#include <BRepTools_WireExplorer.hxx>
#include <BRep_Builder.hxx>
#include <BRep_Tool.hxx>
+#include <Bnd_B2d.hxx>
#include <Bnd_Box.hxx>
#include <Extrema_ExtPC.hxx>
#include <Extrema_ExtPS.hxx>
}
}
+//=======================================================================
+//function : IsUVInQuad
+//purpose : Checks if UV is in a quardilateral defined by 4 nornalized points
+//=======================================================================
+
bool SMESH_Block::TFace::IsUVInQuad( const gp_XY& uv,
const gp_XYZ& param0, const gp_XYZ& param1,
const gp_XYZ& param2, const gp_XYZ& param3 ) const
return isPntInQuad( uv, q0,q1,q2,q3);
}
+//=======================================================================
+//function : GetUVRange
+//purpose : returns UV range of the face
+//=======================================================================
+
+gp_XY SMESH_Block::TFace::GetUVRange() const
+{
+ if ( !myS ) return gp_XY(1.,1.);
+
+ Bnd_B2d bb;
+ for ( int iE = 0; iE < 4; ++iE )
+ {
+ //TColStd_Array1OfReal T(1,
+ }
+ return bb.CornerMax() - bb.CornerMin();
+}
+
//=======================================================================
//function : GetShapeCoef
//purpose :
{
start = theParamsHint;
}
- else if ( myGridComputed )
+ if ( myGridComputed )
{
double minDist = DBL_MAX;
+ if ( hasHint )
+ {
+ gp_XYZ p;
+ if ( ShellPoint( start, p ))
+ minDist = thePoint.SquareDistance( p );
+ }
gp_XYZ* bestParam = 0;
for ( int iNode = 0; iNode < 1000; iNode++ ) {
TxyzPair & prmPtn = my3x3x3GridNodes[ iNode ];
bestParam = & prmPtn.first;
}
}
- start = *bestParam;
+ if ( bestParam )
+ start = *bestParam;
}
myFaceIndex = -1;
if ( minDist > 100 * myTolerance * myTolerance )
return;
+ gp_XY uv(U,V);
+ if ( findUVByHalfDivision( thePoint, uv, tface, theParams))
+ return;
+
+ int nbGetWorstLimit = 20;
+ if ( findUVAround( thePoint, uv, tface, theParams, nbGetWorstLimit ))
+ return;
+
+ double dist2, prevSolDist = distance();
+ gp_XYZ sol = theParams;
+ for ( double delta = 1./10; delta > 0.001; delta /= 2.5, nbGetWorstLimit *= 2 )
+ {
+ for ( double y = delta; y < 1.; y += delta )
+ {
+ sol.SetCoord( tface.GetVInd(), y );
+ for ( double x = delta; x < 1.; x += delta )
+ {
+ sol.SetCoord( tface.GetUInd(), x );
+ dist2 = thePoint.SquareDistance( tface.Point( sol ));
+ if ( dist2 < prevSolDist * prevSolDist )
+ {
+ if ( findUVAround( thePoint, uv, tface, theParams, nbGetWorstLimit ))
+ return;
+ if ( distance() < 1000 * myTolerance )
+ return;
+ prevSolDist = distance();
+ }
+ }
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Finds parameters corresponding to a given UV of a given face using half-division
+ * \param [in] theUV - the UV to locate
+ * \param [in] tface - the face
+ * \param [in,out] theParams - the starting parameters to improve
+ * \return bool - \c true if found solution is within myTolerance
+ */
+//================================================================================
+
+bool SMESH_Block::findUVByHalfDivision( const gp_Pnt& thePoint,
+ const gp_XY& theUV,
+ const SMESH_Block::TFace& tface,
+ gp_XYZ& theParams)
+{
int nbGetUV = 0; // just for statistics
// find a range of parameters including the UV
double xMin, xMax, yMin, yMax;
- gp_XY uv(U,V);
//#define _DEBUG_REFINE_
#ifdef _DEBUG_REFINE_
cout << "SMESH_Block::refineParametersOnFace(): dividing Starts at dist " << distance()<< endl;
xy1.SetLinearForm( xMax, xXYZ, yMin, yXYZ );
xy2.SetLinearForm( xMax, xXYZ, yMax, yXYZ );
xy3.SetLinearForm( xMin, xXYZ, yMax, yXYZ );
- isInQuad = tface.IsUVInQuad( uv, xy0,xy1,xy2,xy3 );
+ isInQuad = tface.IsUVInQuad( theUV, xy0,xy1,xy2,xy3 );
nbGetUV += 4;
if ( !isInQuad )
{
gp_XYZ parMid1 = xMid * xXYZ + yMin * yXYZ;
gp_XYZ parMid2 = xMid * xXYZ + yMax * yXYZ;
nbGetUV += 4;
- if ( tface.IsUVInQuad( uv, xy0,parMid1,parMid2,xy3 ))
+ if ( tface.IsUVInQuad( theUV, xy0,parMid1,parMid2,xy3 ))
{
xMax = xMid;
xy1 = parMid1; xy2 = parMid2;
}
- else if ( tface.IsUVInQuad( uv, parMid1,xy1,xy2,parMid2 ))
+ else if ( tface.IsUVInQuad( theUV, parMid1,xy1,xy2,parMid2 ))
{
nbGetUV += 4;
xMin = xMid;
gp_XYZ parMid2 = xMax * xXYZ + yMid * yXYZ;
gp_XYZ parMid3 = xMin * xXYZ + yMid * yXYZ;
nbGetUV += 4;
- if ( tface.IsUVInQuad( uv, xy0,xy1,parMid2,parMid3 ))
+ if ( tface.IsUVInQuad( theUV, xy0,xy1,parMid2,parMid3 ))
{
yMax = yMid;
xy2 = parMid2; xy3 = parMid3;
}
- else if ( tface.IsUVInQuad( uv, parMid3,parMid2,xy2,xy3 ))
+ else if ( tface.IsUVInQuad( theUV, parMid3,parMid2,xy2,xy3 ))
{
nbGetUV += 4;
yMin = yMid;
cout << "SMESH_Block::refineParametersOnFace(): dividing suceeded" << endl;
cout << " nbGetUV = " << nbGetUV << endl;
#endif
- return;
+ return true;
}
}
#ifdef _DEBUG_REFINE_
cout << " nbGetUV = " << nbGetUV << endl;
#endif
- //if ( !isInQuad )
- {
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Finds parameters corresponding to a given UV of a given face by searching
+ * around the starting solution
+ * \param [in] theUV - the UV to locate
+ * \param [in] tface - the face
+ * \param [in,out] theParams - the starting parameters to improve
+ * \param [in] nbGetWorstLimit - nb of steps from the starting solution w/o improvement
+ * to stop searching in this direction
+ * \return bool - \c true if found solution is within myTolerance
+ */
+//================================================================================
+
+bool SMESH_Block::findUVAround( const gp_Pnt& thePoint,
+ const gp_XY& theUV,
+ const SMESH_Block::TFace& tface,
+ gp_XYZ& theParams,
+ int nbGetWorstLimit )
+{
#ifdef _DEBUG_REFINE_
- cout << "SMESH_Block::refineParametersOnFace(): walk around Starts at dist " << distance()<< endl;
- cout << " nbGetUV = " << (nbGetUV=0) << endl;
+ cout << "SMESH_Block::refineParametersOnFace(): walk around Starts at dist " << distance()<< endl;
+ cout << " nbGetUV = " << (nbGetUV=0) << endl;
#endif
- dx = dy = 0.01;
- xMin = theParams.Coord( tface.GetUInd() );
- yMin = theParams.Coord( tface.GetVInd() );
- yMax = yMin;
- if ( xMin + dx < 1. )
- xMax = xMin + dx;
- else
- xMax = 1, xMin = 1 - dx;
- sol = theParams;
- sol.SetCoord( tface.GetUInd(), xMax );
- sol.SetCoord( tface.GetVInd(), yMax );
- nbGetUV++;
- if ( saveBetterSolution( sol, theParams, thePoint.SquareDistance( tface.Point( sol ))))
- return;
+ const double paramTol = 0.001;
+ const double dx = 0.01, dy = 0.01;
+ double xMin = theParams.Coord( tface.GetUInd() ), xMax;
+ double yMin = theParams.Coord( tface.GetVInd() ), yMax;
+ yMax = yMin;
+ if ( xMin + dx < 1. )
+ xMax = xMin + dx;
+ else
+ xMax = 1, xMin = 1 - dx;
+ gp_XYZ sol = theParams;
+ sol.SetCoord( tface.GetUInd(), xMax );
+ sol.SetCoord( tface.GetVInd(), yMax );
+ //nbGetUV++;
+ if ( saveBetterSolution( sol, theParams, thePoint.SquareDistance( tface.Point( sol ))))
+ return true;
- int nbGetWorstLimit = 20;
- int xMaxNbGetWorst = 0, xMinNbGetWorst = 0, yMaxNbGetWorst = 0, yMinNbGetWorst = 0;
- double xMaxBestDist = 1e100, xMinBestDist = 1e100, yMaxBestDist = 1e100, yMinBestDist = 1e100;
- double x, y, bestDist, dist;
- while ( xMax - xMin < 1 || yMax - yMin < 1 )
+ int xMaxNbGetWorst = 0, xMinNbGetWorst = 0, yMaxNbGetWorst = 0, yMinNbGetWorst = 0;
+ double xMaxBestDist = 1e100, xMinBestDist = 1e100, yMaxBestDist = 1e100, yMinBestDist = 1e100;
+ double x, y, bestDist, dist;
+ while ( xMax - xMin < 1 || yMax - yMin < 1 )
+ {
+ // walk along X
+ if ( yMin > 0. )
{
- // walk along X
- if ( yMin > 0. )
+ bestDist = 1e100;
+ for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
{
- bestDist = 1e100;
- for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
- {
- y = Max( 0., yMin - dy );
- sol.SetCoord( tface.GetUInd(), x );
- sol.SetCoord( tface.GetVInd(), y );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
- sol.SetCoord( tface.GetVInd(), y + 0.5*dy );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- }
- yMin = Max(0., yMin-dy );
- yMinNbGetWorst += ( yMinBestDist < bestDist );
- yMinBestDist = Min( yMinBestDist, bestDist );
- if ( yMinNbGetWorst > nbGetWorstLimit )
- yMin = 0;
+ y = Max( 0., yMin - dy );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
+ sol.SetCoord( tface.GetVInd(), y + 0.5*dy );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
}
- if ( yMax < 1. )
+ yMin = Max(0., yMin-dy );
+ yMinNbGetWorst += ( yMinBestDist < bestDist );
+ yMinBestDist = Min( yMinBestDist, bestDist );
+ if ( yMinNbGetWorst > nbGetWorstLimit )
+ yMin = 0;
+ }
+ if ( yMax < 1. )
+ {
+ bestDist = 1e100;
+ for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
{
- bestDist = 1e100;
- for ( x = Max(0.,xMin); x <= xMax+paramTol; x += dx )
- {
- y = Min( 1., yMax + dy );
- sol.SetCoord( tface.GetUInd(), x );
- sol.SetCoord( tface.GetVInd(), y );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
- sol.SetCoord( tface.GetVInd(), y - 0.5*dy );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- }
- yMax = Min(1., yMax+dy );
- yMaxNbGetWorst += ( yMaxBestDist < bestDist );
- yMaxBestDist = Min( yMaxBestDist, bestDist );
- if ( yMaxNbGetWorst > nbGetWorstLimit )
- yMax = 1;
+ y = Min( 1., yMax + dy );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), Min( 1., x + 0.5*dx ));
+ sol.SetCoord( tface.GetVInd(), y - 0.5*dy );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
}
- // walk along Y
- if ( xMin > 0. )
+ yMax = Min(1., yMax+dy );
+ yMaxNbGetWorst += ( yMaxBestDist < bestDist );
+ yMaxBestDist = Min( yMaxBestDist, bestDist );
+ if ( yMaxNbGetWorst > nbGetWorstLimit )
+ yMax = 1;
+ }
+ // walk along Y
+ if ( xMin > 0. )
+ {
+ bestDist = 1e100;
+ for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
{
- bestDist = 1e100;
- for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
- {
- x = Max( 0., xMin - dx );
- sol.SetCoord( tface.GetUInd(), x );
- sol.SetCoord( tface.GetVInd(), y );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- sol.SetCoord( tface.GetUInd(), x + 0.5*dx );
- sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- }
- xMin = Max(0., xMin-dx );
- xMinNbGetWorst += ( xMinBestDist < bestDist );
- xMinBestDist = Min( xMinBestDist, bestDist );
- if ( xMinNbGetWorst > nbGetWorstLimit )
- xMin = 0;
+ x = Max( 0., xMin - dx );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), x + 0.5*dx );
+ sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
}
- if ( xMax < 1. )
+ xMin = Max(0., xMin-dx );
+ xMinNbGetWorst += ( xMinBestDist < bestDist );
+ xMinBestDist = Min( xMinBestDist, bestDist );
+ if ( xMinNbGetWorst > nbGetWorstLimit )
+ xMin = 0;
+ }
+ if ( xMax < 1. )
+ {
+ bestDist = 1e100;
+ for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
{
- bestDist = 1e100;
- for ( y = Max(0.,yMin); y <= yMax+paramTol; y += dy )
- {
- x = Min( 1., xMax + dx );
- sol.SetCoord( tface.GetUInd(), x );
- sol.SetCoord( tface.GetVInd(), y );
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- sol.SetCoord( tface.GetUInd(), x - 0.5*dx);
- sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
- nbGetUV++;
- dist = thePoint.SquareDistance( tface.Point( sol ));
- bestDist = Min( dist, bestDist );
- if ( saveBetterSolution( sol, theParams, dist ))
- return;
- }
- xMax = Min(1., xMax+dx );
- xMaxNbGetWorst += ( xMaxBestDist < bestDist );
- xMaxBestDist = Min( xMaxBestDist, bestDist );
- if ( xMaxNbGetWorst > nbGetWorstLimit )
- xMax = 1;
+ x = Min( 1., xMax + dx );
+ sol.SetCoord( tface.GetUInd(), x );
+ sol.SetCoord( tface.GetVInd(), y );
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
+ sol.SetCoord( tface.GetUInd(), x - 0.5*dx);
+ sol.SetCoord( tface.GetVInd(), Min( 1., y + 0.5*dy ));
+ //nbGetUV++;
+ dist = thePoint.SquareDistance( tface.Point( sol ));
+ bestDist = Min( dist, bestDist );
+ if ( saveBetterSolution( sol, theParams, dist ))
+ return true;
}
+ xMax = Min(1., xMax+dx );
+ xMaxNbGetWorst += ( xMaxBestDist < bestDist );
+ xMaxBestDist = Min( xMaxBestDist, bestDist );
+ if ( xMaxNbGetWorst > nbGetWorstLimit )
+ xMax = 1;
}
+ }
#ifdef _DEBUG_REFINE_
- cout << "SMESH_Block::refineParametersOnFace(): walk around failed at dist " << distance()<< endl;
- cout << " nbGetUV = " << nbGetUV << endl;
+ cout << "SMESH_Block::refineParametersOnFace(): walk around failed at dist " << distance()<< endl;
+ //cout << " nbGetUV = " << nbGetUV << endl;
#endif
- }
+
+ return false;
}
//================================================================================