVPt( iP, J ));
+
+ newQuad->side.resize( 4 );
+ newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ];
+ newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ];
+ newQuad->side[ QUAD_TOP_SIDE ] = StdMeshers_FaceSide::New( points, quad->face );
+ newQuad->side[ QUAD_LEFT_SIDE ] = quad->side[ QUAD_LEFT_SIDE ];
+
+ FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_TOP_SIDE ];
+ FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_BOTTOM_SIDE ];
+
+ quad->side[ QUAD_BOTTOM_SIDE ] = newSide;
+
+ int iLft = quad->side[ QUAD_LEFT_SIDE ].ToSideIndex( J );
+ int iRgt = quad->side[ QUAD_RIGHT_SIDE ].ToSideIndex( J );
+
+ newSide.AddContact ( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft );
+ newSide2.AddContact( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft );
+ newSide.AddContact ( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt );
+ newSide2.AddContact( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt );
+ // cout << "Contact: T " << &newSide << " "<< newSide.NbPoints()
+ // << " B " << &newSide2 << " "<< newSide2.NbPoints()
+ // << " 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;
+
+ 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;
+ quad->uv_grid.clear();
+
+ return QUAD_TOP_SIDE;
+ }
+
+ myQuadList.pop_back();
+ return -1;
+}
+
+//================================================================================
+/*!
+ * \brief Updates UV of a side after moving its node
+ */
+//================================================================================
+
+void StdMeshers_Quadrangle_2D::updateSideUV( FaceQuadStruct::Side& side,
+ int iForced,
+ const TQuadsBySide& quadsBySide,
+ int * iNext)
+{
+ if ( !iNext )
+ {
+ side.forced_nodes.insert( iForced );
+
+ // update parts of the side before and after iForced
+
+ set<int>::iterator iIt = side.forced_nodes.upper_bound( iForced );
+ int iEnd = Min( side.NbPoints()-1, ( iIt == side.forced_nodes.end() ) ? int(1e7) : *iIt );
+ if ( iForced + 1 < iEnd )
+ updateSideUV( side, iForced, quadsBySide, &iEnd );
+
+ iIt = side.forced_nodes.lower_bound( iForced );
+ int iBeg = Max( 0, ( iIt == side.forced_nodes.begin() ) ? 0 : *--iIt );
+ if ( iForced - 1 > iBeg )
+ updateSideUV( side, iForced, quadsBySide, &iBeg );
+
+ return;
+ }
+
+ const int iFrom = Min ( iForced, *iNext );
+ const int iTo = Max ( iForced, *iNext ) + 1;
+ const size_t sideSize = iTo - iFrom;
+
+ vector<UVPtStruct> points[4]; // side points of a 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 );
+ size_t nbLoops = 0;
+ while ( points[is2nd].size() < sideSize )
+ {
+ int iCur = iFrom + points[is2nd].size() - int( !points[is2nd].empty() );
+
+ // look for a quad adjacent to iCur-th point of the side
+ for ( size_t iQ = 0; iQ < quads.size(); ++iQ )
+ {
+ FaceQuadStruct::Ptr q = quads[ iQ ];
+ 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 );
+ else
+ 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 or left
+ {
+ i = ( iS == QUAD_LEFT_SIDE ) ? 1 : q->iSize-2;
+ j = q->side[ iS ].ToQuadIndex( iCur );
+ di = 0;
+ dj = ( q->side[ iS ].IsReversed() ) ? -1 : +1;
+ nb = ( q->side[ iS ].IsReversed() ) ? j+1 : q->jSize-j;
+ }
+ else // bottom or top
+ {
+ i = q->side[ iS ].ToQuadIndex( iCur );
+ j = ( iS == QUAD_BOTTOM_SIDE ) ? 1 : q->jSize-2;
+ di = ( q->side[ iS ].IsReversed() ) ? -1 : +1;
+ dj = 0;
+ nb = ( q->side[ iS ].IsReversed() ) ? i+1 : q->iSize-i;
+ }
+ if ( !points[is2nd].empty() )
+ {
+ gp_UV lastUV = points[is2nd].back().UV();
+ gp_UV quadUV = q->UVPt( i, j ).UV();
+ if ( ( lastUV - quadUV ).SquareModulus() > 1e-10 )
+ continue; // quad is on the other side of the side
+ i += di; j += dj; --nb;
+ }
+ for ( ; nb > 0 ; --nb )
+ {
+ points[ is2nd ].push_back( q->UVPt( i, j ));
+ if ( points[is2nd].size() >= sideSize )
+ break;
+ i += di; j += dj;
+ }
+ quads[ iQ ].reset(); // not to use this quad anymore
+
+ if ( points[is2nd].size() >= sideSize )
+ break;
+ } // loop on quads
+
+ if ( nbLoops++ > quads.size() )
+ throw SALOME_Exception( "StdMeshers_Quadrangle_2D::updateSideUV() bug: infinite loop" );
+
+ } // while ( points[is2nd].size() < sideSize )
+ } // two loops to fill points[0] and points[1]
+
+ // points for other pair of opposite sides of the temporary quad
+
+ enum { L,R,B,T }; // side index of points[]
+
+ points[B].push_back( points[L].front() );
+ points[B].push_back( side.GetUVPtStruct()[ iFrom ]);
+ points[B].push_back( points[R].front() );
+
+ points[T].push_back( points[L].back() );
+ points[T].push_back( side.GetUVPtStruct()[ iTo-1 ]);
+ points[T].push_back( points[R].back() );
+
+ // make the temporary quad
+ 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] ));
+ tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[L] ));
+
+ // compute new UV of the side
+ setNormalizedGrid( tmpQuad );
+ gp_UV uv = tmpQuad->UVPt(1,0).UV();
+ tmpQuad->updateUV( uv, 1,0, /*isVertical=*/true );
+
+ // update UV of the side
+ vector<UVPtStruct>& sidePoints = (vector<UVPtStruct>&) side.GetUVPtStruct();
+ for ( int i = iFrom; i < iTo; ++i )
+ {
+ const uvPtStruct& uvPt = tmpQuad->UVPt( 1, i-iFrom );
+ sidePoints[ i ].u = uvPt.u;
+ sidePoints[ i ].v = uvPt.v;
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Finds indices of a grid quad enclosing the given enforced UV
+ */
+//================================================================================
+
+bool FaceQuadStruct::findCell( const gp_XY& UV, int & I, int & J )
+{
+ // setNormalizedGrid() must be called before!
+ if ( uv_box.IsOut( UV ))
+ return false;
+
+ // find an approximate position
+ double x = 0.5, y = 0.5;
+ gp_XY t0 = UVPt( iSize - 1, 0 ).UV();
+ gp_XY t1 = UVPt( 0, jSize - 1 ).UV();
+ gp_XY t2 = UVPt( 0, 0 ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, t0, t1, t2, x, y );
+ x = Min( 1., Max( 0., x ));
+ y = Min( 1., Max( 0., y ));
+
+ // precise the position
+ normPa2IJ( x,y, I,J );
+ if ( !isNear( UV, I,J ))
+ {
+ // look for the most close IJ by traversing uv_grid in the middle
+ double dist2, minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus();
+ for ( int isU = 0; isU < 2; ++isU )
+ {
+ int ind1 = isU ? 0 : iSize / 2;
+ int ind2 = isU ? jSize / 2 : 0;
+ int di1 = isU ? Max( 2, iSize / 20 ) : 0;
+ int di2 = isU ? 0 : Max( 2, jSize / 20 );
+ int i,nb = isU ? iSize / di1 : jSize / di2;
+ for ( i = 0; i < nb; ++i, ind1 += di1, ind2 += di2 )
+ if (( dist2 = ( UV - UVPt( ind1,ind2 ).UV() ).SquareModulus() ) < minDist2 )
+ {
+ I = ind1;
+ J = ind2;
+ if ( isNear( UV, I,J ))
+ return true;
+ minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus();
+ }
+ }
+ if ( !isNear( UV, I,J, Max( iSize, jSize ) /2 ))
+ return false;
+ }
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Find indices (i,j) of a point in uv_grid by normalized parameters (x,y)
+ */
+//================================================================================
+
+void FaceQuadStruct::normPa2IJ(double X, double Y, int & I, int & J )
+{
+
+ I = Min( int ( iSize * X ), iSize - 2 );
+ J = Min( int ( jSize * Y ), jSize - 2 );
+
+ int oldI, oldJ;
+ do
+ {
+ oldI = I, oldJ = J;
+ while ( X <= UVPt( I,J ).x && I != 0 )
+ --I;
+ 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+2 < jSize )
+ ++J;
+ } while ( oldI != I || oldJ != J );
+}
+
+//================================================================================
+/*!
+ * \brief Looks for UV in quads around a given (I,J) and precise (I,J)
+ */
+//================================================================================
+
+bool FaceQuadStruct::isNear( const gp_XY& UV, int & I, int & J, int nbLoops )
+{
+ if ( I+1 >= iSize ) I = iSize - 2;
+ if ( J+1 >= jSize ) J = jSize - 2;
+
+ double bcI, bcJ;
+ gp_XY uvI, uvJ, uv0, uv1;
+ for ( int iLoop = 0; iLoop < nbLoops; ++iLoop )
+ {
+ int oldI = I, oldJ = J;
+
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ uv0 = UVPt( I, J ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ if ( I > 0 && bcI < 0. ) --I;
+ if ( I+2 < iSize && bcI > 1. ) ++I;
+ if ( J > 0 && bcJ < 0. ) --J;
+ if ( J+2 < jSize && bcJ > 1. ) ++J;
+
+ uv1 = UVPt( I+1,J+1).UV();
+ if ( I != oldI || J != oldJ )
+ {
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ }
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ if ( I > 0 && bcI > 1. ) --I;
+ if ( I+2 < iSize && bcI < 0. ) ++I;
+ if ( J > 0 && bcJ > 1. ) --J;
+ if ( J+2 < jSize && bcJ < 0. ) ++J;
+
+ if ( I == oldI && J == oldJ )
+ return false;
+
+ if ( iLoop+1 == nbLoops )
+ {
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ uv0 = UVPt( I, J ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ uv1 = UVPt( I+1,J+1).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+ }
+ }
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Checks if a given UV is equal to a given grid point
+ */
+//================================================================================
+
+bool FaceQuadStruct::isEqual( const gp_XY& UV, int I, int J )
+{
+ TopLoc_Location loc;
+ Handle(Geom_Surface) surf = BRep_Tool::Surface( face, loc );
+ gp_Pnt p1 = surf->Value( UV.X(), UV.Y() );
+ gp_Pnt p2 = surf->Value( UVPt( I,J ).u, UVPt( I,J ).v );
+
+ double dist2 = 1e100;
+ for ( int di = -1; di < 2; di += 2 )
+ {
+ int i = I + di;
+ if ( i < 0 || i+1 >= iSize ) continue;
+ for ( int dj = -1; dj < 2; dj += 2 )
+ {
+ int j = J + dj;
+ if ( j < 0 || j+1 >= jSize ) continue;
+
+ dist2 = Min( dist2,
+ p2.SquareDistance( surf->Value( UVPt( i,j ).u, UVPt( i,j ).v )));
+ }
+ }
+ double tol2 = dist2 / 1000.;
+ return p1.SquareDistance( p2 ) < tol2;
+}
+
+//================================================================================
+/*!
+ * \brief Recompute UV of grid points around a moved point in one direction
+ */
+//================================================================================
+
+void FaceQuadStruct::updateUV( const gp_XY& UV, int I, int J, bool isVertical )
+{
+ UVPt( I, J ).u = UV.X();
+ UVPt( I, J ).v = UV.Y();
+
+ if ( isVertical )
+ {
+ // above J
+ if ( J+1 < jSize-1 )
+ {
+ gp_UV a0 = UVPt( 0, J ).UV();
+ gp_UV a1 = UVPt( iSize-1, J ).UV();
+ gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV();
+ gp_UV a3 = UVPt( 0, jSize-1 ).UV();
+
+ gp_UV p0 = UVPt( I, J ).UV();
+ gp_UV p2 = UVPt( I, jSize-1 ).UV();
+ const double y0 = UVPt( I, J ).y, dy = 1. - y0;
+ for (int j = J+1; j < jSize-1; j++)
+ {
+ gp_UV p1 = UVPt( iSize-1, j ).UV();
+ gp_UV p3 = UVPt( 0, j ).UV();
+
+ UVPtStruct& uvPt = UVPt( I, j );
+ gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ // under J
+ if ( J-1 > 0 )
+ {
+ gp_UV a0 = UVPt( 0, 0 ).UV();
+ gp_UV a1 = UVPt( iSize-1, 0 ).UV();
+ gp_UV a2 = UVPt( iSize-1, J ).UV();
+ gp_UV a3 = UVPt( 0, J ).UV();
+
+ gp_UV p0 = UVPt( I, 0 ).UV();
+ gp_UV p2 = UVPt( I, J ).UV();
+ const double y0 = 0., dy = UVPt( I, J ).y - y0;
+ for (int j = 1; j < J; j++)
+ {
+ gp_UV p1 = UVPt( iSize-1, j ).UV();
+ gp_UV p3 = UVPt( 0, j ).UV();
+
+ UVPtStruct& uvPt = UVPt( I, j );
+ gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ }
+ else // horizontally
+ {
+ // before I
+ if ( I-1 > 0 )
+ {
+ gp_UV a0 = UVPt( 0, 0 ).UV();
+ gp_UV a1 = UVPt( I, 0 ).UV();
+ gp_UV a2 = UVPt( I, jSize-1 ).UV();
+ gp_UV a3 = UVPt( 0, jSize-1 ).UV();
+
+ gp_UV p1 = UVPt( I, J ).UV();
+ gp_UV p3 = UVPt( 0, J ).UV();
+ const double x0 = 0., dx = UVPt( I, J ).x - x0;
+ for (int i = 1; i < I; i++)
+ {
+ gp_UV p0 = UVPt( i, 0 ).UV();
+ gp_UV p2 = UVPt( i, jSize-1 ).UV();
+
+ UVPtStruct& uvPt = UVPt( i, J );
+ gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ // after I
+ if ( I+1 < iSize-1 )
+ {
+ gp_UV a0 = UVPt( I, 0 ).UV();
+ gp_UV a1 = UVPt( iSize-1, 0 ).UV();
+ gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV();
+ gp_UV a3 = UVPt( I, jSize-1 ).UV();
+
+ gp_UV p1 = UVPt( iSize-1, J ).UV();
+ gp_UV p3 = UVPt( I, J ).UV();
+ const double x0 = UVPt( I, J ).x, dx = 1. - x0;
+ for (int i = I+1; i < iSize-1; i++)
+ {
+ gp_UV p0 = UVPt( i, 0 ).UV();
+ gp_UV p2 = UVPt( i, jSize-1 ).UV();
+
+ UVPtStruct& uvPt = UVPt( i, J );
+ gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Side copying
+ */
+//================================================================================
+
+FaceQuadStruct::Side& FaceQuadStruct::Side::operator=(const Side& otherSide)
+{
+ grid = otherSide.grid;
+ from = otherSide.from;
+ to = otherSide.to;
+ di = otherSide.di;
+ forced_nodes = otherSide.forced_nodes;
+ contacts = otherSide.contacts;
+ nbNodeOut = otherSide.nbNodeOut;
+
+ for ( size_t iC = 0; iC < contacts.size(); ++iC )
+ {
+ FaceQuadStruct::Side* oSide = contacts[iC].other_side;
+ for ( size_t iOC = 0; iOC < oSide->contacts.size(); ++iOC )
+ if ( oSide->contacts[iOC].other_side == & otherSide )
+ {
+ // cout << "SHIFT old " << &otherSide << " " << otherSide.NbPoints()
+ // << " -> new " << this << " " << this->NbPoints() << endl;
+ oSide->contacts[iOC].other_side = this;
+ }
+ }
+ return *this;
+}
+
+//================================================================================
+/*!
+ * \brief Converts node index of a quad to node index of this side
+ */
+//================================================================================
+
+int FaceQuadStruct::Side::ToSideIndex( int quadNodeIndex ) const
+{
+ return from + di * quadNodeIndex;
+}
+
+//================================================================================
+/*!
+ * \brief Converts node index of this side to node index of a quad
+ */
+//================================================================================
+
+int FaceQuadStruct::Side::ToQuadIndex( int sideNodeIndex ) const
+{
+ 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;
+}
+
+//================================================================================
+/*!
+ * \brief Checks if a node is enforced
+ * \param [in] nodeIndex - an index of a node in a size
+ * \return bool - \c true if the node is forced
+ */
+//================================================================================
+
+bool FaceQuadStruct::Side::IsForced( int nodeIndex ) const
+{
+ if ( nodeIndex < 0 || nodeIndex >= grid->NbPoints() )
+ throw SALOME_Exception( " FaceQuadStruct::Side::IsForced(): wrong index" );
+
+ if ( forced_nodes.count( nodeIndex ) )
+ return true;
+
+ for ( size_t i = 0; i < this->contacts.size(); ++i )
+ if ( contacts[ i ].point == nodeIndex &&
+ contacts[ i ].other_side->forced_nodes.count( contacts[ i ].other_point ))
+ return true;
+
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Sets up a contact between this and another side
+ */
+//================================================================================
+
+void FaceQuadStruct::Side::AddContact( int ip, Side* side, int iop )
+{
+ 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();
+ c.point = ip;
+ c.other_side = side;
+ c.other_point = iop;
+ }
+ {
+ side->contacts.resize( side->contacts.size() + 1 );
+ Contact& c = side->contacts.back();
+ c.point = iop;
+ c.other_side = this;
+ c.other_point = ip;
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Returns a normalized parameter of a point indexed within a quadrangle
+ */
+//================================================================================
+
+double FaceQuadStruct::Side::Param( int i ) const
+{
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ return (( points[ from + i * di ].normParam - points[ from ].normParam ) /
+ ( points[ to - 1 * di ].normParam - points[ from ].normParam ));
+}
+
+//================================================================================
+/*!
+ * \brief Returns UV by a parameter normalized within a quadrangle
+ */
+//================================================================================
+
+gp_XY FaceQuadStruct::Side::Value2d( double x ) const
+{
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ double u = ( points[ from ].normParam +
+ x * ( points[ to-di ].normParam - points[ from ].normParam ));
+ return grid->Value2d( u ).XY();
+}
+
+//================================================================================
+/*!
+ * \brief Returns side length
+ */
+//================================================================================
+
+double FaceQuadStruct::Side::Length(int theFrom, int theTo) const
+{
+ if ( IsReversed() != ( theTo < theFrom ))
+ std::swap( theTo, theFrom );
+
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ 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();
+}