using namespace std;
-typedef map<const SMDS_MeshNode*, const SMDS_MeshNode*> TNodeNodeMap;
-typedef map<const SMDS_MeshNode*, list<const SMDS_MeshNode*> > TNodeOfNodeListMap;
-typedef map<const SMDS_MeshElement*, list<const SMDS_MeshNode*> > TElemOfNodeListMap;
+typedef map<const SMDS_MeshNode*, const SMDS_MeshNode*> TNodeNodeMap;
+typedef map<const SMDS_MeshElement*, list<const SMDS_MeshNode*> > TElemOfNodeListMap;
+typedef map<const SMDS_MeshElement*, list<const SMDS_MeshElement*> > TElemOfElemListMap;
+typedef map<const SMDS_MeshNode*, list<const SMDS_MeshNode*> > TNodeOfNodeListMap;
+typedef TNodeOfNodeListMap::iterator TNodeOfNodeListMapItr;
+typedef map<const SMDS_MeshElement*, vector<TNodeOfNodeListMapItr> > TElemOfVecOfNnlmiMap;
//=======================================================================
//function : SMESH_MeshEditor
//=======================================================================
//function : isReverse
-//purpose :
+//purpose : Return true if normal of prevNodes is not co-directied with
+// gp_Vec(prevNodes[iNotSame],nextNodes[iNotSame]).
+// iNotSame is where prevNodes and nextNodes are different
//=======================================================================
static bool isReverse(const SMDS_MeshNode* prevNodes[],
//=======================================================================
//function : sweepElement
-//purpose :
+//purpose :
//=======================================================================
-static void sweepElement(SMESHDS_Mesh* aMesh,
- const SMDS_MeshElement* elem,
- const TNodeOfNodeListMap& mapNewNodes )
+static void sweepElement(SMESHDS_Mesh* aMesh,
+ const SMDS_MeshElement* elem,
+ const vector<TNodeOfNodeListMapItr> & newNodesItVec,
+ list<const SMDS_MeshElement*>& newElems)
{
// Loop on elem nodes:
// find new nodes and detect same nodes indices
- list<const SMDS_MeshNode*>::const_iterator itNN[ 4 ];
- const SMDS_MeshNode* prevNod[ 4 ], *nextNod[ 4 ];
- int nbSame = 0, iNotSameNode = 0, iSameNode = 0;
-
- TNodeOfNodeListMap::const_iterator mapIt;
- int iNode = 0;
- SMDS_ElemIteratorPtr itN = elem->nodesIterator();
- while ( itN->more() )
+ int nbNodes = elem->NbNodes();
+ list<const SMDS_MeshNode*>::const_iterator itNN[ nbNodes ];
+ const SMDS_MeshNode* prevNod[ nbNodes ], *nextNod[ nbNodes ];
+ int iNode, nbSame = 0, iNotSameNode = 0, iSameNode = 0;
+
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
{
- const SMDS_MeshNode* node =
- static_cast<const SMDS_MeshNode*>( itN->next() );
- mapIt = mapNewNodes.find( node );
- if ( mapIt == mapNewNodes.end() )
- return; // not duplicated node
+ TNodeOfNodeListMapItr nnIt = newNodesItVec[ iNode ];
+ const SMDS_MeshNode* node = nnIt->first;
+ const list< const SMDS_MeshNode* > & listNewNodes = nnIt->second;
+ if ( listNewNodes.empty() )
+ return;
- itNN[ iNode ] = (*mapIt).second.begin();
+ itNN[ iNode ] = listNewNodes.begin();
prevNod[ iNode ] = node;
- nextNod[ iNode ] = (*mapIt).second.front();
+ nextNod[ iNode ] = listNewNodes.front();
if ( prevNod[ iNode ] != nextNod [ iNode ])
iNotSameNode = iNode;
else {
iSameNode = iNode;
nbSame++;
}
- iNode++;
}
- int nbNodes = iNode;
if ( nbSame == nbNodes || nbSame > 2) {
MESSAGE( " Too many same nodes of element " << elem->GetID() );
return;
// check element orientation
int i0 = 0, i2 = 2;
- if ( nbNodes > 2 && isReverse( prevNod, nextNod, nbNodes, iNotSameNode )) {
-// MESSAGE("Reversed elem " << elem->GetID() );
+ if ( nbNodes > 2 && !isReverse( prevNod, nextNod, nbNodes, iNotSameNode )) {
+ //MESSAGE("Reversed elem " << elem );
i0 = 2;
i2 = 0;
if ( nbSame > 0 ) {
}
// make new elements
- int iStep, nbSteps = (*mapIt).second.size();
+ int iStep, nbSteps = newNodesItVec[ 0 ]->second.size();
for (iStep = 0; iStep < nbSteps; iStep++ )
{
// get next nodes
nextNod[ iNode ] = *itNN[ iNode ];
itNN[ iNode ]++;
}
+ SMDS_MeshElement* aNewElem = 0;
switch ( nbNodes )
{
+ case 1: { // NODE
+ if ( nbSame == 0 )
+ aNewElem = aMesh->AddEdge( prevNod[ 0 ], nextNod[ 0 ] );
+ break;
+ }
case 2: { // EDGE
if ( nbSame == 0 )
- aMesh->AddFace( prevNod[ 0 ], prevNod[ 1 ], nextNod[ 1 ], nextNod[ 0 ] );
+ aNewElem = aMesh->AddFace(prevNod[ 0 ], prevNod[ 1 ],
+ nextNod[ 1 ], nextNod[ 0 ] );
else
- aMesh->AddFace( prevNod[ 0 ], prevNod[ 1 ], nextNod[ iNotSameNode ] );
+ aNewElem = aMesh->AddFace(prevNod[ 0 ], prevNod[ 1 ],
+ nextNod[ iNotSameNode ] );
break;
}
case 3: { // TRIANGLE
- if ( nbSame == 0 ) // --- 1 pentahedron
- {
- aMesh->AddVolume (prevNod[ i2 ], prevNod[ 1 ], prevNod[ i0 ],
- nextNod[ i2 ], nextNod[ 1 ], nextNod[ i0 ] );
- }
- else if ( nbSame == 1 ) // --- 2 tetrahedrons
- {
- aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
- nextNod[ iBeforeSame ]);
- aMesh->AddVolume (nextNod[ i2 ], nextNod[ 1 ], nextNod[ i0 ],
- prevNod[ iAfterSame ]);
- }
- else // 2 same nodes: --- 1 tetrahedron
- {
- aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
- nextNod[ iNotSameNode ]);
- }
+ if ( nbSame == 0 ) // --- pentahedron
+ aNewElem = aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
+ nextNod[ i0 ], nextNod[ 1 ], nextNod[ i2 ] );
+
+ else if ( nbSame == 1 ) // --- pyramid
+ aNewElem = aMesh->AddVolume (prevNod[ iAfterSame ], prevNod[ iBeforeSame ],
+ nextNod[ iBeforeSame ], nextNod[ iAfterSame ],
+ nextNod[ iSameNode ]);
+
+ else // 2 same nodes: --- tetrahedron
+ aNewElem = aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ],
+ nextNod[ iNotSameNode ]);
break;
}
case 4: { // QUADRANGLE
- if ( nbSame == 0 ) // --- 1 hexahedron
- {
- aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ], prevNod[ 3 ],
- nextNod[ i0 ], nextNod[ 1 ], nextNod[ i2 ], nextNod[ 3 ]);
- }
- else if ( nbSame == 1 ) // --- 2 tetrahedrons + 1 pentahedron
+ if ( nbSame == 0 ) // --- hexahedron
+ aNewElem = aMesh->AddVolume (prevNod[ i0 ], prevNod[ 1 ], prevNod[ i2 ], prevNod[ 3 ],
+ nextNod[ i0 ], nextNod[ 1 ], nextNod[ i2 ], nextNod[ 3 ]);
+
+ else if ( nbSame == 1 ) // --- pyramid + pentahedron
{
- aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iSameNode ],
- prevNod[ iAfterSame ], nextNod[ iBeforeSame ]);
- aMesh->AddVolume (nextNod[ iAfterSame ], nextNod[ iSameNode ],
- nextNod[ iBeforeSame ], prevNod[ iAfterSame ]);
- aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iOpposSame ], prevNod[ iAfterSame ],
- nextNod[ iBeforeSame ], nextNod[ iOpposSame ], nextNod[ iAfterSame ] );
+ aNewElem = aMesh->AddVolume (prevNod[ iAfterSame ], prevNod[ iBeforeSame ],
+ nextNod[ iBeforeSame ], nextNod[ iAfterSame ],
+ nextNod[ iSameNode ]);
+ newElems.push_back( aNewElem );
+ aNewElem = aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iOpposSame ],
+ prevNod[ iAfterSame ], nextNod[ iBeforeSame ],
+ nextNod[ iOpposSame ], nextNod[ iAfterSame ] );
}
- else if ( nbSame == 2 ) // 1 pentahedron
+ else if ( nbSame == 2 ) // pentahedron
{
if ( prevNod[ iBeforeSame ] == nextNod[ iBeforeSame ] )
// iBeforeSame is same too
- aMesh->AddVolume (prevNod[ iOpposSame ], prevNod[ iBeforeSame ], nextNod[ iOpposSame ],
- prevNod[ iAfterSame ], prevNod[ iSameNode ], nextNod[ iAfterSame ]);
+ aNewElem = aMesh->AddVolume (prevNod[ iOpposSame ], prevNod[ iBeforeSame ],
+ nextNod[ iOpposSame ], prevNod[ iAfterSame ],
+ prevNod[ iSameNode ], nextNod[ iAfterSame ]);
else
// iAfterSame is same too
- aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iSameNode ], nextNod[ iBeforeSame ],
- prevNod[ iOpposSame ], prevNod[ iAfterSame ], nextNod[ iOpposSame ]);
+ aNewElem = aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iSameNode ],
+ nextNod[ iBeforeSame ], prevNod[ iOpposSame ],
+ prevNod[ iAfterSame ], nextNod[ iOpposSame ]);
}
break;
}
default:
return;
}
+ if ( aNewElem )
+ newElems.push_back( aNewElem );
// set new prev nodes
for ( iNode = 0; iNode < nbNodes; iNode++ )
} // for steps
}
+//=======================================================================
+//function : makeWalls
+//purpose : create 1D and 2D elements around swept elements
+//=======================================================================
+
+static void makeWalls (SMESHDS_Mesh* aMesh,
+ TNodeOfNodeListMap& mapNewNodes,
+ TElemOfElemListMap& newElemsMap,
+ TElemOfVecOfNnlmiMap& elemNewNodesMap,
+ set<const SMDS_MeshElement*>& elemSet)
+{
+ ASSERT( newElemsMap.size() == elemNewNodesMap.size() );
+
+ // Find nodes belonging to only one initial element - sweep them to get edges.
+
+ TNodeOfNodeListMapItr nList = mapNewNodes.begin();
+ for ( ; nList != mapNewNodes.end(); nList++ )
+ {
+ const SMDS_MeshNode* node =
+ static_cast<const SMDS_MeshNode*>( nList->first );
+ SMDS_ElemIteratorPtr eIt = node->GetInverseElementIterator();
+ int nbInitElems = 0;
+ while ( eIt->more() && nbInitElems < 2 )
+ if ( elemSet.find( eIt->next() ) != elemSet.end() )
+ nbInitElems++;
+ if ( nbInitElems < 2 ) {
+ vector<TNodeOfNodeListMapItr> newNodesItVec( 1, nList );
+ list<const SMDS_MeshElement*> newEdges;
+ sweepElement( aMesh, node, newNodesItVec, newEdges );
+ }
+ }
+
+ // Make a ceiling for each element ie an equal element of last new nodes.
+ // Find free links of faces - make edges and sweep them into faces.
+
+ TElemOfElemListMap::iterator itElem = newElemsMap.begin();
+ TElemOfVecOfNnlmiMap::iterator itElemNodes = elemNewNodesMap.begin();
+ for ( ; itElem != newElemsMap.end(); itElem++, itElemNodes++ )
+ {
+ const SMDS_MeshElement* elem = itElem->first;
+ vector<TNodeOfNodeListMapItr>& vecNewNodes = itElemNodes->second;
+ bool hasFreeLinks = false;
+
+ set<const SMDS_MeshElement*> avoidSet;
+ avoidSet.insert( elem );
+
+ // loop on element nodes
+ int iNode, nbNodes = vecNewNodes.size();
+ vector<const SMDS_MeshNode*> lastNewNode( nbNodes ); // to make ceiling
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
+ {
+ lastNewNode[ iNode ] = vecNewNodes[ iNode ]->second.back();
+
+ // look for free links of a face
+
+ if ( elem->GetType() == SMDSAbs_Face )
+ {
+ // get 2 nodes
+ int iNext = ( iNode + 1 == nbNodes ) ? 0 : iNode + 1;
+ const SMDS_MeshNode* n1 = vecNewNodes[ iNode ]->first;
+ const SMDS_MeshNode* n2 = vecNewNodes[ iNext ]->first;
+ // check if a link is free
+ if ( ! SMESH_MeshEditor::FindFaceInSet ( n1, n2, elemSet, avoidSet ))
+ {
+ hasFreeLinks = true;
+ // make an edge and a ceiling for a new edge
+ if ( !aMesh->FindEdge( n1, n2 ))
+ aMesh->AddEdge( n1, n2 );
+ n1 = vecNewNodes[ iNode ]->second.back();
+ n2 = vecNewNodes[ iNext ]->second.back();
+ if ( !aMesh->FindEdge( n1, n2 ))
+ aMesh->AddEdge( n1, n2 );
+ }
+ }
+ }
+ // sweep free links into faces
+
+ if ( hasFreeLinks )
+ {
+ list<const SMDS_MeshElement*> & newVolumes = itElem->second;
+ int iStep, nbSteps = vecNewNodes[0]->second.size();
+ int iVol, volNb, nbVolumesByStep = newVolumes.size() / nbSteps;
+
+ set<const SMDS_MeshNode*> initNodeSet, faceNodeSet;
+ for ( iNode = 0; iNode < nbNodes; iNode++ )
+ initNodeSet.insert( vecNewNodes[ iNode ]->first );
+
+ for ( volNb = 0; volNb < nbVolumesByStep; volNb++ )
+ {
+ list<const SMDS_MeshElement*>::iterator v = newVolumes.begin();
+ iVol = 0;
+ while ( iVol++ < volNb ) v++;
+ // find indices of free faces of a volume
+ list< int > fInd;
+ SMDS_VolumeTool vTool( *v );
+ int iF, nbF = vTool.NbFaces();
+ for ( iF = 0; iF < nbF; iF ++ )
+ if (vTool.IsFreeFace( iF ) &&
+ vTool.GetFaceNodes( iF, faceNodeSet ) &&
+ initNodeSet != faceNodeSet) // except an initial face
+ fInd.push_back( iF );
+ if ( fInd.empty() )
+ continue;
+
+ // create faces for all steps
+ for ( iStep = 0; iStep < nbSteps; iStep++ )
+ {
+ vTool.Set( *v );
+ vTool.SetExternalNormal();
+ list< int >::iterator ind = fInd.begin();
+ for ( ; ind != fInd.end(); ind++ )
+ {
+ const SMDS_MeshNode** nodes = vTool.GetFaceNodes( *ind );
+ switch ( vTool.NbFaceNodes( *ind ) ) {
+ case 3:
+ aMesh->AddFace( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ] ); break;
+ case 4:
+ aMesh->AddFace( nodes[ 0 ], nodes[ 1 ], nodes[ 2 ], nodes[ 3 ] ); break;
+ }
+ }
+ // go to the next volume
+ iVol = 0;
+ while ( iVol++ < nbVolumesByStep ) v++;
+ }
+ }
+ } // sweep free links into faces
+
+ // create a ceiling element, faces will be reversed
+
+ switch ( nbNodes ) {
+ case 2:
+ aMesh->AddEdge(lastNewNode[ 0 ], lastNewNode[ 1 ]);
+ break;
+ case 3:
+ if (!hasFreeLinks ||
+ !aMesh->FindFace( lastNewNode[ 0 ], lastNewNode[ 2 ], lastNewNode[ 1 ]))
+ aMesh->AddFace (lastNewNode[ 0 ], lastNewNode[ 2 ], lastNewNode[ 1 ]);
+ break;
+ case 4:
+ if (!hasFreeLinks ||
+ !aMesh->FindFace (lastNewNode[ 0 ], lastNewNode[ 3 ],
+ lastNewNode[ 2 ], lastNewNode[ 1 ]))
+ aMesh->AddFace (lastNewNode[ 0 ], lastNewNode[ 3 ],
+ lastNewNode[ 2 ], lastNewNode[ 1 ]);
+ break;
+ }
+
+ } // loop on elements
+}
+
//=======================================================================
//function : RotationSweep
//purpose :
const int theNbSteps,
const double theTol)
{
+ MESSAGE( "RotationSweep()");
gp_Trsf aTrsf;
aTrsf.SetRotation( theAxis, theAngle );
SMESHDS_Mesh* aMesh = GetMeshDS();
TNodeOfNodeListMap mapNewNodes;
+ TElemOfVecOfNnlmiMap mapElemNewNodes;
+ TElemOfElemListMap newElemsMap;
// loop on theElems
set< const SMDS_MeshElement* >::iterator itElem;
for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
{
- // check element type
const SMDS_MeshElement* elem = (*itElem);
- if ( !elem ||
- (elem->GetType() != SMDSAbs_Face &&
- elem->GetType() != SMDSAbs_Edge ))
+ if ( !elem )
continue;
+ vector<TNodeOfNodeListMapItr> & newNodesItVec = mapElemNewNodes[ elem ];
+ newNodesItVec.reserve( elem->NbNodes() );
// loop on elem nodes
SMDS_ElemIteratorPtr itN = elem->nodesIterator();
// check if a node has been already sweeped
const SMDS_MeshNode* node =
static_cast<const SMDS_MeshNode*>( itN->next() );
- if (mapNewNodes.find( node ) != mapNewNodes.end() )
- continue;
-
- list<const SMDS_MeshNode*>& listNewNodes = mapNewNodes[ node ];
-
- // make new nodes
- gp_XYZ aXYZ( node->X(), node->Y(), node->Z() );
- double coord[3];
- aXYZ.Coord( coord[0], coord[1], coord[2] );
- bool isOnAxis = ( aLine.SquareDistance( aXYZ ) <= aSqTol );
- const SMDS_MeshNode * newNode = node;
- for ( int i = 0; i < theNbSteps; i++ ) {
- if ( !isOnAxis ) {
- aTrsf.Transforms( coord[0], coord[1], coord[2] );
- newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ TNodeOfNodeListMapItr nIt = mapNewNodes.find( node );
+ if ( nIt == mapNewNodes.end() )
+ {
+ nIt = mapNewNodes.insert( make_pair( node, list<const SMDS_MeshNode*>() )).first;
+ list<const SMDS_MeshNode*>& listNewNodes = nIt->second;
+
+ // make new nodes
+ gp_XYZ aXYZ( node->X(), node->Y(), node->Z() );
+ double coord[3];
+ aXYZ.Coord( coord[0], coord[1], coord[2] );
+ bool isOnAxis = ( aLine.SquareDistance( aXYZ ) <= aSqTol );
+ const SMDS_MeshNode * newNode = node;
+ for ( int i = 0; i < theNbSteps; i++ ) {
+ if ( !isOnAxis ) {
+ aTrsf.Transforms( coord[0], coord[1], coord[2] );
+ newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ }
+ listNewNodes.push_back( newNode );
}
- listNewNodes.push_back( newNode );
}
+ newNodesItVec.push_back( nIt );
}
// make new elements
- sweepElement( aMesh, elem, mapNewNodes );
+ sweepElement( aMesh, elem, newNodesItVec, newElemsMap[elem] );
}
+
+ makeWalls( aMesh, mapNewNodes, newElemsMap, mapElemNewNodes, theElems );
+
}
//=======================================================================
//function : ExtrusionSweep
SMESHDS_Mesh* aMesh = GetMeshDS();
TNodeOfNodeListMap mapNewNodes;
+ TElemOfVecOfNnlmiMap mapElemNewNodes;
+ TElemOfElemListMap newElemsMap;
// loop on theElems
set< const SMDS_MeshElement* >::iterator itElem;
{
// check element type
const SMDS_MeshElement* elem = (*itElem);
- if ( !elem ||
- (elem->GetType() != SMDSAbs_Face &&
- elem->GetType() != SMDSAbs_Edge))
+ if ( !elem )
continue;
+ vector<TNodeOfNodeListMapItr> & newNodesItVec = mapElemNewNodes[ elem ];
+ newNodesItVec.reserve( elem->NbNodes() );
+
// loop on elem nodes
SMDS_ElemIteratorPtr itN = elem->nodesIterator();
while ( itN->more() ) {
// check if a node has been already sweeped
const SMDS_MeshNode* node =
static_cast<const SMDS_MeshNode*>( itN->next() );
- if (mapNewNodes.find( node ) != mapNewNodes.end() )
- continue;
-
- list<const SMDS_MeshNode*>& listNewNodes = mapNewNodes[ node ];
+ TNodeOfNodeListMap::iterator nIt = mapNewNodes.find( node );
+ if ( nIt == mapNewNodes.end() )
+ {
+ nIt = mapNewNodes.insert( make_pair( node, list<const SMDS_MeshNode*>() )).first;
+ list<const SMDS_MeshNode*>& listNewNodes = nIt->second;
- // make new nodes
- double coord[3];
- coord[0] = node->X();
- coord[1] = node->Y();
- coord[2] = node->Z();
- for ( int i = 0; i < theNbSteps; i++ ) {
- aTrsf.Transforms( coord[0], coord[1], coord[2] );
- const SMDS_MeshNode * newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
- listNewNodes.push_back( newNode );
+ // make new nodes
+ double coord[] = { node->X(), node->Y(), node->Z() };
+ for ( int i = 0; i < theNbSteps; i++ ) {
+ aTrsf.Transforms( coord[0], coord[1], coord[2] );
+ const SMDS_MeshNode * newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
+ listNewNodes.push_back( newNode );
+ }
}
+ newNodesItVec.push_back( nIt );
}
// make new elements
- sweepElement( aMesh, elem, mapNewNodes );
+ sweepElement( aMesh, elem, newNodesItVec, newElemsMap[elem] );
}
+
+ makeWalls( aMesh, mapNewNodes, newElemsMap, mapElemNewNodes, theElems );
+
}
//=======================================================================
Remove( rmElemIds, false );
}
+//=======================================================================
+//function : FindFaceInSet
+//purpose : Return a face having linked nodes n1 and n2 and which is
+// - not in avoidSet,
+// - in elemSet provided that !elemSet.empty()
+//=======================================================================
+
+const SMDS_MeshElement*
+ SMESH_MeshEditor::FindFaceInSet(const SMDS_MeshNode* n1,
+ const SMDS_MeshNode* n2,
+ const set<const SMDS_MeshElement*>& elemSet,
+ const set<const SMDS_MeshElement*>& avoidSet)
+
+{
+ SMDS_ElemIteratorPtr invElemIt = n1->GetInverseElementIterator();
+ while ( invElemIt->more() ) { // loop on inverse elements of n1
+ const SMDS_MeshElement* elem = invElemIt->next();
+ if (elem->GetType() != SMDSAbs_Face ||
+ avoidSet.find( elem ) != avoidSet.end() )
+ continue;
+ if ( !elemSet.empty() && elemSet.find( elem ) == elemSet.end())
+ continue;
+ // get face nodes and find index of n1
+ int i1, nbN = elem->NbNodes(), iNode = 0;
+ const SMDS_MeshNode* faceNodes[ nbN ], *n;
+ SMDS_ElemIteratorPtr nIt = elem->nodesIterator();
+ while ( nIt->more() ) {
+ faceNodes[ iNode ] = static_cast<const SMDS_MeshNode*>( nIt->next() );
+ if ( faceNodes[ iNode++ ] == n1 )
+ i1 = iNode - 1;
+ }
+ // find a n2 linked to n1
+ for ( iNode = 0; iNode < 2; iNode++ ) {
+ if ( iNode ) // node before n1
+ n = faceNodes[ i1 == 0 ? nbN - 1 : i1 - 1 ];
+ else // node after n1
+ n = faceNodes[ i1 + 1 == nbN ? 0 : i1 + 1 ];
+ if ( n == n2 )
+ return elem;
+ }
+ }
+ return 0;
+}
+
//=======================================================================
//function : findAdjacentFace
//purpose :
//=======================================================================
-#define CHECKIND(max,val) {if ( (val) >= (max) ) \
static const SMDS_MeshElement* findAdjacentFace(const SMDS_MeshNode* n1,
const SMDS_MeshNode* n2,
const SMDS_MeshElement* elem)
{
- SMDS_ElemIteratorPtr invElemIt = n1->facesIterator();
- while ( invElemIt->more() ) { // loop on inverse elements of n1
- const SMDS_MeshElement* adjElem = invElemIt->next();
- if ( elem != adjElem ) {
- // get face nodes and find index of n1
- int i1, nbN = adjElem->NbNodes(), iNode = 0;
- const SMDS_MeshNode* faceNodes[ nbN ], *n;
- SMDS_ElemIteratorPtr nIt = adjElem->nodesIterator();
- while ( nIt->more() ) {
- faceNodes[ iNode ] = static_cast<const SMDS_MeshNode*>( nIt->next() );
- if ( faceNodes[ iNode++ ] == n1 )
- i1 = iNode - 1;
- }
- // find a n2 linked to n1
- for ( iNode = 0; iNode < 2; iNode++ ) {
- if ( iNode ) // node before n1
- n = faceNodes[ i1 == 0 ? nbN - 1 : i1 - 1 ];
- else // node after n1
- n = faceNodes[ i1 + 1 == nbN ? 0 : i1 + 1 ];
- if ( n == n2 )
- return adjElem;
- }
- }
- }
- return 0;
+ set<const SMDS_MeshElement*> elemSet, avoidSet;
+ if ( elem )
+ avoidSet.insert ( elem );
+ SMESH_MeshEditor::FindFaceInSet( n1, n2, elemSet, avoidSet );
}
//=======================================================================