# then the first node in the group is kept.
# @ingroup l2_modif_trsf
def MergeNodes (self, GroupsOfNodes, NodesToKeep=[]):
- unRegister = genObjUnRegister()
- if NodesToKeep:
- if isinstance( NodesToKeep, list ) and isinstance( NodesToKeep[0], int ):
- NodesToKeep = self.GetIDSource( NodesToKeep, SMESH.NODE )
- if not isinstance( NodesToKeep, list ):
- NodesToKeep = [ NodesToKeep ]
+ # NodesToKeep are converted to SMESH_IDSource in meshEditor.MergeNodes()
self.editor.MergeNodes(GroupsOfNodes,NodesToKeep)
## Finds the elements built on the same nodes.
if hasattr( self.mesh, name ):
return getattr( self.mesh, name )
if name == "ExtrusionAlongPathObjX":
- return getattr( self.mesh, "ExtrusionAlongPathX" )
- print name, "meshEditor: attribute '%s' NOT FOUND" % name
+ return getattr( self.mesh, "ExtrusionAlongPathX" ) # other method name
+ print "meshEditor: attribute '%s' NOT FOUND" % name
return None
def __deepcopy__(self, memo=None):
new = self.__class__()
return new
+ def FindCoincidentNodes(self,*args): # a 2nd arg added (SeparateCornerAndMediumNodes)
+ if len( args ) == 1:
+ return SMESH._objref_SMESH_MeshEditor.FindCoincidentNodes( self, args[0], False )
+ return SMESH._objref_SMESH_MeshEditor.FindCoincidentNodes( self, *args )
+ def MergeNodes(self,*args): # a 2nd arg added (NodesToKeep)
+ if len( args ) == 1:
+ return SMESH._objref_SMESH_MeshEditor.MergeNodes( self, args[0], [] )
+ NodesToKeep = args[1]
+ unRegister = genObjUnRegister()
+ if NodesToKeep:
+ if isinstance( NodesToKeep, list ) and isinstance( NodesToKeep[0], int ):
+ NodesToKeep = self.MakeIDSource( NodesToKeep, SMESH.NODE )
+ if not isinstance( NodesToKeep, list ):
+ NodesToKeep = [ NodesToKeep ]
+ return SMESH._objref_SMESH_MeshEditor.MergeNodes( self, args[0], NodesToKeep )
pass
omniORB.registerObjref(SMESH._objref_SMESH_MeshEditor._NP_RepositoryId, meshEditor)
#include <Standard_ErrorHandler.hxx>
#include <Standard_Failure.hxx>
#include <TopExp_Explorer.hxx>
+#include <TopTools_IndexedMapOfShape.hxx>
#include <TopTools_MapIteratorOfMapOfShape.hxx>
#include <TopTools_MapOfShape.hxx>
#include <TopTools_SequenceOfShape.hxx>
bool Init(const TopoDS_Face& f, SMESH_Mesh& mesh );
//!< try to unite self with other face
- bool AddContinuousFace( const _QuadFaceGrid& f, const TopTools_MapOfShape& cornerVertices );
+ bool AddContinuousFace( const _QuadFaceGrid& f, const TopTools_MapOfShape& internalEdges );
//!< Try to set the side as bottom hirizontal side
bool SetBottomSide(const _FaceSide& side, int* sideIndex=0);
bool error(const SMESH_ComputeErrorPtr& err)
{ myError = err; return ( !myError || myError->IsOK() ); }
- bool isContinuousMesh(TopoDS_Edge E1, TopoDS_Edge E2, SMESH_Mesh& mesh) const;
-
- bool needContinuationAtSide( int iSide, const TopTools_MapOfShape& cornerVertices ) const;
-
bool loadCompositeGrid(SMESH_Mesh& mesh);
bool fillGrid(SMESH_Mesh& theMesh,
namespace
{
+
+ //================================================================================
+ /*!
+ * \brief Checks structure of a quadrangular mesh at the common VERTEX of two EDGEs.
+ * Returns true if there are two quadrangles near the VERTEX.
+ */
+ //================================================================================
+
+ bool isContinuousMesh(TopoDS_Edge E1,
+ TopoDS_Edge E2,
+ const TopoDS_Face& F,
+ const SMESH_Mesh& mesh)
+ {
+ if (E1.Orientation() > TopAbs_REVERSED) // INTERNAL
+ E1.Orientation( TopAbs_FORWARD );
+ if (E2.Orientation() > TopAbs_REVERSED) // INTERNAL
+ E2.Orientation( TopAbs_FORWARD );
+
+ TopoDS_Vertex V;
+ if ( !TopExp::CommonVertex( E1, E2, V )) return false;
+
+ const SMDS_MeshNode* n = SMESH_Algo::VertexNode( V, mesh.GetMeshDS() );
+ if ( !n ) return false;
+
+ SMESHDS_SubMesh* sm = mesh.GetSubMeshContaining( F )->GetSubMeshDS();
+ if ( !sm ) return false;
+
+ int nbQuads = 0;
+ SMDS_ElemIteratorPtr fIt = n->GetInverseElementIterator(SMDSAbs_Face);
+ while ( fIt->more() )
+ {
+ const SMDS_MeshElement* f = fIt->next();
+ if ( !sm->Contains( f )) continue;
+
+ if ( f->NbCornerNodes() == 4 )
+ ++nbQuads;
+ else
+ return false;
+ }
+ return nbQuads == 2;
+ }
+
//================================================================================
/*!
- * \brief Finds VERTEXes located and block corners
+ * \brief Finds VERTEXes located at block corners
*/
//================================================================================
cornerVV.Add( V );
}
}
-}
+
+ //================================================================================
+ /*!
+ * \brief Return EDGEs dividing one box side
+ */
+ //================================================================================
+
+ void getInternalEdges( SMESH_Mesh& mesh,
+ const TopoDS_Shape& shape,
+ const TopTools_MapOfShape& cornerVV,
+ TopTools_MapOfShape& internEE)
+ {
+ TopTools_IndexedMapOfShape subEE, subFF;
+ TopExp::MapShapes( shape, TopAbs_EDGE, subEE );
+ TopExp::MapShapes( shape, TopAbs_FACE, subFF );
+
+ TopoDS_Vertex VV[2];
+ TopTools_MapOfShape subChecked;
+ TopTools_MapIteratorOfMapOfShape vIt( cornerVV );
+ for ( ; vIt.More(); vIt.Next() )
+ {
+ TopoDS_Shape V0 = vIt.Key();
+ PShapeIteratorPtr riIt = SMESH_MesherHelper::GetAncestors( V0, mesh, TopAbs_EDGE );
+ while ( const TopoDS_Shape* riE = riIt->next() )
+ {
+ if ( !subEE.Contains( *riE ) || !subChecked.Add( *riE ))
+ continue;
+ TopoDS_Edge ridgeE = TopoDS::Edge( *riE );
+ while ( !ridgeE.IsNull() )
+ {
+ TopExp::Vertices( ridgeE, VV[0], VV[1] );
+ TopoDS_Shape V1 = VV[ V0.IsSame( VV[0] )];
+ if ( cornerVV.Contains( V1 ) )
+ break; // ridgeE reached a corner VERTEX
+
+ // detect internal EDGEs among those sharing V1. There can be 2, 3 or 4 EDGEs and
+ // number of internal EDGEs is N-2
+ TopoDS_Shape nextRidgeE;
+ PShapeIteratorPtr eIt = SMESH_MesherHelper::GetAncestors( V1, mesh, TopAbs_EDGE );
+ while ( const TopoDS_Shape* E = eIt->next() )
+ {
+ if ( E->IsSame( ridgeE ) || !subEE.Contains( *E ) || !subChecked.Add( *E ))
+ continue;
+ // look for FACEs sharing E and ridgeE
+ PShapeIteratorPtr fIt = SMESH_MesherHelper::GetAncestors( *E, mesh, TopAbs_FACE );
+ while ( const TopoDS_Shape* F = fIt->next() )
+ {
+ if ( !SMESH_MesherHelper::IsSubShape( ridgeE, *F ))
+ continue;
+ if ( isContinuousMesh( ridgeE, TopoDS::Edge( *E ), TopoDS::Face( *F ), mesh ))
+ {
+ nextRidgeE = *E;
+ }
+ else
+ {
+ internEE.Add( *E );
+ }
+ break;
+ }
+ }
+ // look for the next ridge EDGE
+ if ( nextRidgeE.IsNull() )
+ {
+ eIt = SMESH_MesherHelper::GetAncestors( V1, mesh, TopAbs_EDGE );
+ while ( const TopoDS_Shape* E = eIt->next() )
+ if ( !ridgeE.IsSame( *E ) && !internEE.Contains( *E ) )
+ {
+ nextRidgeE = *E;
+ break;
+ }
+ }
+ ridgeE = TopoDS::Edge( nextRidgeE );
+ V0 = V1;
+
+ } // check EDGEs around the last VERTEX of ridgeE
+ } // loop on ridge EDGEs around a corner VERTEX
+ } // loop on on corner VERTEXes
+
+ return;
+ } // getInternalEdges()
+} // namespace
//================================================================================
/*!
getBlockCorners( mesh, shape, cornerVertices );
if ( cornerVertices.Extent() != 8 )
return false;
+ TopTools_MapOfShape internalEdges;
+ getInternalEdges( mesh, shape, cornerVertices, internalEdges );
list< _QuadFaceGrid >::iterator boxFace;
TopExp_Explorer exp;
{
if ( prevContinuous )
{
- if ( prevContinuous->AddContinuousFace( *boxFace, cornerVertices ))
+ if ( prevContinuous->AddContinuousFace( *boxFace, internalEdges ))
boxFace = --boxFaces.erase( boxFace );
}
- else if ( boxFace->AddContinuousFace( f, cornerVertices ))
+ else if ( boxFace->AddContinuousFace( f, internalEdges ))
{
prevContinuous = & (*boxFace);
}
else if ( SMESH_Algo::IsContinuous( sideEdges.front(), edges.back() )) {
sideEdges.splice( sideEdges.begin(), edges, --edges.end());
}
- else if ( isContinuousMesh( sideEdges.back(), edges.front(), mesh )) {
+ else if ( isContinuousMesh( sideEdges.back(), edges.front(), f, mesh )) {
sideEdges.splice( sideEdges.end(), edges, edges.begin());
}
- else if ( isContinuousMesh( sideEdges.front(), edges.back(), mesh )) {
+ else if ( isContinuousMesh( sideEdges.front(), edges.back(), f, mesh )) {
sideEdges.splice( sideEdges.begin(), edges, --edges.end());
}
else {
//================================================================================
bool _QuadFaceGrid::AddContinuousFace( const _QuadFaceGrid& other,
- const TopTools_MapOfShape& cornerVertices)
+ const TopTools_MapOfShape& internalEdges)
{
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 an otherSide
- const double angleTol = M_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
- needContinuationAtSide( iMyCommon, cornerVertices) ||
- other.needContinuationAtSide( i, cornerVertices ))
+ if ( mySides.Contain( otherSide, &iMyCommon ) )
+ {
+ if ( internalEdges.Contains( otherSide.Edge( 0 )))
{
DUMP_VERT("Cont 1", mySides.GetSide(iMyCommon)->FirstVertex());
DUMP_VERT("Cont 2", mySides.GetSide(iMyCommon)->LastVertex());
return true;
}
-//================================================================================
-/*!
- * \brief Checks structure of a quadrangular mesh at the common VERTEX of two EDGEs.
- * Returns true if there are two quadrangles near the VERTEX.
- */
-//================================================================================
-
-bool _QuadFaceGrid::isContinuousMesh(TopoDS_Edge E1, TopoDS_Edge E2, SMESH_Mesh& mesh) const
-{
- if (E1.Orientation() > TopAbs_REVERSED) // INTERNAL
- E1.Orientation( TopAbs_FORWARD );
- if (E2.Orientation() > TopAbs_REVERSED) // INTERNAL
- E2.Orientation( TopAbs_FORWARD );
-
- TopoDS_Vertex V;
- if ( !TopExp::CommonVertex( E1, E2, V )) return false;
-
- const SMDS_MeshNode* n = SMESH_Algo::VertexNode( V, mesh.GetMeshDS() );
- if ( !n ) return false;
-
- SMESHDS_SubMesh* sm = mesh.GetSubMesh( myFace )->GetSubMeshDS();
- if ( !sm ) return false;
-
- int nbQuads = 0;
- SMDS_ElemIteratorPtr fIt = n->GetInverseElementIterator(SMDSAbs_Face);
- while ( fIt->more() )
- {
- const SMDS_MeshElement* f = fIt->next();
- if ( !sm->Contains( f )) continue;
-
- if ( f->NbCornerNodes() == 4 )
- ++nbQuads;
- else
- return false;
- }
- return nbQuads == 2;
-}
-
-//================================================================================
-/*!
- * \brief Checks if a continuation FACE is needed at a given side according to
- * presence of corner VERTEXes
- */
-//================================================================================
-
-bool _QuadFaceGrid::needContinuationAtSide( int iSide,
- const TopTools_MapOfShape& cornerVertices ) const
-{
- if ( cornerVertices.IsEmpty() )
- return false;
-
- // current solution is rough. Take more care of composite sides!
-
- // check presence of corners at iSide
- const _FaceSide* side = mySides.GetSide( iSide );
- if ( !side ) return false;
- int nbCorners = side->NbCommonVertices( cornerVertices );
- if ( nbCorners > 0 )
- return false;
-
- // check presence of corners at other sides
- nbCorners = mySides.NbCommonVertices( cornerVertices );
-
- return ( 0 < nbCorners && nbCorners <= 3 ); // if nbCorners == 2 additional check is needed!!!
-}
-
//================================================================================
/*!
* \brief Fill myGrid with nodes of patches