#include "StdMeshers_QuadToTriaAdaptor.hxx"
+#include "SMDS_IteratorOnIterators.hxx"
#include "SMDS_SetIterator.hxx"
#include "SMESHDS_GroupBase.hxx"
#include "SMESH_Algo.hxx"
gp_Vec nJ = baseVec.Crossed( baJ );
// Check angle between normals
- double angle = nI.Angle( nJ );
+ double angle = nI.Angle( nJ );
bool tooClose = ( angle < 15. * M_PI / 180. );
// Check if pyramids collide
if ( !tooClose && ( baI * baJ > 0 ) && ( nI * nJ > 0 ))
{
// find out if nI points outside of PrmI or inside
- int dInd = baseNodesIndI[1] - baseNodesIndI[0];
+ int dInd = baseNodesIndI[1] - baseNodesIndI[0];
bool isOutI = ( abs(dInd)==1 ) ? dInd < 0 : dInd > 0;
- // find out sign of projection of nJ to baI
+ // find out sign of projection of baI to nJ
double proj = baI * nJ;
- tooClose = isOutI ? proj > 0 : proj < 0;
+ tooClose = ( isOutI ? proj > 0 : proj < 0 );
}
// Check if PrmI and PrmJ are in same domain
continue; // f is a base quadrangle
// check projections of face direction (baOFN) to triange normals (nI and nJ)
- gp_Vec baOFN( base1, SMESH_TNodeXYZ( otherFaceNode ));
- if ( nI * baOFN > 0 && nJ * baOFN > 0 )
+ gp_Vec baOFN( base2, SMESH_TNodeXYZ( otherFaceNode ));
+ if ( nI * baOFN > 0 && nJ * baOFN > 0 &&
+ baI* baOFN > 0 && baJ* baOFN > 0 ) // issue 0023212
{
tooClose = false; // f is between pyramids
break;
}
}
}
-
}
//================================================================================
const SMDS_MeshElement* PrmJ,
set<const SMDS_MeshNode*> & nodesToMove)
{
+ // cout << endl << "Merge " << PrmI->GetID() << " " << PrmJ->GetID() << " "
+ // << PrmI->GetNode(4) << PrmJ->GetNode(4) << endl;
const SMDS_MeshNode* Nrem = PrmJ->GetNode(4); // node to remove
//int nbJ = Nrem->NbInverseElements( SMDSAbs_Volume );
SMESH_TNodeXYZ Pj( Nrem );
vector< const SMDS_MeshElement* > inverseElems
// copy inverse elements to avoid iteration on changing container
( TStdElemIterator( CommonNode->GetInverseElementIterator(SMDSAbs_Face)), itEnd);
- for ( unsigned i = 0; i < inverseElems.size(); ++i )
+ for ( size_t i = 0; i < inverseElems.size(); ++i )
{
const SMDS_MeshElement* FI = inverseElems[i];
const SMDS_MeshElement* FJEqual = 0;
}
// set the common apex node to pyramids and triangles merged with J
+ vector< const SMDS_MeshNode* > nodes;
inverseElems.assign( TStdElemIterator( Nrem->GetInverseElementIterator()), itEnd );
- for ( unsigned i = 0; i < inverseElems.size(); ++i )
+ for ( size_t i = 0; i < inverseElems.size(); ++i )
{
const SMDS_MeshElement* elem = inverseElems[i];
- vector< const SMDS_MeshNode* > nodes( elem->begin_nodes(), elem->end_nodes() );
+ nodes.assign( elem->begin_nodes(), elem->end_nodes() );
nodes[ elem->GetType() == SMDSAbs_Volume ? PYRAM_APEX : TRIA_APEX ] = CommonNode;
GetMeshDS()->ChangeElementNodes( elem, &nodes[0], nodes.size());
}
//================================================================================
void StdMeshers_QuadToTriaAdaptor::MergeAdjacent(const SMDS_MeshElement* PrmI,
- set<const SMDS_MeshNode*>& nodesToMove)
+ set<const SMDS_MeshNode*>& nodesToMove,
+ const bool isRecursion)
{
TIDSortedElemSet adjacentPyrams;
bool mergedPyrams = false;
- for(int k=0; k<4; k++) // loop on 4 base nodes of PrmI
+ for ( int k=0; k<4; k++ ) // loop on 4 base nodes of PrmI
{
- const SMDS_MeshNode* n = PrmI->GetNode(k);
+ const SMDS_MeshNode* n = PrmI->GetNode(k);
SMDS_ElemIteratorPtr vIt = n->GetInverseElementIterator( SMDSAbs_Volume );
while ( vIt->more() )
{
const SMDS_MeshElement* PrmJ = vIt->next();
- if ( PrmJ->NbCornerNodes() != 5 || !adjacentPyrams.insert( PrmJ ).second )
+ if ( PrmJ == PrmI || PrmJ->NbCornerNodes() != 5 || !adjacentPyrams.insert( PrmJ ).second )
continue;
- if ( PrmI != PrmJ && TooCloseAdjacent( PrmI, PrmJ, GetMesh()->HasShapeToMesh() ))
+ if ( TooCloseAdjacent( PrmI, PrmJ, GetMesh()->HasShapeToMesh() ))
{
MergePiramids( PrmI, PrmJ, nodesToMove );
mergedPyrams = true;
// container of inverse elements can change
- vIt = n->GetInverseElementIterator( SMDSAbs_Volume );
+ // vIt = n->GetInverseElementIterator( SMDSAbs_Volume ); -- iterator re-implemented
}
}
}
- if ( mergedPyrams )
+ if ( mergedPyrams && !isRecursion )
{
TIDSortedElemSet::iterator prm;
for (prm = adjacentPyrams.begin(); prm != adjacentPyrams.end(); ++prm)
- MergeAdjacent( *prm, nodesToMove );
+ MergeAdjacent( *prm, nodesToMove, true );
}
}
//=======================================================================
//function : HasIntersection3
-//purpose : Auxilare for HasIntersection()
-// find intersection point between triangle (P1,P2,P3)
-// and segment [PC,P]
+//purpose : Find intersection point between a triangle (P1,P2,P3)
+// and a segment [PC,P]
//=======================================================================
static bool HasIntersection3(const gp_Pnt& P, const gp_Pnt& PC, gp_Pnt& Pint,
const gp_Pnt& P1, const gp_Pnt& P2, const gp_Pnt& P3)
{
- //cout<<"HasIntersection3"<<endl;
- //cout<<" PC("<<PC.X()<<","<<PC.Y()<<","<<PC.Z()<<")"<<endl;
- //cout<<" P("<<P.X()<<","<<P.Y()<<","<<P.Z()<<")"<<endl;
- //cout<<" P1("<<P1.X()<<","<<P1.Y()<<","<<P1.Z()<<")"<<endl;
- //cout<<" P2("<<P2.X()<<","<<P2.Y()<<","<<P2.Z()<<")"<<endl;
- //cout<<" P3("<<P3.X()<<","<<P3.Y()<<","<<P3.Z()<<")"<<endl;
- gp_Vec VP1(P1,P2);
- gp_Vec VP2(P1,P3);
- IntAna_Quadric IAQ(gp_Pln(P1,VP1.Crossed(VP2)));
- IntAna_IntConicQuad IAICQ(gp_Lin(PC,gp_Dir(gp_Vec(PC,P))),IAQ);
- if(IAICQ.IsDone()) {
- if( IAICQ.IsInQuadric() )
- return false;
- if( IAICQ.NbPoints() == 1 ) {
- gp_Pnt PIn = IAICQ.Point(1);
- const double preci = 1.e-10 * P.Distance(PC);
- // check if this point is internal for segment [PC,P]
- bool IsExternal =
- ( (PC.X()-PIn.X())*(P.X()-PIn.X()) > preci ) ||
- ( (PC.Y()-PIn.Y())*(P.Y()-PIn.Y()) > preci ) ||
- ( (PC.Z()-PIn.Z())*(P.Z()-PIn.Z()) > preci );
- if(IsExternal) {
- return false;
- }
- // check if this point is internal for triangle (P1,P2,P3)
- gp_Vec V1(PIn,P1);
- gp_Vec V2(PIn,P2);
- gp_Vec V3(PIn,P3);
- if( V1.Magnitude()<preci ||
- V2.Magnitude()<preci ||
- V3.Magnitude()<preci ) {
- Pint = PIn;
- return true;
- }
- const double angularTol = 1e-6;
- gp_Vec VC1 = V1.Crossed(V2);
- gp_Vec VC2 = V2.Crossed(V3);
- gp_Vec VC3 = V3.Crossed(V1);
- if(VC1.Magnitude()<gp::Resolution()) {
- if(VC2.IsOpposite(VC3,angularTol)) {
- return false;
- }
- }
- else if(VC2.Magnitude()<gp::Resolution()) {
- if(VC1.IsOpposite(VC3,angularTol)) {
- return false;
- }
- }
- else if(VC3.Magnitude()<gp::Resolution()) {
- if(VC1.IsOpposite(VC2,angularTol)) {
- return false;
- }
- }
- else {
- if( VC1.IsOpposite(VC2,angularTol) || VC1.IsOpposite(VC3,angularTol) ||
- VC2.IsOpposite(VC3,angularTol) ) {
- return false;
- }
- }
- Pint = PIn;
- return true;
- }
- }
+ const double EPSILON = 1e-6;
+ double segLen = P.Distance( PC );
- return false;
+ gp_XYZ orig = PC.XYZ();
+ gp_XYZ dir = ( P.XYZ() - PC.XYZ() ) / segLen;
+ gp_XYZ vert0 = P1.XYZ();
+ gp_XYZ vert1 = P2.XYZ();
+ gp_XYZ vert2 = P3.XYZ();
+
+ /* calculate distance from vert0 to ray origin */
+ gp_XYZ tvec = orig - vert0;
+
+ gp_XYZ edge1 = vert1 - vert0;
+ gp_XYZ edge2 = vert2 - vert0;
+
+ /* begin calculating determinant - also used to calculate U parameter */
+ gp_XYZ pvec = dir ^ edge2;
+
+ /* if determinant is near zero, ray lies in plane of triangle */
+ double det = edge1 * pvec;
+
+ if (det > -EPSILON && det < EPSILON)
+ return false;
+
+ /* calculate U parameter and test bounds */
+ double u = ( tvec * pvec ) / det;
+ //if (u < 0.0 || u > 1.0)
+ if (u < -EPSILON || u > 1.0 + EPSILON)
+ return false;
+
+ /* prepare to test V parameter */
+ gp_XYZ qvec = tvec ^ edge1;
+
+ /* calculate V parameter and test bounds */
+ double v = (dir * qvec) / det;
+ //if ( v < 0.0 || u + v > 1.0 )
+ if ( v < -EPSILON || u + v > 1.0 + EPSILON)
+ return false;
+
+ /* calculate t, ray intersects triangle */
+ double t = (edge2 * qvec) / det;
+
+ Pint = orig + dir * t;
+
+ return ( t > 0. && t < segLen );
}
//=======================================================================
//================================================================================
/*!
- * \brief Checks if a line segment (P,PC) intersects any mesh face.
- * \param P - first segment end
- * \param PC - second segment end (it is a gravity center of quadrangle)
- * \param Pint - (out) intersection point
+ * \brief Return allowed height of a pyramid
+ * \param Papex - optimal pyramid apex
+ * \param PC - gravity center of a quadrangle
+ * \param PN - four nodes of the quadrangle
* \param aMesh - mesh
- * \param aShape - shape to check faces on
- * \param NotCheckedFace - mesh face not to check
- * \retval bool - true if there is an intersection
+ * \param NotCheckedFace - the quadrangle face
+ * \retval double - pyramid height
*/
//================================================================================
-bool StdMeshers_QuadToTriaAdaptor::CheckIntersection (const gp_Pnt& P,
- const gp_Pnt& PC,
- gp_Pnt& Pint,
- SMESH_Mesh& aMesh,
- const TopoDS_Shape& aShape,
- const SMDS_MeshElement* NotCheckedFace)
+void StdMeshers_QuadToTriaAdaptor::LimitHeight (gp_Pnt& Papex,
+ const gp_Pnt& PC,
+ const TColgp_Array1OfPnt& PN,
+ const vector<const SMDS_MeshNode*>& FNodes,
+ SMESH_Mesh& aMesh,
+ const SMDS_MeshElement* NotCheckedFace,
+ const bool UseApexRay)
{
if ( !myElemSearcher )
myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *aMesh.GetMeshDS() );
SMESH_ElementSearcher* searcher = const_cast<SMESH_ElementSearcher*>(myElemSearcher);
- bool res = false;
- double dist = RealLast(); // find intersection closest to PC
- gp_Pnt Pres;
-
- gp_Ax1 line( P, gp_Vec(P,PC));
- vector< const SMDS_MeshElement* > suspectElems;
- searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectElems);
+ // Find intersection of faces with (P,PC) segment elongated 3 times
+ double height = Papex.Distance( PC );
+ gp_Ax1 line( PC, gp_Vec( PC, Papex ));
+ gp_Pnt Pint, Ptest;
+ vector< const SMDS_MeshElement* > suspectFaces;
TColgp_SequenceOfPnt aContour;
- for ( size_t iF = 0; iF < suspectElems.size(); ++iF )
+
+ if ( UseApexRay )
+ {
+ // find intersection closest to PC
+ Ptest = PC.XYZ() + line.Direction().XYZ() * height * 3;
+
+ searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectFaces );
+ for ( size_t iF = 0; iF < suspectFaces.size(); ++iF )
+ {
+ const SMDS_MeshElement* face = suspectFaces[iF];
+ if ( face == NotCheckedFace ) continue;
+
+ aContour.Clear();
+ for ( int i = 0, nb = face->NbCornerNodes(); i < nb; ++i )
+ aContour.Append( SMESH_TNodeXYZ( face->GetNode(i) ));
+
+ if ( HasIntersection( Ptest, PC, Pint, aContour ))
+ {
+ double dInt = PC.Distance( Pint );
+ height = Min( height, dInt / 3. );
+ }
+ }
+ }
+
+ // Find faces intersecting triangular facets of the pyramid (issue 23212)
+
+ gp_XYZ center = PC.XYZ() + line.Direction().XYZ() * height * 0.5;
+ double diameter = Max( PN(1).Distance(PN(3)), PN(2).Distance(PN(4)));
+ suspectFaces.clear();
+ searcher->GetElementsInSphere( center, diameter * 0.6, SMDSAbs_Face, suspectFaces);
+
+ const double upShift = 1.5;
+ Ptest = PC.XYZ() + line.Direction().XYZ() * height * upShift; // tmp apex
+
+ for ( size_t iF = 0; iF < suspectFaces.size(); ++iF )
{
- const SMDS_MeshElement* face = suspectElems[iF];
+ const SMDS_MeshElement* face = suspectFaces[iF];
if ( face == NotCheckedFace ) continue;
- aContour.Clear();
- for ( int i = 0; i < face->NbCornerNodes(); ++i )
- aContour.Append( SMESH_TNodeXYZ( face->GetNode(i) ));
- if ( HasIntersection(P, PC, Pres, aContour)) {
- res = true;
- double tmp = PC.Distance(Pres);
- if ( tmp < dist ) {
- Pint = Pres;
- dist = tmp;
+ if ( face->GetNodeIndex( FNodes[0] ) >= 0 ||
+ face->GetNodeIndex( FNodes[1] ) >= 0 ||
+ face->GetNodeIndex( FNodes[2] ) >= 0 ||
+ face->GetNodeIndex( FNodes[3] ) >= 0 )
+ continue; // neighbor face of the quadrangle
+
+ // limit height using points of intersection of face links with pyramid facets
+ int nbN = face->NbCornerNodes();
+ gp_Pnt P1 = SMESH_TNodeXYZ( face->GetNode( nbN-1 )); // 1st link end
+ for ( int i = 0; i < nbN; ++i )
+ {
+ gp_Pnt P2 = SMESH_TNodeXYZ( face->GetNode(i) ); // 2nd link end
+
+ for ( int iN = 1; iN <= 4; ++iN ) // loop on pyramid facets
+ {
+ if ( HasIntersection3( P1, P2, Pint, PN(iN), PN(iN+1), Ptest ))
+ {
+ height = Min( height, gp_Vec( PC, Pint ) * line.Direction() );
+ //Ptest = PC.XYZ() + line.Direction().XYZ() * height * upShift; // new tmp apex
+ }
}
+ P1 = P2;
}
}
- return res;
+
+ Papex = PC.XYZ() + line.Direction().XYZ() * height;
}
//================================================================================
vector<const SMDS_MeshElement*> myPyramids;
+ const SMESHDS_SubMesh * aSubMeshDSFace;
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
SMESH_MesherHelper helper(aMesh);
helper.IsQuadraticSubMesh(aShape);
helper.SetElementsOnShape( true );
if ( myElemSearcher ) delete myElemSearcher;
+ vector< SMDS_ElemIteratorPtr > itVec;
if ( aProxyMesh )
- myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *meshDS, aProxyMesh->GetFaces(aShape));
+ {
+ itVec.push_back( aProxyMesh->GetFaces( aShape ));
+ }
else
- myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *meshDS );
+ {
+ for ( TopExp_Explorer exp(aShape,TopAbs_FACE); exp.More(); exp.Next() )
+ if (( aSubMeshDSFace = aProxyMesh->GetSubMesh( exp.Current() )))
+ itVec.push_back( aSubMeshDSFace->GetElements() );
+ }
+ typedef
+ SMDS_IteratorOnIterators< const SMDS_MeshElement*, vector< SMDS_ElemIteratorPtr > > TIter;
+ SMDS_ElemIteratorPtr faceIt( new TIter( itVec ));
+ myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *meshDS, faceIt );
- const SMESHDS_SubMesh * aSubMeshDSFace;
TColgp_Array1OfPnt PN(1,5);
TColgp_Array1OfVec VN(1,4);
vector<const SMDS_MeshNode*> FNodes(5);
gp_Pnt PC;
gp_Vec VNorm;
- for (TopExp_Explorer exp(aShape,TopAbs_FACE);exp.More();exp.Next())
+ for ( TopExp_Explorer exp(aShape,TopAbs_FACE); exp.More(); exp.Next() )
{
const TopoDS_Shape& aShapeFace = exp.Current();
if ( aProxyMesh )
}
else {
// check possible intersection with other faces
- gp_Pnt Pint;
- gp_Vec VB(PC,PCbest);
- gp_Pnt PCbestTmp = PC.XYZ() + VB.XYZ() * 3.0;
- bool hasInters = CheckIntersection(PCbestTmp, PC, Pint, aMesh, aShape, face);
- if ( hasInters ) {
- double dist = PC.Distance(Pint)/3.;
- if ( dist < height ) {
- gp_Dir aDir( VB );
- PCbest = PC.XYZ() + aDir.XYZ() * dist;
- }
- }
+ LimitHeight( PCbest, PC, PN, FNodes, aMesh, face, /*UseApexRay=*/true );
}
// create node for PCbest
SMDS_MeshNode* NewNode = helper.AddNode( PCbest.X(), PCbest.Y(), PCbest.Z() );
gp_Pnt Pres1,Pres2;
gp_Ax1 line( PC, VNorm );
- vector< const SMDS_MeshElement* > suspectElems;
- searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectElems);
+ vector< const SMDS_MeshElement* > suspectFaces;
+ searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectFaces);
- for ( size_t iF = 0; iF < suspectElems.size(); ++iF ) {
- const SMDS_MeshElement* F = suspectElems[iF];
+ for ( size_t iF = 0; iF < suspectFaces.size(); ++iF ) {
+ const SMDS_MeshElement* F = suspectFaces[iF];
if ( F == face ) continue;
aContour.Clear();
for ( int i = 0; i < 4; ++i )
continue;
}
+ // -----------------------------------
// Case of non-degenerated quadrangle
+ // -----------------------------------
// Find pyramid peak
gp_Pnt intPnt[2];
gp_Ax1 line( PC, tmpDir );
- vector< const SMDS_MeshElement* > suspectElems;
- searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectElems);
+ vector< const SMDS_MeshElement* > suspectFaces;
+ searcher->GetElementsNearLine( line, SMDSAbs_Face, suspectFaces);
- for ( size_t iF = 0; iF < suspectElems.size(); ++iF )
+ for ( size_t iF = 0; iF < suspectFaces.size(); ++iF )
{
- const SMDS_MeshElement* F = suspectElems[iF];
+ const SMDS_MeshElement* F = suspectFaces[iF];
if ( F == face ) continue;
aContour.Clear();
int nbN = F->NbCornerNodes();
{
if( !intersected[isRev] ) continue;
double pyramidH = Min( height, PC.Distance(intPnt[isRev])/3.);
- PCbest = PC.XYZ() + tmpDir.XYZ() * (isRev ? -pyramidH : pyramidH);
+ gp_Pnt Papex = PC.XYZ() + tmpDir.XYZ() * (isRev ? -pyramidH : pyramidH);
+
+ LimitHeight( Papex, PC, PN, FNodes, aMesh, face, /*UseApexRay=*/false );
- // create node for PCbest
- SMDS_MeshNode* NewNode = helper.AddNode( PCbest.X(), PCbest.Y(), PCbest.Z() );
+ // create node for Papex
+ SMDS_MeshNode* NewNode = helper.AddNode( Papex.X(), Papex.Y(), Papex.Z() );
// add triangles to result map
- for(i=0; i<4; i++) {
+ for ( i = 0; i < 4; i++) {
SMDS_MeshFace* NewFace;
if(isRev)
NewFace = meshDS->AddFace( NewNode, FNodes[i], FNodes[i+1] );
bool StdMeshers_QuadToTriaAdaptor::Compute2ndPart(SMESH_Mesh& aMesh,
const vector<const SMDS_MeshElement*>& myPyramids)
{
- if(myPyramids.empty())
+ if ( myPyramids.empty() )
return true;
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
size_t i, j, k;
- int myShapeID = myPyramids[0]->GetNode(4)->getshapeId();
-
- if ( myElemSearcher ) delete myElemSearcher;
- myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *meshDS );
- SMESH_ElementSearcher* searcher = const_cast<SMESH_ElementSearcher*>(myElemSearcher);
+ //int myShapeID = myPyramids[0]->GetNode(4)->getshapeId();
+ {
+ SMDS_ElemIteratorPtr
+ pyramIt( new SMDS_ElementVectorIterator( myPyramids.begin(), myPyramids.end() ));
+ if ( myElemSearcher ) delete myElemSearcher;
+ myElemSearcher = SMESH_MeshAlgos::GetElementSearcher( *meshDS, pyramIt );
+ }
+ SMESH_ElementSearcher* searcher = const_cast<SMESH_ElementSearcher*>( myElemSearcher );
set<const SMDS_MeshNode*> nodesToMove;
MergeAdjacent( PrmI, nodesToMove );
}
- // iterate on all pyramids
+ // iterate on all new pyramids
+ vector< const SMDS_MeshElement* > suspectPyrams;
for ( i = 0; i < myPyramids.size(); ++i )
{
- const SMDS_MeshElement* PrmI = myPyramids[i];
+ const SMDS_MeshElement* PrmI = myPyramids[i];
+ const SMDS_MeshNode* apexI = PrmI->GetNode( PYRAM_APEX );
// compare PrmI with all the rest pyramids
// collect adjacent pyramids and nodes coordinates of PrmI
set<const SMDS_MeshElement*> checkedPyrams;
- vector<gp_Pnt> PsI(5);
- for(k=0; k<5; k++) // loop on 4 base nodes of PrmI
+ gp_Pnt PsI[5];
+ for ( k = 0; k < 5; k++ )
{
const SMDS_MeshNode* n = PrmI->GetNode(k);
PsI[k] = SMESH_TNodeXYZ( n );
}
}
+ // get pyramids to check
+ gp_XYZ PC = ( PsI[0].XYZ() + PsI[1].XYZ() + PsI[2].XYZ() + PsI[3].XYZ() ) / 4.;
+ gp_XYZ ray = PsI[4].XYZ() - PC;
+ gp_XYZ center = PC + 0.5 * ray;
+ double diameter = Max( PsI[0].Distance(PsI[2]), PsI[1].Distance(PsI[3]));
+ suspectPyrams.clear();
+ searcher->GetElementsInSphere( center, diameter * 0.6, SMDSAbs_Volume, suspectPyrams);
+
// check intersection with distant pyramids
- for(k=0; k<4; k++) // loop on 4 base nodes of PrmI
+ for ( j = 0; j < suspectPyrams.size(); ++j )
{
- gp_Vec Vtmp(PsI[k],PsI[4]);
- gp_Ax1 line( PsI[k], Vtmp );
- vector< const SMDS_MeshElement* > suspectPyrams;
- searcher->GetElementsNearLine( line, SMDSAbs_Volume, suspectPyrams);
+ const SMDS_MeshElement* PrmJ = suspectPyrams[j];
+ if ( PrmJ == PrmI )
+ continue;
+ if ( apexI == PrmJ->GetNode( PYRAM_APEX ))
+ continue; // pyramids PrmI and PrmJ already merged
+ if ( !checkedPyrams.insert( PrmJ ).second )
+ continue; // already checked
- for ( j = 0; j < suspectPyrams.size(); ++j )
- {
- const SMDS_MeshElement* PrmJ = suspectPyrams[j];
- if ( PrmJ == PrmI || PrmJ->NbCornerNodes() != 5 )
- continue;
- if ( myShapeID != PrmJ->GetNode(4)->getshapeId())
- continue; // pyramid from other SOLID
- if ( PrmI->GetNode(4) == PrmJ->GetNode(4) )
- continue; // pyramids PrmI and PrmJ already merged
- if ( !checkedPyrams.insert( PrmJ ).second )
- continue; // already checked
-
- TXyzIterator xyzIt( PrmJ->nodesIterator() );
- vector<gp_Pnt> PsJ( xyzIt, TXyzIterator() );
+ gp_Pnt PsJ[5];
+ for ( k = 0; k < 5; k++ )
+ PsJ[k] = SMESH_TNodeXYZ( PrmJ->GetNode(k) );
+ if ( ray * ( PsJ[4].XYZ() - PC ) < 0. )
+ continue; // PrmJ is below PrmI
+
+ for ( k = 0; k < 4; k++ ) // loop on 4 base nodes of PrmI
+ {
gp_Pnt Pint;
bool hasInt=false;
- for(k=0; k<4 && !hasInt; k++) {
- gp_Vec Vtmp(PsI[k],PsI[4]);
+ for ( k = 0; k < 4 && !hasInt; k++ )
+ {
+ gp_Vec Vtmp( PsI[k], PsI[ PYRAM_APEX ]);
gp_Pnt Pshift = PsI[k].XYZ() + Vtmp.XYZ() * 0.01; // base node moved a bit to apex
hasInt =
- ( HasIntersection3( Pshift, PsI[4], Pint, PsJ[0], PsJ[1], PsJ[4]) ||
- HasIntersection3( Pshift, PsI[4], Pint, PsJ[1], PsJ[2], PsJ[4]) ||
- HasIntersection3( Pshift, PsI[4], Pint, PsJ[2], PsJ[3], PsJ[4]) ||
- HasIntersection3( Pshift, PsI[4], Pint, PsJ[3], PsJ[0], PsJ[4]) );
+ ( HasIntersection3( Pshift, PsI[4], Pint, PsJ[0], PsJ[1], PsJ[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsI[4], Pint, PsJ[1], PsJ[2], PsJ[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsI[4], Pint, PsJ[2], PsJ[3], PsJ[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsI[4], Pint, PsJ[3], PsJ[0], PsJ[PYRAM_APEX]) );
}
- for(k=0; k<4 && !hasInt; k++) {
- gp_Vec Vtmp(PsJ[k],PsJ[4]);
+ for ( k = 0; k < 4 && !hasInt; k++ )
+ {
+ gp_Vec Vtmp( PsJ[k], PsJ[ PYRAM_APEX ]);
gp_Pnt Pshift = PsJ[k].XYZ() + Vtmp.XYZ() * 0.01;
hasInt =
- ( HasIntersection3( Pshift, PsJ[4], Pint, PsI[0], PsI[1], PsI[4]) ||
- HasIntersection3( Pshift, PsJ[4], Pint, PsI[1], PsI[2], PsI[4]) ||
- HasIntersection3( Pshift, PsJ[4], Pint, PsI[2], PsI[3], PsI[4]) ||
- HasIntersection3( Pshift, PsJ[4], Pint, PsI[3], PsI[0], PsI[4]) );
+ ( HasIntersection3( Pshift, PsJ[4], Pint, PsI[0], PsI[1], PsI[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsJ[4], Pint, PsI[1], PsI[2], PsI[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsJ[4], Pint, PsI[2], PsI[3], PsI[PYRAM_APEX]) ||
+ HasIntersection3( Pshift, PsJ[4], Pint, PsI[3], PsI[0], PsI[PYRAM_APEX]) );
}
if ( hasInt )
{
// count common nodes of base faces of two pyramids
int nbc = 0;
- for (k=0; k<4; k++)
+ for ( k = 0; k < 4; k++ )
nbc += int ( PrmI->GetNodeIndex( PrmJ->GetNode(k) ) >= 0 );
if ( nbc == 4 )
continue; // pyrams have a common base face
- if(nbc>0)
+ if ( nbc > 0 )
{
// Merge the two pyramids and others already merged with them
MergePiramids( PrmI, PrmJ, nodesToMove );
}
- else { // nbc==0
-
+ else // nbc==0
+ {
// decrease height of pyramids
gp_XYZ PCi(0,0,0), PCj(0,0,0);
- for(k=0; k<4; k++) {
+ for ( k = 0; k < 4; k++ ) {
PCi += PsI[k].XYZ();
PCj += PsJ[k].XYZ();
}
VN1.Scale(coef1);
VN2.Scale(coef2);
- SMDS_MeshNode* aNode1 = const_cast<SMDS_MeshNode*>(PrmI->GetNode(4));
+ SMDS_MeshNode* aNode1 = const_cast<SMDS_MeshNode*>( apexI );
aNode1->setXYZ( PCi.X()+VN1.X(), PCi.Y()+VN1.Y(), PCi.Z()+VN1.Z() );
- SMDS_MeshNode* aNode2 = const_cast<SMDS_MeshNode*>(PrmJ->GetNode(4));
+ SMDS_MeshNode* aNode2 = const_cast<SMDS_MeshNode*>(PrmJ->GetNode( PYRAM_APEX ));
aNode2->setXYZ( PCj.X()+VN2.X(), PCj.Y()+VN2.Y(), PCj.Z()+VN2.Z() );
nodesToMove.insert( aNode1 );
nodesToMove.insert( aNode2 );