X-Git-Url: http://git.salome-platform.org/gitweb/?a=blobdiff_plain;f=src%2FSMESHUtils%2FSMESH_Triangulate.cxx;h=f0ad3b512685ae23961640efef8489c15e4a25f3;hb=f016bdf914220827ec8f9a7048bc78fc3fb8c299;hp=6a60211c66a7edf6b812334a7e6455d9721c25c0;hpb=3f88168d832ee2e20ab5565f9c8d31cb9ed12615;p=modules%2Fsmesh.git diff --git a/src/SMESHUtils/SMESH_Triangulate.cxx b/src/SMESHUtils/SMESH_Triangulate.cxx index 6a60211c6..f0ad3b512 100644 --- a/src/SMESHUtils/SMESH_Triangulate.cxx +++ b/src/SMESHUtils/SMESH_Triangulate.cxx @@ -1,4 +1,4 @@ -// Copyright (C) 2007-2019 CEA/DEN, EDF R&D, OPEN CASCADE +// Copyright (C) 2007-2021 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 @@ -350,7 +350,7 @@ bool Triangulate::triangulate( std::vector< const SMDS_MeshNode*>& nodes, // connect nodes into a ring _pv.resize( nbNodes ); for ( size_t i = 1; i < nbNodes; ++i ) - _pv[i-1].SetNodeAndNext( nodes[i-1], _pv[i], i-1 ); + _pv[i-1].SetNodeAndNext( nodes[i-1], _pv[i], /*index=*/i-1 ); _pv[ nbNodes-1 ].SetNodeAndNext( nodes[ nbNodes-1 ], _pv[0], nbNodes-1 ); // assure correctness of PolyVertex::_index as a node can encounter more than once @@ -380,20 +380,26 @@ bool Triangulate::triangulate( std::vector< const SMDS_MeshNode*>& nodes, try { axes = gp_Ax2( p0, normal, v01 ); } - catch ( Standard_Failure ) { + catch ( Standard_Failure& ) { return false; } + double factor = 1.0, modulus = normal.Modulus(); + if ( modulus < 1e-2 ) + factor = 1. / sqrt( modulus ); for ( size_t i = 0; i < nbNodes; ++i ) { gp_XYZ p = _pv[i]._nxyz - p0; - _pv[i]._xy.SetX( axes.XDirection().XYZ() * p ); - _pv[i]._xy.SetY( axes.YDirection().XYZ() * p ); + _pv[i]._xy.SetX( axes.XDirection().XYZ() * p * factor); + _pv[i]._xy.SetY( axes.YDirection().XYZ() * p * factor ); } // compute minimal triangle area double sumArea = 0; - for ( size_t i = 0; i < nbNodes; ++i ) - sumArea += _pv[i].TriaArea(); + if ( factor == 1.0 ) + sumArea = modulus; + else + for ( size_t i = 0; i < nbNodes; ++i ) + sumArea += _pv[i].TriaArea(); const double minArea = 1e-6 * sumArea / ( nbNodes - 2 ); // in a loop, find triangles with positive area and having no vertices inside