#include "SMESH_Block.hxx"
#include "SMESH_Comment.hxx"
#include "SMESH_Gen.hxx"
+#include "SMESH_HypoFilter.hxx"
#include "SMESH_Mesh.hxx"
+#include "SMESH_MeshAlgos.hxx"
#include "SMESH_MesherHelper.hxx"
#include "SMESH_subMesh.hxx"
#include "StdMeshers_FaceSide.hxx"
#include "StdMeshers_QuadrangleParams.hxx"
#include "StdMeshers_ViscousLayers2D.hxx"
+#include <BRepClass_FaceClassifier.hxx>
#include <BRep_Tool.hxx>
#include <GeomAPI_ProjectPointOnSurf.hxx>
#include <Geom_Surface.hxx>
myTrianglePreference(false),
myTriaVertexID(-1),
myNeedSmooth(false),
+ myParams( NULL ),
myQuadType(QUAD_STANDARD),
- myHelper( 0 )
+ myHelper( NULL )
{
MESSAGE("StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D");
_name = "Quadrangle_2D";
const TopoDS_Shape& aShape,
SMESH_Hypothesis::Hypothesis_Status& aStatus)
{
- myTriaVertexID = -1;
- myQuadType = QUAD_STANDARD;
+ myTriaVertexID = -1;
+ myQuadType = QUAD_STANDARD;
myQuadranglePreference = false;
- myTrianglePreference = false;
- myQuadStruct.reset();
- myHelper = NULL;
+ myTrianglePreference = false;
+ myHelper = (SMESH_MesherHelper*)NULL;
+ myParams = NULL;
+ myQuadList.clear();
bool isOk = true;
- aStatus = SMESH_Hypothesis::HYP_OK;
+ aStatus = SMESH_Hypothesis::HYP_OK;
const list <const SMESHDS_Hypothesis * >& hyps =
GetUsedHypothesis(aMesh, aShape, false);
// First assigned hypothesis (if any) is processed now
if (hyps.size() > 0) {
aHyp = hyps.front();
- if (strcmp("QuadrangleParams", aHyp->GetName()) == 0) {
- const StdMeshers_QuadrangleParams* aHyp1 =
- (const StdMeshers_QuadrangleParams*)aHyp;
- myTriaVertexID = aHyp1->GetTriaVertex();
- myQuadType = aHyp1->GetQuadType();
+ if (strcmp("QuadrangleParams", aHyp->GetName()) == 0)
+ {
+ myParams = (const StdMeshers_QuadrangleParams*)aHyp;
+ myTriaVertexID = myParams->GetTriaVertex();
+ myQuadType = myParams->GetQuadType();
if (myQuadType == QUAD_QUADRANGLE_PREF ||
myQuadType == QUAD_QUADRANGLE_PREF_REVERSED)
myQuadranglePreference = true;
FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true );
if (!quad)
return false;
- myQuadStruct = quad;
+ myQuadList.clear();
+ myQuadList.push_back( quad );
+
+ if ( !getEnforcedUV() )
+ return false;
- bool ok = false;
+ updateDegenUV( quad );
+
+ int n1 = quad->side[0].NbPoints();
+ int n2 = quad->side[1].NbPoints();
+ int n3 = quad->side[2].NbPoints();
+ int n4 = quad->side[3].NbPoints();
+
+ enum { NOT_COMPUTED = -1, COMPUTE_FAILED = 0, COMPUTE_OK = 1 };
+ int res = NOT_COMPUTED;
if (myQuadranglePreference)
{
- int n1 = quad->side[0]->NbPoints();
- int n2 = quad->side[1]->NbPoints();
- int n3 = quad->side[2]->NbPoints();
- int n4 = quad->side[3]->NbPoints();
int nfull = n1+n2+n3+n4;
- int ntmp = nfull/2;
- ntmp = ntmp*2;
- if (nfull == ntmp && ((n1 != n3) || (n2 != n4)))
+ if ((nfull % 2) == 0 && ((n1 != n3) || (n2 != n4)))
{
// special path genarating only quandrangle faces
- ok = computeQuadPref( aMesh, F, quad );
+ res = computeQuadPref( aMesh, F, quad );
}
}
else if (myQuadType == QUAD_REDUCED)
{
- int n1 = quad->side[0]->NbPoints();
- int n2 = quad->side[1]->NbPoints();
- int n3 = quad->side[2]->NbPoints();
- int n4 = quad->side[3]->NbPoints();
int n13 = n1 - n3;
int n24 = n2 - n4;
int n13tmp = n13/2; n13tmp = n13tmp*2;
if ((n1 == n3 && n2 != n4 && n24tmp == n24) ||
(n2 == n4 && n1 != n3 && n13tmp == n13))
{
- ok = computeReduced( aMesh, F, quad );
+ res = computeReduced( aMesh, F, quad );
}
else
{
}
}
- ok = computeQuadDominant( aMesh, F, quad );
+ if ( res == NOT_COMPUTED )
+ {
+ if ( n1 != n3 || n2 != n4 )
+ res = computeTriangles( aMesh, F, quad );
+ else
+ res = computeQuadDominant( aMesh, F );
+ }
- if ( ok && myNeedSmooth )
+ if ( res == COMPUTE_OK && myNeedSmooth )
smooth( quad );
- return ok;
+ return ( res == COMPUTE_OK );
+}
+
+//================================================================================
+/*!
+ * \brief Compute quadrangles and triangles on the quad
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::computeTriangles(SMESH_Mesh& aMesh,
+ const TopoDS_Face& aFace,
+ FaceQuadStruct::Ptr quad)
+{
+ int nb = quad->side[0].grid->NbPoints();
+ int nr = quad->side[1].grid->NbPoints();
+ int nt = quad->side[2].grid->NbPoints();
+ int nl = quad->side[3].grid->NbPoints();
+
+ // rotate the quad to have nbNodeOut sides on TOP [and LEFT]
+ if ( nb > nt )
+ quad->shift( nl > nr ? 3 : 2, true );
+ else if ( nr > nl )
+ quad->shift( 1, true );
+ else if ( nl > nr )
+ quad->shift( nt > nb ? 0 : 3, true );
+
+ if ( !setNormalizedGrid( quad ))
+ return false;
+
+ if ( quad->nbNodeOut( QUAD_BOTTOM_SIDE ))
+ {
+ splitQuad( quad, 0, 1 );
+ }
+ if ( quad->nbNodeOut( QUAD_TOP_SIDE ))
+ {
+ splitQuad( quad, 0, quad->jSize-2 );
+ }
+ FaceQuadStruct::Ptr newQuad = myQuadList.back();
+ if ( quad != newQuad ) // split done
+ {
+ // make quad be a greatest one
+ if ( quad->side[ QUAD_LEFT_SIDE ].NbPoints() == 2 ||
+ quad->side[ QUAD_RIGHT_SIDE ].NbPoints() == 2 )
+ quad = newQuad;
+ if ( !setNormalizedGrid( quad ))
+ return false;
+ }
+
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ {
+ splitQuad( quad, quad->iSize-2, 0 );
+ }
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ {
+ splitQuad( quad, 1, 0 );
+ }
+
+ return computeQuadDominant( aMesh, aFace );
+}
+
+//================================================================================
+/*!
+ * \brief Compute quadrangles and possibly triangles on all quads of myQuadList
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::computeQuadDominant(SMESH_Mesh& aMesh,
+ const TopoDS_Face& aFace)
+{
+ if ( !addEnforcedNodes() )
+ return false;
+
+ std::list< FaceQuadStruct::Ptr >::iterator quad = myQuadList.begin();
+ for ( ; quad != myQuadList.end(); ++quad )
+ if ( !computeQuadDominant( aMesh, aFace, *quad ))
+ return false;
+
+ return true;
}
//================================================================================
const TopoDS_Face& aFace,
FaceQuadStruct::Ptr quad)
{
- // set normalized grid on unit square in parametric domain
+ // --- set normalized grid on unit square in parametric domain
- if (!setNormalizedGrid(aMesh, aFace, quad))
+ if ( !setNormalizedGrid( quad ))
return false;
- // --- compute 3D values on points, store points & quadrangles
-
- int nbdown = quad->side[0]->NbPoints();
- int nbup = quad->side[2]->NbPoints();
-
- int nbright = quad->side[1]->NbPoints();
- int nbleft = quad->side[3]->NbPoints();
+ // --- create nodes on points, and create quadrangles
- int nbhoriz = Min(nbdown, nbup);
- int nbvertic = Min(nbright, nbleft);
+ int nbhoriz = quad->iSize;
+ int nbvertic = quad->jSize;
// internal mesh nodes
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
- int i, j, geomFaceID = meshDS->ShapeToIndex(aFace);
- for (i = 1; i < nbhoriz - 1; i++) {
- for (j = 1; j < nbvertic - 1; j++) {
- int ij = j * nbhoriz + i;
- double u = quad->uv_grid[ij].u;
- double v = quad->uv_grid[ij].v;
- gp_Pnt P = S->Value(u, v);
- SMDS_MeshNode * node = meshDS->AddNode(P.X(), P.Y(), P.Z());
- meshDS->SetNodeOnFace(node, geomFaceID, u, v);
- quad->uv_grid[ij].node = node;
+ int i,j, geomFaceID = meshDS->ShapeToIndex(aFace);
+ for (i = 1; i < nbhoriz - 1; i++)
+ for (j = 1; j < nbvertic - 1; j++)
+ {
+ UVPtStruct& uvPnt = quad->UVPt( i, j );
+ gp_Pnt P = S->Value( uvPnt.u, uvPnt.v );
+ uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z());
+ meshDS->SetNodeOnFace( uvPnt.node, geomFaceID, uvPnt.u, uvPnt.v );
}
- }
// mesh faces
// i
// [0]
- i = 0;
int ilow = 0;
int iup = nbhoriz - 1;
- if (quad->isEdgeOut[3]) { ilow++; } else { if (quad->isEdgeOut[1]) iup--; }
+ if (quad->nbNodeOut(3)) { ilow++; } else { if (quad->nbNodeOut(1)) iup--; }
int jlow = 0;
int jup = nbvertic - 1;
- if (quad->isEdgeOut[0]) { jlow++; } else { if (quad->isEdgeOut[2]) jup--; }
+ if (quad->nbNodeOut(0)) { jlow++; } else { if (quad->nbNodeOut(2)) jup--; }
// regular quadrangles
for (i = ilow; i < iup; i++) {
for (j = jlow; j < jup; j++) {
const SMDS_MeshNode *a, *b, *c, *d;
- a = quad->uv_grid[j * nbhoriz + i ].node;
- b = quad->uv_grid[j * nbhoriz + i + 1].node;
+ a = quad->uv_grid[ j * nbhoriz + i ].node;
+ b = quad->uv_grid[ j * nbhoriz + i + 1].node;
c = quad->uv_grid[(j + 1) * nbhoriz + i + 1].node;
d = quad->uv_grid[(j + 1) * nbhoriz + i ].node;
SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d);
}
}
- const vector<UVPtStruct>& uv_e0 = quad->side[0]->GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_e1 = quad->side[1]->GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_e2 = quad->side[2]->GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_e3 = quad->side[3]->GetUVPtStruct(false,0);
+ // Boundary elements (must always be on an outer boundary of the FACE)
+
+ const vector<UVPtStruct>& uv_e0 = quad->side[0].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e1 = quad->side[1].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e2 = quad->side[2].grid->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e3 = quad->side[3].grid->GetUVPtStruct();
if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty())
return error(COMPERR_BAD_INPUT_MESH);
double eps = Precision::Confusion();
- // Boundary quadrangles
-
- if (quad->isEdgeOut[0]) {
+ int nbdown = (int) uv_e0.size();
+ int nbup = (int) uv_e2.size();
+ int nbright = (int) uv_e1.size();
+ int nbleft = (int) uv_e3.size();
+
+ if (quad->nbNodeOut(0) && nbvertic == 2)
+ {
// Down edge is out
//
// |___|___|___|___|___|___|
// number of last node of the down edge to be processed
int stop = nbdown - 1;
// if right edge is out, we will stop at a node, previous to the last one
- if (quad->isEdgeOut[1]) stop--;
-
+ //if (quad->nbNodeOut(1)) stop--;
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ quad->UVPt( nbhoriz-1, 1 ).node = uv_e1[1].node;
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ quad->UVPt( 0, 1 ).node = uv_e3[1].node;
+
// for each node of the down edge find nearest node
// in the first row of the regular grid and link them
for (i = 0; i < stop; i++) {
if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
}
else {
- splitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
// if node d is not at position g - make additional triangles
}
}
} else {
- if (quad->isEdgeOut[2]) {
+ if (quad->nbNodeOut(2) && nbvertic == 2)
+ {
// Up edge is out
//
// <-<-<-<-<-<-<-<-<-<-<-<-< -- direction of processing
int g = nbhoriz - 1; // last processed node in the regular grid
+ ilow = 0;
+ iup = nbhoriz - 1;
+
int stop = 0;
// if left edge is out, we will stop at a second node
- if (quad->isEdgeOut[3]) stop++;
+ //if (quad->nbNodeOut(3)) stop++;
+ if ( quad->nbNodeOut( QUAD_RIGHT_SIDE ))
+ quad->UVPt( nbhoriz-1, 0 ).node = uv_e1[ nbright-2 ].node;
+ if ( quad->nbNodeOut( QUAD_LEFT_SIDE ))
+ quad->UVPt( 0, 0 ).node = uv_e3[ nbleft-2 ].node;
// for each node of the up edge find nearest node
// in the first row of the regular grid and link them
if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
}
else {
- splitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
- if (near + 1 < g) { // if d not is at g - make additional triangles
+ if (near + 1 < g) { // if d is not at g - make additional triangles
for (int k = near + 1; k < g; k++) {
c = quad->uv_grid[nbhoriz*(nbvertic - 2) + k].node;
if (k + 1 > iup)
}
// right or left boundary quadrangles
- if (quad->isEdgeOut[1]) {
-// MESSAGE("right edge is out");
+ if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2)
+ {
int g = 0; // last processed node in the grid
int stop = nbright - 1;
- if (quad->isEdgeOut[2]) stop--;
- for (i = 0; i < stop; i++) {
+ i = 0;
+ if (quad->side[ QUAD_RIGHT_SIDE ].from != i ) i++;
+ if (quad->side[ QUAD_RIGHT_SIDE ].to != stop ) stop--;
+ for ( ; i < stop; i++) {
const SMDS_MeshNode *a, *b, *c, *d;
a = uv_e1[i].node;
b = uv_e1[i + 1].node;
if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
}
else {
- splitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
if (near - 1 > g) { // if d not is at g - make additional triangles
}
}
} else {
- if (quad->isEdgeOut[3]) {
+ if (quad->nbNodeOut(3) && nbhoriz == 2) {
// MESSAGE("left edge is out");
int g = nbvertic - 1; // last processed node in the grid
int stop = 0;
- if (quad->isEdgeOut[0]) stop++;
- for (i = nbleft - 1; i > stop; i--) {
+ i = nbleft - 1;
+ if (quad->side[3].from != stop ) stop++;
+ if (quad->side[3].to != i ) i--;
+ for (; i > stop; i--) {
const SMDS_MeshNode *a, *b, *c, *d;
a = uv_e3[i].node;
b = uv_e3[i - 1].node;
if (face) meshDS->SetMeshElementOnShape(face, geomFaceID);
}
else {
- splitQuad(meshDS, geomFaceID, a, b, c, d);
+ splitQuadFace(meshDS, geomFaceID, a, b, c, d);
}
if (near + 1 < g) { // if d not is at g - make additional triangles
const TopoDS_Shape & aShape,
const bool considerMesh)
{
- if ( myQuadStruct && myQuadStruct->face.IsSame( aShape ))
- return myQuadStruct;
+ if ( !myQuadList.empty() && myQuadList.front()->face.IsSame( aShape ))
+ return myQuadList.front();
TopoDS_Face F = TopoDS::Face(aShape);
if ( F.Orientation() >= TopAbs_INTERNAL ) F.Orientation( TopAbs_FORWARD );
return FaceQuadStruct::Ptr();
}
FaceQuadStruct::Ptr quad( new FaceQuadStruct );
- quad->uv_grid = 0;
quad->side.reserve(nbEdgesInWire.front());
quad->face = F;
else
sideEdges.push_back( *edgeIt++ );
if ( !sideEdges.empty() )
- quad->side.push_back(new StdMeshers_FaceSide(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh));
+ quad->side.push_back( StdMeshers_FaceSide::New(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
+ ignoreMediumNodes, myProxyMesh));
else
--iSide;
}
- const vector<UVPtStruct>& UVPSleft = quad->side[0]->GetUVPtStruct(true,0);
- /* vector<UVPtStruct>& UVPStop = */quad->side[1]->GetUVPtStruct(false,1);
- /* vector<UVPtStruct>& UVPSright = */quad->side[2]->GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& UVPSleft = quad->side[0].GetUVPtStruct(true,0);
+ /* vector<UVPtStruct>& UVPStop = */quad->side[1].GetUVPtStruct(false,1);
+ /* vector<UVPtStruct>& UVPSright = */quad->side[2].GetUVPtStruct(true,1);
const SMDS_MeshNode* aNode = UVPSleft[0].node;
- gp_Pnt2d aPnt2d(UVPSleft[0].u, UVPSleft[0].v);
- quad->side.push_back(new StdMeshers_FaceSide(quad->side[1], aNode, &aPnt2d));
+ gp_Pnt2d aPnt2d = UVPSleft[0].UV();
+ quad->side.push_back( StdMeshers_FaceSide::New( quad->side[1].grid.get(), aNode, &aPnt2d ));
myNeedSmooth = ( nbDegenEdges > 0 );
return quad;
}
}
if ( !sideEdges.empty() )
{
- quad->side.push_back(new StdMeshers_FaceSide(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh));
+ quad->side.push_back( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
+ ignoreMediumNodes, myProxyMesh ));
++iSide;
}
else if ( !SMESH_Algo::isDegenerated( *edgeIt ) && // closed EDGE
myHelper->IthVertex( 0, *edgeIt ).IsSame( myHelper->IthVertex( 1, *edgeIt )))
{
- quad->side.push_back(new StdMeshers_FaceSide(F, *edgeIt++, &aMesh, iSide < QUAD_TOP_SIDE,
- ignoreMediumNodes, myProxyMesh));
+ quad->side.push_back( StdMeshers_FaceSide::New( F, *edgeIt++, &aMesh, iSide < QUAD_TOP_SIDE,
+ ignoreMediumNodes, myProxyMesh));
++iSide;
}
+ if ( quad->side.size() == 4 )
+ break;
if ( nbLoops > 8 )
{
error(TComm("Bug: infinite loop in StdMeshers_Quadrangle_2D::CheckNbEdges()"));
if ( quad )
{
// set normalized grid on unit square in parametric domain
- if ( ! setNormalizedGrid( aMesh, TopoDS::Face( aShape ), quad))
+ if ( ! setNormalizedGrid( quad ))
quad.reset();
}
return quad;
}
-//=============================================================================
-/*!
- *
- */
-//=============================================================================
-
-faceQuadStruct::~faceQuadStruct()
-{
- for (size_t i = 0; i < side.size(); i++) {
- if (side[i]) {
- delete side[i];
- for (size_t j = i+1; j < side.size(); j++)
- if ( side[i] == side[j] )
- side[j] = 0;
- }
- }
- side.clear();
-
- if (uv_grid) {
- delete [] uv_grid;
- uv_grid = 0;
- }
-}
-
namespace
{
inline const vector<UVPtStruct>& getUVPtStructIn(FaceQuadStruct::Ptr& quad, int i, int nbSeg)
bool isXConst = (i == QUAD_BOTTOM_SIDE || i == QUAD_TOP_SIDE);
double constValue = (i == QUAD_BOTTOM_SIDE || i == QUAD_LEFT_SIDE) ? 0 : 1;
return
- quad->isEdgeOut[i] ?
- quad->side[i]->SimulateUVPtStruct(nbSeg,isXConst,constValue) :
- quad->side[i]->GetUVPtStruct(isXConst,constValue);
+ quad->nbNodeOut(i) ?
+ quad->side[i].grid->SimulateUVPtStruct(nbSeg,isXConst,constValue) :
+ quad->side[i].grid->GetUVPtStruct (isXConst,constValue);
}
inline gp_UV calcUV(double x, double y,
const gp_UV& a0,const gp_UV& a1,const gp_UV& a2,const gp_UV& a3,
*/
//=============================================================================
-bool StdMeshers_Quadrangle_2D::setNormalizedGrid (SMESH_Mesh & aMesh,
- const TopoDS_Face& aFace,
- FaceQuadStruct::Ptr & quad)
+bool StdMeshers_Quadrangle_2D::setNormalizedGrid (FaceQuadStruct::Ptr quad)
{
+ if ( !quad->uv_grid.empty() )
+ return true;
+
// Algorithme décrit dans "Génération automatique de maillages"
// P.L. GEORGE, MASSON, § 6.4.1 p. 84-85
// traitement dans le domaine paramétrique 2d u,v
// =down
//
- updateDegenUV( quad );
+ int nbhoriz = Min(quad->side[0].NbPoints(), quad->side[2].NbPoints());
+ int nbvertic = Min(quad->side[1].NbPoints(), quad->side[3].NbPoints());
- int nbhoriz = Min(quad->side[0]->NbPoints(), quad->side[2]->NbPoints());
- int nbvertic = Min(quad->side[1]->NbPoints(), quad->side[3]->NbPoints());
+ if ( myQuadList.size() == 1 )
+ {
+ // all sub-quads must have NO sides with nbNodeOut > 0
+ quad->nbNodeOut(0) = Max( 0, quad->side[0].grid->NbPoints() - quad->side[2].grid->NbPoints());
+ quad->nbNodeOut(1) = Max( 0, quad->side[1].grid->NbPoints() - quad->side[3].grid->NbPoints());
+ quad->nbNodeOut(2) = Max( 0, quad->side[2].grid->NbPoints() - quad->side[0].grid->NbPoints());
+ quad->nbNodeOut(3) = Max( 0, quad->side[3].grid->NbPoints() - quad->side[1].grid->NbPoints());
+ }
+ int from[4] = {
+ quad->side[0].from,
+ quad->side[1].from,
+ quad->side[2].from,
+ quad->side[3].from
+ };
+ const vector<UVPtStruct>& uv_e0_vec = quad->side[ 0 ].GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e1_vec = quad->side[ 1 ].GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e2_vec = quad->side[ 2 ].GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e3_vec = quad->side[ 3 ].GetUVPtStruct();
- quad->isEdgeOut[0] = (quad->side[0]->NbPoints() > quad->side[2]->NbPoints());
- quad->isEdgeOut[1] = (quad->side[1]->NbPoints() > quad->side[3]->NbPoints());
- quad->isEdgeOut[2] = (quad->side[2]->NbPoints() > quad->side[0]->NbPoints());
- quad->isEdgeOut[3] = (quad->side[3]->NbPoints() > quad->side[1]->NbPoints());
+ if (uv_e0_vec.empty() || uv_e1_vec.empty() || uv_e2_vec.empty() || uv_e3_vec.empty())
+ //return error("Can't find nodes on sides");
+ return error(COMPERR_BAD_INPUT_MESH);
- UVPtStruct *uv_grid = quad->uv_grid = new UVPtStruct[nbvertic * nbhoriz];
+ UVPtStruct* uv_e0 = (UVPtStruct*) & uv_e0_vec[0] + from[0];
+ UVPtStruct* uv_e1 = (UVPtStruct*) & uv_e1_vec[0] + from[1];
+ UVPtStruct* uv_e2 = (UVPtStruct*) & uv_e2_vec[0] + from[2];
+ UVPtStruct* uv_e3 = (UVPtStruct*) & uv_e3_vec[0] + from[3];
- const vector<UVPtStruct>& uv_e0 = getUVPtStructIn(quad, 0, nbhoriz - 1);
- const vector<UVPtStruct>& uv_e1 = getUVPtStructIn(quad, 1, nbvertic - 1);
- const vector<UVPtStruct>& uv_e2 = getUVPtStructIn(quad, 2, nbhoriz - 1);
- const vector<UVPtStruct>& uv_e3 = getUVPtStructIn(quad, 3, nbvertic - 1);
+ quad->uv_grid.resize( nbvertic * nbhoriz );
+ quad->iSize = nbhoriz;
+ quad->jSize = nbvertic;
+ UVPtStruct *uv_grid = & quad->uv_grid[0];
- if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty())
- //return error("Can't find nodes on sides");
- return error(COMPERR_BAD_INPUT_MESH);
+ quad->uv_box.Clear();
// copy data of face boundary
- {
+
+ { // BOTTOM
const int j = 0;
- for (int i = 0; i < nbhoriz; i++) // down
+ const double x0 = uv_e0[ 0 ].normParam;
+ const double dx = uv_e0[ nbhoriz-1 ].normParam - uv_e0[ 0 ].normParam;
+ for (int i = 0; i < nbhoriz; i++) { // down
+ uv_e0[i].x = ( uv_e0[i].normParam - x0 ) / dx;
+ uv_e0[i].y = 0.;
uv_grid[ j * nbhoriz + i ] = uv_e0[i];
+ quad->uv_box.Add( uv_e0[i].UV() );
+ }
}
- {
+ { // RIGHT
const int i = nbhoriz - 1;
- for (int j = 0; j < nbvertic; j++) // right
+ const double y0 = uv_e1[ 0 ].normParam;
+ const double dy = uv_e1[ nbvertic-1 ].normParam - uv_e1[ 0 ].normParam;
+ int j = 0, nb = nbvertic;
+ if ( quad->UVPt( i, j ).node ) ++j; // avoid copying from a split emulated side
+ for ( ; j < nb; j++) { // right
+ uv_e1[j].x = 1.;
+ uv_e1[j].y = ( uv_e1[j].normParam - y0 ) / dy;
uv_grid[ j * nbhoriz + i ] = uv_e1[j];
+ quad->uv_box.Add( uv_e1[j].UV() );
+ }
}
- {
+ { // TOP
const int j = nbvertic - 1;
- for (int i = 0; i < nbhoriz; i++) // up
+ const double x0 = uv_e2[ 0 ].normParam;
+ const double dx = uv_e2[ nbhoriz-1 ].normParam - uv_e2[ 0 ].normParam;
+ int i = 0, nb = nbhoriz;
+ if ( quad->UVPt( nb-1, j ).node ) --nb; // avoid copying from a split emulated side
+ for (; i < nb; i++) { // up
+ uv_e2[i].x = ( uv_e2[i].normParam - x0 ) / dx;
+ uv_e2[i].y = 1.;
uv_grid[ j * nbhoriz + i ] = uv_e2[i];
+ quad->uv_box.Add( uv_e2[i].UV() );
+ }
}
- {
+ { // LEFT
const int i = 0;
- for (int j = 0; j < nbvertic; j++) // left
+ const double y0 = uv_e3[ 0 ].normParam;
+ const double dy = uv_e3[ nbvertic-1 ].normParam - uv_e3[ 0 ].normParam;
+ int j = 0, nb = nbvertic;
+ if ( quad->UVPt( i, j ).node ) ++j; // avoid copying from a split emulated side
+ if ( quad->UVPt( i, nb-1 ).node ) --nb;
+ for ( ; j < nb; j++) { // left
+ uv_e3[j].x = 0.;
+ uv_e3[j].y = ( uv_e3[j].normParam - y0 ) / dy;
uv_grid[ j * nbhoriz + i ] = uv_e3[j];
+ quad->uv_box.Add( uv_e3[j].UV() );
+ }
}
// normalized 2d parameters on grid
- for (int i = 0; i < nbhoriz; i++) {
- for (int j = 0; j < nbvertic; j++) {
- int ij = j * nbhoriz + i;
- // --- droite i cste : x = x0 + y(x1-x0)
- double x0 = uv_e0[i].normParam; // bas - sud
- double x1 = uv_e2[i].normParam; // haut - nord
- // --- droite j cste : y = y0 + x(y1-y0)
- double y0 = uv_e3[j].normParam; // gauche - ouest
- double y1 = uv_e1[j].normParam; // droite - est
+ for (int i = 1; i < nbhoriz-1; i++)
+ {
+ const double x0 = uv_e0[i].x;
+ const double x1 = uv_e2[i].x;
+ for (int j = 1; j < nbvertic-1; j++)
+ {
+ const double y0 = uv_e3[j].y;
+ const double y1 = uv_e1[j].y;
// --- intersection : x=x0+(y0+x(y1-y0))(x1-x0)
double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
double y = y0 + x * (y1 - y0);
+ int ij = j * nbhoriz + i;
uv_grid[ij].x = x;
uv_grid[ij].y = y;
+ uv_grid[ij].node = NULL;
}
}
// projection on 2d domain (u,v)
- gp_UV a0 (uv_e0.front().u, uv_e0.front().v);
- gp_UV a1 (uv_e0.back().u, uv_e0.back().v );
- gp_UV a2 (uv_e2.back().u, uv_e2.back().v );
- gp_UV a3 (uv_e2.front().u, uv_e2.front().v);
+ gp_UV a0 = uv_e0[0 ].UV();
+ gp_UV a1 = uv_e0[nbhoriz-1].UV();
+ gp_UV a2 = uv_e2[nbhoriz-1].UV();
+ gp_UV a3 = uv_e2[0 ].UV();
- for (int i = 0; i < nbhoriz; i++)
+ for (int i = 1; i < nbhoriz-1; i++)
{
- gp_UV p0( uv_e0[i].u, uv_e0[i].v );
- gp_UV p2( uv_e2[i].u, uv_e2[i].v );
- for (int j = 0; j < nbvertic; j++)
+ gp_UV p0 = uv_e0[i].UV();
+ gp_UV p2 = uv_e2[i].UV();
+ for (int j = 1; j < nbvertic-1; j++)
{
- gp_UV p1( uv_e1[j].u, uv_e1[j].v );
- gp_UV p3( uv_e3[j].u, uv_e3[j].v );
+ gp_UV p1 = uv_e1[j].UV();
+ gp_UV p3 = uv_e3[j].UV();
int ij = j * nbhoriz + i;
double x = uv_grid[ij].x;
void FaceQuadStruct::shift( size_t nb, bool ori )
{
if ( nb == 0 ) return;
- StdMeshers_FaceSide* sideArr[4] = { side[0], side[1], side[2], side[3] };
+ StdMeshers_FaceSidePtr sideArr[4] = { side[0], side[1], side[2], side[3] };
for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i) {
int id = (i + nb) % NB_QUAD_SIDES;
bool wasForward = (i < QUAD_TOP_SIDE);
double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0));
double y = y0 + x * (y1 - y0);
- gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE]->Value2d(x).XY();
- gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ]->Value2d(y).XY();
- gp_UV p2 = quad->side[QUAD_TOP_SIDE ]->Value2d(x).XY();
- gp_UV p3 = quad->side[QUAD_LEFT_SIDE ]->Value2d(y).XY();
+ gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY();
+ gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY();
+ gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY();
+ gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY();
gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
const gp_UV& a0, const gp_UV& a1,
const gp_UV& a2, const gp_UV& a3)
{
- gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE]->Value2d(x).XY();
- gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ]->Value2d(y).XY();
- gp_UV p2 = quad->side[QUAD_TOP_SIDE ]->Value2d(x).XY();
- gp_UV p3 = quad->side[QUAD_LEFT_SIDE ]->Value2d(y).XY();
+ gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY();
+ gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY();
+ gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY();
+ gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY();
gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3);
bool WisF = true;
int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
- updateDegenUV( quad );
-
- int nb = quad->side[0]->NbPoints();
- int nr = quad->side[1]->NbPoints();
- int nt = quad->side[2]->NbPoints();
- int nl = quad->side[3]->NbPoints();
+ int nb = quad->side[0].grid->NbPoints();
+ int nr = quad->side[1].grid->NbPoints();
+ int nt = quad->side[2].grid->NbPoints();
+ int nl = quad->side[3].grid->NbPoints();
int dh = abs(nb-nt);
int dv = abs(nr-nl);
- // rotate sides to be as in the picture below and to have
- // dh >= dv and nt > nb
- if ( dh >= dv )
- shiftQuad( quad, ( nt > nb ) ? 0 : 2 );
+ if ( myForcedPnts.empty() )
+ {
+ // rotate sides to be as in the picture below and to have
+ // dh >= dv and nt > nb
+ if ( dh >= dv )
+ shiftQuad( quad, ( nt > nb ) ? 0 : 2 );
+ else
+ shiftQuad( quad, ( nr > nl ) ? 1 : 3 );
+ }
else
- shiftQuad( quad, ( nr > nl ) ? 1 : 3 );
+ {
+ // rotate the quad to have nt > nb [and nr > nl]
+ if ( nb > nt )
+ quad->shift( nr > nl ? 1 : 2, true );
+ else if ( nr > nl )
+ quad->shift( nb == nt ? 1 : 0, true );
+ else if ( nl > nr )
+ quad->shift( 3, true );
+ }
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->NbPoints();
+ nb = quad->side[0].grid->NbPoints();
+ nr = quad->side[1].grid->NbPoints();
+ nt = quad->side[2].grid->NbPoints();
+ nl = quad->side[3].grid->NbPoints();
dh = abs(nb-nt);
dv = abs(nr-nl);
int nbh = Max(nb,nt);
// 0------------0
// 0 bottom 1
+ const vector<UVPtStruct>& uv_eb = quad->side[0].GetUVPtStruct(true,0);
+ const vector<UVPtStruct>& uv_er = quad->side[1].GetUVPtStruct(false,1);
+ const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
+
+ if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
+ return error(COMPERR_BAD_INPUT_MESH);
+
+ gp_UV a0,a1,a2,a3, p0,p1,p2,p3, uv;
+ double x,y;
+
+ a0 = uv_eb[ 0 ].UV();
+ a1 = uv_er[ 0 ].UV();
+ a2 = uv_er[ nr-1 ].UV();
+ a3 = uv_et[ 0 ].UV();
+
+ if ( !myForcedPnts.empty() )
+ {
+ if ( dv != 0 && dh != 0 )
+ {
+ const int dmin = Min( dv, dh );
+
+ // Make a side separating domains L and Cb
+ StdMeshers_FaceSidePtr sideLCb;
+ UVPtStruct p3dom; // a point where 3 domains meat
+ { // dmin
+ vector<UVPtStruct> pointsLCb( dmin+1 ); // 1--------1
+ pointsLCb[0] = uv_eb[0]; // | | |
+ for ( int i = 1; i <= dmin; ++i ) // | |Ct|
+ { // | L | |
+ x = uv_et[ i ].normParam; // | |__|
+ y = uv_er[ i ].normParam; // | / |
+ p0 = quad->side[0].grid->Value2d( x ).XY(); // | / Cb |dmin
+ p1 = uv_er[ i ].UV(); // |/ |
+ p2 = uv_et[ i ].UV(); // 0--------0
+ p3 = quad->side[3].grid->Value2d( y ).XY();
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCb[ i ].u = uv.X();
+ pointsLCb[ i ].v = uv.Y();
+ }
+ sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace );
+ p3dom = pointsLCb.back();
+ }
+ // Make a side separating domains L and Ct
+ StdMeshers_FaceSidePtr sideLCt;
+ {
+ vector<UVPtStruct> pointsLCt( nl );
+ pointsLCt[0] = p3dom;
+ pointsLCt.back() = uv_et[ dmin ];
+ x = uv_et[ dmin ].normParam;
+ p0 = quad->side[0].grid->Value2d( x ).XY();
+ p2 = uv_et[ dmin ].UV();
+ for ( int i = 1; i < nl; ++i )
+ {
+ y = uv_er[ i + dmin ].normParam;
+ p1 = uv_er[ i + dmin ].UV();
+ p3 = quad->side[3].grid->Value2d( y ).XY();
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCt[ i ].u = uv.X();
+ pointsLCt[ i ].v = uv.Y();
+ }
+ sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace );
+ }
+ // Make a side separating domains Cb and Ct
+ StdMeshers_FaceSidePtr sideCbCt;
+ {
+ vector<UVPtStruct> pointsCbCt( nb );
+ pointsCbCt[0] = p3dom;
+ pointsCbCt.back() = uv_er[ dmin ];
+ y = uv_er[ dmin ].normParam;
+ p1 = uv_er[ dmin ].UV();
+ p3 = quad->side[3].grid->Value2d( y ).XY();
+ for ( int i = 1; i < nb-1; ++i )
+ {
+ x = uv_et[ i + dmin ].normParam;
+ p2 = uv_et[ i + dmin ].UV();
+ p0 = quad->side[0].grid->Value2d( x ).XY();
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsCbCt[ i ].u = uv.X();
+ pointsCbCt[ i ].v = uv.Y();
+ }
+ sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
+ }
+ // Make Cb quad
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
+ qCb->side.resize(4);
+ qCb->side[0] = quad->side[0];
+ qCb->side[1] = quad->side[1];
+ qCb->side[2] = sideCbCt;
+ qCb->side[3] = sideLCb;
+ qCb->side[1].to = dmin+1;
+ // Make L quad
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( qL ));
+ qL->side.resize(4);
+ qL->side[0] = sideLCb;
+ qL->side[1] = sideLCt;
+ qL->side[2] = quad->side[2];
+ qL->side[3] = quad->side[3];
+ qL->side[2].to = dmin+1;
+ // Make Ct from the main quad
+ FaceQuadStruct::Ptr qCt = quad;
+ qCt->side[0] = sideCbCt;
+ qCt->side[3] = sideLCt;
+ qCt->side[1].from = dmin;
+ qCt->side[2].from = dmin;
+ qCt->uv_grid.clear();
+
+ // Connect sides
+ qCb->side[3].AddContact( dmin, & qCb->side[2], 0 );
+ qCb->side[3].AddContact( dmin, & qCt->side[3], 0 );
+ qCt->side[3].AddContact( 0, & qCt->side[0], 0 );
+ qCt->side[0].AddContact( 0, & qL ->side[0], dmin );
+ qL ->side[0].AddContact( dmin, & qL ->side[1], 0 );
+ qL ->side[0].AddContact( dmin, & qCb->side[2], 0 );
+
+ if ( dh == dv )
+ return computeQuadDominant( aMesh, aFace );
+ else
+ return computeQuadPref( aMesh, aFace, qCt );
+
+ } // if ( dv != 0 && dh != 0 )
+
+ // Case dv == 0
+ //
+ // lw nb lw = dh/2
+ // +------------+
+ // | | | |
+ // | | Ct | |
+ // | L | | R |
+ // | |____| |
+ // | / \ |
+ // | / Cb \ |
+ // |/ \|
+ // +------------+
+ const int lw = dh/2; // lateral width
+ const int bfrom = quad->side[0].from;
+ const int rfrom = quad->side[1].from;
+ const int tfrom = quad->side[2].from;
+ const int lfrom = quad->side[3].from;
+
+ const double lL = quad->side[3].Length();
+ const double lLwL = quad->side[2].Length( tfrom, tfrom + lw + 1 );
+ const double yCbL = lLwL / ( lLwL + lL );
+
+ const double lR = quad->side[1].Length();
+ const double lLwR = quad->side[2].Length( nt - lw - 1, nt );
+ const double yCbR = lLwR / ( lLwR + lR );
+
+ // Make sides separating domains Cb and L and R
+ StdMeshers_FaceSidePtr sideLCb, sideRCb;
+ UVPtStruct pTBL, pTBR; // points where 3 domains meat
+ {
+ vector<UVPtStruct> pointsLCb( lw+1 ), pointsRCb( lw+1 );
+ pointsLCb[0] = uv_eb[ 0 + bfrom ];
+ pointsRCb[0] = uv_eb[ nb + bfrom ];
+ for ( int i = 1, i2 = nt-2; i <= lw; ++i, --i2 )
+ {
+ x = quad->side[2].Param( i );
+ y = yCbL * i / lw;
+ p0 = quad->side[0].Value2d( x );
+ p1 = quad->side[1].Value2d( y );
+ p2 = uv_et[ i + tfrom ].UV();
+ p3 = quad->side[3].Value2d( y );
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCb[ i ].u = uv.X();
+ pointsLCb[ i ].v = uv.Y();
+ pointsLCb[ i ].x = x;
+
+ x = quad->side[2].Param( i2 );
+ y = yCbR * i / lw;
+ p0 = quad->side[0].Value2d( x );
+ p2 = uv_et[ i2 + tfrom ].UV();
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsRCb[ i ].u = uv.X();
+ pointsRCb[ i ].v = uv.Y();
+ pointsRCb[ i ].x = x;
+ }
+ sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace );
+ sideRCb = StdMeshers_FaceSide::New( pointsRCb, aFace );
+ pTBL = pointsLCb.back();
+ pTBR = pointsRCb.back();
+ }
+ // Make sides separating domains Ct and L and R
+ StdMeshers_FaceSidePtr sideLCt, sideRCt;
+ {
+ vector<UVPtStruct> pointsLCt( nl ), pointsRCt( nl );
+ pointsLCt[0] = pTBL;
+ pointsLCt.back() = uv_et[ lw + tfrom ];
+ pointsRCt[0] = pTBR;
+ pointsRCt.back() = uv_et[ lw + nb - 1 + tfrom ];
+ x = pTBL.x;
+ p0 = quad->side[0].Value2d( x );
+ p2 = uv_et[ lw + tfrom ].UV();
+ int iR = lw + nb - 1;
+ double xR = pTBR.x;
+ gp_UV p0R = quad->side[0].Value2d( xR );
+ gp_UV p2R = uv_et[ iR + tfrom ].UV();
+ for ( int i = 1; i < nl; ++i )
+ {
+ y = yCbL + ( 1. - yCbL ) * i / nl;
+ p1 = quad->side[1].Value2d( y );
+ p3 = quad->side[3].Value2d( y );
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsLCt[ i ].u = uv.X();
+ pointsLCt[ i ].v = uv.Y();
+
+ y = yCbR + ( 1. - yCbR ) * i / nl;
+ p1 = quad->side[1].Value2d( y );
+ p3 = quad->side[3].Value2d( y );
+ uv = calcUV( xR,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsRCt[ i ].u = uv.X();
+ pointsRCt[ i ].v = uv.Y();
+ }
+ sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace );
+ sideRCt = StdMeshers_FaceSide::New( pointsRCt, aFace );
+ }
+ // Make a side separating domains Cb and Ct
+ StdMeshers_FaceSidePtr sideCbCt;
+ {
+ vector<UVPtStruct> pointsCbCt( nb );
+ pointsCbCt[0] = pTBL;
+ pointsCbCt.back() = pTBR;
+ p1 = quad->side[1].Value2d( yCbR );
+ p3 = quad->side[3].Value2d( yCbL );
+ for ( int i = 1; i < nb-1; ++i )
+ {
+ x = quad->side[2].Param( i + lw );
+ y = yCbL + ( yCbR - yCbL ) * i / nb;
+ p2 = uv_et[ i + lw + tfrom ].UV();
+ p0 = quad->side[0].Value2d( x );
+ uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ pointsCbCt[ i ].u = uv.X();
+ pointsCbCt[ i ].v = uv.Y();
+ }
+ sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
+ }
+ // Make Cb quad
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
+ qCb->side.resize(4);
+ qCb->side[0] = quad->side[0];
+ qCb->side[1] = sideRCb;
+ qCb->side[2] = sideCbCt;
+ qCb->side[3] = sideLCb;
+ // Make L quad
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( qL ));
+ qL->side.resize(4);
+ qL->side[0] = sideLCb;
+ qL->side[1] = sideLCt;
+ qL->side[2] = quad->side[2];
+ qL->side[3] = quad->side[3];
+ qL->side[2].to = lw+1;
+ // Make R quad
+ FaceQuadStruct* qR = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( qR ));
+ qR->side.resize(4);
+ qR->side[0] = sideRCb;
+ qR->side[0].from = lw;
+ qR->side[0].to = -1;
+ qR->side[1] = quad->side[1];
+ qR->side[2] = quad->side[2];
+ qR->side[2].from = nb + lw + tfrom;
+ qR->side[3] = sideRCt;
+ // Make Ct from the main quad
+ FaceQuadStruct::Ptr qCt = quad;
+ qCt->side[0] = sideCbCt;
+ qCt->side[1] = sideRCt;
+ qCt->side[2].from = lw + tfrom;
+ qCt->side[2].to = nt - lw + tfrom;
+ qCt->side[3] = sideLCt;
+ qCt->uv_grid.clear();
+
+ // Connect sides
+ qCb->side[3].AddContact( lw, & qCb->side[2], 0 );
+ qCb->side[3].AddContact( lw, & qCt->side[3], 0 );
+ qCt->side[3].AddContact( 0, & qCt->side[0], 0 );
+ qCt->side[0].AddContact( 0, & qL ->side[0], lw );
+ qL ->side[0].AddContact( lw, & qL ->side[1], 0 );
+ qL ->side[0].AddContact( lw, & qCb->side[2], 0 );
+ //
+ qCb->side[1].AddContact( lw, & qCb->side[2], lw );
+ qCb->side[1].AddContact( lw, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( lw, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( lw, & qR ->side[0], lw );
+ qR ->side[3].AddContact( lw, & qR ->side[0], lw );
+ qR ->side[3].AddContact( lw, & qCb->side[2], lw );
+
+ if ( dh == dv )
+ return computeQuadDominant( aMesh, aFace );
+
+
+ }
+
if ( dh > dv ) {
addv = (dh-dv)/2;
nbv = nbv + addv;
nbh = nbh + addh;
}
- const vector<UVPtStruct>& uv_eb = quad->side[0]->GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_er = quad->side[1]->GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_et = quad->side[2]->GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_el = quad->side[3]->GetUVPtStruct(false,0);
-
- if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
- return error(COMPERR_BAD_INPUT_MESH);
-
- if ( !OldVersion )
- {
- // dh/2, Min(nb,nt), dh - dh/2, dv
- }
-
// arrays for normalized params
TColStd_SequenceOfReal npb, npr, npt, npl;
for (i=0; i<nb; i++) {
npl.InsertAfter(1,npl.Value(2)-dpr);
}
}
-
- gp_XY a0(uv_eb.front().u, uv_eb.front().v);
- gp_XY a1(uv_eb.back().u, uv_eb.back().v);
- gp_XY a2(uv_et.back().u, uv_et.back().v);
- gp_XY a3(uv_et.front().u, uv_et.front().v);
int nnn = Min(nr,nl);
// auxilary sequence of XY for creation nodes
NodesL.SetValue(1,j,uv_el[j-1].node);
if (dl>0) {
// add top nodes
- for (i=1; i<=dl; i++)
+ for (i=1; i<=dl; i++)
NodesL.SetValue(i+1,nl,uv_et[i].node);
// create and add needed nodes
TColgp_SequenceOfXY UVtmp;
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j),
- NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
+ NodesL.Value(i+1,j+1), NodesL.Value(i,j+1));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i,j+1),
- NodesL.Value(i+1,j+1), NodesL.Value(i+1,j));
+ NodesL.Value(i+1,j+1), NodesL.Value(i+1,j));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
UVL.Append(gp_UV (uv_el[i].u, uv_el[i].v));
}
}
-
+
// step2: create faces for right domain
StdMeshers_Array2OfNode NodesR(1,dr+1,1,nr);
// add right nodes
- for (j=1; j<=nr; j++)
+ for (j=1; j<=nr; j++)
NodesR.SetValue(1,j,uv_er[nr-j].node);
if (dr>0) {
// add top nodes
- for (i=1; i<=dr; i++)
+ for (i=1; i<=dr; i++)
NodesR.SetValue(i+1,1,uv_et[nt-1-i].node);
// create and add needed nodes
TColgp_SequenceOfXY UVtmp;
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j),
- NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
+ NodesR.Value(i+1,j+1), NodesR.Value(i,j+1));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i,j+1),
- NodesR.Value(i+1,j+1), NodesR.Value(i+1,j));
+ NodesR.Value(i+1,j+1), NodesR.Value(i+1,j));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
UVR.Append(gp_UV(uv_er[i].u, uv_er[i].v));
}
}
-
+
// step3: create faces for central domain
StdMeshers_Array2OfNode NodesC(1,nb,1,nbv);
// add first line using NodesL
for (i=1; i<nr; i++)
NodesC.SetValue(nb,dr+i+1,NodesR(dr+1,nr-i));
// add top nodes (last columns)
- for (i=dl+2; i<nbh-dr; i++)
+ for (i=dl+2; i<nbh-dr; i++)
NodesC.SetValue(i-dl,nbv,uv_et[i-1].node);
// add bottom nodes (first columns)
for (i=2; i<nb; i++)
NodesC.SetValue(i,1,uv_eb[i-1].node);
-
+
// create and add needed nodes
// add linear layers
for (i=2; i<nb; i++) {
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
- NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
+ NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1),
- NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
+ NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i+1,j),
- NodesBRD.Value(i+1,j+1), NodesBRD.Value(i,j+1));
+ NodesBRD.Value(i+1,j+1), NodesBRD.Value(i,j+1));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i,j+1),
- NodesBRD.Value(i+1,j+1), NodesBRD.Value(i+1,j));
+ NodesBRD.Value(i+1,j+1), NodesBRD.Value(i+1,j));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
double yy1 = y1 + dy1*i;
double dyy = yy1 - yy0;
for (j=1; j<=nb; j++) {
- double x = npt.Value(i+1+drl) +
+ double x = npt.Value(i+1+drl) +
npb.Value(j) * (npt.Value(nt-i) - npt.Value(i+1+drl));
double y = yy0 + dyy*x;
gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
double yy1 = y1 + dy1*i;
double dyy = yy1 - yy0;
for (j=1; j<=nb; j++) {
- double x = npt.Value(i+1) +
+ double x = npt.Value(i+1) +
npb.Value(j) * (npt.Value(nt-i-drl) - npt.Value(i+1));
double y = yy0 + dyy*x;
gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3);
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i+1,j),
- NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
+ NodesC.Value(i+1,j+1), NodesC.Value(i,j+1));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1),
- NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
+ NodesC.Value(i+1,j+1), NodesC.Value(i+1,j));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
if (WisF) {
SMDS_MeshFace* F =
myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i+1,1),
- NodesLast.Value(i+1,2), NodesLast.Value(i,2));
+ NodesLast.Value(i+1,2), NodesLast.Value(i,2));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
else {
SMDS_MeshFace* F =
myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i,2),
- NodesLast.Value(i+1,2), NodesLast.Value(i+1,2));
+ NodesLast.Value(i+1,2), NodesLast.Value(i+1,2));
if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
}
}
*/
//=============================================================================
-void StdMeshers_Quadrangle_2D::splitQuad(SMESHDS_Mesh * theMeshDS,
- int theFaceID,
- const SMDS_MeshNode* theNode1,
- const SMDS_MeshNode* theNode2,
- const SMDS_MeshNode* theNode3,
- const SMDS_MeshNode* theNode4)
+void StdMeshers_Quadrangle_2D::splitQuadFace(SMESHDS_Mesh * theMeshDS,
+ int theFaceID,
+ const SMDS_MeshNode* theNode1,
+ const SMDS_MeshNode* theNode2,
+ const SMDS_MeshNode* theNode3,
+ const SMDS_MeshNode* theNode4)
{
SMDS_MeshFace* face;
if ( SMESH_TNodeXYZ( theNode1 ).SquareDistance( theNode3 ) >
SMESH_MesherHelper* helper,
Handle(Geom_Surface) S)
{
- const vector<UVPtStruct>& uv_eb = quad->side[QUAD_BOTTOM_SIDE]->GetUVPtStruct();
- const vector<UVPtStruct>& uv_et = quad->side[QUAD_TOP_SIDE ]->GetUVPtStruct();
+ const vector<UVPtStruct>& uv_eb = quad->side[QUAD_BOTTOM_SIDE].GetUVPtStruct();
+ const vector<UVPtStruct>& uv_et = quad->side[QUAD_TOP_SIDE ].GetUVPtStruct();
double rBot = ( uv_eb.size() - 1 ) * uvPt.normParam;
double rTop = ( uv_et.size() - 1 ) * uvPt.normParam;
int iBot = int( rBot );
gp_UV uv = calcUV(/*x,y=*/x, y,
/*a0,...=*/UVs[UV_A0], UVs[UV_A1], UVs[UV_A2], UVs[UV_A3],
- /*p0=*/quad->side[QUAD_BOTTOM_SIDE]->Value2d( x ).XY(),
+ /*p0=*/quad->side[QUAD_BOTTOM_SIDE].grid->Value2d( x ).XY(),
/*p1=*/UVs[ UV_R ],
- /*p2=*/quad->side[QUAD_TOP_SIDE ]->Value2d( x ).XY(),
+ /*p2=*/quad->side[QUAD_TOP_SIDE ].grid->Value2d( x ).XY(),
/*p3=*/UVs[ UV_L ]);
gp_Pnt P = S->Value( uv.X(), uv.Y() );
uvPt.u = uv.X();
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
- int nb = quad->side[0]->NbPoints(); // bottom
- int nr = quad->side[1]->NbPoints(); // right
- int nt = quad->side[2]->NbPoints(); // top
- int nl = quad->side[3]->NbPoints(); // left
+ int nb = quad->side[0].grid->NbPoints(); // bottom
+ int nr = quad->side[1].grid->NbPoints(); // right
+ int nt = quad->side[2].grid->NbPoints(); // top
+ int nl = quad->side[3].grid->NbPoints(); // left
// Simple Reduce 10->8->6->4 (3 steps) Multiple Reduce 10->4 (1 step)
//
}
}
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->NbPoints();
+ nb = quad->side[0].grid->NbPoints();
+ nr = quad->side[1].grid->NbPoints();
+ nt = quad->side[2].grid->NbPoints();
+ nl = quad->side[3].grid->NbPoints();
dh = abs(nb-nt);
dv = abs(nr-nl);
int nbh = Max(nb,nt);
nbh = nbh + addh;
}
- const vector<UVPtStruct>& uv_eb = quad->side[0]->GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_er = quad->side[1]->GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_et = quad->side[2]->GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_el = quad->side[3]->GetUVPtStruct(false,0);
+ const vector<UVPtStruct>& uv_eb = quad->side[0].GetUVPtStruct(true,0);
+ const vector<UVPtStruct>& uv_er = quad->side[1].GetUVPtStruct(false,1);
+ const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
return error(COMPERR_BAD_INPUT_MESH);
- updateDegenUV( quad );
-
// arrays for normalized params
TColStd_SequenceOfReal npb, npr, npt, npl;
for (j = 0; j < nb; j++) {
}
}
- nb = quad->side[0]->NbPoints();
- nr = quad->side[1]->NbPoints();
- nt = quad->side[2]->NbPoints();
- nl = quad->side[3]->NbPoints();
+ nb = quad->side[0].grid->NbPoints();
+ nr = quad->side[1].grid->NbPoints();
+ nt = quad->side[2].grid->NbPoints();
+ nl = quad->side[3].grid->NbPoints();
// number of rows and columns
int nrows = nr - 1; // and also == nl - 1
}
}
- const vector<UVPtStruct>& uv_eb = quad->side[0]->GetUVPtStruct(true,0);
- const vector<UVPtStruct>& uv_er = quad->side[1]->GetUVPtStruct(false,1);
- const vector<UVPtStruct>& uv_et = quad->side[2]->GetUVPtStruct(true,1);
- const vector<UVPtStruct>& uv_el = quad->side[3]->GetUVPtStruct(false,0);
+ const vector<UVPtStruct>& uv_eb = quad->side[0].GetUVPtStruct(true,0);
+ const vector<UVPtStruct>& uv_er = quad->side[1].GetUVPtStruct(false,1);
+ const vector<UVPtStruct>& uv_et = quad->side[2].GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& uv_el = quad->side[3].GetUVPtStruct(false,0);
if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl)
return error(COMPERR_BAD_INPUT_MESH);
// --------------------------------------------------------------------------
for ( unsigned i = 0; i < quad->side.size(); ++i )
{
- StdMeshers_FaceSide* side = quad->side[i];
- const vector<UVPtStruct>& uvVec = side->GetUVPtStruct();
+ const vector<UVPtStruct>& uvVec = quad->side[i].GetUVPtStruct();
// find which end of the side is on degenerated shape
int degenInd = -1;
if ( i >= QUAD_TOP_SIDE )
isPrev = !isPrev;
int i2 = ( isPrev ? ( i + 3 ) : ( i + 1 )) % 4;
- StdMeshers_FaceSide* side2 = quad->side[ i2 ];
- const vector<UVPtStruct>& uvVec2 = side2->GetUVPtStruct();
+ const vector<UVPtStruct>& uvVec2 = quad->side[ i2 ].GetUVPtStruct();
int degenInd2 = -1;
- if ( uvVec[ degenInd ].node == uvVec2[0].node )
+ if ( uvVec[ degenInd ].node == uvVec2.front().node )
degenInd2 = 0;
else if ( uvVec[ degenInd ].node == uvVec2.back().node )
degenInd2 = uvVec2.size() - 1;
// ----------------------------------------------------------------------------
for ( unsigned i = 0; i < quad->side.size(); ++i )
{
- StdMeshers_FaceSide* degSide = quad->side[i];
+ StdMeshers_FaceSidePtr degSide = quad->side[i];
if ( !myHelper->IsDegenShape( degSide->EdgeID(0) ))
continue;
- StdMeshers_FaceSide* oppSide = quad->side[( i+2 ) % quad->side.size() ];
+ StdMeshers_FaceSidePtr oppSide = quad->side[( i+2 ) % quad->side.size() ];
if ( degSide->NbSegments() == oppSide->NbSegments() )
continue;
const SMDS_MeshNode* n = uvVecDegOld[0].node;
Handle(Geom2d_Curve) c2d = degSide->Curve2d(0);
double f = degSide->FirstU(0), l = degSide->LastU(0);
- gp_Pnt2d p1( uvVecDegOld.front().u, uvVecDegOld.front().v );
- gp_Pnt2d p2( uvVecDegOld.back().u, uvVecDegOld.back().v );
+ gp_Pnt2d p1 = uvVecDegOld.front().UV();
+ gp_Pnt2d p2 = uvVecDegOld.back().UV();
- delete degSide;
- quad->side[i] = new StdMeshers_FaceSide( oppSide, n, &p1, &p2, c2d, f, l );
+ quad->side[i] = StdMeshers_FaceSide::New( oppSide.get(), n, &p1, &p2, c2d, f, l );
}
}
// set _uv of smooth nodes on FACE boundary
for ( unsigned i = 0; i < quad->side.size(); ++i )
{
- const vector<UVPtStruct>& uvVec = quad->side[i]->GetUVPtStruct();
+ const vector<UVPtStruct>& uvVec = quad->side[i].GetUVPtStruct();
for ( unsigned j = 0; j < uvVec.size(); ++j )
{
TSmoothNode & sNode = smooNoMap[ uvVec[j].node ];
- sNode._uv.SetCoord( uvVec[j].u, uvVec[j].v );
+ sNode._uv = uvVec[j].UV();
sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node );
}
}
return nbCorners;
}
+
+//================================================================================
+/*!
+ * \brief Constructor of a side of quad
+ */
+//================================================================================
+
+FaceQuadStruct::Side::Side(StdMeshers_FaceSidePtr theGrid)
+ : grid(theGrid), nbNodeOut(0), from(0), to(theGrid ? theGrid->NbPoints() : 0 )
+{
+}
+
+//=============================================================================
+/*!
+ * \brief Constructor of a quad
+ */
+//=============================================================================
+
+FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F) : face( F )
+{
+ side.reserve(4);
+}
+
+//================================================================================
+/*!
+ * \brief Fills myForcedPnts
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::getEnforcedUV()
+{
+ myForcedPnts.clear();
+ if ( !myParams ) return true; // missing hypothesis
+
+ std::vector< TopoDS_Shape > shapes;
+ std::vector< gp_Pnt > points;
+ myParams->GetEnforcedNodes( shapes, points );
+
+ TopTools_IndexedMapOfShape vMap;
+ for ( size_t i = 0; i < shapes.size(); ++i )
+ if ( !shapes[i].IsNull() )
+ TopExp::MapShapes( shapes[i], TopAbs_VERTEX, vMap );
+
+ size_t nbPoints = points.size();
+ for ( int i = 1; i <= vMap.Extent(); ++i )
+ points.push_back( BRep_Tool::Pnt( TopoDS::Vertex( vMap( i ))));
+
+ // find out if all points must be in the FACE, which is so if
+ // myParams is a local hypothesis on the FACE being meshed
+ bool isStrictCheck = false;
+ {
+ SMESH_HypoFilter paramFilter( SMESH_HypoFilter::Is( myParams ));
+ TopoDS_Shape assignedTo;
+ if ( myHelper->GetMesh()->GetHypothesis( myHelper->GetSubShape(),
+ paramFilter,
+ /*ancestors=*/true,
+ &assignedTo ))
+ isStrictCheck = ( assignedTo.IsSame( myHelper->GetSubShape() ));
+ }
+
+ multimap< double, ForcedPoint > sortedFP; // sort points by distance from EDGEs
+
+ Standard_Real u1,u2,v1,v2;
+ const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
+ const double tol = BRep_Tool::Tolerance( face );
+ Handle(Geom_Surface) surf = BRep_Tool::Surface( face );
+ surf->Bounds( u1,u2,v1,v2 );
+ GeomAPI_ProjectPointOnSurf project;
+ project.Init(surf, u1,u2, v1,v2, tol );
+
+ for ( size_t iP = 0; iP < points.size(); ++iP )
+ {
+ project.Perform( points[ iP ]);
+ if ( !project.IsDone() )
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (TComm("Projection of an enforced point to the face failed - (")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ continue;
+ }
+ if ( project.LowerDistance() > tol*1000 )
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (COMPERR_BAD_PARMETERS, TComm("An enforced point is too far from the face, dist = ")
+ << project.LowerDistance() << " - ("
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ continue;
+ }
+ Quantity_Parameter u, v;
+ project.LowerDistanceParameters(u, v);
+ gp_Pnt2d uv( u, v );
+ BRepClass_FaceClassifier clsf ( face, uv, tol );
+ switch ( clsf.State() ) {
+ case TopAbs_IN:
+ {
+ double edgeDist = ( Min( Abs( u - u1 ), Abs( u - u2 )) +
+ Min( Abs( v - v1 ), Abs( v - v2 )));
+ ForcedPoint fp;
+ fp.uv = uv.XY();
+ fp.xyz = points[ iP ].XYZ();
+ if ( iP >= nbPoints )
+ fp.vertex = TopoDS::Vertex( vMap( iP - nbPoints + 1 ));
+
+ sortedFP.insert( make_pair( edgeDist, fp ));
+ break;
+ }
+ case TopAbs_OUT:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (COMPERR_BAD_PARMETERS, TComm("An enforced point is out of the face boundary - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ break;
+ }
+ case TopAbs_ON:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (COMPERR_BAD_PARMETERS, TComm("An enforced point is on the face boundary - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ break;
+ }
+ default:
+ {
+ if ( isStrictCheck && iP < nbPoints )
+ return error
+ (TComm("Classification of an enforced point ralative to the face boundary failed - ")
+ << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )");
+ }
+ }
+ }
+
+ multimap< double, ForcedPoint >::iterator d2uv = sortedFP.begin();
+ for ( ; d2uv != sortedFP.end(); ++d2uv )
+ myForcedPnts.push_back( (*d2uv).second );
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Splits quads by adding points of enforced nodes and create nodes on
+ * the sides shared by quads
+ */
+//================================================================================
+
+bool StdMeshers_Quadrangle_2D::addEnforcedNodes()
+{
+ // if ( myForcedPnts.empty() )
+ // return true;
+
+ // make a map of quads sharing a side
+ map< StdMeshers_FaceSidePtr, vector< FaceQuadStruct::Ptr > > quadsBySide;
+ list< FaceQuadStruct::Ptr >::iterator quadIt = myQuadList.begin();
+ for ( ; quadIt != myQuadList.end(); ++quadIt )
+ for ( size_t iSide = 0; iSide < (*quadIt)->side.size(); ++iSide )
+ quadsBySide[ (*quadIt)->side[iSide] ].push_back( *quadIt );
+
+ SMESH_Mesh* mesh = myHelper->GetMesh();
+ SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
+ const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() );
+ Handle(Geom_Surface) surf = BRep_Tool::Surface( face );
+
+ for ( size_t iFP = 0; iFP < myForcedPnts.size(); ++iFP )
+ {
+ bool isNodeEnforced = false;
+
+ // look for a quad enclosing a enforced point
+ for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
+ {
+ FaceQuadStruct::Ptr quad = *quadIt;
+ int i,j;
+ if ( !setNormalizedGrid( quad ))
+ return false;
+ if ( !quad->findCell( myForcedPnts[ iFP ], i, j ))
+ continue;
+
+ // a grid cell is found, select a node of the cell to move
+ // to the enforced point to and to split the quad at
+ multimap< double, pair< int, int > > ijByDist;
+ for ( int di = 0; di < 2; ++di )
+ for ( int dj = 0; dj < 2; ++dj )
+ {
+ double dist2 = ( myForcedPnts[ iFP ].uv - quad->UVPt( i+di,j+dj ).UV() ).SquareModulus();
+ ijByDist.insert( make_pair( dist2, make_pair( i+di,j+dj )));
+ }
+ // try all nodes starting from the closest one
+ set< FaceQuadStruct::Ptr > changedQuads;
+ multimap< double, pair< int, int > >::iterator d2ij = ijByDist.begin();
+ for ( ; !isNodeEnforced && d2ij != ijByDist.end(); ++d2ij )
+ {
+ i = d2ij->second.first;
+ j = d2ij->second.second;
+
+ // check if a node is at a side
+ int iSide = -1;
+ if ( j == 0 )
+ iSide = QUAD_BOTTOM_SIDE;
+ else if ( j+1 == quad->jSize )
+ iSide = QUAD_TOP_SIDE;
+ else if ( i == 0 )
+ iSide = QUAD_LEFT_SIDE;
+ else if ( i+1 == quad->iSize )
+ iSide = QUAD_RIGHT_SIDE;
+
+ if ( iSide > -1 ) // ----- node is at a side
+ {
+ FaceQuadStruct::Side& side = quad->side[ iSide ];
+ // check if this node can be moved
+ if ( quadsBySide[ side ].size() < 2 )
+ continue; // its a face boundary -> can't move the node
+
+ int quadNodeIndex = ( iSide % 2 ) ? j : i;
+ int sideNodeIndex = side.ToSideIndex( quadNodeIndex );
+ if ( side.IsForced( sideNodeIndex ))
+ {
+ // the node is already moved to another enforced point
+ isNodeEnforced = quad->isEqual( myForcedPnts[ iFP ], i, j );
+ continue;
+ }
+ // make a node of a side forced
+ vector<UVPtStruct>& points = (vector<UVPtStruct>&) side.GetUVPtStruct();
+ points[ sideNodeIndex ].u = myForcedPnts[ iFP ].U();
+ points[ sideNodeIndex ].v = myForcedPnts[ iFP ].V();
+
+ updateSideUV( side, sideNodeIndex, quadsBySide );
+
+ // update adjacent sides
+ set< StdMeshers_FaceSidePtr > updatedSides;
+ updatedSides.insert( side );
+ for ( size_t i = 0; i < side.contacts.size(); ++i )
+ if ( side.contacts[i].point == sideNodeIndex )
+ {
+ const vector< FaceQuadStruct::Ptr >& adjQuads =
+ quadsBySide[ *side.contacts[i].other_side ];
+ if ( adjQuads.size() > 1 &&
+ updatedSides.insert( * side.contacts[i].other_side ).second )
+ {
+ updateSideUV( *side.contacts[i].other_side,
+ side.contacts[i].other_point,
+ quadsBySide );
+ }
+ changedQuads.insert( adjQuads.begin(), adjQuads.end() );
+ }
+ const vector< FaceQuadStruct::Ptr >& adjQuads = quadsBySide[ side ];
+ changedQuads.insert( adjQuads.begin(), adjQuads.end() );
+
+ isNodeEnforced = true;
+ }
+ else // ------------------ node is inside the quad
+ {
+ // make a new side passing through IJ node and split the quad
+ int indForced, iNewSide;
+ if ( quad->iSize < quad->jSize ) // split vertically
+ {
+ quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/true );
+ indForced = i;
+ iNewSide = splitQuad( quad, i, 0 );
+ }
+ else
+ {
+ quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/false );
+ indForced = j;
+ iNewSide = splitQuad( quad, 0, j );
+ }
+ FaceQuadStruct::Ptr newQuad = myQuadList.back();
+ FaceQuadStruct::Side& newSide = newQuad->side[ iNewSide ];
+
+ newSide.forced_nodes.insert( indForced );
+ quad->side[( iNewSide+2 ) % 4 ].forced_nodes.insert( indForced );
+
+ quadsBySide[ newSide ].push_back( quad );
+ quadsBySide[ newSide ].push_back( newQuad );
+
+ isNodeEnforced = true;
+
+ } // end of "node is inside the quad"
+
+ } // loop on nodes of the cell
+
+ // remove out-of-date uv grid of changedQuads
+ set< FaceQuadStruct::Ptr >::iterator qIt = changedQuads.begin();
+ for ( ; qIt != changedQuads.end(); ++qIt )
+ (*qIt)->uv_grid.clear();
+
+ } // loop on quads
+
+ if ( !isNodeEnforced )
+ {
+ if ( !myForcedPnts[ iFP ].vertex.IsNull() )
+ return error(TComm("Unable to move any node to vertex #")
+ <<myHelper->GetMeshDS()->ShapeToIndex( myForcedPnts[ iFP ].vertex ));
+ else
+ return error(TComm("Unable to move any node to point ( ")
+ << myForcedPnts[iFP].xyz.X() << ", "
+ << myForcedPnts[iFP].xyz.Y() << ", "
+ << myForcedPnts[iFP].xyz.Z() << " )");
+ }
+
+ } // loop on enforced points
+
+ // Compute nodes on all sides, where not yet present
+
+ for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
+ {
+ FaceQuadStruct::Ptr quad = *quadIt;
+ for ( int iSide = 0; iSide < 4; ++iSide )
+ {
+ FaceQuadStruct::Side & side = quad->side[ iSide ];
+ if ( side.nbNodeOut > 0 )
+ continue; // emulated side
+ vector< FaceQuadStruct::Ptr >& quadVec = quadsBySide[ side ];
+ if ( quadVec.size() <= 1 )
+ continue; // outer side
+
+ bool missedNodesOnSide = false;
+ const vector<UVPtStruct>& points = side.grid->GetUVPtStruct();
+ for ( size_t iC = 0; iC < side.contacts.size(); ++iC )
+ {
+ const vector<UVPtStruct>& oGrid = side.contacts[iC].other_side->grid->GetUVPtStruct();
+ const UVPtStruct& uvPt = points[ side.contacts[iC].point ];
+ if ( side.contacts[iC].other_point >= oGrid.size() ||
+ side.contacts[iC].point >= points.size() )
+ throw SALOME_Exception( "StdMeshers_Quadrangle_2D::addEnforcedNodes(): wrong contact" );
+ if ( oGrid[ side.contacts[iC].other_point ].node )
+ (( UVPtStruct& ) uvPt).node = oGrid[ side.contacts[iC].other_point ].node;
+ }
+ for ( size_t iP = 0; iP < points.size(); ++iP )
+ if ( !points[ iP ].node )
+ {
+ UVPtStruct& uvPnt = ( UVPtStruct& ) points[ iP ];
+ gp_Pnt P = surf->Value( uvPnt.u, uvPnt.v );
+ uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z());
+ meshDS->SetNodeOnFace( uvPnt.node, myHelper->GetSubShapeID(), uvPnt.u, uvPnt.v );
+ missedNodesOnSide = true;
+ }
+ if ( missedNodesOnSide )
+ {
+ // clear uv_grid where nodes are missing
+ for ( size_t iQ = 0; iQ < quadVec.size(); ++iQ )
+ quadVec[ iQ ]->uv_grid.clear();
+ }
+ }
+ }
+
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Splits a quad at I or J. Returns an index of a new side in the new quad
+ */
+//================================================================================
+
+int StdMeshers_Quadrangle_2D::splitQuad(FaceQuadStruct::Ptr quad, int I, int J)
+{
+ FaceQuadStruct* newQuad = new FaceQuadStruct( quad->face );
+ myQuadList.push_back( FaceQuadStruct::Ptr( newQuad ));
+
+ vector<UVPtStruct> points;
+ if ( I > 0 )
+ {
+ points.reserve( quad->jSize );
+ for ( int jP = 0; jP < quad->jSize; ++jP )
+ points.push_back( quad->UVPt( I, jP ));
+
+ newQuad->side.resize( 4 );
+ newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ];
+ newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ];
+ newQuad->side[ QUAD_TOP_SIDE ] = quad->side[ QUAD_TOP_SIDE ];
+ newQuad->side[ QUAD_LEFT_SIDE ] = StdMeshers_FaceSide::New( points, quad->face );
+
+ FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_LEFT_SIDE ];
+ FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_RIGHT_SIDE ];
+
+ quad->side[ QUAD_RIGHT_SIDE ] = newSide;
+
+ int iBot = quad->side[ QUAD_BOTTOM_SIDE ].ToSideIndex( I );
+ int iTop = quad->side[ QUAD_TOP_SIDE ].ToSideIndex( I );
+
+ newSide.AddContact ( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot );
+ newSide2.AddContact( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot );
+ newSide.AddContact ( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop );
+ newSide2.AddContact( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop );
+ // cout << "Contact: L " << &newSide << " "<< newSide.NbPoints()
+ // << " R " << &newSide2 << " "<< newSide2.NbPoints()
+ // << " B " << &quad->side[ QUAD_BOTTOM_SIDE ] << " "<< quad->side[ QUAD_BOTTOM_SIDE].NbPoints()
+ // << " T " << &quad->side[ QUAD_TOP_SIDE ] << " "<< quad->side[ QUAD_TOP_SIDE].NbPoints()<< endl;
+
+ newQuad->side[ QUAD_BOTTOM_SIDE ].from = iBot;
+ newQuad->side[ QUAD_TOP_SIDE ].from = iTop;
+
+ quad->side[ QUAD_BOTTOM_SIDE ].to = iBot + 1;
+ quad->side[ QUAD_TOP_SIDE ].to = iTop + 1;
+ quad->uv_grid.clear();
+
+ return QUAD_LEFT_SIDE;
+ }
+ else if ( J > 0 ) //// split horizontally
+ {
+ points.reserve( quad->iSize );
+ for ( int iP = 0; iP < quad->iSize; ++iP )
+ points.push_back( quad->UVPt( iP, J ));
+
+ newQuad->side.resize( 4 );
+ newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ];
+ newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ];
+ newQuad->side[ QUAD_TOP_SIDE ] = StdMeshers_FaceSide::New( points, quad->face );
+ newQuad->side[ QUAD_LEFT_SIDE ] = quad->side[ QUAD_LEFT_SIDE ];
+
+ FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_TOP_SIDE ];
+ FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_BOTTOM_SIDE ];
+
+ quad->side[ QUAD_BOTTOM_SIDE ] = newSide;
+
+ int iLft = quad->side[ QUAD_LEFT_SIDE ].ToSideIndex( J );
+ int iRgt = quad->side[ QUAD_RIGHT_SIDE ].ToSideIndex( J );
+
+ newSide.AddContact ( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft );
+ newSide2.AddContact( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft );
+ newSide.AddContact ( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt );
+ newSide2.AddContact( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt );
+ // cout << "Contact: T " << &newSide << " "<< newSide.NbPoints()
+ // << " B " << &newSide2 << " "<< newSide2.NbPoints()
+ // << " L " << &quad->side[ QUAD_LEFT_SIDE ] << " "<< quad->side[ QUAD_LEFT_SIDE].NbPoints()
+ // << " R " << &quad->side[ QUAD_RIGHT_SIDE ] << " "<< quad->side[ QUAD_RIGHT_SIDE].NbPoints()<< endl;
+
+ newQuad->side[ QUAD_RIGHT_SIDE ].to = iRgt+1;
+ newQuad->side[ QUAD_LEFT_SIDE ].to = iLft+1;
+
+ quad->side[ QUAD_RIGHT_SIDE ].from = iRgt;
+ quad->side[ QUAD_LEFT_SIDE ].from = iLft;
+ quad->uv_grid.clear();
+
+ return QUAD_TOP_SIDE;
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Updates UV of a side after moving its node
+ */
+//================================================================================
+
+void StdMeshers_Quadrangle_2D::updateSideUV( FaceQuadStruct::Side& side,
+ int iForced,
+ const TQuadsBySide& quadsBySide,
+ int * iNext)
+{
+ if ( !iNext )
+ {
+ side.forced_nodes.insert( iForced );
+
+ // update parts of the side before and after iForced
+
+ set<int>::iterator iIt = side.forced_nodes.upper_bound( iForced );
+ int iEnd = Min( side.NbPoints()-1, ( iIt == side.forced_nodes.end() ) ? int(1e7) : *iIt );
+ if ( iForced + 1 < iEnd )
+ updateSideUV( side, iForced, quadsBySide, &iEnd );
+
+ iIt = side.forced_nodes.lower_bound( iForced );
+ int iBeg = Max( 0, ( iIt == side.forced_nodes.begin() ) ? 0 : *--iIt );
+ if ( iForced - 1 > iBeg )
+ updateSideUV( side, iForced, quadsBySide, &iBeg );
+
+ return;
+ }
+
+ const int iFrom = Min ( iForced, *iNext );
+ const int iTo = Max ( iForced, *iNext ) + 1;
+ const int sideSize = iTo - iFrom;
+
+ vector<UVPtStruct> points[4];
+
+ // get from the quads grid points adjacent to the side
+ // to make two sides of another temporary quad
+ vector< FaceQuadStruct::Ptr > quads = quadsBySide.find( side )->second; // copy!
+ for ( int is2nd = 0; is2nd < 2; ++is2nd )
+ {
+ points[ is2nd ].reserve( sideSize );
+ int nbLoops = 0;
+ while ( points[is2nd].size() < sideSize )
+ {
+ int iCur = iFrom + points[is2nd].size() - int( !points[is2nd].empty() );
+
+ // look for a quad adjacent to iCur-th point of the side
+ for ( size_t iQ = 0; iQ < quads.size(); ++iQ )
+ {
+ FaceQuadStruct::Ptr q = quads[ iQ ];
+ if ( !q ) continue;
+ size_t iS;
+ for ( iS = 0; iS < q->side.size(); ++iS )
+ if ( side.grid == q->side[ iS ].grid )
+ break;
+ bool isOut;
+ if ( !q->side[ iS ].IsReversed() )
+ isOut = ( q->side[ iS ].from > iCur || q->side[ iS ].to-1 <= iCur );
+ else
+ isOut = ( q->side[ iS ].to >= iCur || q->side[ iS ].from <= iCur );
+ if ( isOut )
+ continue;
+
+ // found - copy points
+ int i,j,di,dj,nb;
+ if ( iS % 2 ) // right ot left
+ {
+ i = ( iS == QUAD_LEFT_SIDE ) ? 1 : q->iSize-2;
+ j = q->side[ iS ].ToQuadIndex( iCur );
+ di = 0;
+ dj = ( q->side[ iS ].IsReversed() ) ? -1 : +1;
+ nb = ( q->side[ iS ].IsReversed() ) ? j+1 : q->jSize-j;
+ }
+ else // bottom or top
+ {
+ i = q->side[ iS ].ToQuadIndex( iCur );
+ j = ( iS == QUAD_BOTTOM_SIDE ) ? 1 : q->jSize-2;
+ di = ( q->side[ iS ].IsReversed() ) ? -1 : +1;
+ dj = 0;
+ nb = ( q->side[ iS ].IsReversed() ) ? i+1 : q->iSize-i;
+ }
+ if ( !points[is2nd].empty() )
+ {
+ gp_UV lastUV = points[is2nd].back().UV();
+ gp_UV quadUV = q->UVPt( i, j ).UV();
+ if ( ( lastUV - quadUV ).SquareModulus() > 1e-10 )
+ continue; // quad is on the other side of the side
+ i += di; j += dj; --nb;
+ }
+ for ( ; nb > 0 ; --nb )
+ {
+ points[ is2nd ].push_back( q->UVPt( i, j ));
+ if ( points[is2nd].size() >= sideSize )
+ break;
+ i += di; j += dj;
+ }
+ quads[ iQ ].reset(); // not to use this quad anymore
+
+ if ( points[is2nd].size() >= sideSize )
+ break;
+ } // loop on quads
+
+ if ( nbLoops++ > quads.size() )
+ throw SALOME_Exception( "StdMeshers_Quadrangle_2D::updateSideUV() bug: infinite loop" );
+
+ } // while ( points[is2nd].size() < sideSize )
+ } // two loops to fill points[0] and points[1]
+
+ // points for other pair of opposite sides of the temporary quad
+
+ enum { L,R,B,T }; // side index of points[]
+
+ points[B].push_back( points[L].front() );
+ points[B].push_back( side.GetUVPtStruct()[ iFrom ]);
+ points[B].push_back( points[R].front() );
+
+ points[T].push_back( points[L].back() );
+ points[T].push_back( side.GetUVPtStruct()[ iTo-1 ]);
+ points[T].push_back( points[R].back() );
+
+ // make the temporary quad
+ FaceQuadStruct::Ptr tmpQuad( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() )));
+ tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[B] )); // bottom
+ tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[R] )); // right
+ tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[T] ));
+ tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[L] ));
+
+ // compute new UV of the side
+ setNormalizedGrid( tmpQuad );
+ gp_UV uv = tmpQuad->UVPt(1,0).UV();
+ tmpQuad->updateUV( uv, 1,0, /*isVertical=*/true );
+
+ // update UV of the side
+ vector<UVPtStruct>& sidePoints = (vector<UVPtStruct>&) side.GetUVPtStruct();
+ for ( int i = iFrom; i < iTo; ++i )
+ sidePoints[ i ] = tmpQuad->UVPt( 1, i-iFrom );
+}
+
+//================================================================================
+/*!
+ * \brief Finds indices of a grid quad enclosing the given enforced UV
+ */
+//================================================================================
+
+bool FaceQuadStruct::findCell( const gp_XY& UV, int & I, int & J )
+{
+ // setNormalizedGrid() must be called before!
+ if ( uv_box.IsOut( UV ))
+ return false;
+
+ // find an approximate position
+ double x = 0.5, y = 0.5;
+ gp_XY t0 = UVPt( iSize - 1, 0 ).UV();
+ gp_XY t1 = UVPt( 0, jSize - 1 ).UV();
+ gp_XY t2 = UVPt( 0, 0 ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, t0, t1, t2, x, y );
+ x = Min( 1., Max( 0., x ));
+ y = Min( 1., Max( 0., y ));
+
+ // precise the position
+ //int i, j;
+ normPa2IJ( x,y, I,J );
+ if ( !isNear( UV, I,J ))
+ {
+ // look for the most close IJ by traversing uv_grid in the middle
+ double dist2, minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus();
+ for ( int isU = 0; isU < 2; ++isU )
+ {
+ int ind1 = isU ? 0 : iSize / 2;
+ int ind2 = isU ? jSize / 2 : 0;
+ int di1 = isU ? Max( 2, iSize / 20 ) : 0;
+ int di2 = isU ? 0 : Max( 2, jSize / 20 );
+ int i,nb = isU ? iSize / di1 : jSize / di2;
+ for ( i = 0; i < nb; ++i, ind1 += di1, ind2 += di2 )
+ if (( dist2 = ( UV - UVPt( ind1,ind2 ).UV() ).SquareModulus() ) < minDist2 )
+ {
+ I = ind1;
+ J = ind2;
+ if ( isNear( UV, I,J ))
+ return true;
+ minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus();
+ }
+ }
+ if ( !isNear( UV, I,J, Max( iSize, jSize ) /2 ))
+ return false;
+ }
+ return true;
+}
+
+//================================================================================
+/*!
+ * \brief Find indices (i,j) of a point in uv_grid by normalized parameters (x,y)
+ */
+//================================================================================
+
+void FaceQuadStruct::normPa2IJ(double X, double Y, int & I, int & J )
+{
+
+ I = Min( int ( iSize * X ), iSize - 2 );
+ J = Min( int ( jSize * Y ), jSize - 2 );
+
+ int oldI, oldJ;
+ do
+ {
+ oldI = I, oldJ = J;
+ while ( X <= UVPt( I,J ).x && I != 0 )
+ --I;
+ while ( X > UVPt( I+1,J ).x && I+1 < iSize )
+ ++I;
+ while ( Y <= UVPt( I,J ).y && J != 0 )
+ --J;
+ while ( Y > UVPt( I,J+1 ).y && J+1 < jSize )
+ ++J;
+ } while ( oldI != I || oldJ != J );
+}
+
+//================================================================================
+/*!
+ * \brief Looks for UV in quads around a given (I,J) and precise (I,J)
+ */
+//================================================================================
+
+bool FaceQuadStruct::isNear( const gp_XY& UV, int & I, int & J, int nbLoops )
+{
+ if ( I+1 >= iSize ) I = iSize - 2;
+ if ( J+1 >= jSize ) J = jSize - 2;
+
+ double bcI, bcJ;
+ gp_XY uvI, uvJ, uv0, uv1;
+ for ( int iLoop = 0; iLoop < nbLoops; ++iLoop )
+ {
+ int oldI = I, oldJ = J;
+
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ uv0 = UVPt( I, J ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ if ( I > 0 && bcI < 0. ) --I;
+ if ( I+1 < iSize && bcI > 1. ) ++I;
+ if ( J > 0 && bcJ < 0. ) --J;
+ if ( J+1 < jSize && bcJ > 1. ) ++J;
+
+ uv1 = UVPt( I+1,J+1).UV();
+ if ( I != oldI || J != oldJ )
+ {
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ }
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ if ( I > 0 && bcI > 1. ) --I;
+ if ( I+1 < iSize && bcI < 0. ) ++I;
+ if ( J > 0 && bcJ > 1. ) --J;
+ if ( J+1 < jSize && bcJ < 0. ) ++J;
+
+ if ( I == oldI && J == oldJ )
+ return false;
+
+ if ( iLoop+1 == nbLoops )
+ {
+ uvI = UVPt( I+1, J ).UV();
+ uvJ = UVPt( I, J+1 ).UV();
+ uv0 = UVPt( I, J ).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+
+ uv1 = UVPt( I+1,J+1).UV();
+ SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ );
+ if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.)
+ return true;
+ }
+ }
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Checks if a given UV is equal to a given frid point
+ */
+//================================================================================
+
+bool FaceQuadStruct::isEqual( const gp_XY& UV, int I, int J )
+{
+ TopLoc_Location loc;
+ Handle(Geom_Surface) surf = BRep_Tool::Surface( face, loc );
+ gp_Pnt p1 = surf->Value( UV.X(), UV.Y() );
+ gp_Pnt p2 = surf->Value( UVPt( I,J ).u, UVPt( I,J ).v );
+
+ double dist2 = 1e100;
+ for ( int di = -1; di < 2; di += 2 )
+ {
+ int i = I + di;
+ if ( i < 0 || i+1 >= iSize ) continue;
+ for ( int dj = -1; dj < 2; dj += 2 )
+ {
+ int j = J + dj;
+ if ( j < 0 || j+1 >= jSize ) continue;
+
+ dist2 = Min( dist2,
+ p2.SquareDistance( surf->Value( UVPt( i,j ).u, UVPt( i,j ).v )));
+ }
+ }
+ double tol2 = dist2 / 1000.;
+ return p1.SquareDistance( p2 ) < tol2;
+}
+
+//================================================================================
+/*!
+ * \brief Recompute UV of grid points around a moved point in one direction
+ */
+//================================================================================
+
+void FaceQuadStruct::updateUV( const gp_XY& UV, int I, int J, bool isVertical )
+{
+ UVPt( I, J ).u = UV.X();
+ UVPt( I, J ).v = UV.Y();
+
+ if ( isVertical )
+ {
+ // above J
+ if ( J+1 < jSize-1 )
+ {
+ gp_UV a0 = UVPt( 0, J ).UV();
+ gp_UV a1 = UVPt( iSize-1, J ).UV();
+ gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV();
+ gp_UV a3 = UVPt( 0, jSize-1 ).UV();
+
+ gp_UV p0 = UVPt( I, J ).UV();
+ gp_UV p2 = UVPt( I, jSize-1 ).UV();
+ const double y0 = UVPt( I, J ).y, dy = 1. - y0;
+ for (int j = J+1; j < jSize-1; j++)
+ {
+ gp_UV p1 = UVPt( iSize-1, j ).UV();
+ gp_UV p3 = UVPt( 0, j ).UV();
+
+ UVPtStruct& uvPt = UVPt( I, j );
+ gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ // under J
+ if ( J-1 > 0 )
+ {
+ gp_UV a0 = UVPt( 0, 0 ).UV();
+ gp_UV a1 = UVPt( iSize-1, 0 ).UV();
+ gp_UV a2 = UVPt( iSize-1, J ).UV();
+ gp_UV a3 = UVPt( 0, J ).UV();
+
+ gp_UV p0 = UVPt( I, 0 ).UV();
+ gp_UV p2 = UVPt( I, J ).UV();
+ const double y0 = 0., dy = UVPt( I, J ).y - y0;
+ for (int j = 1; j < J; j++)
+ {
+ gp_UV p1 = UVPt( iSize-1, j ).UV();
+ gp_UV p3 = UVPt( 0, j ).UV();
+
+ UVPtStruct& uvPt = UVPt( I, j );
+ gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ }
+ else // horizontally
+ {
+ // before I
+ if ( I-1 > 0 )
+ {
+ gp_UV a0 = UVPt( 0, 0 ).UV();
+ gp_UV a1 = UVPt( I, 0 ).UV();
+ gp_UV a2 = UVPt( I, jSize-1 ).UV();
+ gp_UV a3 = UVPt( 0, jSize-1 ).UV();
+
+ gp_UV p1 = UVPt( I, J ).UV();
+ gp_UV p3 = UVPt( 0, J ).UV();
+ const double x0 = 0., dx = UVPt( I, J ).x - x0;
+ for (int i = 1; i < I; i++)
+ {
+ gp_UV p0 = UVPt( i, 0 ).UV();
+ gp_UV p2 = UVPt( i, jSize-1 ).UV();
+
+ UVPtStruct& uvPt = UVPt( i, J );
+ gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ // after I
+ if ( I+1 < iSize-1 )
+ {
+ gp_UV a0 = UVPt( I, 0 ).UV();
+ gp_UV a1 = UVPt( iSize-1, 0 ).UV();
+ gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV();
+ gp_UV a3 = UVPt( I, jSize-1 ).UV();
+
+ gp_UV p1 = UVPt( iSize-1, J ).UV();
+ gp_UV p3 = UVPt( I, J ).UV();
+ const double x0 = UVPt( I, J ).x, dx = 1. - x0;
+ for (int i = I+1; i < iSize-1; i++)
+ {
+ gp_UV p0 = UVPt( i, 0 ).UV();
+ gp_UV p2 = UVPt( i, jSize-1 ).UV();
+
+ UVPtStruct& uvPt = UVPt( i, J );
+ gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3);
+ uvPt.u = uv.X();
+ uvPt.v = uv.Y();
+ }
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Side copying
+ */
+//================================================================================
+
+FaceQuadStruct::Side& FaceQuadStruct::Side::operator=(const Side& otherSide)
+{
+ grid = otherSide.grid;
+ from = otherSide.from;
+ to = otherSide.to;
+ forced_nodes = otherSide.forced_nodes;
+ contacts = otherSide.contacts;
+ nbNodeOut = otherSide.nbNodeOut;
+
+ for ( size_t iC = 0; iC < contacts.size(); ++iC )
+ {
+ FaceQuadStruct::Side* oSide = contacts[iC].other_side;
+ for ( size_t iOC = 0; iOC < oSide->contacts.size(); ++iOC )
+ if ( oSide->contacts[iOC].other_side == & otherSide )
+ {
+ // cout << "SHIFT old " << &otherSide << " " << otherSide.NbPoints()
+ // << " -> new " << this << " " << this->NbPoints() << endl;
+ oSide->contacts[iOC].other_side = this;
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Converts node index of a quad to node index of this side
+ */
+//================================================================================
+
+int FaceQuadStruct::Side::ToSideIndex( int quadNodeIndex ) const
+{
+ return ( from > to ) ? ( from - quadNodeIndex ) : ( quadNodeIndex + from );
+}
+
+//================================================================================
+/*!
+ * \brief Converts node index of this side to node index of a quad
+ */
+//================================================================================
+
+int FaceQuadStruct::Side::ToQuadIndex( int sideNodeIndex ) const
+{
+ return ( from > to ) ? ( from - sideNodeIndex ) : ( sideNodeIndex - from );
+}
+
+//================================================================================
+/*!
+ * \brief Checks if a node is enforced
+ * \param [in] nodeIndex - an index of a node in a size
+ * \return bool - \c true if the node is forced
+ */
+//================================================================================
+
+bool FaceQuadStruct::Side::IsForced( int nodeIndex ) const
+{
+ if ( nodeIndex < 0 || nodeIndex >= grid->NbPoints() )
+ throw SALOME_Exception( " FaceQuadStruct::Side::IsForced(): wrong index" );
+
+ if ( forced_nodes.count( nodeIndex ) )
+ return true;
+
+ for ( size_t i = 0; i < this->contacts.size(); ++i )
+ if ( contacts[ i ].point == nodeIndex &&
+ contacts[ i ].other_side->forced_nodes.count( contacts[ i ].other_point ))
+ return true;
+
+ return false;
+}
+
+//================================================================================
+/*!
+ * \brief Sets up a contact between this and another side
+ */
+//================================================================================
+
+void FaceQuadStruct::Side::AddContact( int ip, Side* side, int iop )
+{
+ if ( ip >= GetUVPtStruct().size() ||
+ iop >= side->GetUVPtStruct().size() )
+ throw SALOME_Exception( "FaceQuadStruct::Side::AddContact(): wrong point" );
+ {
+ contacts.resize( contacts.size() + 1 );
+ Contact& c = contacts.back();
+ c.point = ip;
+ c.other_side = side;
+ c.other_point = iop;
+ }
+ {
+ side->contacts.resize( side->contacts.size() + 1 );
+ Contact& c = side->contacts.back();
+ c.point = iop;
+ c.other_side = this;
+ c.other_point = ip;
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Returns a normalized parameter of a point indexed within a quadrangle
+ */
+//================================================================================
+
+double FaceQuadStruct::Side::Param( int i ) const
+{
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ return (( points[ from + i ].normParam - points[ from ].normParam ) /
+ ( points[ to - 1 ].normParam - points[ from ].normParam ));
+}
+
+//================================================================================
+/*!
+ * \brief Returns UV by a parameter normalized within a quadrangle
+ */
+//================================================================================
+
+gp_XY FaceQuadStruct::Side::Value2d( double x ) const
+{
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ double u = ( points[ from ].normParam +
+ x * ( points[ to-1 ].normParam - points[ from ].normParam ));
+ return grid->Value2d( u ).XY();
+}
+
+//================================================================================
+/*!
+ * \brief Returns side length
+ */
+//================================================================================
+
+double FaceQuadStruct::Side::Length(int theFrom, int theTo) const
+{
+ const vector<UVPtStruct>& points = GetUVPtStruct();
+ double r = ( points[ Max( to, theTo )-1 ].normParam -
+ points[ Max( from, theFrom ) ].normParam );
+ return r * grid->Length();
+}