// std-like iterator used to get coordinates of nodes of mesh element
typedef SMDS_StdIterator< SMESH_TNodeXYZ, SMDS_ElemIteratorPtr > TXyzIterator;
-//================================================================================
-/*!
- * \brief Return ID of pyramid base face, for debug
- */
-//================================================================================
-
-int getFaceID(const SMDS_MeshElement* pyram)
-{
- if ( pyram )
- if ( const SMDS_MeshElement* f = SMDS_Mesh::FindFace( pyram->GetNode(0),
- pyram->GetNode(1),
- pyram->GetNode(2),
- pyram->GetNode(3)))
- return f->GetID();
- return -1;
-}
+// //================================================================================
+// /*!
+// * \brief Return ID of pyramid base face, for debug
+// */
+// //================================================================================
+//
+// int getFaceID(const SMDS_MeshElement* pyram)
+// {
+// if ( pyram )
+// if ( const SMDS_MeshElement* f = SMDS_Mesh::FindFace( pyram->GetNode(0),
+// pyram->GetNode(1),
+// pyram->GetNode(2),
+// pyram->GetNode(3)))
+// return f->GetID();
+// return -1;
+// }
namespace
{
*/
//================================================================================
-bool StdMeshers_QuadToTriaAdaptor::DecreaseHeightDifference( const SMDS_MeshElement* thePyram,
- const double theH2 )
-{
- const double allowedFactor2 = 2. * 2.;
-
- bool modif = false;
- myNodes[0] = thePyram->GetNode( 3 );
- for ( int i = 0; i < 4; ++i )
- {
- myNodes[1] = thePyram->GetNode( i );
- SMDS_Mesh::GetElementsByNodes( myNodes, myAdjPyrams, SMDSAbs_Volume );
- myNodes[0] = myNodes[1];
-
- for ( const SMDS_MeshElement* pyramAdj : myAdjPyrams )
- {
- if ( pyramAdj == thePyram )
- continue;
- if ( !myPyramHeight2.IsBound( pyramAdj ))
- continue;
- double h2Adj = Abs( myPyramHeight2( pyramAdj ));
- double h2 = Abs( theH2 );
- if ( h2Adj > h2 )
- {
- if ( h2 * allowedFactor2 < h2Adj )
- {
- // bind negative value to allow finding pyramids whose height must change
- myPyramHeight2.Bind( pyramAdj, - h2 * allowedFactor2 );
- modif = true;
- }
- }
- else
- {
- if ( h2Adj * allowedFactor2 < h2 )
- {
- // bind negative value to allow finding pyramids whose height must change
- myPyramHeight2.Bind( thePyram, - h2Adj * allowedFactor2 );
- modif = true;
- }
- }
- }
- }
- return modif;
-}
+// bool StdMeshers_QuadToTriaAdaptor::DecreaseHeightDifference( const SMDS_MeshElement* thePyram,
+// const double theH2 )
+// {
+// const double allowedFactor2 = 2. * 2.;
+//
+// bool modif = false;
+// myNodes[0] = thePyram->GetNode( 3 );
+// for ( int i = 0; i < 4; ++i )
+// {
+// myNodes[1] = thePyram->GetNode( i );
+// SMDS_Mesh::GetElementsByNodes( myNodes, myAdjPyrams, SMDSAbs_Volume );
+// myNodes[0] = myNodes[1];
+//
+// for ( const SMDS_MeshElement* pyramAdj : myAdjPyrams )
+// {
+// if ( pyramAdj == thePyram )
+// continue;
+// if ( !myPyramHeight2.IsBound( pyramAdj ))
+// continue;
+// double h2Adj = Abs( myPyramHeight2( pyramAdj ));
+// double h2 = Abs( theH2 );
+// if ( h2Adj > h2 )
+// {
+// if ( h2 * allowedFactor2 < h2Adj )
+// {
+// // bind negative value to allow finding pyramids whose height must change
+// myPyramHeight2.Bind( pyramAdj, - h2 * allowedFactor2 );
+// modif = true;
+// }
+// }
+// else
+// {
+// if ( h2Adj * allowedFactor2 < h2 )
+// {
+// // bind negative value to allow finding pyramids whose height must change
+// myPyramHeight2.Bind( thePyram, - h2Adj * allowedFactor2 );
+// modif = true;
+// }
+// }
+// }
+// }
+// return modif;
+// }
//================================================================================
//=======================================================================
static gp_Pnt FindBestPoint(const gp_Pnt& P1, const gp_Pnt& P2,
- const gp_Pnt& PC, const gp_Vec& V,
- double & shift)
+ const gp_Pnt& PC, const gp_Vec& V/*,
+ double & shift*/)
{
gp_Pnt Pbest = PC;
- shift = 0;
+ //shift = 0;
const double a2 = P1.SquareDistance(P2);
const double b2 = P1.SquareDistance(PC);
const double c2 = P2.SquareDistance(PC);
const double Vsize = V.Magnitude();
if ( fabs( Vsize ) > std::numeric_limits<double>::min() )
{
- shift = sqrt( a2 + (b2-c2)*(b2-c2)/16/a2 - (b2+c2)/2 );
+ const double shift = sqrt( a2 + (b2-c2)*(b2-c2)/16/a2 - (b2+c2)/2 );
Pbest.ChangeCoord() += shift * V.XYZ() / Vsize;
}
}
case QUAD:
{
if(!isRev) VNorm.Reverse();
+#if 0
//double xc = 0., yc = 0., zc = 0.;
double h, hMin = Precision::Infinite();
gp_Pnt PCbest = PC;
}
}
//gp_Pnt PCbest(xc/4., yc/4., zc/4.);
+#else
+ double xc = 0., yc = 0., zc = 0.;
+ int i = 1;
+ for(; i<=4; i++) {
+ gp_Pnt Pbest;
+ if(!isRev)
+ Pbest = FindBestPoint(PN(i), PN(i+1), PC, VN(i).Reversed());
+ else
+ Pbest = FindBestPoint(PN(i), PN(i+1), PC, VN(i));
+ xc += Pbest.X();
+ yc += Pbest.Y();
+ zc += Pbest.Z();
+ }
+ gp_Pnt PCbest(xc/4., yc/4., zc/4.);
+#endif
// check PCbest
double height = PCbest.Distance(PC);
myPyramids.push_back(aPyram);
//cout << "F" << face->GetID() << " - V" << aPyram->GetID() << endl;
- myPyramHeight2.Bind( aPyram, PCbest.SquareDistance( PC ));
+ // myPyramHeight2.Bind( aPyram, PCbest.SquareDistance( PC ));
// add triangles to result map
helper->SetElementsOnShape( false );
// -----------------------------------
// Find pyramid peak
-
+#if 0
gp_XYZ PCbest = PC.XYZ();//(0., 0., 0.); // pyramid peak
double h, hMin = Precision::Infinite();
int i = 1;
//PCbest += Pbest.XYZ();
}
//PCbest /= 4;
+#else
+ gp_XYZ PCbest(0., 0., 0.); // pyramid peak
+ int i = 1;
+ for ( ; i <= 4; i++ ) {
+ gp_Pnt Pbest = FindBestPoint(PN(i), PN(i+1), PC, VN(i));
+ PCbest += Pbest.XYZ();
+ }
+ PCbest /= 4;
+#endif
double height = PC.Distance(PCbest); // pyramid height to precise
if ( height < 1.e-6 ) {
// check adjacent pyramids
- // for ( i = 0; i < myPyramids.size(); ++i )
- // {
- // const SMDS_MeshElement* PrmI = myPyramids[i];
- // MergeAdjacent( PrmI, nodesToMove );
- // }
-
+#if 1
+ for ( i = 0; i < myPyramids.size(); ++i )
+ {
+ const SMDS_MeshElement* PrmI = myPyramids[i];
+ MergeAdjacent( PrmI, nodesToMove );
+ }
+#else
// Fix adjacent pyramids whose heights differ too much
myNodes.resize(2);
gp_Pnt newApex = gp_Pnt( PC ).Translated( h * V.Normalized() );
meshDS->MoveNode( Papex.Node(), newApex.X(), newApex.Y(), newApex.Z() );
}
+#endif
// iterate on all new pyramids
vector< const SMDS_MeshElement* > suspectPyrams;
if ( nbc == 4 )
continue; // pyrams have a common base face
- if ( nbc > 1 )
+ if (nbc > 0) //( nbc > 1 )
{
// Merge the two pyramids and others already merged with them
MergePiramids( PrmI, PrmJ, nodesToMove );
nodesToMove.insert( aNode2 );
//cout << "Limit H F" << getFaceID( PrmI ) << " - F" << getFaceID( PrmJ ) << endl;
}
+#if 1
// fix intersections that can appear after apex movement
- //MergeAdjacent( PrmI, nodesToMove );
- //MergeAdjacent( PrmJ, nodesToMove );
+ MergeAdjacent( PrmI, nodesToMove );
+ MergeAdjacent( PrmJ, nodesToMove );
+#endif
apexI = PrmI->GetNode( PYRAM_APEX ); // apexI can be removed by merge
} // loop on all pyramids
+#if 0
//smIdType nbNodes = aMesh.NbNodes();
for ( i = 0; i < myPyramids.size(); ++i )
{
const SMDS_MeshElement* PrmI = myPyramids[i];
MergeAdjacent( PrmI, nodesToMove );
}
+#endif
if( !nodesToMove.empty() && !meshDS->IsEmbeddedMode() )
{