//=================================================================================
// function : GetEdgeNodes
-// purpose : Retrieve ids of nodes from edge of elements ( edge is numbered from 1 )
+// purpose : Retrieve ids of nodes from edge of elements ( edge is numbered from 0 )
//=================================================================================
bool SMESH_VisualObjDef::GetEdgeNodes( const int theElemId,
const int theEdgeNum,
int nbNodes = anElem->NbCornerNodes();
- if ( theEdgeNum < 0 || theEdgeNum > 3 || (nbNodes != 3 && nbNodes != 4) || theEdgeNum > nbNodes )
+ if (( theEdgeNum < 0 || theEdgeNum > 3 ) ||
+ ( nbNodes != 3 && nbNodes != 4 ) ||
+ ( theEdgeNum >= nbNodes ))
return false;
- theNodeId1 = anElem->GetNode( theEdgeNum - 1 )->GetID();
- theNodeId2 = anElem->GetNode( theEdgeNum % nbNodes )->GetID();
+ theNodeId1 = anElem->GetNode( theEdgeNum )->GetID();
+ theNodeId2 = anElem->GetNode(( theEdgeNum + 1 ) % nbNodes )->GetID();
return true;
}
//=================================================================================
bool SMESH_VisualObjDef::IsValid() const
{
- //MESSAGE("SMESH_VisualObjDef::IsValid");
- return ( GetNbEntities(SMDSAbs_0DElement) > 0 ||
- GetNbEntities(SMDSAbs_Ball ) > 0 ||
- GetNbEntities(SMDSAbs_Edge ) > 0 ||
+ return ( GetNbEntities(SMDSAbs_0DElement) > 0 ||
+ GetNbEntities(SMDSAbs_Ball ) > 0 ||
+ GetNbEntities(SMDSAbs_Edge ) > 0 ||
GetNbEntities(SMDSAbs_Face ) > 0 ||
GetNbEntities(SMDSAbs_Volume ) > 0 ||
GetNbEntities(SMDSAbs_Node ) > 0 );
// function : updateEntitiesFlags
// purpose : Update entities flags
//=================================================================================
-void SMESH_VisualObjDef::updateEntitiesFlags() {
+void SMESH_VisualObjDef::updateEntitiesFlags()
+{
+ unsigned int tmp = myEntitiesState;
+ ClearEntitiesFlags();
- unsigned int tmp = myEntitiesState;
- ClearEntitiesFlags();
+ map<SMDSAbs_ElementType,int> entities = SMESH::GetEntitiesFromObject(this);
- map<SMDSAbs_ElementType,int> entities = SMESH::GetEntitiesFromObject(this);
-
- if( myEntitiesCache[SMDSAbs_0DElement] != 0 || myEntitiesCache[SMDSAbs_0DElement] >= entities[SMDSAbs_0DElement] )
- myEntitiesState &= ~SMESH_Actor::e0DElements;
+ if( myEntitiesCache[SMDSAbs_0DElement] != 0 ||
+ myEntitiesCache[SMDSAbs_0DElement] >= entities[SMDSAbs_0DElement] )
+ myEntitiesState &= ~SMESH_Actor::e0DElements;
- if( myEntitiesCache[SMDSAbs_Ball] != 0 || myEntitiesCache[SMDSAbs_Ball] >= entities[SMDSAbs_Ball] )
- myEntitiesState &= ~SMESH_Actor::eBallElem;
+ if( myEntitiesCache[SMDSAbs_Ball] != 0 ||
+ myEntitiesCache[SMDSAbs_Ball] >= entities[SMDSAbs_Ball] )
+ myEntitiesState &= ~SMESH_Actor::eBallElem;
- if( myEntitiesCache[SMDSAbs_Edge] != 0 || myEntitiesCache[SMDSAbs_Edge] >= entities[SMDSAbs_Edge] )
- myEntitiesState &= ~SMESH_Actor::eEdges;
+ if( myEntitiesCache[SMDSAbs_Edge] != 0 ||
+ myEntitiesCache[SMDSAbs_Edge] >= entities[SMDSAbs_Edge] )
+ myEntitiesState &= ~SMESH_Actor::eEdges;
- if( myEntitiesCache[SMDSAbs_Face] != 0 || myEntitiesCache[SMDSAbs_Face] >= entities[SMDSAbs_Face] )
- myEntitiesState &= ~SMESH_Actor::eFaces;
+ if( myEntitiesCache[SMDSAbs_Face] != 0 ||
+ myEntitiesCache[SMDSAbs_Face] >= entities[SMDSAbs_Face] )
+ myEntitiesState &= ~SMESH_Actor::eFaces;
- if( myEntitiesCache[SMDSAbs_Volume] != 0 || myEntitiesCache[SMDSAbs_Volume] >= entities[SMDSAbs_Volume] )
- myEntitiesState &= ~SMESH_Actor::eVolumes;
+ if( myEntitiesCache[SMDSAbs_Volume] != 0 ||
+ myEntitiesCache[SMDSAbs_Volume] >= entities[SMDSAbs_Volume] )
+ myEntitiesState &= ~SMESH_Actor::eVolumes;
- if( tmp != myEntitiesState ) {
- myEntitiesFlag = true;
- }
-
- myEntitiesCache = entities;
+ if( tmp != myEntitiesState ) {
+ myEntitiesFlag = true;
+ }
+
+ myEntitiesCache = entities;
}
//=================================================================================
// function : ClearEntitiesFlags
// purpose : Clear the entities flags
//=================================================================================
-void SMESH_VisualObjDef::ClearEntitiesFlags() {
- myEntitiesState = SMESH_Actor::eAllEntity;
- myEntitiesFlag = false;
+void SMESH_VisualObjDef::ClearEntitiesFlags()
+{
+ myEntitiesState = SMESH_Actor::eAllEntity;
+ myEntitiesFlag = false;
}
//=================================================================================
// function : GetEntitiesFlag
// purpose : Return the entities flag
//=================================================================================
-bool SMESH_VisualObjDef::GetEntitiesFlag() {
- return myEntitiesFlag;
+bool SMESH_VisualObjDef::GetEntitiesFlag()
+{
+ return myEntitiesFlag;
}
//=================================================================================
// function : GetEntitiesState
// purpose : Return the entities state
//=================================================================================
-unsigned int SMESH_VisualObjDef::GetEntitiesState() {
- return myEntitiesState;
+unsigned int SMESH_VisualObjDef::GetEntitiesState()
+{
+ return myEntitiesState;
}
/*
bool SMESH_MeshObj::NulData()
{
- MESSAGE ("SMESH_MeshObj::NulData() ==================================================================================");
- if (!myEmptyGrid)
- {
- myEmptyGrid = SMDS_UnstructuredGrid::New();
- myEmptyGrid->Initialize();
- myEmptyGrid->Allocate();
- vtkPoints* points = vtkPoints::New();
- points->SetNumberOfPoints(0);
- myEmptyGrid->SetPoints( points );
- points->Delete();
- myEmptyGrid->BuildLinks();
- }
- myGrid->ShallowCopy(myEmptyGrid);
- return true;
+ MESSAGE ("SMESH_MeshObj::NulData() ==================================================================================");
+ if (!myEmptyGrid)
+ {
+ myEmptyGrid = SMDS_UnstructuredGrid::New();
+ myEmptyGrid->Initialize();
+ myEmptyGrid->Allocate();
+ vtkPoints* points = vtkPoints::New();
+ points->SetNumberOfPoints(0);
+ myEmptyGrid->SetPoints( points );
+ points->Delete();
+ myEmptyGrid->BuildLinks();
+ }
+ myGrid->ShallowCopy(myEmptyGrid);
+ return true;
}
//=================================================================================
// function : GetElemDimension
SMESH_MeshEditor_PathPoint PP2 = currList.front();
gp_Dir D1 = PP1.Tangent();
gp_Dir D2 = PP2.Tangent();
- gp_Dir Dnew( ( D1.XYZ() + D2.XYZ() ) / 2 );
+ gp_Dir Dnew( D1.XYZ() + D2.XYZ() );
PP1.SetTangent(Dnew);
fullList.push_back(PP1);
fullList.splice( fullList.end(), currList, ++currList.begin(), currList.end() );
aL2 = aVec.SquareMagnitude();
if ( aL2 < aTolVec2 )
return EXTR_CANT_GET_TANGENT;
- gp_Dir aTgt( aVec );
+ gp_Dir aTgt( FirstIsStart ? aVec : -aVec );
aPP.SetPnt( aP3D );
aPP.SetTangent( aTgt );
aPP.SetParameter( aT );
const bool theMakeGroups)
{
const int aNbTP = fullList.size();
+
// Angles
if( theHasAngles && !theAngles.empty() && theLinearVariation )
LinearAngleVariation(aNbTP-1, theAngles);
+
// fill vector of path points with angles
vector<SMESH_MeshEditor_PathPoint> aPPs;
list<SMESH_MeshEditor_PathPoint>::iterator itPP = fullList.begin();
{
TIDSortedElemSet& theElements = theElemSets[ is2ndSet ];
itElem = theElements.begin();
- for ( ; itElem != theElements.end(); itElem++ ) {
+ for ( ; itElem != theElements.end(); itElem++ )
+ {
const SMDS_MeshElement* elem = *itElem;
-
- SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
while ( itN->more() ) {
const SMDS_MeshElement* node = itN->next();
if ( newNodes.insert( node ).second )
// 4. Processing the elements
SMESHDS_Mesh* aMesh = GetMeshDS();
+ list<const SMDS_MeshNode*> emptyList;
setElemsFirst( theElemSets );
for ( int is2ndSet = 0; is2ndSet < 2; ++is2ndSet )
{
TIDSortedElemSet& theElements = theElemSets[ is2ndSet ];
- for ( itElem = theElements.begin(); itElem != theElements.end(); itElem++ ) {
- // check element type
+ for ( itElem = theElements.begin(); itElem != theElements.end(); itElem++ )
+ {
const SMDS_MeshElement* elem = *itElem;
- if ( !elem )
- continue;
- // SMDSAbs_ElementType aTypeE = elem->GetType();
- // if ( aTypeE != SMDSAbs_Face && aTypeE != SMDSAbs_Edge )
- // continue;
vector<TNodeOfNodeListMapItr> & newNodesItVec = mapElemNewNodes[ elem ];
newNodesItVec.reserve( elem->NbNodes() );
{
++nodeIndex;
// check if a node has been already processed
- const SMDS_MeshNode* node =
- static_cast<const SMDS_MeshNode*>( itN->next() );
- 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;
-
+ const SMDS_MeshNode* node = cast2Node( itN->next() );
+ TNodeOfNodeListMap::iterator nIt = mapNewNodes.insert( make_pair( node, emptyList )).first;
+ list<const SMDS_MeshNode*>& listNewNodes = nIt->second;
+ if ( listNewNodes.empty() )
+ {
// make new nodes
Standard_Real aAngle1x, aAngleT1T0, aTolAng;
gp_Pnt aP0x, aP1x, aPN0, aPN1, aV0x, aV1x;
const SMESH_MeshEditor_PathPoint& aPP0 = aPPs[0];
aP0x = aPP0.Pnt();
aDT0x= aPP0.Tangent();
- //cout<<"j = 0 PP: Pnt("<<aP0x.X()<<","<<aP0x.Y()<<","<<aP0x.Z()<<")"<<endl;
for ( int j = 1; j < aNbTP; ++j ) {
const SMESH_MeshEditor_PathPoint& aPP1 = aPPs[j];
// rotation 1 [ T1,T0 ]
aAngleT1T0=-aDT1x.Angle( aDT0x );
- if (fabs(aAngleT1T0) > aTolAng) {
+ if (fabs(aAngleT1T0) > aTolAng)
+ {
aDT1T0=aDT1x^aDT0x;
anAxT1T0.SetLocation( aV1x );
anAxT1T0.SetDirection( aDT1T0 );
}
// make new node
- //MESSAGE("elem->IsQuadratic " << elem->IsQuadratic() << " " << elem->IsMediumNode(node));
- if( elem->IsQuadratic() && !elem->IsMediumNode(node) ) {
+ if ( elem->IsQuadratic() && !elem->IsMediumNode(node) )
+ {
// create additional node
- double x = ( aPN1.X() + aPN0.X() )/2.;
- double y = ( aPN1.Y() + aPN0.Y() )/2.;
- double z = ( aPN1.Z() + aPN0.Z() )/2.;
- const SMDS_MeshNode* newNode = aMesh->AddNode(x,y,z);
+ gp_XYZ midP = 0.5 * ( aPN1.XYZ() + aPN0.XYZ() );
+ const SMDS_MeshNode* newNode = aMesh->AddNode( midP.X(), midP.Y(), midP.Z() );
myLastCreatedNodes.Append(newNode);
srcNodes.Append( node );
listNewNodes.push_back( newNode );
aDT0x = aDT1x;
}
}
-
- else {
+ else if( elem->IsQuadratic() && !elem->IsMediumNode(node) )
+ {
// if current elem is quadratic and current node is not medium
// we have to check - may be it is needed to insert additional nodes
- if( elem->IsQuadratic() && !elem->IsMediumNode(node) ) {
- list< const SMDS_MeshNode* > & listNewNodes = nIt->second;
- if(listNewNodes.size()==aNbTP-1) {
- vector<const SMDS_MeshNode*> aNodes(2*(aNbTP-1));
- gp_XYZ P(node->X(), node->Y(), node->Z());
- list< const SMDS_MeshNode* >::iterator it = listNewNodes.begin();
- int i;
- for(i=0; i<aNbTP-1; i++) {
- const SMDS_MeshNode* N = *it;
- double x = ( N->X() + P.X() )/2.;
- double y = ( N->Y() + P.Y() )/2.;
- double z = ( N->Z() + P.Z() )/2.;
- const SMDS_MeshNode* newN = aMesh->AddNode(x,y,z);
- srcNodes.Append( node );
- myLastCreatedNodes.Append(newN);
- aNodes[2*i] = newN;
- aNodes[2*i+1] = N;
- P = gp_XYZ(N->X(),N->Y(),N->Z());
- }
- listNewNodes.clear();
- for(i=0; i<2*(aNbTP-1); i++) {
- listNewNodes.push_back(aNodes[i]);
- }
+ list< const SMDS_MeshNode* > & listNewNodes = nIt->second;
+ if ( listNewNodes.size() == aNbTP-1 )
+ {
+ vector<const SMDS_MeshNode*> aNodes(2*(aNbTP-1));
+ gp_XYZ P(node->X(), node->Y(), node->Z());
+ list< const SMDS_MeshNode* >::iterator it = listNewNodes.begin();
+ int i;
+ for(i=0; i<aNbTP-1; i++) {
+ const SMDS_MeshNode* N = *it;
+ double x = ( N->X() + P.X() )/2.;
+ double y = ( N->Y() + P.Y() )/2.;
+ double z = ( N->Z() + P.Z() )/2.;
+ const SMDS_MeshNode* newN = aMesh->AddNode(x,y,z);
+ srcNodes.Append( node );
+ myLastCreatedNodes.Append(newN);
+ aNodes[2*i] = newN;
+ aNodes[2*i+1] = N;
+ P = gp_XYZ(N->X(),N->Y(),N->Z());
+ }
+ listNewNodes.clear();
+ for(i=0; i<2*(aNbTP-1); i++) {
+ listNewNodes.push_back(aNodes[i]);
}
}
}
newNodesItVec.push_back( nIt );
}
+
// make new elements
- //sweepElement( aMesh, elem, newNodesItVec, newElemsMap[elem],
- // newNodesItVec[0]->second.size(), myLastCreatedElems );
sweepElement( elem, newNodesItVec, newElemsMap[elem], aNbTP-1, srcElems );
}
}
if (!myPath->_is_nil()) {
SMESH_Actor* aPathActor = SMESH::FindActorByObject(myPath);
if (aPathActor) {
- SMESH::SetPointRepresentation(true);
+ aPathActor->SetPointRepresentation( true );
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(NodeSelection);
SMESH::SetPickable(aPathActor);
if (aNbSel == 0 || myActorsList.count() == 0 || myMesh->_is_nil()) return;
+ SUIT_OverrideCursor wc;
+
myIsBusy = true;
int sizeBefore = myElements->count();
myDestDX->hide();
myDestDY->hide();
myDestDZ->hide();
- if (myNodeToMoveGrp->isVisible()) {myNodeToMoveGrp->hide();}
+ if (myNodeToMoveGrp->isVisible()) myNodeToMoveGrp->hide();
+ myDestBtn->setChecked( true );
break;
}
}
myDestCoordChanged = true;
// connect signals and slots
- connect(myDlg->myDestinationX, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
- connect(myDlg->myDestinationY, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
- connect(myDlg->myDestinationZ, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
- connect(myDlg->myDestDX, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
- connect(myDlg->myDestDY, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
- connect(myDlg->myDestDZ, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
- connect(myDlg->myId,SIGNAL (textChanged(const QString&)),SLOT(redisplayPreview()));
- connect(myDlg->myPreviewChkBox, SIGNAL (toggled(bool)),SLOT(redisplayPreview()));
+ connect(myDlg->myDestinationX, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
+ connect(myDlg->myDestinationY, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
+ connect(myDlg->myDestinationZ, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
+ connect(myDlg->myDestDX, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
+ connect(myDlg->myDestDY, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
+ connect(myDlg->myDestDZ, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
+ connect(myDlg->myId, SIGNAL (textChanged(const QString&)),SLOT(redisplayPreview()));
+ connect(myDlg->myPreviewChkBox, SIGNAL (toggled(bool)), SLOT(redisplayPreview()));
+ connect(myDlg->myButtonGroup, SIGNAL (buttonClicked(int)), SLOT(redisplayPreview()));
// IPAL22913: TC6.5.0: selected in "Move node" dialog box node is not highlighted
// note: this slot seems to be lost together with removed obsolete SMESHGUI_MoveNodesDlg class
myDlg->show();
onSelectionDone(); // init myMeshActor
-
- if ( myMeshActor ) {
-// myMeshActor->SetRepresentation( VTK_WIREFRAME );
- myMeshActor->SetPointRepresentation(true);
- SMESH::RepaintCurrentView();
- redisplayPreview();
- }
}
//=================================================================================
{
if ( !myDlg->isVisible() || !myDlg->isEnabled() )
return;
+
+ myNoPreview = true;
try {
SALOME_ListIO aList;
selectionMgr()->selectedObjects(aList, SVTK_Viewer::Type());
Handle(SALOME_InteractiveObject) anIO = aList.First();
SMESH_Actor* aMeshActor = SMESH::FindActorByEntry(anIO->getEntry());
+ if (( myDlg->myIdBtn->isChecked() && myDlg->myIdBtn->isEnabled() ) ||
+ ( !myDlg->myNodeToMoveGrp->isVisible() ))
+ myMeshActor = aMeshActor;
+
if (!aMeshActor) { // coord by geom
if ( myDlg->myDestBtn->isChecked() ) {
GEOM::GEOM_Object_var geom = SMESH::IObjectToInterface<GEOM::GEOM_Object>(anIO);
if ( GEOMBase::GetShape(geom, aShape) &&
aShape.ShapeType() == TopAbs_VERTEX ) {
gp_Pnt P = BRep_Tool::Pnt(aShape);
- myNoPreview = true;
myDlg->myDestinationX->SetValue(P.X());
myDlg->myDestinationY->SetValue(P.Y());
myDlg->myDestinationZ->SetValue(P.Z());
- myNoPreview = false;
- redisplayPreview();
}
}
+ myNoPreview = false;
+ redisplayPreview();
return;
}
}
- if ( !myMeshActor )
- myMeshActor = aMeshActor;
-
QString aString;
int nbElems = SMESH::GetNameOfSelectedElements(selector(),anIO, aString);
if (nbElems == 1) {
if (SMDS_Mesh* aMesh = aMeshActor->GetObject()->GetMesh()) {
if (const SMDS_MeshNode* aNode = aMesh->FindNode(aString.toInt())) {
- myNoPreview = true;
if ( myDlg->myDestBtn->isChecked() ) { // set coord
myDlg->myDestinationX->SetValue(aNode->X());
myDlg->myDestinationY->SetValue(aNode->Y());
myDlg->myDestinationZ->SetValue(aNode->Z());
- myNoPreview = false;
- redisplayPreview();
}
else if ( myDlg->myIdBtn->isChecked() &&
myDlg->myIdBtn->isEnabled() ) { // set node to move
myDlg->myId->setText(aString);
- myNoPreview = false;
+ myDlg->myCurrentX->SetValue( aNode->X() );
+ myDlg->myCurrentY->SetValue( aNode->Y() );
+ myDlg->myCurrentZ->SetValue( aNode->Z() );
redisplayPreview();
}
- if (const SMDS_MeshNode* aCurrentNode = aMesh->FindNode(myDlg->myId->text().toInt())) {
- double x = aCurrentNode->X();
- double y = aCurrentNode->Y();
- double z = aCurrentNode->Z();
- double dx = myDlg->myDestinationX->GetValue() - x;
- double dy = myDlg->myDestinationY->GetValue() - y;
- double dz = myDlg->myDestinationZ->GetValue() - z;
- myDlg->myCurrentX->SetValue(x);
- myDlg->myCurrentY->SetValue(y);
- myDlg->myCurrentZ->SetValue(z);
- myDlg->myDestDX->SetValue(dx);
- myDlg->myDestDY->SetValue(dy);
- myDlg->myDestDZ->SetValue(dz);
- myDlg->myDestDX->setReadOnly(false);
- myDlg->myDestDY->setReadOnly(false);
- myDlg->myDestDZ->setReadOnly(false);
- }
+ double x = myDlg->myCurrentX->GetValue();
+ double y = myDlg->myCurrentY->GetValue();
+ double z = myDlg->myCurrentZ->GetValue();
+ double dx = myDlg->myDestinationX->GetValue() - x;
+ double dy = myDlg->myDestinationY->GetValue() - y;
+ double dz = myDlg->myDestinationZ->GetValue() - z;
+ myDlg->myDestDX->SetValue(dx);
+ myDlg->myDestDY->SetValue(dy);
+ myDlg->myDestDZ->SetValue(dz);
+ myDlg->myDestDX->setReadOnly(false);
+ myDlg->myDestDY->setReadOnly(false);
+ myDlg->myDestDZ->setReadOnly(false);
}
}
}
} catch (...) {
}
+
+ myNoPreview = false;
+ redisplayPreview();
}
//================================================================================
bool moveShown = false;
if ( myMeshActor)
{
- const bool isPreview = myDlg->myPreviewChkBox->isChecked();
+ const bool isPreview = myDlg->myPreviewChkBox->isChecked();
const bool isMoveNode = myDlg->myRButMoveWithoutNode->isChecked();
QString msg;
if ( isValid( msg ) )
myDlg->myDestinationX->SetValue(x);
myDlg->myDestinationY->SetValue(y);
myDlg->myDestinationZ->SetValue(z);
- }
- if ( myDestCoordChanged ) {
- dx = myDlg->myDestinationX->GetValue() - x;
- dy = myDlg->myDestinationY->GetValue() - y;
- dz = myDlg->myDestinationZ->GetValue() - z;
myDlg->myDestDX->SetValue(dx);
myDlg->myDestDY->SetValue(dy);
myDlg->myDestDZ->SetValue(dz);
}
- else {
- dx = myDlg->myDestDX->GetValue() + x;
- dy = myDlg->myDestDY->GetValue() + y;
- dz = myDlg->myDestDZ->GetValue() + z;
- myDlg->myDestinationX->SetValue(dx);
- myDlg->myDestinationY->SetValue(dy);
- myDlg->myDestinationZ->SetValue(dz);
+ else
+ {
+ if ( myDestCoordChanged ) {
+ dx = myDlg->myDestinationX->GetValue() - x;
+ dy = myDlg->myDestinationY->GetValue() - y;
+ dz = myDlg->myDestinationZ->GetValue() - z;
+ myDlg->myDestDX->SetValue(dx);
+ myDlg->myDestDY->SetValue(dy);
+ myDlg->myDestDZ->SetValue(dz);
+ }
+ else {
+ dx = myDlg->myDestDX->GetValue() + x;
+ dy = myDlg->myDestDY->GetValue() + y;
+ dz = myDlg->myDestDZ->GetValue() + z;
+ myDlg->myDestinationX->SetValue(dx);
+ myDlg->myDestinationY->SetValue(dy);
+ myDlg->myDestinationZ->SetValue(dz);
+ }
}
myDlg->myCurrentX->SetValue(x);
myDlg->myCurrentY->SetValue(y);
void SMESHGUI_MakeNodeAtPointOp::activateSelection()
{
selectionMgr()->clearFilters();
- SMESH::SetPointRepresentation(false);
+ SMESH::SetPointRepresentation( true );
selectionMgr()->installFilter( myFilter );
setSelectionMode( NodeSelection );
}
if (aResult) {
SMESH::Update(myIO, SMESH::eDisplay);
+ SMESH::RepaintCurrentView();
SMESHGUI::Modified();
//Init();
- mySelectedObject = SMESH::SMESH_IDSource::_nil();
+ //mySelectedObject = SMESH::SMESH_IDSource::_nil();
}
}
BranchIterator(const std::vector<const TVDEdge*> & edges, int i )
:_i( i ), _size( edges.size() ), _edges( edges )
{
- _closed = ( edges[0]->vertex1() == edges.back()->vertex0() ); // closed branch
+ _closed = ( edges[0]->vertex1() == edges.back()->vertex0() || // closed branch
+ edges[0]->vertex0() == edges.back()->vertex1() );
}
const TVDEdge* operator++() { ++_i; return edge(); }
const TVDEdge* operator--() { --_i; return edge(); }
{
branchID = bndSegs[i]._prev->_branchID; // with sign
}
- else if ( bndSegs[i]._edge && // 1st bndSeg of a WIRE
- bndSegs[i]._inSeg->isConnected( bndSegs[i]._edge ))
+ else if ( bndSegs[i]._edge ) // 1st bndSeg of a WIRE
{
branchEdges.resize(( branchID = branchEdges.size()) + 1 );
- if ( bndSegs[i]._inSeg->point0() == bndSegs[i]._edge->vertex1() )
- endType.insert( make_pair( bndSegs[i]._edge->vertex1(), SMESH_MAT2d::BE_ON_VERTEX ));
- else
- endType.insert( make_pair( bndSegs[i]._edge->vertex0(), SMESH_MAT2d::BE_ON_VERTEX ));
+ if ( bndSegs[i]._inSeg->isConnected( bndSegs[i]._edge ))
+ {
+ if ( bndSegs[i]._inSeg->point0() == bndSegs[i]._edge->vertex1() )
+ endType.insert( make_pair( bndSegs[i]._edge->vertex1(), SMESH_MAT2d::BE_ON_VERTEX ));
+ else
+ endType.insert( make_pair( bndSegs[i]._edge->vertex0(), SMESH_MAT2d::BE_ON_VERTEX ));
+ }
}
bndSegs[i].setBranch( branchID, bndSegsPerEdge ); // set to i-th and to the opposite bndSeg
return true;
}
+//================================================================================
+/*!
+ * \brief Returns a BranchPoint corresponding to a given BoundaryPoint on a geom EDGE
+ * \param [in] bp - the BoundaryPoint
+ * \param [out] p - the found BranchPoint
+ * \return bool - is OK
+ */
+//================================================================================
+
+bool SMESH_MAT2d::Boundary::getBranchPoint( const BoundaryPoint& bp,
+ BranchPoint& p ) const
+{
+ return getBranchPoint( bp._edgeIndex, bp._param, p );
+}
+
//================================================================================
/*!
* \brief Check if a given boundary segment is a null-length segment on a concave
std::size_t _iEdge; // MA edge index within the branch
double _edgeParam; // normalized param within the MA edge
- BranchPoint(): _branch(0), _iEdge(0), _edgeParam(-1) {}
+ BranchPoint( const Branch* b = 0, std::size_t e = 0, double u = -1 ):
+ _branch(b), _iEdge(e), _edgeParam(u) {}
};
//-------------------------------------------------------------------------------------
/*!
bool getBranchPoint( const std::size_t iEdge, double u, BranchPoint& p ) const;
+ bool getBranchPoint( const BoundaryPoint& bp, BranchPoint& p ) const;
+
bool isConcaveSegment( std::size_t iEdge, std::size_t iSeg ) const;
bool moveToClosestEdgeEnd( BoundaryPoint& bp ) const;
TMAPar2NPoints & thePointsOnE,
SinuousFace& theSinuFace)
{
+ if ( theDivPoints.empty() )
+ return true;
+
SMESHDS_Mesh* meshDS = theHelper.GetMeshDS();
const vector< TopoDS_Edge >& theSinuEdges = theSinuFace._sinuEdges;
const vector< Handle(Geom_Curve) >& theCurves = theSinuFace._sinuCurves;
findVertexAndNode( np1, theSinuEdges, meshDS );
thePointsOnE.insert( make_pair( 1.1, make_pair( np0, np1)));
}
+ else
+ {
+ // project a VERTEX of outer sinuous side corresponding to branch(0.)
+ // which is not included into theDivPoints
+ if ( ! ( theDivPoints[0]._iEdge == 0 &&
+ theDivPoints[0]._edgeParam == 0. )) // recursive call
+ {
+ SMESH_MAT2d::BranchPoint brp( &branch, 0, 0 );
+ vector< SMESH_MAT2d::BranchPoint > divPoint( 1, brp );
+ vector< std::size_t > edgeIDs1(2), edgeIDs2(2);
+ edgeIDs1[0] = theEdgeIDs1.back();
+ edgeIDs1[1] = theEdgeIDs1[0];
+ edgeIDs2[0] = theEdgeIDs2.back();
+ edgeIDs2[1] = theEdgeIDs2[0];
+ projectVertices( theHelper, theMA, divPoint, edgeIDs1, edgeIDs2,
+ theIsEdgeComputed, thePointsOnE, theSinuFace );
+ }
+ }
// project theDivPoints
- if ( theDivPoints.empty() )
- return true;
-
+ TMAPar2NPoints::iterator u2NP;
for ( size_t i = 0; i < theDivPoints.size(); ++i )
{
if ( !branch.getParameter( theDivPoints[i], uMA ))
findVertexAndNode( np[0], theSinuEdges, meshDS, theEdgeIDs1[i], theEdgeIDs1[i+1] ),
findVertexAndNode( np[1], theSinuEdges, meshDS, theEdgeIDs2[i], theEdgeIDs2[i+1] )
};
+ const size_t iVert = isVertex[0] ? 0 : 1; // side with a VERTEX
+ const size_t iNode = 1 - iVert; // opposite (meshed?) side
- TMAPar2NPoints::iterator u2NP =
- thePointsOnE.insert( make_pair( uMA, make_pair( np[0], np[1])));//.first;
+ if ( isVertex[0] != isVertex[1] ) // try to find an opposite VERTEX
+ {
+ theMA.getBoundary().moveToClosestEdgeEnd( bp[iNode] ); // EDGE -> VERTEX
+ SMESH_MAT2d::BranchPoint brp;
+ theMA.getBoundary().getBranchPoint( bp[iNode], brp ); // WIRE -> MA
+ SMESH_MAT2d::BoundaryPoint bp2[2];
+ branch.getBoundaryPoints( brp, bp2[0], bp2[1] ); // MA -> WIRE
+ NodePoint np2[2] = { NodePoint( bp2[0]), NodePoint( bp2[1]) };
+ findVertexAndNode( np2[0], theSinuEdges, meshDS );
+ findVertexAndNode( np2[1], theSinuEdges, meshDS );
+ if ( np2[ iVert ]._node == np[ iVert ]._node &&
+ np2[ iNode ]._node)
+ {
+ np[ iNode ] = np2[ iNode ];
+ isVertex[ iNode ] = true;
+ }
+ }
+
+ u2NP = thePointsOnE.insert( make_pair( uMA, make_pair( np[0], np[1])));
if ( !isVertex[0] && !isVertex[1] ) return false; // error
if ( isVertex[0] && isVertex[1] )
continue;
- const size_t iVert = isVertex[0] ? 0 : 1;
- const size_t iNode = 1 - iVert;
bool isOppComputed = theIsEdgeComputed[ np[ iNode ]._edgeInd ];
if ( !isOppComputed )
// evaluate distance to neighbor projections
const double rShort = 0.2;
- bool isShortPrev[2], isShortNext[2];
+ bool isShortPrev[2], isShortNext[2], isPrevCloser[2];
TMAPar2NPoints::iterator u2NPPrev = u2NP, u2NPNext = u2NP;
--u2NPPrev; ++u2NPNext;
// bool hasPrev = ( u2NP != thePointsOnE.begin() );
double distPrev = p.Distance( pPrev );
double distNext = p.Distance( pNext );
double r = distPrev / ( distPrev + distNext );
- isShortPrev[iS] = ( r < rShort );
- isShortNext[iS] = (( 1 - r ) > ( 1 - rShort ));
+ isShortPrev [iS] = ( r < rShort );
+ isShortNext [iS] = (( 1 - r ) > ( 1 - rShort ));
+ isPrevCloser[iS] = (( r < 0.5 ) && ( u2NPPrev->first > 0 ));
}
// if ( !hasPrev ) isShortPrev[0] = isShortPrev[1] = false;
// if ( !hasNext ) isShortNext[0] = isShortNext[1] = false;
if (( isShortPrev[0] && isShortPrev[1] ) || // option 2) -> remove a too close projection
( isShortNext[0] && isShortNext[1] ))
{
- u2NPClose = isShortPrev[0] ? u2NPPrev : u2NPNext;
+ u2NPClose = isPrevCloser[0] ? u2NPPrev : u2NPNext;
NodePoint& npProj = get( u2NP->second, iNode ); // NP of VERTEX projection
NodePoint npCloseN = get( u2NPClose->second, iNode ); // NP close to npProj
NodePoint npCloseV = get( u2NPClose->second, iVert ); // NP close to VERTEX
if ( !npCloseV._node )
{
npProj = npCloseN;
- thePointsOnE.erase( isShortPrev[0] ? u2NPPrev : u2NPNext );
+ thePointsOnE.erase( isPrevCloser[0] ? u2NPPrev : u2NPNext );
continue;
}
else
}
// else: option 1) - wide enough -> "duplicate" existing node
{
- u2NPClose = isShortPrev[ iNode ] ? u2NPPrev : u2NPNext;
+ u2NPClose = isPrevCloser[ iNode ] ? u2NPPrev : u2NPNext;
NodePoint& npProj = get( u2NP->second, iNode ); // NP of VERTEX projection
NodePoint& npCloseN = get( u2NPClose->second, iNode ); // NP close to npProj
npProj = npCloseN;
//theNodes2Merge[ npCloseN._node ].push_back( npProj._node );
}
}
+
+ // remove auxiliary NodePoint's of ends of theSinuEdges
+ for ( u2NP = thePointsOnE.begin(); u2NP->first < 0; )
+ thePointsOnE.erase( u2NP++ );
+ thePointsOnE.erase( 1.1 );
+
return true;
}
void separateNodes( SMESH_MesherHelper& theHelper,
const SMESH_MAT2d::MedialAxis& theMA,
TMAPar2NPoints & thePointsOnE,
- SinuousFace& theSinuFace )
+ SinuousFace& theSinuFace,
+ const vector< bool >& theIsComputedEdge)
{
if ( thePointsOnE.size() < 2 )
return;
}
// distribute points and create nodes
- double du = ( u1 - u0 ) / ( sameU2NP.size() + 1 );
+ double du = ( u1 - u0 ) / ( sameU2NP.size() + !existingNode );
double u = u0 + du;
for ( size_t i = 0; i < sameU2NP.size(); ++i )
{
gp_Pnt p = np->Point( curves );
np->_node = meshDS->AddNode( p.X(), p.Y(), p.Z() );
meshDS->SetNodeOnEdge( np->_node, theSinuEdges[ *edgeID ], np->_u );
- //mergeNodes.push_back( np->_node );
+
+ if ( theIsComputedEdge[ *edgeID ])
+ mergeNodes.push_back( np->_node );
}
}
}
theFace._quad->side[ 0 ] = StdMeshers_FaceSide::New( uvsNew );
theFace._quad->side[ 2 ] = theFace._quad->side[ 0 ];
- // rotate the IN side if opposite nodes of IN and OUT sides don't match
- if ( theFace._quad->side[ 1 ].GetUVPtStruct().empty() )
+ if ( theFace._quad->side[ 1 ].GetUVPtStruct().empty() ||
+ theFace._quad->side[ 3 ].GetUVPtStruct().empty() )
return false;
+
+ // assure that the outer sinuous side starts at nOut
+ if ( theFace._sinuSide[0].size() > 1 )
+ {
+ const UVPtStructVec& uvsOut = theFace._quad->side[ 3 ].GetUVPtStruct(); // _sinuSide[0]
+ size_t i; // find UVPtStruct holding nOut
+ for ( i = 0; i < uvsOut.size(); ++i )
+ if ( nOut == uvsOut[i].node )
+ break;
+ if ( i == uvsOut.size() )
+ return false;
+
+ if ( i != 0 && i != uvsOut.size()-1 )
+ {
+ // create a new OUT quad side
+ uvsNew.clear();
+ uvsNew.reserve( uvsOut.size() );
+ uvsNew.insert( uvsNew.end(), uvsOut.begin() + i, uvsOut.end() );
+ uvsNew.insert( uvsNew.end(), uvsOut.begin() + 1, uvsOut.begin() + i + 1);
+ theFace._quad->side[ 3 ] = StdMeshers_FaceSide::New( uvsNew );
+ }
+ }
+
+ // rotate the IN side if opposite nodes of IN and OUT sides don't match
const SMDS_MeshNode * nIn0 = theFace._quad->side[ 1 ].First().node;
if ( nIn0 != nIn )
{
uvsNew.insert( uvsNew.end(), uvsIn.begin() + i, uvsIn.end() );
uvsNew.insert( uvsNew.end(), uvsIn.begin() + 1, uvsIn.begin() + i + 1);
theFace._quad->side[ 1 ] = StdMeshers_FaceSide::New( uvsNew );
-
- if ( theFace._quad->side[ 1 ].NbPoints() !=
- theFace._quad->side[ 3 ].NbPoints())
- return false;
}
- } // if ( theShortEdges[0].empty() )
+
+ if ( theFace._quad->side[ 1 ].NbPoints() !=
+ theFace._quad->side[ 3 ].NbPoints())
+ return false;
+
+ } // if ( theFace.IsRing() )
return true;
isComputed, pointsOnE, theSinuFace ))
return false;
- separateNodes( theHelper, theMA, pointsOnE, theSinuFace );
+ separateNodes( theHelper, theMA, pointsOnE, theSinuFace, isComputed );
// create nodes
TMAPar2NPoints::iterator u2np = pointsOnE.begin();