mesh_tree_hypo_source_3d_shape.png
mesh_tree_hypo_projection_3d.png
mesh_tree_hypo_projection_2d.png
+ mesh_tree_hypo_quadratic.png
mesh_build_compound.png
copy_mesh.png
mesh_node_to_point.png
return ( _inSeg->getGeomEdge( _edge->twin()->cell() ) != theNoEdgeID );
}
- // check a next segment in CW order
+ // check a next segment in CCW order
bool isSameBranch( const BndSeg& seg2 )
{
if ( !_edge || !seg2._edge )
int branchID = 1; // we code orientation as branchID sign
branchEdges.resize( branchID );
+ vector< std::pair< int, const TVDVertex* > > branchesToCheckEnd;
+
for ( size_t iE = 0; iE < bndSegsPerEdge.size(); ++iE )
{
vector< BndSeg >& bndSegs = bndSegsPerEdge[ iE ];
{
branchEdges.resize(( branchID = branchEdges.size()) + 1 );
if ( bndSegs[i]._edge && bndSegs[i]._prev )
+ {
endType.insert( make_pair( bndSegs[i]._edge->vertex1(), SMESH_MAT2d::BE_BRANCH_POINT ));
+ if ( bndSegs[i]._prev->_branchID < 0 )
+ // 0023404: a branch-point is inside a branch
+ branchesToCheckEnd.push_back( make_pair( bndSegs[i]._prev->branchID(),
+ bndSegs[i]._edge->vertex1() ));
+ }
}
else if ( bndSegs[i]._prev->_branchID )
{
}
}
+ if ( !ignoreCorners && !branchesToCheckEnd.empty() )
+ {
+ // split branches having branch-point inside
+ // (a branch-point was not detected since another branch is joined at the opposite side)
+ for ( size_t i = 0; i < branchesToCheckEnd.size(); ++i )
+ {
+ vector<const TVDEdge*> & branch = branchEdges[ branchesToCheckEnd[i].first ];
+ const TVDVertex* branchPoint = branchesToCheckEnd[i].second;
+ if ( branch.front()->vertex1() == branchPoint ||
+ branch.back ()->vertex0() == branchPoint )
+ continue; // OK - branchPoint is at a branch end
+
+ // find a MA edge where another branch begins
+ size_t iE;
+ for ( iE = 0; iE < branch.size(); ++iE )
+ if ( branch[iE]->vertex1() == branchPoint )
+ break;
+ if ( iE < branch.size() )
+ {
+ // split the branch
+ branchEdges.resize(( branchID = branchEdges.size()) + 1 );
+ vector<const TVDEdge*> & branch2 = branchEdges[ branchID ];
+ branch2.assign( branch.begin()+iE, branch.end() );
+ branch.resize( iE );
+ for ( iE = 0; iE < branch2.size(); ++iE )
+ if ( BndSeg* bs = BndSeg::getBndSegOfEdge( branch2[iE], bndSegsPerEdge ))
+ bs->setBranch( branchID, bndSegsPerEdge );
+ }
+ }
+ }
+
// join the 1st and the last branch edges if it is the same branch
// if ( bndSegs.back().branchID() != bndSegs.front().branchID() &&
// bndSegs.back().isSameBranch( bndSegs.front() ))
// br2.clear();
// }
- // remove branches ending at BE_ON_VERTEX
+ // remove branches ending at BE_ON_VERTEX and BE_END
vector<bool> isBranchRemoved( branchEdges.size(), false );
+ std::set< SMESH_MAT2d::BranchEndType > endTypeToRm;
+ endTypeToRm.insert( SMESH_MAT2d::BE_ON_VERTEX );
+ endTypeToRm.insert( SMESH_MAT2d::BE_END );
+
if ( ignoreCorners && branchEdges.size() > 2 && !branchEdges[2].empty() )
{
// find branches to remove
const TVDVertex* v0 = branchEdges[iB][0]->vertex1();
const TVDVertex* v1 = branchEdges[iB].back()->vertex0();
v2et = endType.find( v0 );
- if ( v2et != endType.end() && v2et->second == SMESH_MAT2d::BE_ON_VERTEX )
+ if ( v2et != endType.end() && endTypeToRm.count( v2et->second ))
isBranchRemoved[ iB ] = true;
v2et = endType.find( v1 );
- if ( v2et != endType.end() && v2et->second == SMESH_MAT2d::BE_ON_VERTEX )
+ if ( v2et != endType.end() && endTypeToRm.count( v2et->second ))
isBranchRemoved[ iB ] = true;
}
// try to join not removed branches into one
if ( ! ( theDivPoints[0]._iEdge == 0 &&
theDivPoints[0]._edgeParam == 0. )) // recursive call
{
- SMESH_MAT2d::BranchPoint brp( &branch, 0, 0 );
+ SMESH_MAT2d::BranchPoint brp( &branch, 0, 0. );
vector< SMESH_MAT2d::BranchPoint > divPoint( 1, brp );
vector< std::size_t > edgeIDs1(2), edgeIDs2(2);
edgeIDs1[0] = theEdgeIDs1.back();
}
}
- // project theDivPoints
+ // project theDivPoints and keep projections to merge
TMAPar2NPoints::iterator u2NP;
+ vector< TMAPar2NPoints::iterator > projToMerge;
for ( size_t i = 0; i < theDivPoints.size(); ++i )
{
if ( !branch.getParameter( theDivPoints[i], uMA ))
if ( isVertex[0] && isVertex[1] )
continue;
- bool isOppComputed = theIsEdgeComputed[ np[ iNode ]._edgeInd ];
- if ( !isOppComputed )
- continue;
+ // bool isOppComputed = theIsEdgeComputed[ np[ iNode ]._edgeInd ];
+ // if ( isOppComputed )
+ projToMerge.push_back( u2NP );
+ }
+
+ // merge projections
+
+ for ( size_t i = 0; i < projToMerge.size(); ++i )
+ {
+ u2NP = projToMerge[i];
+ const size_t iVert = get( u2NP->second, 0 )._node ? 0 : 1; // side with a VERTEX
+ const size_t iNode = 1 - iVert; // opposite (meshed?) side
// a VERTEX is projected on a meshed EDGE; there are two options:
// 1) a projected point is joined with a closet node if a strip between this and neighbor
bool isShortPrev[2], isShortNext[2], isPrevCloser[2];
TMAPar2NPoints::iterator u2NPPrev = u2NP, u2NPNext = u2NP;
--u2NPPrev; ++u2NPNext;
- // bool hasPrev = ( u2NP != thePointsOnE.begin() );
- // bool hasNext = ( u2NPNext != thePointsOnE.end() );
- // if ( !hasPrev ) u2NPPrev = u2NP0;
- // if ( !hasNext ) u2NPNext = u2NP1;
for ( int iS = 0; iS < 2; ++iS ) // side with Vertex and side with Nodes
{
NodePoint np = get( u2NP->second, iS );
double distNext = p.Distance( pNext );
double r = distPrev / ( distPrev + distNext );
isShortPrev [iS] = ( r < rShort );
- isShortNext [iS] = (( 1 - r ) > ( 1 - rShort ));
- isPrevCloser[iS] = (( r < 0.5 ) && ( u2NPPrev->first > 0 ));
+ isShortNext [iS] = (( 1 - r ) < rShort );
+ isPrevCloser[iS] = (( r < 0.5 ) && ( theSinuFace.IsRing() || u2NPPrev->first > 0 ));
}
- // if ( !hasPrev ) isShortPrev[0] = isShortPrev[1] = false;
- // if ( !hasNext ) isShortNext[0] = isShortNext[1] = false;
TMAPar2NPoints::iterator u2NPClose;
{
u2NPClose = isPrevCloser[0] ? u2NPPrev : u2NPNext;
NodePoint& npProj = get( u2NP->second, iNode ); // NP of VERTEX projection
+ NodePoint& npVert = get( u2NP->second, iVert ); // NP of VERTEX
NodePoint npCloseN = get( u2NPClose->second, iNode ); // NP close to npProj
- NodePoint npCloseV = get( u2NPClose->second, iVert ); // NP close to VERTEX
- if ( !npCloseV._node )
+ NodePoint npCloseV = get( u2NPClose->second, iVert ); // NP close to npVert
+ if ( !npCloseV._node || npCloseV._node == npVert._node )
{
npProj = npCloseN;
- thePointsOnE.erase( isPrevCloser[0] ? u2NPPrev : u2NPNext );
+ thePointsOnE.erase( u2NPClose );
continue;
}
else
{
- // can't remove the neighbor projection as it is also from VERTEX, -> option 1)
+ // can't remove the neighbor projection as it is also from VERTEX -> option 1)
}
}
// else: option 1) - wide enough -> "duplicate" existing node
</message>
<message>
<source>ICON_SMESH_TREE_HYPO_QuadraticMesh</source>
- <translation>mesh_tree_hypo_length.png</translation>
+ <translation>mesh_tree_hypo_quadratic.png</translation>
</message>
<message>
<source>ICON_SMESH_TREE_HYPO_SegmentLengthAroundVertex</source>