inline int GetID() const { return myID; }
///Return the type of the current element
- virtual SMDSAbs_ElementType GetType() const = 0;
- virtual SMDSAbs_EntityType GetEntityType() const = 0;
+ virtual SMDSAbs_ElementType GetType() const = 0;
+ virtual SMDSAbs_EntityType GetEntityType() const = 0;
virtual SMDSAbs_GeometryType GetGeomType() const = 0;
- virtual vtkIdType GetVtkType() const = 0;
+ virtual vtkIdType GetVtkType() const = 0;
+
virtual bool IsPoly() const { return false; }
virtual bool IsQuadratic() const;
-
virtual bool IsMediumNode(const SMDS_MeshNode* node) const;
virtual int NbCornerNodes() const;
*/
virtual int GetNodeIndex( const SMDS_MeshNode* node ) const;
- inline ShortType getMeshId() const { return myMeshId; }
- inline LongType getshapeId() const { return myShapeId; }
- inline int getIdInShape() const { return myIdInShape; }
- inline int getVtkId() const { return myVtkID; }
+ inline ShortType getMeshId() const { return myMeshId; }
+ inline LongType getshapeId() const { return myShapeId >> BITS_SHIFT; }
+ inline int getIdInShape() const { return myIdInShape; }
+ inline int getVtkId() const { return myVtkID; }
+
+ // mark this element; to be used in algos
+ inline void setIsMarked( bool is ) const;
+ inline bool isMarked() const;
/*!
* \brief Filters of elements, to be used with SMDS_SetIterator
};
protected:
- inline void setId(int id) {myID = id; }
- inline void setShapeId(LongType shapeId) {myShapeId = shapeId; }
- inline void setIdInShape(int id) { myIdInShape = id; }
- inline void setVtkId(int vtkId) { myVtkID = vtkId; }
+ inline void setId(int id) { myID = id; }
+ inline void setVtkId(int vtkId) { myVtkID = vtkId; }
+ inline void setIdInShape(int id) { myIdInShape = id; }
+ inline void setShapeId(LongType shapeId) { myShapeId = ( shapeId << BITS_SHIFT ) | ( myShapeId & BIT_IS_MARKED ); }
SMDS_MeshElement(int ID=-1);
SMDS_MeshElement(int id, ShortType meshId, LongType shapeId = 0);
virtual void init(int id = -1, ShortType meshId = -1, LongType shapeId = 0);
int myVtkID;
//! SMDS_Mesh identification in SMESH
ShortType myMeshId;
- //! SubShape and SubMesh identification in SMESHDS
+ //! SubShape and SubMesh identification in SMESHDS; one bit is used to mark the element
LongType myShapeId;
//! Element index in SMESHDS_SubMesh vector
int myIdInShape;
+
+ enum Bits { // use the 1st right bit of myShapeId to set/unset a mark
+ BIT_IS_MARKED = 1,
+ BITS_SHIFT = 1
+ };
};
+inline void SMDS_MeshElement::setIsMarked( bool is ) const
+{
+ const_cast< SMDS_MeshElement* >( this )->myShapeId = ( myShapeId & ~BIT_IS_MARKED ) | is;
+}
+inline bool SMDS_MeshElement::isMarked() const
+{
+ return myShapeId & BIT_IS_MARKED;
+}
// ============================================================
/*!
//purpose :
//=======================================================================
-SMESH_Pattern::SMESH_Pattern ()
+SMESH_Pattern::SMESH_Pattern (): myToKeepNodes(false)
{
}
bool SMESH_Pattern::Load (SMESH_Mesh* theMesh,
const TopoDS_Face& theFace,
bool theProject,
- TopoDS_Vertex the1stVertex)
+ TopoDS_Vertex the1stVertex,
+ bool theKeepNodes)
{
MESSAGE(" ::Load(face) " );
Clear();
myIs2D = true;
+ myToKeepNodes = theKeepNodes;
SMESHDS_Mesh * aMeshDS = theMesh->GetMeshDS();
SMESHDS_SubMesh * fSubMesh = aMeshDS->MeshElements( theFace );
myIsBoundaryPointsFound = true;
}
+ if ( myToKeepNodes )
+ {
+ myInNodes.resize( nodePointIDMap.size() + closeNodePointIDMap.size() );
+
+ TNodePointIDMap::iterator nIdIt = nodePointIDMap.begin();
+ for ( ; nIdIt != nodePointIDMap.end(); nIdIt++ )
+ myInNodes[ nIdIt->second ] = smdsNode( nIdIt->first );
+
+ nIdIt = closeNodePointIDMap.begin();
+ for ( ; nIdIt != closeNodePointIDMap.end(); nIdIt++ )
+ myInNodes[ nIdIt->second ] = smdsNode( nIdIt->first );
+ }
+
// Assure that U range is proportional to V range
Bnd_Box2d bndBox;
//=======================================================================
bool SMESH_Pattern::Load (SMESH_Mesh* theMesh,
- const TopoDS_Shell& theBlock)
+ const TopoDS_Shell& theBlock,
+ bool theKeepNodes)
{
MESSAGE(" ::Load(volume) " );
Clear();
myIs2D = false;
+ myToKeepNodes = theKeepNodes;
SMESHDS_SubMesh * aSubMesh;
const bool isQuadMesh = theMesh->NbVolumes( ORDER_QUADRATIC );
SMDS_NodeIteratorPtr nIt = aSubMesh->GetNodes();
if ( !nIt->more() ) continue;
- // store a node and a point
+ // store a node and a point
while ( nIt->more() ) {
const SMDS_MeshNode* node = smdsNode( nIt->next() );
if ( isQuadMesh && SMESH_MeshEditor::IsMedium( node, SMDSAbs_Volume ))
myIsBoundaryPointsFound = true;
+ if ( myToKeepNodes )
+ {
+ myInNodes.resize( nodePointIDMap.size() );
+ TNodePointIDMap::iterator nIdIt = nodePointIDMap.begin();
+ for ( ; nIdIt != nodePointIDMap.end(); nIdIt++ )
+ myInNodes[ nIdIt->second ] = smdsNode( nIdIt->first );
+ }
+
return setErrorCode( ERR_OK );
}
aMeshDS->compactMesh();
+ if ( myToKeepNodes )
+ myOutNodes.swap( nodesVector );
+
// const map<int,SMESHDS_SubMesh*>& sm = aMeshDS->SubMeshes();
// map<int,SMESHDS_SubMesh*>::const_iterator i_sm = sm.begin();
// for ( ; i_sm != sm.end(); i_sm++ )
#include "SMESH_Comment.hxx"
#include "SMESH_Gen.hxx"
#include "SMESH_Mesh.hxx"
+#include "SMESH_MeshAlgos.hxx"
#include "SMESH_MesherHelper.hxx"
#include "SMESH_Pattern.hxx"
#include "SMESH_subMesh.hxx"
#include "SMESH_subMeshEventListener.hxx"
-#include "utilities.h"
+#include <utilities.h>
#include <BRepAdaptor_Surface.hxx>
+#include <BRepMesh_Delaun.hxx>
#include <BRep_Tool.hxx>
#include <Bnd_B2d.hxx>
#include <GeomAPI_ProjectPointOnSurf.hxx>
//================================================================================
/*!
* \brief find new nodes belonging to one free border of mesh on face
- * \param sm - submesh on edge or vertex containg nodes to choose from
+ * \param sm - submesh on edge or vertex containing nodes to choose from
* \param face - the face bound by the submesh
* \param u2nodes - map to fill with nodes
* \param seamNodes - set of found nodes
{
SMESH_subMesh* faceSM = helper.GetMesh()->GetSubMesh( helper.GetSubShape() );
- if ( helper.IsDistorted2D( faceSM, /*checkUV=*/false ))
+ if ( helper.IsDistorted2D( faceSM, /*checkUV=*/true ))
{
SMESH_MeshEditor editor( helper.GetMesh() );
SMESHDS_SubMesh* smDS = faceSM->GetSubMeshDS();
return true;
}
+ typedef list< pair< const SMDS_MeshNode*, const BRepMesh_Triangle* > > TNodeTriaList;
+
+ //================================================================================
+ /*!
+ * \brief Add in-FACE nodes surrounding a given node to a queue
+ */
+ //================================================================================
+
+ void addCloseNodes( const SMDS_MeshNode* srcNode,
+ const BRepMesh_Triangle* bmTria,
+ const int srcFaceID,
+ TNodeTriaList & noTriQueue )
+ {
+ // find in-FACE nodes
+ SMDS_ElemIteratorPtr elems = srcNode->GetInverseElementIterator(SMDSAbs_Face);
+ while ( elems->more() )
+ {
+ const SMDS_MeshElement* elem = elems->next();
+ if ( elem->getshapeId() == srcFaceID )
+ {
+ for ( int i = 0, nb = elem->NbNodes(); i < nb; ++i )
+ {
+ const SMDS_MeshNode* n = elem->GetNode( i );
+ if ( !n->isMarked() )
+ noTriQueue.push_back( make_pair( n, bmTria ));
+ }
+ }
+ }
+ }
+
+ //================================================================================
+ /*!
+ * \brief Find a delauney triangle containing a given 2D point and return
+ * barycentric coordinates within the found triangle
+ */
+ //================================================================================
+
+ const BRepMesh_Triangle* findTriangle( const gp_XY& uv,
+ const BRepMesh_Triangle* bmTria,
+ Handle(BRepMesh_DataStructureOfDelaun)& triaDS,
+ double bc[3] )
+ {
+ int nodeIDs[3];
+ gp_XY nodeUVs[3];
+ int linkIDs[3];
+ Standard_Boolean ori[3];
+
+ while ( bmTria )
+ {
+ // check bmTria
+
+ triaDS->ElementNodes( *bmTria, nodeIDs );
+ nodeUVs[0] = triaDS->GetNode( nodeIDs[0] ).Coord();
+ nodeUVs[1] = triaDS->GetNode( nodeIDs[1] ).Coord();
+ nodeUVs[2] = triaDS->GetNode( nodeIDs[2] ).Coord();
+
+ SMESH_MeshAlgos::GetBarycentricCoords( uv,
+ nodeUVs[0], nodeUVs[1], nodeUVs[2],
+ bc[0], bc[1] );
+ if ( bc[0] >= 0 && bc[1] >= 0 && bc[0] + bc[1] <= 1 )
+ {
+ bc[2] = 1 - bc[0] - bc[1];
+ return bmTria;
+ }
+
+ // look for a neighbor triangle, which is adjacent to a link intersected
+ // by a segment( triangle center -> uv )
+
+ gp_XY gc = ( nodeUVs[0] + nodeUVs[1] + nodeUVs[2] ) / 3.;
+ gp_XY seg = uv - gc;
+
+ bmTria->Edges( linkIDs, ori );
+ int triaID = triaDS->IndexOf( *bmTria );
+ bmTria = 0;
+
+ for ( int i = 0; i < 3; ++i )
+ {
+ const BRepMesh_PairOfIndex & triIDs = triaDS->ElementsConnectedTo( linkIDs[i] );
+ if ( triIDs.Extent() < 2 )
+ continue; // no neighbor triangle
+
+ // check if a link intersects gc2uv
+ const BRepMesh_Edge & link = triaDS->GetLink( linkIDs[i] );
+ const BRepMesh_Vertex & n1 = triaDS->GetNode( link.FirstNode() );
+ const BRepMesh_Vertex & n2 = triaDS->GetNode( link.LastNode() );
+ gp_XY uv1 = n1.Coord();
+ gp_XY lin = n2.Coord() - uv1; // link direction
+
+ double crossSegLin = seg ^ lin;
+ if ( Abs( crossSegLin ) < std::numeric_limits<double>::min() )
+ continue; // parallel
+
+ double uSeg = ( uv1 - gc ) ^ lin / crossSegLin;
+ if ( 0. <= uSeg && uSeg <= 1. )
+ {
+ bmTria = & triaDS->GetElement( triIDs.Index( 1 + ( triIDs.Index(1) == triaID )));
+ break;
+ }
+ }
+ }
+ return bmTria;
+ }
+
+ //================================================================================
+ /*!
+ * \brief Morph mesh on the target face to lie within FACE boundary w/o distortion
+ *
+ * algo:
+ * - make a CDT on the src FACE
+ * - find a triangle containing a src node and get its barycentric coordinates
+ * - move the node to a point with the same barycentric coordinates in a corresponding
+ * tgt triangle
+ */
+ //================================================================================
+
+ bool morph( SMESH_MesherHelper& tgtHelper,
+ const TopoDS_Face& tgtFace,
+ const TopoDS_Face& srcFace,
+ const TSideVector& tgtWires,
+ const TSideVector& srcWires,
+ const TAssocTool::TNodeNodeMap& src2tgtNodes )
+ {
+ if ( srcWires.size() != tgtWires.size() ) return false;
+
+ // count boundary points
+ int iP = 1, nbP = 0;
+ for ( size_t iW = 0; iW < srcWires.size(); ++iW )
+ nbP += srcWires[iW]->NbPoints() - 1; // 1st and last points coincide
+
+ // fill boundary points
+ BRepMesh::Array1OfVertexOfDelaun srcVert( 1, 1 + nbP ), tgtVert( 1, 1 + nbP );
+ vector< const SMDS_MeshNode* > bndSrcNodes( nbP + 1 ); bndSrcNodes[0] = 0;
+ BRepMesh_Vertex v( 0, 0, BRepMesh_Frontier );
+ for ( size_t iW = 0; iW < srcWires.size(); ++iW )
+ {
+ const UVPtStructVec& srcPnt = srcWires[iW]->GetUVPtStruct();
+ const UVPtStructVec& tgtPnt = tgtWires[iW]->GetUVPtStruct();
+ if ( srcPnt.size() != tgtPnt.size() ) return false;
+
+ for ( int i = 0, nb = srcPnt.size() - 1; i < nb; ++i, ++iP )
+ {
+ bndSrcNodes[ iP ] = srcPnt[i].node;
+ srcPnt[i].node->setIsMarked( true );
+
+ v.ChangeCoord() = srcPnt[i].UV();
+ srcVert( iP ) = v;
+ v.ChangeCoord() = tgtPnt[i].UV();
+ tgtVert( iP ) = v;
+ }
+ }
+ // triangulate the srcFace in 2D
+ BRepMesh_Delaun delauney( srcVert );
+ Handle(BRepMesh_DataStructureOfDelaun) triaDS = delauney.Result();
+
+ Handle(ShapeAnalysis_Surface) tgtSurface = tgtHelper.GetSurface( tgtFace );
+ SMESHDS_Mesh* srcMesh = srcWires[0]->GetMesh()->GetMeshDS();
+ SMESHDS_Mesh* tgtMesh = tgtHelper.GetMeshDS();
+ const SMDS_MeshNode *srcNode, *tgtNode;
+ const BRepMesh_Triangle *bmTria;
+
+ // un-mark internal src nodes; later we will mark moved nodes
+ SMDS_NodeIteratorPtr nIt = srcMesh->MeshElements( srcFace )->GetNodes();
+ if ( !nIt || !nIt->more() ) return true;
+ while ( nIt->more() )
+ ( srcNode = nIt->next() )->setIsMarked( false );
+
+ // initialize a queue of nodes with starting triangles
+ const int srcFaceID = srcNode->getshapeId();
+ TNodeTriaList noTriQueue;
+ size_t iBndSrcN = 1;
+ for ( ; iBndSrcN < bndSrcNodes.size() && noTriQueue.empty(); ++iBndSrcN )
+ {
+ // get a triangle
+ const BRepMesh::ListOfInteger & linkIds = triaDS->LinksConnectedTo( iBndSrcN );
+ const BRepMesh_PairOfIndex & triaIds = triaDS->ElementsConnectedTo( linkIds.First() );
+ const BRepMesh_Triangle& tria = triaDS->GetElement( triaIds.Index(1) );
+
+ addCloseNodes( bndSrcNodes[ iBndSrcN ], &tria, srcFaceID, noTriQueue );
+ }
+
+ // Move tgt nodes
+
+ double bc[3]; // barycentric coordinates
+ int nodeIDs[3];
+ bool checkUV = true;
+ const SMDS_FacePosition* pos;
+
+ while ( !noTriQueue.empty() )
+ {
+ srcNode = noTriQueue.front().first;
+ bmTria = noTriQueue.front().second;
+ noTriQueue.pop_front();
+ if ( srcNode->isMarked() )
+ continue;
+ srcNode->setIsMarked( true );
+
+ // find a delauney triangle containing the src node
+ gp_XY uv = tgtHelper.GetNodeUV( srcFace, srcNode, NULL, &checkUV );
+ bmTria = findTriangle( uv, bmTria, triaDS, bc );
+ if ( !bmTria )
+ continue;
+
+ // compute new coordinates for a corresponding tgt node
+ gp_XY uvNew( 0., 0. ), nodeUV;
+ triaDS->ElementNodes( *bmTria, nodeIDs );
+ for ( int i = 0; i < 3; ++i )
+ uvNew += bc[i] * tgtVert( nodeIDs[i]).Coord();
+ gp_Pnt xyz = tgtSurface->Value( uvNew );
+
+ // find and move tgt node
+ TAssocTool::TNodeNodeMap::const_iterator n2n = src2tgtNodes.find( srcNode );
+ if ( n2n == src2tgtNodes.end() ) continue;
+ tgtNode = n2n->second;
+ tgtMesh->MoveNode( tgtNode, xyz.X(), xyz.Y(), xyz.Z() );
+
+ if (( pos = dynamic_cast< const SMDS_FacePosition* >( tgtNode->GetPosition() )))
+ const_cast<SMDS_FacePosition*>( pos )->SetParameters( uvNew.X(), uvNew.Y() );
+
+ addCloseNodes( srcNode, bmTria, srcFaceID, noTriQueue );
+
+ // assure that all src nodes are visited
+ for ( ; iBndSrcN < bndSrcNodes.size() && noTriQueue.empty(); ++iBndSrcN )
+ {
+ const BRepMesh::ListOfInteger & linkIds = triaDS->LinksConnectedTo( iBndSrcN );
+ const BRepMesh_PairOfIndex & triaIds = triaDS->ElementsConnectedTo( linkIds.First() );
+ const BRepMesh_Triangle& tria = triaDS->GetElement( triaIds.Index(1) );
+ addCloseNodes( bndSrcNodes[ iBndSrcN ], &tria, srcFaceID, noTriQueue );
+ }
+ }
+
+ return true;
+ }
+
//=======================================================================
/*
* Set initial association of VERTEXes for the case of projection
}
TopoDS_Face srcFace = TopoDS::Face( shape2ShapeMap( tgtFace ).Oriented(TopAbs_FORWARD));
- // orient faces
- // if ( srcMesh == tgtMesh )
- // {
- // TopoDS_Shape solid =
- // helper.GetCommonAncestor( srcFace, tgtFace, *tgtMesh, TopAbs_SOLID );
- // if ( !solid.IsNull() )
- // {
- // srcFace.Orientation( helper.GetSubShapeOri( solid, srcFace ));
- // tgtFace.Orientation( helper.GetSubShapeOri( solid, tgtFace ));
- // }
- // else if ( helper.NbAncestors( srcFace, *tgtMesh, TopAbs_SOLID ) == 1 &&
- // helper.NbAncestors( tgtFace, *tgtMesh, TopAbs_SOLID ) == 1 )
- // {
- // srcFace.Orientation( helper.GetSubShapeOri( tgtMesh->GetShapeToMesh(), srcFace ));
- // tgtFace.Orientation( helper.GetSubShapeOri( tgtMesh->GetShapeToMesh(), tgtFace ));
- // }
- // }
// ----------------------------------------------
// Assure that mesh on a source Face is computed
// ----------------------------------------------
// Load pattern from the source face
SMESH_Pattern mapper;
- mapper.Load( srcMesh, srcFace, toProjectNodes, srcV1 );
+ mapper.Load( srcMesh, srcFace, toProjectNodes, srcV1, /*keepNodes=*/true );
if ( mapper.GetErrorCode() != SMESH_Pattern::ERR_OK )
return error(COMPERR_BAD_INPUT_MESH,"Can't load mesh pattern from the source face");
if ( mapper.GetErrorCode() != SMESH_Pattern::ERR_OK )
return error("Can't make mesh by source mesh pattern");
+ // fill _src2tgtNodes
+ std::vector< const SMDS_MeshNode* > *srcNodes, *tgtNodes;
+ mapper.GetInOutNodes( srcNodes, tgtNodes );
+ size_t nbN = std::min( srcNodes->size(), tgtNodes->size() );
+ for ( size_t i = 0; i < nbN; ++i )
+ if ( (*srcNodes)[i] && (*tgtNodes)[i] )
+ _src2tgtNodes.insert( make_pair( (*srcNodes)[i], (*tgtNodes)[i] ));
+
+
} // end of projection using Pattern mapping
{
// boundary, also bad face can be created if EDGEs already discretized
// --> fix bad faces by smoothing
// ----------------------------------------------------------------
- if ( !fixDistortedFaces( helper, tgtWires ))
- return error("Invalid mesh generated");
+ if ( helper.IsDistorted2D( tgtSubMesh, /*checkUV=*/false ))
+ {
+ morph( helper, tgtFace, srcFace, tgtWires, srcWires, _src2tgtNodes );
+ if ( !fixDistortedFaces( helper, tgtWires ))
+ return error("Invalid mesh generated");
+ }
// ---------------------------
// Check elements orientation
// ---------------------------