--- /dev/null
+// SMESH SMESH : implementaion of SMESH idl descriptions
+//
+// Copyright (C) 2003 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.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
+//
+// File : StdMeshers_CompositeHexa_3D.cxx
+// Module : SMESH
+// Created : Tue Nov 25 11:04:59 2008
+// Author : Edward AGAPOV (eap)
+
+#include "StdMeshers_CompositeHexa_3D.hxx"
+
+#include "SMDS_Mesh.hxx"
+#include "SMDS_MeshNode.hxx"
+#include "SMDS_SetIterator.hxx"
+#include "SMESH_Block.hxx"
+#include "SMESH_Comment.hxx"
+#include "SMESH_ComputeError.hxx"
+#include "SMESH_Mesh.hxx"
+#include "SMESH_MeshEditor.hxx"
+#include "SMESH_MesherHelper.hxx"
+#include "SMESH_subMesh.hxx"
+
+#include <BRepAdaptor_Surface.hxx>
+#include <BRep_Tool.hxx>
+#include <Standard_ErrorHandler.hxx>
+#include <Standard_Failure.hxx>
+#include <TopExp_Explorer.hxx>
+#include <TopTools_MapIteratorOfMapOfShape.hxx>
+#include <TopTools_MapOfShape.hxx>
+#include <TopoDS.hxx>
+#include <TopoDS_Edge.hxx>
+#include <TopoDS_Face.hxx>
+#include <TopoDS_Vertex.hxx>
+#include <gp_Pnt.hxx>
+#include <gp_Pnt2d.hxx>
+#include <gp_Vec.hxx>
+#include <gp_XYZ.hxx>
+
+#include <list>
+#include <set>
+#include <vector>
+
+
+#ifdef _DEBUG_
+
+// #define DEB_FACES
+// #define DEB_GRID
+#define DUMP_VERT(msg,V) \
+// { TopoDS_Vertex v = V; gp_Pnt p = BRep_Tool::Pnt(v);\
+// cout << msg << "( "<< p.X()<<", "<<p.Y()<<", "<<p.Z()<<" )"<<endl;}
+
+#else
+
+#define DUMP_VERT(msg,v)
+
+#endif
+
+//================================================================================
+// text for message about an internal error
+#define ERR_LI(txt) SMESH_Comment(txt) << ":" << __LINE__
+
+// order corresponds to right order of edges in CASCADE face
+enum EQuadSides{ Q_BOTTOM=0, Q_RIGHT, Q_TOP, Q_LEFT, Q_CHILD, Q_PARENT };
+
+enum EBoxSides{ B_BOTTOM=0, B_RIGHT, B_TOP, B_LEFT, B_FRONT, B_BACK, B_UNDEFINED };
+
+//================================================================================
+/*!
+ * \brief Convertor of a pair of integers to a sole index
+ */
+struct _Indexer
+{
+ int _xSize, _ySize;
+ _Indexer( int xSize, int ySize ): _xSize(xSize), _ySize(ySize) {}
+ int size() const { return _xSize * _ySize; }
+ int operator()(const int x, const int y) const { return y * _xSize + x; }
+};
+
+//================================================================================
+/*!
+ * \brief Wrapper of a composite or an ordinary edge.
+ */
+class _FaceSide
+{
+public:
+ _FaceSide(const _FaceSide& other);
+ _FaceSide(const TopoDS_Edge& edge=TopoDS_Edge());
+ _FaceSide(const list<TopoDS_Edge>& edges);
+ _FaceSide* GetSide(const int i);
+ const _FaceSide* GetSide(const int i) const;
+ int size() { return myChildren.size(); }
+ int NbVertices() const;
+ TopoDS_Vertex FirstVertex() const;
+ TopoDS_Vertex LastVertex() const;
+ TopoDS_Vertex Vertex(int i) const;
+ bool Contain( const _FaceSide& side, int* which=0 ) const;
+ bool Contain( const TopoDS_Vertex& vertex ) const;
+ void AppendSide( const _FaceSide& side );
+ void SetBottomSide( int i );
+ int GetNbSegments(SMESH_Mesh& mesh) const;
+ bool StoreNodes(SMESH_Mesh& mesh, vector<const SMDS_MeshNode*>& myGrid, bool reverse );
+ void SetID(EQuadSides id) { myID = id; }
+ static inline const TopoDS_TShape* ptr(const TopoDS_Shape& theShape)
+ { return theShape.TShape().operator->(); }
+ void Dump() const;
+
+private:
+
+
+ TopoDS_Edge myEdge;
+ list< _FaceSide > myChildren;
+ int myNbChildren;
+
+ //set<const TopoDS_TShape*> myVertices;
+ TopTools_MapOfShape myVertices;
+
+ EQuadSides myID; // debug
+};
+//================================================================================
+/*!
+ * \brief Class corresponding to a meshed composite face of a box.
+ * Provides simplified access to it's sub-mesh data.
+ */
+class _QuadFaceGrid
+{
+ typedef list< _QuadFaceGrid > TChildren;
+public:
+ _QuadFaceGrid();
+
+public: //** Methods to find and orient faces of 6 sides of the box **//
+
+ //!< initialization
+ bool Init(const TopoDS_Face& f);
+
+ //!< try to unite self with other face
+ bool AddContinuousFace( const _QuadFaceGrid& f );
+
+ //!< Try to set the side as bottom hirizontal side
+ bool SetBottomSide(const _FaceSide& side, int* sideIndex=0);
+
+ //!< Return face adjacent to i-th side of this face
+ _QuadFaceGrid* FindAdjacentForSide(int i, vector<_QuadFaceGrid>& faces) const; // (0<i<4)
+
+ //!< Reverse edges in order to have the bottom edge going along axes of the unit box
+ void ReverseEdges(/*int e1, int e2*/);
+
+ bool IsComplex() const { return !myChildren.empty(); }
+
+ typedef SMDS_SetIterator< const _QuadFaceGrid&, TChildren::const_iterator > TChildIterator;
+
+ TChildIterator GetChildren() const
+ { return TChildIterator( myChildren.begin(), myChildren.end()); }
+
+public: //** Loading and access to mesh **//
+
+ //!< Load nodes of a mesh
+ bool LoadGrid( SMESH_Mesh& mesh );
+
+ //!< Return number of segments on the hirizontal sides
+ int GetNbHoriSegments(SMESH_Mesh& mesh, bool withBrothers=false) const;
+
+ //!< Return number of segments on the vertical sides
+ int GetNbVertSegments(SMESH_Mesh& mesh, bool withBrothers=false) const;
+
+ //!< Return a node by its position
+ const SMDS_MeshNode* GetNode(int iHori, int iVert) const;
+
+ //!< Return node coordinates by its position
+ gp_XYZ GetXYZ(int iHori, int iVert) const;
+
+public: //** Access to member fields **//
+
+ //!< Return i-th face side (0<i<4)
+ const _FaceSide& GetSide(int i) const;
+
+ //!< Return it's face, NULL if it is composite
+ TopoDS_Face GetFace() const { return myFace; }
+
+ //!< Return normal to the face at vertex v
+ bool GetNormal( const TopoDS_Vertex& v, gp_Vec& n ) const;
+
+ SMESH_ComputeErrorPtr GetError() const { return myError; }
+
+ void SetID(EBoxSides id) { myID = id; }
+
+ void DumpGrid() const;
+
+ void DumpVertices() const;
+
+private:
+
+ bool error(std::string& text, int code = COMPERR_ALGO_FAILED)
+ { myError = SMESH_ComputeError::New( code, text ); return false; }
+
+ bool error(const SMESH_ComputeErrorPtr& err)
+ { myError = err; return ( !myError || myError->IsOK() ); }
+
+ bool loadCompositeGrid(SMESH_Mesh& mesh);
+
+ bool fillGrid(SMESH_Mesh& theMesh,
+ vector<const SMDS_MeshNode*> & theGrid,
+ const _Indexer& theIndexer,
+ int theX,
+ int theY);
+
+ bool locateChildren();
+
+ void setBrothers( set< _QuadFaceGrid* >& notLocatedBrothers );
+
+ TopoDS_Face myFace;
+ _FaceSide mySides;
+ bool myReverse;
+
+ TChildren myChildren;
+
+ _QuadFaceGrid* myLeftBottomChild;
+ _QuadFaceGrid* myRightBrother;
+ _QuadFaceGrid* myUpBrother;
+
+ _Indexer myIndexer;
+ vector<const SMDS_MeshNode*> myGrid;
+
+ SMESH_ComputeErrorPtr myError;
+
+ EBoxSides myID; // debug
+};
+
+//================================================================================
+/*!
+ * \brief Constructor
+ */
+//================================================================================
+
+StdMeshers_CompositeHexa_3D::StdMeshers_CompositeHexa_3D(int hypId, int studyId, SMESH_Gen* gen)
+ :SMESH_3D_Algo(hypId, studyId, gen)
+{
+ _name = "CompositeHexa_3D";
+ _shapeType = (1 << TopAbs_SHELL) | (1 << TopAbs_SOLID); // 1 bit /shape type
+}
+
+//================================================================================
+/*!
+ * \brief always return true
+ */
+//================================================================================
+
+bool StdMeshers_CompositeHexa_3D::CheckHypothesis(SMESH_Mesh& aMesh,
+ const TopoDS_Shape& aShape,
+ Hypothesis_Status& aStatus)
+{
+ aStatus = HYP_OK;
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Computes hexahedral mesh on a box with composite sides
+ * \param aMesh - mesh to compute
+ * \param aShape - shape to mesh
+ * \retval bool - succes sign
+ */
+//================================================================================
+
+bool StdMeshers_CompositeHexa_3D::Compute(SMESH_Mesh& theMesh,
+ const TopoDS_Shape& theShape)
+{
+ SMESH_MesherHelper helper( theMesh );
+ _quadraticMesh = helper.IsQuadraticSubMesh( theShape );
+ helper.SetElementsOnShape( true );
+
+ // -------------------------
+ // Try to find 6 side faces
+ // -------------------------
+ vector< _QuadFaceGrid > boxFaces; boxFaces.reserve( 6 );
+ TopExp_Explorer exp;
+ int iFace, nbFaces = 0;
+ for ( exp.Init(theShape, TopAbs_FACE); exp.More(); exp.Next(), ++nbFaces )
+ {
+ _QuadFaceGrid f;
+ if ( !f.Init( TopoDS::Face( exp.Current() )))
+ return error (COMPERR_BAD_SHAPE);
+ bool isContinuous = false;
+ for ( int i=0; i < boxFaces.size() && !isContinuous; ++i )
+ isContinuous = boxFaces[ i ].AddContinuousFace( f );
+ if ( !isContinuous )
+ boxFaces.push_back( f );
+ }
+ // Check what we have
+ if ( boxFaces.size() != 6 && nbFaces != 6)
+ return error
+ (COMPERR_BAD_SHAPE,
+ SMESH_Comment("Can't find 6 sides of a box. Number of found sides - ")<<boxFaces.size());
+
+ if ( boxFaces.size() != 6 && nbFaces == 6 ) { // strange ordinary box with continuous faces
+ boxFaces.resize( 6 );
+ iFace = 0;
+ for ( exp.Init(theShape, TopAbs_FACE); exp.More(); exp.Next(), ++iFace )
+ boxFaces[ iFace ].Init( TopoDS::Face( exp.Current() ) );
+ }
+ // ----------------------------------------
+ // Find out position of faces within a box
+ // ----------------------------------------
+
+ _QuadFaceGrid *fBottom, *fTop, *fFront, *fBack, *fLeft, *fRight;
+ // start from a bottom face
+ fBottom = &boxFaces[0];
+ // find vertical faces
+ fFront = fBottom->FindAdjacentForSide( Q_BOTTOM, boxFaces );
+ fLeft = fBottom->FindAdjacentForSide( Q_RIGHT, boxFaces );
+ fBack = fBottom->FindAdjacentForSide( Q_TOP, boxFaces );
+ fRight = fBottom->FindAdjacentForSide( Q_LEFT, boxFaces );
+ // check the found
+ if ( !fFront || !fBack || !fLeft || !fRight )
+ return error(COMPERR_BAD_SHAPE);
+ // top face
+ fTop = 0;
+ for ( int i=1; i < boxFaces.size() && !fTop; ++i ) {
+ fTop = & boxFaces[ i ];
+ if ( fTop==fFront || fTop==fLeft || fTop==fBack || fTop==fRight )
+ fTop = 0;
+ }
+ // set bottom of the top side
+ if ( !fTop->SetBottomSide( fFront->GetSide( Q_TOP ) )) {
+ if ( !fFront->IsComplex() )
+ return error( ERR_LI("Error in StdMeshers_CompositeHexa_3D::Compute()"));
+ else {
+ _QuadFaceGrid::TChildIterator chIt = fFront->GetChildren();
+ while ( chIt.more() ) {
+ const _QuadFaceGrid& frontChild = chIt.next();
+ if ( fTop->SetBottomSide( frontChild.GetSide( Q_TOP )))
+ break;
+ }
+ }
+ }
+ if ( !fTop )
+ return error(COMPERR_BAD_SHAPE);
+
+ fBottom->SetID( B_BOTTOM );
+ fBack ->SetID( B_BACK );
+ fLeft ->SetID( B_LEFT );
+ fFront ->SetID( B_FRONT );
+ fRight ->SetID( B_RIGHT );
+ fTop ->SetID( B_TOP );
+
+ // orient bottom egde of faces along axes of the unit box
+ fBottom->ReverseEdges();
+ fBack ->ReverseEdges();
+ fLeft ->ReverseEdges();
+
+ // ------------------------------------------
+ // Fill columns of nodes with existing nodes
+ // ------------------------------------------
+
+ // let faces load their grids
+ if ( !fBottom->LoadGrid( theMesh )) return error( fBottom->GetError() );
+ if ( !fBack ->LoadGrid( theMesh )) return error( fBack ->GetError() );
+ if ( !fLeft ->LoadGrid( theMesh )) return error( fLeft ->GetError() );
+ if ( !fFront ->LoadGrid( theMesh )) return error( fFront ->GetError() );
+ if ( !fRight ->LoadGrid( theMesh )) return error( fRight ->GetError() );
+ if ( !fTop ->LoadGrid( theMesh )) return error( fTop ->GetError() );
+
+ int x, xSize = fBottom->GetNbHoriSegments(theMesh) + 1, X = xSize - 1;
+ int y, ySize = fBottom->GetNbVertSegments(theMesh) + 1, Y = ySize - 1;
+ int z, zSize = fFront ->GetNbVertSegments(theMesh) + 1, Z = zSize - 1;
+ _Indexer colIndex( xSize, ySize );
+ vector< vector< const SMDS_MeshNode* > > columns( colIndex.size() );
+
+ // fill node columns by front and back box sides
+ for ( x = 0; x < xSize; ++x ) {
+ vector< const SMDS_MeshNode* >& column0 = columns[ colIndex( x, 0 )];
+ vector< const SMDS_MeshNode* >& column1 = columns[ colIndex( x, Y )];
+ column0.resize( zSize );
+ column1.resize( zSize );
+ for ( z = 0; z < zSize; ++z ) {
+ column0[ z ] = fFront->GetNode( x, z );
+ column1[ z ] = fBack ->GetNode( x, z );
+ }
+ }
+ // fill node columns by left and right box sides
+ for ( y = 1; y < ySize-1; ++y ) {
+ vector< const SMDS_MeshNode* >& column0 = columns[ colIndex( 0, y )];
+ vector< const SMDS_MeshNode* >& column1 = columns[ colIndex( X, y )];
+ column0.resize( zSize );
+ column1.resize( zSize );
+ for ( z = 0; z < zSize; ++z ) {
+ column0[ z ] = fLeft ->GetNode( y, z );
+ column1[ z ] = fRight->GetNode( y, z );
+ }
+ }
+ // get nodes from top and bottom box sides
+ for ( x = 1; x < xSize-1; ++x ) {
+ for ( y = 1; y < ySize-1; ++y ) {
+ vector< const SMDS_MeshNode* >& column = columns[ colIndex( x, y )];
+ column.resize( zSize );
+ column.front() = fBottom->GetNode( x, y );
+ column.back() = fTop ->GetNode( x, y );
+ }
+ }
+
+ // ----------------------------
+ // Add internal nodes of a box
+ // ----------------------------
+ // projection points of internal nodes on box subshapes by which
+ // coordinates of internal nodes are computed
+ vector<gp_XYZ> pointsOnShapes( SMESH_Block::ID_Shell );
+
+ // projections on vertices are constant
+ pointsOnShapes[ SMESH_Block::ID_V000 ] = fBottom->GetXYZ( 0, 0 );
+ pointsOnShapes[ SMESH_Block::ID_V100 ] = fBottom->GetXYZ( X, 0 );
+ pointsOnShapes[ SMESH_Block::ID_V010 ] = fBottom->GetXYZ( 0, Y );
+ pointsOnShapes[ SMESH_Block::ID_V110 ] = fBottom->GetXYZ( X, Y );
+ pointsOnShapes[ SMESH_Block::ID_V001 ] = fTop->GetXYZ( 0, 0 );
+ pointsOnShapes[ SMESH_Block::ID_V101 ] = fTop->GetXYZ( X, 0 );
+ pointsOnShapes[ SMESH_Block::ID_V011 ] = fTop->GetXYZ( 0, Y );
+ pointsOnShapes[ SMESH_Block::ID_V111 ] = fTop->GetXYZ( X, Y );
+
+ for ( x = 1; x < xSize-1; ++x )
+ {
+ gp_XYZ params; // normalized parameters of internal node within a unit box
+ params.SetCoord( 1, x / double(X) );
+ for ( y = 1; y < ySize-1; ++y )
+ {
+ params.SetCoord( 2, y / double(Y) );
+ // column to fill during z loop
+ vector< const SMDS_MeshNode* >& column = columns[ colIndex( x, y )];
+ // points projections on horizontal edges
+ pointsOnShapes[ SMESH_Block::ID_Ex00 ] = fBottom->GetXYZ( x, 0 );
+ pointsOnShapes[ SMESH_Block::ID_Ex10 ] = fBottom->GetXYZ( x, Y );
+ pointsOnShapes[ SMESH_Block::ID_E0y0 ] = fBottom->GetXYZ( 0, y );
+ pointsOnShapes[ SMESH_Block::ID_E1y0 ] = fBottom->GetXYZ( X, y );
+ pointsOnShapes[ SMESH_Block::ID_Ex01 ] = fTop->GetXYZ( x, 0 );
+ pointsOnShapes[ SMESH_Block::ID_Ex11 ] = fTop->GetXYZ( x, Y );
+ pointsOnShapes[ SMESH_Block::ID_E0y1 ] = fTop->GetXYZ( 0, y );
+ pointsOnShapes[ SMESH_Block::ID_E1y1 ] = fTop->GetXYZ( X, y );
+ // points projections on horizontal faces
+ pointsOnShapes[ SMESH_Block::ID_Fxy0 ] = fBottom->GetXYZ( x, y );
+ pointsOnShapes[ SMESH_Block::ID_Fxy1 ] = fTop ->GetXYZ( x, y );
+ for ( z = 1; z < zSize-1; ++z ) // z loop
+ {
+ params.SetCoord( 3, z / double(Z) );
+ // point projections on vertical edges
+ pointsOnShapes[ SMESH_Block::ID_E00z ] = fFront->GetXYZ( 0, z );
+ pointsOnShapes[ SMESH_Block::ID_E10z ] = fFront->GetXYZ( X, z );
+ pointsOnShapes[ SMESH_Block::ID_E01z ] = fBack->GetXYZ( 0, z );
+ pointsOnShapes[ SMESH_Block::ID_E11z ] = fBack->GetXYZ( X, z );
+ // point projections on vertical faces
+ pointsOnShapes[ SMESH_Block::ID_Fx0z ] = fFront->GetXYZ( x, z );
+ pointsOnShapes[ SMESH_Block::ID_Fx1z ] = fBack ->GetXYZ( x, z );
+ pointsOnShapes[ SMESH_Block::ID_F0yz ] = fLeft ->GetXYZ( y, z );
+ pointsOnShapes[ SMESH_Block::ID_F1yz ] = fRight->GetXYZ( y, z );
+
+ // compute internal node coordinates
+ gp_XYZ coords;
+ SMESH_Block::ShellPoint( params, pointsOnShapes, coords );
+ column[ z ] = helper.AddNode( coords.X(), coords.Y(), coords.Z() );
+
+#ifdef DEB_GRID
+ // debug
+ //cout << "----------------------------------------------------------------------"<<endl;
+ //for ( int id = SMESH_Block::ID_V000; id < SMESH_Block::ID_Shell; ++id)
+ //{
+ // gp_XYZ p = pointsOnShapes[ id ];
+ // SMESH_Block::DumpShapeID( id,cout)<<" ( "<<p.X()<<", "<<p.Y()<<", "<<p.Z()<<" )"<<endl;
+ //}
+ //cout << "Params: ( "<< params.X()<<", "<<params.Y()<<", "<<params.Z()<<" )"<<endl;
+ //cout << "coords: ( "<< coords.X()<<", "<<coords.Y()<<", "<<coords.Z()<<" )"<<endl;
+#endif
+ }
+ }
+ }
+ // faces no more needed, free memory
+ boxFaces.clear();
+
+ // ----------------
+ // Add hexahedrons
+ // ----------------
+ for ( x = 0; x < xSize-1; ++x ) {
+ for ( y = 0; y < ySize-1; ++y ) {
+ vector< const SMDS_MeshNode* >& col00 = columns[ colIndex( x, y )];
+ vector< const SMDS_MeshNode* >& col10 = columns[ colIndex( x+1, y )];
+ vector< const SMDS_MeshNode* >& col01 = columns[ colIndex( x, y+1 )];
+ vector< const SMDS_MeshNode* >& col11 = columns[ colIndex( x+1, y+1 )];
+ for ( z = 0; z < zSize-1; ++z )
+ {
+ // bottom face normal of a hexa mush point outside the volume
+ helper.AddVolume(col00[z], col01[z], col11[z], col10[z],
+ col00[z+1], col01[z+1], col11[z+1], col10[z+1]);
+ }
+ }
+ }
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief constructor of non-initialized _QuadFaceGrid
+ */
+//================================================================================
+
+_QuadFaceGrid::_QuadFaceGrid():
+ myReverse(false), myRightBrother(0), myUpBrother(0), myIndexer(0,0), myID(B_UNDEFINED)
+{
+}
+
+//================================================================================
+/*!
+ * \brief Initialization
+ */
+//================================================================================
+
+bool _QuadFaceGrid::Init(const TopoDS_Face& f)
+{
+ myFace = f;
+ mySides = _FaceSide();
+ myReverse = false;
+ myLeftBottomChild = myRightBrother = myUpBrother = 0;
+ myChildren.clear();
+ myGrid.clear();
+ //if ( myFace.Orientation() != TopAbs_FORWARD )
+ //myFace.Reverse();
+
+ TopoDS_Vertex V;
+ list< TopoDS_Edge > edges;
+ list< int > nbEdgesInWire;
+ int nbWire = SMESH_Block::GetOrderedEdges (myFace, V, edges, nbEdgesInWire);
+ if ( nbWire != 1 )
+ return false;
+
+ list< TopoDS_Edge >::iterator edgeIt = edges.begin();
+ if ( nbEdgesInWire.front() == 4 ) // exactly 4 edges
+ {
+ for ( ; edgeIt != edges.end(); ++edgeIt )
+ mySides.AppendSide( _FaceSide( *edgeIt ));
+ }
+ else if ( nbEdgesInWire.front() > 4 ) { // more than 4 edges - try to unite some
+ list< TopoDS_Edge > sideEdges;
+ while ( !edges.empty()) {
+ sideEdges.clear();
+ sideEdges.splice( sideEdges.end(), edges, edges.begin());// edges.front()->sideEdges.back()
+ while ( !edges.empty() ) {
+ if ( SMESH_Algo::IsContinuous( sideEdges.back(), edges.front() )) {
+ sideEdges.splice( sideEdges.end(), edges, edges.begin());
+ }
+ else if ( SMESH_Algo::IsContinuous( sideEdges.front(), edges.back() )) {
+ sideEdges.splice( sideEdges.begin(), edges, --edges.end());
+ }
+ else {
+ break;
+ }
+ }
+ mySides.AppendSide( _FaceSide( sideEdges ));
+ }
+ }
+ if (mySides.size() != 4)
+ return false;
+
+#ifdef _DEBUG_
+ mySides.GetSide( Q_BOTTOM )->SetID( Q_BOTTOM );
+ mySides.GetSide( Q_RIGHT )->SetID( Q_RIGHT );
+ mySides.GetSide( Q_TOP )->SetID( Q_TOP );
+ mySides.GetSide( Q_LEFT )->SetID( Q_LEFT );
+#endif
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Try to unite self with other ordinary face
+ */
+//================================================================================
+
+bool _QuadFaceGrid::AddContinuousFace( const _QuadFaceGrid& other )
+{
+ for ( int i = 0; i < 4; ++i ) {
+ const _FaceSide& otherSide = other.GetSide( i );
+ int iMyCommon;
+ if ( mySides.Contain( otherSide, &iMyCommon ) ) {
+ // check if normals of two faces are collinear at all vertices of a otherSide
+ const double angleTol = PI / 180 / 2;
+ int iV, nbV = otherSide.NbVertices(), nbCollinear = 0;
+ for ( iV = 0; iV < nbV; ++iV )
+ {
+ TopoDS_Vertex v = otherSide.Vertex( iV );
+ gp_Vec n1, n2;
+ if ( !GetNormal( v, n1 ) || !other.GetNormal( v, n2 ))
+ continue;
+ if ( n1 * n2 < 0 )
+ n1.Reverse();
+ if ( n1.Angle(n2) < angleTol )
+ nbCollinear++;
+ else
+ break;
+ }
+ if ( nbCollinear > 1 ) { // this face becomes composite if not yet is
+ DUMP_VERT("Cont 1", mySides.GetSide(iMyCommon)->FirstVertex());
+ DUMP_VERT("Cont 2", mySides.GetSide(iMyCommon)->LastVertex());
+ DUMP_VERT("Cont 3", otherSide.FirstVertex());
+ DUMP_VERT("Cont 4", otherSide.LastVertex());
+ if ( myChildren.empty() ) {
+ myChildren.push_back( *this );
+ myFace.Nullify();
+ }
+ myChildren.push_back( other );
+ int otherBottomIndex = ( 4 + i - iMyCommon + 2 ) % 4;
+ myChildren.back().SetBottomSide( other.GetSide( otherBottomIndex ));
+ // collect vertices in mySides
+ mySides.AppendSide( other.GetSide(0) );
+ mySides.AppendSide( other.GetSide(1) );
+ mySides.AppendSide( other.GetSide(2) );
+ mySides.AppendSide( other.GetSide(3) );
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Try to set the side as bottom hirizontal side
+ */
+//================================================================================
+
+bool _QuadFaceGrid::SetBottomSide(const _FaceSide& bottom, int* sideIndex)
+{
+ myLeftBottomChild = myRightBrother = myUpBrother = 0;
+
+ int myBottomIndex;
+ if ( myChildren.empty() )
+ {
+ if ( mySides.Contain( bottom, &myBottomIndex )) {
+ mySides.SetBottomSide( myBottomIndex );
+ if ( sideIndex )
+ *sideIndex = myBottomIndex;
+ return true;
+ }
+ }
+ else
+ {
+ TChildren::iterator childFace = myChildren.begin(), childEnd = myChildren.end();
+ for ( ; childFace != childEnd; ++childFace )
+ {
+ if ( childFace->SetBottomSide( bottom, &myBottomIndex ))
+ {
+ TChildren::iterator orientedCild = childFace;
+ for ( childFace = myChildren.begin(); childFace != childEnd; ++childFace ) {
+ if ( childFace != orientedCild )
+ childFace->SetBottomSide( childFace->GetSide( myBottomIndex ));
+ }
+ if ( sideIndex )
+ *sideIndex = myBottomIndex;
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Return face adjacent to i-th side of this face, (0<i<4)
+ */
+//================================================================================
+
+_QuadFaceGrid* _QuadFaceGrid::FindAdjacentForSide(int i, vector<_QuadFaceGrid>& faces) const
+{
+ for ( int iF = 0; iF < faces.size(); ++iF ) {
+ _QuadFaceGrid* f = &faces[ iF ];
+ if ( f != this && f->SetBottomSide( GetSide( i )))
+ return f;
+ }
+ return (_QuadFaceGrid*) 0;
+}
+
+//================================================================================
+/*!
+ * \brief Return i-th side
+ */
+//================================================================================
+
+const _FaceSide& _QuadFaceGrid::GetSide(int i) const
+{
+ if ( myChildren.empty() )
+ return *mySides.GetSide(i);
+
+ _QuadFaceGrid* me = const_cast<_QuadFaceGrid*>(this);
+ if ( !me->locateChildren() || !myLeftBottomChild )
+ return *mySides.GetSide(i);
+
+ const _QuadFaceGrid* child = myLeftBottomChild;
+ switch ( i ){
+ case Q_BOTTOM:
+ case Q_LEFT:
+ break;
+ case Q_RIGHT:
+ while ( child->myRightBrother )
+ child = child->myRightBrother;
+ break;
+ case Q_TOP:
+ while ( child->myUpBrother )
+ child = child->myUpBrother;
+ break;
+ default: ;
+ }
+ return child->GetSide( i );
+}
+
+//================================================================================
+/*!
+ * \brief Reverse edges in order to have them oriented along axes of the unit box
+ */
+//================================================================================
+
+void _QuadFaceGrid::ReverseEdges(/*int e1, int e2*/)
+{
+ myReverse = !myReverse;
+
+// #ifdef DEB_FACES
+// if ( !myFace.IsNull() )
+// TopAbs::Print(myFace.Orientation(), cout);
+// #endif
+
+ if ( myChildren.empty() )
+ {
+// mySides.GetSide( e1 )->Reverse();
+// mySides.GetSide( e2 )->Reverse();
+ DumpVertices();
+ }
+ else
+ {
+ DumpVertices();
+ TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end();
+ for ( ; child != childEnd; ++child )
+ child->ReverseEdges( /*e1, e2*/ );
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Load nodes of a mesh
+ */
+//================================================================================
+
+bool _QuadFaceGrid::LoadGrid( SMESH_Mesh& mesh )
+{
+ if ( !myChildren.empty() )
+ {
+ // Let child faces load their grids
+ TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end();
+ for ( ; child != childEnd; ++child ) {
+ child->SetID( myID );
+ if ( !child->LoadGrid( mesh ) )
+ return error( child->GetError() );
+ }
+ // Fill myGrid with nodes of patches
+ return loadCompositeGrid( mesh );
+ }
+
+ // ---------------------------------------
+ // Fill myGrid with nodes bound to myFace
+ // ---------------------------------------
+
+ if ( !myGrid.empty() )
+ return true;
+
+ myIndexer._xSize = 1 + mySides.GetSide( Q_BOTTOM )->GetNbSegments( mesh );
+ myIndexer._ySize = 1 + mySides.GetSide( Q_LEFT )->GetNbSegments( mesh );
+
+ myGrid.resize( myIndexer.size() );
+
+ // strore nodes bound to the bottom edge
+ mySides.GetSide( Q_BOTTOM )->StoreNodes( mesh, myGrid, myReverse );
+
+ // store the rest nodes row by row
+
+ SMESHDS_SubMesh* faceSubMesh = mesh.GetSubMesh( myFace )->GetSubMeshDS();
+
+ SMDS_MeshNode dummy(0,0,0);
+ const SMDS_MeshElement* firstQuad = &dummy;// most left face above the last row of found nodes
+
+ int nbFoundNodes = myIndexer._xSize;
+ while ( nbFoundNodes != myGrid.size() )
+ {
+ // first and last nodes of the last filled row of nodes
+ const SMDS_MeshNode* n1down = myGrid[ nbFoundNodes - myIndexer._xSize ];
+ const SMDS_MeshNode* n2down = myGrid[ nbFoundNodes - myIndexer._xSize + 1];
+ const SMDS_MeshNode* n1downLast = myGrid[ nbFoundNodes-1 ];
+
+ // find the first face above the row by the first two left nodes
+ //
+ // n1up n2up
+ // o---o
+ // | |
+ // o---o o o o o
+ //n1down n2down
+ //
+ TIDSortedElemSet emptySet, avoidSet;
+ avoidSet.insert( firstQuad );
+ firstQuad = SMESH_MeshEditor::FindFaceInSet( n1down, n2down, emptySet, avoidSet);
+ if ( firstQuad && !faceSubMesh->Contains( firstQuad )) {
+ avoidSet.insert( firstQuad );
+ firstQuad = SMESH_MeshEditor::FindFaceInSet( n1down, n2down, emptySet, avoidSet);
+ }
+ if ( !firstQuad || !faceSubMesh->Contains( firstQuad ))
+ return error(ERR_LI("Error in _QuadFaceGrid::LoadGrid()"));
+
+ // find the node of quad bound to the left geom edge
+ int i2down = firstQuad->GetNodeIndex( n2down );
+ const SMDS_MeshNode* n1up = firstQuad->GetNode(( i2down+2 ) % 4 );
+ myGrid[ nbFoundNodes++ ] = n1up;
+ // the 4-the node of the first quad
+ int i1down = firstQuad->GetNodeIndex( n1down );
+ const SMDS_MeshNode* n2up = firstQuad->GetNode(( i1down+2 ) % 4 );
+ myGrid[ nbFoundNodes++ ] = n2up;
+
+ n1down = n2down;
+ n1up = n2up;
+ const SMDS_MeshElement* quad = firstQuad;
+
+ // find the rest nodes by remaining faces above the row
+ //
+ // n1up
+ // o---o--o
+ // | | | ->
+ // o---o--o o o o
+ // n1downLast
+ //
+ while ( n1down != n1downLast )
+ {
+ // next face
+ avoidSet.clear(); avoidSet.insert( quad );
+ quad = SMESH_MeshEditor::FindFaceInSet( n1down, n1up, emptySet, avoidSet );
+ if ( !quad || quad->NbNodes() % 4 > 0)
+ return error(ERR_LI("Error in _QuadFaceGrid::LoadGrid()"));
+
+ // next node
+ if ( quad->GetNode( i1down ) != n1down ) // check already found index
+ i1down = quad->GetNodeIndex( n1down );
+ n2up = quad->GetNode(( i1down+2 ) % 4 );
+ myGrid[ nbFoundNodes++ ] = n2up;
+
+ n1down = myGrid[ nbFoundNodes - myIndexer._xSize - 1 ];
+ n1up = n2up;
+ }
+ }
+
+ DumpGrid(); // debug
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Find out mutual location of children: find their right and up brothers
+ */
+//================================================================================
+
+bool _QuadFaceGrid::locateChildren()
+{
+ if ( myLeftBottomChild )
+ return true;
+
+ TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end();
+
+ // find a child sharing it's first bottom vertex with no other brother
+ myLeftBottomChild = 0;
+ for ( ; !myLeftBottomChild && child != childEnd; ++child )
+ {
+ TopoDS_Vertex leftVertex = child->GetSide( Q_BOTTOM ).FirstVertex();
+ bool sharedVertex = false;
+ TChildren::iterator otherChild = myChildren.begin();
+ for ( ; otherChild != childEnd && !sharedVertex; ++otherChild )
+ if ( otherChild != child )
+ sharedVertex = otherChild->mySides.Contain( leftVertex );
+ if ( !sharedVertex ) {
+ myLeftBottomChild = & (*child);
+ DUMP_VERT("0 left bottom Vertex: ",leftVertex );
+ }
+ }
+ if (!myLeftBottomChild)
+ return error(ERR_LI("Error in locateChildren()"));
+
+ set< _QuadFaceGrid* > notLocatedChilren;
+ for (child = myChildren.begin() ; child != childEnd; ++child )
+ notLocatedChilren.insert( & (*child));
+
+ // connect myLeftBottomChild to it's right and upper brothers
+ notLocatedChilren.erase( myLeftBottomChild );
+ myLeftBottomChild->setBrothers( notLocatedChilren );
+ if ( !notLocatedChilren.empty() )
+ return error(ERR_LI("Error in locateChildren()"));
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Fill myGrid with nodes of patches
+ */
+//================================================================================
+
+bool _QuadFaceGrid::loadCompositeGrid(SMESH_Mesh& mesh)
+{
+ // Find out mutual location of children: find their right and up brothers
+ if ( !locateChildren() )
+ return false;
+
+ // Load nodes according to mutual location of children
+
+ // grid size
+ myIndexer._xSize = 1 + myLeftBottomChild->GetNbHoriSegments(mesh, /*withBrothers=*/true);
+ myIndexer._ySize = 1 + myLeftBottomChild->GetNbVertSegments(mesh, /*withBrothers=*/true);
+
+ myGrid.resize( myIndexer.size() );
+
+ int fromX = myReverse ? myIndexer._xSize : 0;
+ if (!myLeftBottomChild->fillGrid( mesh, myGrid, myIndexer, fromX, 0 ))
+ return error( myLeftBottomChild->GetError() );
+
+ DumpGrid();
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Find right an upper brothers among notLocatedBrothers
+ */
+//================================================================================
+
+void _QuadFaceGrid::setBrothers( set< _QuadFaceGrid* >& notLocatedBrothers )
+{
+ if ( !notLocatedBrothers.empty() )
+ {
+ // find right brother
+ TopoDS_Vertex rightVertex = GetSide( Q_BOTTOM ).LastVertex();
+ DUMP_VERT("1 right bottom Vertex: ",rightVertex );
+ set< _QuadFaceGrid* >::iterator brIt, brEnd = notLocatedBrothers.end();
+ for ( brIt = notLocatedBrothers.begin(); !myRightBrother && brIt != brEnd; ++brIt )
+ {
+ _QuadFaceGrid* brother = *brIt;
+ TopoDS_Vertex brotherLeftVertex = brother->GetSide( Q_BOTTOM ).FirstVertex();
+ DUMP_VERT( "brother left bottom: ", brotherLeftVertex );
+ if ( rightVertex.IsSame( brotherLeftVertex )) {
+ myRightBrother = brother;
+ notLocatedBrothers.erase( myRightBrother );
+ }
+ }
+ // find upper brother
+ TopoDS_Vertex upVertex = GetSide( Q_LEFT ).FirstVertex();
+ DUMP_VERT("1 left up Vertex: ",upVertex);
+ brIt = notLocatedBrothers.begin(), brEnd = notLocatedBrothers.end();
+ for ( ; !myUpBrother && brIt != brEnd; ++brIt )
+ {
+ _QuadFaceGrid* brother = *brIt;
+ TopoDS_Vertex brotherLeftVertex = brother->GetSide( Q_BOTTOM ).FirstVertex();
+ DUMP_VERT("brother left bottom: ", brotherLeftVertex);
+ if ( upVertex.IsSame( brotherLeftVertex )) {
+ myUpBrother = brother;
+ notLocatedBrothers.erase( myUpBrother );
+ }
+ }
+ // recursive call
+ if ( myRightBrother )
+ myRightBrother->setBrothers( notLocatedBrothers );
+ if ( myUpBrother )
+ myUpBrother->setBrothers( notLocatedBrothers );
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Store nodes of a simple face into grid starting from (x,y) position
+ */
+//================================================================================
+
+bool _QuadFaceGrid::fillGrid(SMESH_Mesh& theMesh,
+ vector<const SMDS_MeshNode*> & theGrid,
+ const _Indexer& theIndexer,
+ int theX,
+ int theY)
+{
+ if ( myGrid.empty() && !LoadGrid( theMesh ))
+ return false;
+
+ // store my own grid in the global grid
+
+ int fromX = myReverse ? theX - myIndexer._xSize: theX;
+
+ for ( int i = 0, x = fromX; i < myIndexer._xSize; ++i, ++x )
+ for ( int j = 0, y = theY; j < myIndexer._ySize; ++j, ++y )
+ theGrid[ theIndexer( x, y )] = myGrid[ myIndexer( i, j )];
+
+ // store grids of my right and upper brothers
+
+ if ( myRightBrother )
+ {
+ if ( myReverse )
+ fromX += 1;
+ else
+ fromX += myIndexer._xSize - 1;
+ if ( !myRightBrother->fillGrid( theMesh, theGrid, theIndexer, fromX, theY ))
+ return error( myRightBrother->GetError() );
+ }
+ if ( myUpBrother )
+ {
+ if ( !myUpBrother->fillGrid( theMesh, theGrid, theIndexer,
+ theX, theY + myIndexer._ySize - 1))
+ return error( myUpBrother->GetError() );
+ }
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Return number of segments on the hirizontal sides
+ */
+//================================================================================
+
+int _QuadFaceGrid::GetNbHoriSegments(SMESH_Mesh& mesh, bool withBrothers) const
+{
+ int nbSegs = 0;
+ if ( myLeftBottomChild )
+ {
+ nbSegs += myLeftBottomChild->GetNbHoriSegments( mesh, true );
+ }
+ else
+ {
+ nbSegs = mySides.GetSide( Q_BOTTOM )->GetNbSegments(mesh);
+ if ( withBrothers && myRightBrother )
+ nbSegs += myRightBrother->GetNbHoriSegments( mesh, withBrothers );
+ }
+ return nbSegs;
+}
+
+//================================================================================
+/*!
+ * \brief Return number of segments on the vertical sides
+ */
+//================================================================================
+
+int _QuadFaceGrid::GetNbVertSegments(SMESH_Mesh& mesh, bool withBrothers) const
+{
+ int nbSegs = 0;
+ if ( myLeftBottomChild )
+ {
+ nbSegs += myLeftBottomChild->GetNbVertSegments( mesh, true );
+ }
+ else
+ {
+ nbSegs = mySides.GetSide( Q_LEFT )->GetNbSegments(mesh);
+ if ( withBrothers && myUpBrother )
+ nbSegs += myUpBrother->GetNbVertSegments( mesh, withBrothers );
+ }
+ return nbSegs;
+}
+
+//================================================================================
+/*!
+ * \brief Return a node by its position
+ */
+//================================================================================
+
+const SMDS_MeshNode* _QuadFaceGrid::GetNode(int iHori, int iVert) const
+{
+ return myGrid[ myIndexer( iHori, iVert )];
+}
+
+//================================================================================
+/*!
+ * \brief Return node coordinates by its position
+ */
+//================================================================================
+
+gp_XYZ _QuadFaceGrid::GetXYZ(int iHori, int iVert) const
+{
+ const SMDS_MeshNode* n = myGrid[ myIndexer( iHori, iVert )];
+ return gp_XYZ( n->X(), n->Y(), n->Z() );
+}
+
+//================================================================================
+/*!
+ * \brief Return normal to the face at vertex v
+ */
+//================================================================================
+
+bool _QuadFaceGrid::GetNormal( const TopoDS_Vertex& v, gp_Vec& n ) const
+{
+ if ( myChildren.empty() )
+ {
+ if ( mySides.Contain( v )) {
+ try {
+ gp_Pnt2d uv = BRep_Tool::Parameters( v, myFace );
+ BRepAdaptor_Surface surface( myFace );
+ gp_Pnt p; gp_Vec d1u, d1v;
+ surface.D1( uv.X(), uv.Y(), p, d1u, d1v );
+ n = d1u.Crossed( d1v );
+ return true;
+ }
+ catch (Standard_Failure) {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end();
+ for ( ; child != childEnd; ++child )
+ if ( child->GetNormal( v, n ))
+ return true;
+ }
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Dumps coordinates of grid nodes
+ */
+//================================================================================
+
+void _QuadFaceGrid::DumpGrid() const
+{
+#ifdef DEB_GRID
+ const char* names[] = { "B_BOTTOM", "B_RIGHT", "B_TOP", "B_LEFT", "B_FRONT", "B_BACK" };
+ cout << "****** Face " << names[ myID ] << endl;
+
+ if ( myChildren.empty() || !myGrid.empty() )
+ {
+ cout << "x size: " << myIndexer._xSize << "; y size: " << myIndexer._ySize << endl;
+ for ( int y = 0; y < myIndexer._ySize; ++y ) {
+ cout << "-- row " << y << endl;
+ for ( int x = 0; x < myIndexer._xSize; ++x ) {
+ const SMDS_MeshNode* n = myGrid[ myIndexer( x, y ) ];
+ cout << x << " ( " << n->X() << ", " << n->Y() << ", " << n->Z() << " )" << endl;
+ }
+ }
+ }
+ else
+ {
+ cout << "Nb children: " << myChildren.size() << endl;
+ TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end();
+ for ( int i=0; child != childEnd; ++child, ++i ) {
+ cout << " *** SUBFACE " << i+1 << endl;
+ ((_QuadFaceGrid&)(*child)).SetID( myID );
+ child->DumpGrid();
+ }
+ }
+#endif
+}
+
+//================================================================================
+/*!
+ * \brief Dump vertices
+ */
+//================================================================================
+
+void _QuadFaceGrid::DumpVertices() const
+{
+#ifdef DEB_FACES
+ cout << "****** Face ";
+ const char* names[] = { "B_BOTTOM", "B_RIGHT", "B_TOP", "B_LEFT", "B_FRONT", "B_BACK" };
+ if ( myID >= B_BOTTOM && myID < B_BACK )
+ cout << names[ myID ] << endl;
+ else
+ cout << "UNDEFINED" << endl;
+
+ if ( myChildren.empty() )
+ {
+ for ( int i = 0; i < 4; ++i )
+ {
+ cout << " Side "; mySides.GetSide( i )->Dump();
+ }
+ }
+ else
+ {
+ cout << "-- Nb children: " << myChildren.size() << endl;
+ TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end();
+ for ( int i=0; child != childEnd; ++child, ++i ) {
+ cout << " *** SUBFACE " << i+1 << endl;
+ ((_QuadFaceGrid&)(*child)).SetID( myID );
+ child->DumpVertices();
+ }
+ }
+#endif
+}
+
+//=======================================================================
+//function : _FaceSide
+//purpose : copy constructor
+//=======================================================================
+
+_FaceSide::_FaceSide(const _FaceSide& other)
+{
+ myEdge = other.myEdge;
+ myChildren = other.myChildren;
+ myNbChildren = other.myNbChildren;
+ myVertices.Assign( other.myVertices );
+ myID = other.myID;
+}
+
+//================================================================================
+/*!
+ * \brief Construct a face side of one edge
+ */
+//================================================================================
+
+_FaceSide::_FaceSide(const TopoDS_Edge& edge):
+ myEdge( edge ), myNbChildren(0)
+{
+ if ( !edge.IsNull() )
+ for ( TopExp_Explorer exp( edge, TopAbs_VERTEX ); exp.More(); exp.Next() )
+ //myVertices.insert( ptr ( exp.Current() ));
+ myVertices.Add( exp.Current() );
+}
+
+//================================================================================
+/*!
+ * \brief Construct a face side of several edges
+ */
+//================================================================================
+
+_FaceSide::_FaceSide(const list<TopoDS_Edge>& edges):
+ myNbChildren(0)
+{
+ list<TopoDS_Edge>::const_iterator edge = edges.begin(), eEnd = edges.end();
+ for ( ; edge != eEnd; ++edge ) {
+ myChildren.push_back( _FaceSide( *edge ));
+ myNbChildren++;
+// myVertices.insert( myChildren.back().myVertices.begin(),
+// myChildren.back().myVertices.end() );
+ myVertices.Add( myChildren.back().FirstVertex() );
+ myVertices.Add( myChildren.back().LastVertex() );
+ myChildren.back().SetID( Q_CHILD ); // not to splice them
+ }
+}
+
+//=======================================================================
+//function : GetSide
+//purpose :
+//=======================================================================
+
+_FaceSide* _FaceSide::GetSide(const int i)
+{
+ if ( i >= myNbChildren )
+ return 0;
+
+ list< _FaceSide >::iterator side = myChildren.begin();
+ if ( i )
+ std::advance( side, i );
+ return & (*side);
+}
+
+//=======================================================================
+//function : GetSide
+//purpose :
+//=======================================================================
+
+const _FaceSide* _FaceSide::GetSide(const int i) const
+{
+ return const_cast< _FaceSide* >(this)->GetSide(i);
+}
+
+//=======================================================================
+//function : NbVertices
+//purpose : return nb of vertices in the side
+//=======================================================================
+
+int _FaceSide::NbVertices() const
+{
+ if ( myChildren.empty() )
+ return myVertices.Extent();
+// return myVertices.size();
+
+ return myNbChildren + 1;
+}
+
+//=======================================================================
+//function : FirstVertex
+//purpose :
+//=======================================================================
+
+TopoDS_Vertex _FaceSide::FirstVertex() const
+{
+ if ( myChildren.empty() )
+ return TopExp::FirstVertex( myEdge, Standard_True );
+
+ return myChildren.front().FirstVertex();
+}
+
+//=======================================================================
+//function : LastVertex
+//purpose :
+//=======================================================================
+
+TopoDS_Vertex _FaceSide::LastVertex() const
+{
+ if ( myChildren.empty() )
+ return TopExp::LastVertex( myEdge, Standard_True );
+
+ return myChildren.back().LastVertex();
+}
+
+//=======================================================================
+//function : Vertex
+//purpose :
+//=======================================================================
+
+TopoDS_Vertex _FaceSide::Vertex(int i) const
+{
+ if ( myChildren.empty() )
+ return i ? LastVertex() : FirstVertex();
+
+ if ( i >= myNbChildren )
+ return myChildren.back().LastVertex();
+
+ return GetSide(i)->FirstVertex();
+}
+
+//=======================================================================
+//function : Contain
+//purpose :
+//=======================================================================
+
+bool _FaceSide::Contain( const _FaceSide& side, int* which ) const
+{
+ if ( !which || myChildren.empty() )
+ {
+ if ( which )
+ *which = 0;
+ int nbCommon = 0;
+// set<const TopoDS_TShape*>::iterator v, vEnd = side.myVertices.end();
+// for ( v = side.myVertices.begin(); v != vEnd; ++v )
+// nbCommon += ( myVertices.find( *v ) != myVertices.end() );
+ TopTools_MapIteratorOfMapOfShape vIt ( side.myVertices );
+ for ( ; vIt.More(); vIt.Next() )
+ nbCommon += ( myVertices.Contains( vIt.Key() ));
+ return (nbCommon > 1);
+ }
+ list< _FaceSide >::const_iterator mySide = myChildren.begin(), sideEnd = myChildren.end();
+ for ( int i = 0; mySide != sideEnd; ++mySide, ++i ) {
+ if ( mySide->Contain( side )) {
+ *which = i;
+ return true;
+ }
+ }
+ return false;
+}
+
+//=======================================================================
+//function : Contain
+//purpose :
+//=======================================================================
+
+bool _FaceSide::Contain( const TopoDS_Vertex& vertex ) const
+{
+ return myVertices.Contains( vertex );
+// return myVertices.find( ptr( vertex )) != myVertices.end();
+}
+
+//=======================================================================
+//function : AppendSide
+//purpose :
+//=======================================================================
+
+void _FaceSide::AppendSide( const _FaceSide& side )
+{
+ if ( !myEdge.IsNull() )
+ {
+ myChildren.push_back( *this );
+ myNbChildren = 1;
+ myEdge.Nullify();
+ }
+ myChildren.push_back( side );
+ myNbChildren++;
+ //myVertices.insert( side.myVertices.begin(), side.myVertices.end() );
+ TopTools_MapIteratorOfMapOfShape vIt ( side.myVertices );
+ for ( ; vIt.More(); vIt.Next() )
+ myVertices.Add( vIt.Key() );
+
+ myID = Q_PARENT;
+ myChildren.back().SetID( EQuadSides( myNbChildren-1 ));
+}
+
+//=======================================================================
+//function : SetBottomSide
+//purpose :
+//=======================================================================
+
+void _FaceSide::SetBottomSide( int i )
+{
+ if ( i > 0 && myID == Q_PARENT ) {
+ list< _FaceSide >::iterator sideEnd, side = myChildren.begin();
+ std::advance( side, i );
+ myChildren.splice( myChildren.begin(), myChildren, side, myChildren.end() );
+
+ side = myChildren.begin(), sideEnd = myChildren.end();
+ for ( int i = 0; side != sideEnd; ++side, ++i ) {
+ side->SetID( EQuadSides(i) );
+ side->SetBottomSide(i);
+ }
+ }
+}
+
+//=======================================================================
+//function : GetNbSegments
+//purpose :
+//=======================================================================
+
+int _FaceSide::GetNbSegments(SMESH_Mesh& mesh) const
+{
+ int nb = 0;
+ if ( myChildren.empty() )
+ {
+ nb = mesh.GetSubMesh(myEdge)->GetSubMeshDS()->NbElements();
+ }
+ else
+ {
+ list< _FaceSide >::const_iterator side = myChildren.begin(), sideEnd = myChildren.end();
+ for ( ; side != sideEnd; ++side )
+ nb += side->GetNbSegments(mesh);
+ }
+ return nb;
+}
+
+//=======================================================================
+//function : StoreNodes
+//purpose :
+//=======================================================================
+
+bool _FaceSide::StoreNodes(SMESH_Mesh& mesh,
+ vector<const SMDS_MeshNode*>& myGrid,
+ bool reverse )
+{
+ list< TopoDS_Edge > edges;
+ if ( myChildren.empty() )
+ {
+ edges.push_back( myEdge );
+ }
+ else
+ {
+ list< _FaceSide >::const_iterator side = myChildren.begin(), sideEnd = myChildren.end();
+ for ( ; side != sideEnd; ++side )
+ if ( reverse )
+ edges.push_front( side->myEdge );
+ else
+ edges.push_back ( side->myEdge );
+ }
+ int nbNodes = 0;
+ list< TopoDS_Edge >::iterator edge = edges.begin(), eEnd = edges.end();
+ for ( ; edge != eEnd; ++edge )
+ {
+ map< double, const SMDS_MeshNode* > nodes;
+ bool ok = SMESH_Algo::GetSortedNodesOnEdge( mesh.GetMeshDS(),
+ *edge,
+ /*ignoreMediumNodes=*/true,
+ nodes);
+ if ( !ok ) return false;
+
+ bool forward = ( edge->Orientation() == TopAbs_FORWARD );
+ if ( reverse ) forward = !forward;
+ if ( forward )
+ {
+ map< double, const SMDS_MeshNode* >::iterator u_node, nEnd = nodes.end();
+ for ( u_node = nodes.begin(); u_node != nEnd; ++u_node )
+ myGrid[ nbNodes++ ] = u_node->second;
+ }
+ else
+ {
+ map< double, const SMDS_MeshNode* >::reverse_iterator u_node, nEnd = nodes.rend();
+ for ( u_node = nodes.rbegin(); u_node != nEnd; ++u_node )
+ myGrid[ nbNodes++ ] = u_node->second;
+ }
+ nbNodes--; // node on vertex present in two adjacent edges
+ }
+ return nbNodes > 0;
+}
+
+//=======================================================================
+//function : Dump
+//purpose : dump end vertices
+//=======================================================================
+
+void _FaceSide::Dump() const
+{
+ if ( myChildren.empty() )
+ {
+ const char* sideNames[] = { "Q_BOTTOM", "Q_RIGHT", "Q_TOP", "Q_LEFT", "Q_CHILD", "Q_PARENT" };
+ if ( myID >= Q_BOTTOM && myID < Q_PARENT )
+ cout << sideNames[ myID ] << endl;
+ else
+ cout << "<UNDEFINED ID>" << endl;
+ TopoDS_Vertex f = FirstVertex();
+ TopoDS_Vertex l = LastVertex();
+ gp_Pnt pf = BRep_Tool::Pnt(f);
+ gp_Pnt pl = BRep_Tool::Pnt(l);
+ cout << "\t ( "<< ptr( f ) << " - " << ptr( l )<< " )"
+ << "\t ( "<< pf.X()<<", "<<pf.Y()<<", "<<pf.Z()<<" ) - "
+ << " ( "<< pl.X()<<", "<<pl.Y()<<", "<<pl.Z()<<" )"<<endl;
+ }
+ else
+ {
+ list< _FaceSide >::const_iterator side = myChildren.begin(), sideEnd = myChildren.end();
+ for ( ; side != sideEnd; ++side ) {
+ side->Dump();
+ cout << "\t";
+ }
+ }
+}