// min max 0 x0 1
// =down
//
+ const FaceQuadStruct::Side & bSide = quad->side[0];
+ const FaceQuadStruct::Side & rSide = quad->side[1];
+ const FaceQuadStruct::Side & tSide = quad->side[2];
+ const FaceQuadStruct::Side & lSide = quad->side[3];
- 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( bSide.NbPoints(), tSide.NbPoints() );
+ int nbvertic = Min( rSide.NbPoints(), lSide.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());
+ quad->nbNodeOut(0) = Max( 0, bSide.grid->NbPoints() - tSide.grid->NbPoints() );
+ quad->nbNodeOut(1) = Max( 0, rSide.grid->NbPoints() - lSide.grid->NbPoints() );
+ quad->nbNodeOut(2) = Max( 0, tSide.grid->NbPoints() - bSide.grid->NbPoints() );
+ quad->nbNodeOut(3) = Max( 0, lSide.grid->NbPoints() - rSide.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();
-
- if (uv_e0_vec.empty() || uv_e1_vec.empty() || uv_e2_vec.empty() || uv_e3_vec.empty())
+ const vector<UVPtStruct>& uv_e0 = bSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e1 = rSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e2 = tSide.GetUVPtStruct();
+ const vector<UVPtStruct>& uv_e3 = lSide.GetUVPtStruct();
+ 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);
- 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];
-
quad->uv_grid.resize( nbvertic * nbhoriz );
quad->iSize = nbhoriz;
quad->jSize = nbvertic;
// copy data of face boundary
+ FaceQuadStruct::SideIterator sideIter;
+
{ // BOTTOM
- const int j = 0;
- 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() );
+ const int j = 0;
+ const double x0 = bSide.First().normParam;
+ const double dx = bSide.Last().normParam - bSide.First().normParam;
+ for ( sideIter.Init( bSide ); sideIter.More(); sideIter.Next() ) {
+ sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx;
+ sideIter.UVPt().y = 0.;
+ uv_grid[ j * nbhoriz + sideIter.Count() ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // RIGHT
- const int i = nbhoriz - 1;
- 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() );
+ const int i = nbhoriz - 1;
+ const double y0 = rSide.First().normParam;
+ const double dy = rSide.Last().normParam - rSide.First().normParam;
+ sideIter.Init( rSide );
+ if ( quad->UVPt( i, sideIter.Count() ).node )
+ sideIter.Next(); // avoid copying from a split emulated side
+ for ( ; sideIter.More(); sideIter.Next() ) {
+ sideIter.UVPt().x = 1.;
+ sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy;
+ uv_grid[ sideIter.Count() * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // TOP
- const int j = nbvertic - 1;
- const double x0 = uv_e2[ 0 ].normParam;
- const double dx = uv_e2[ nbhoriz-1 ].normParam - uv_e2[ 0 ].normParam;
+ const int j = nbvertic - 1;
+ const double x0 = tSide.First().normParam;
+ const double dx = tSide.Last().normParam - tSide.First().normParam;
int i = 0, nb = nbhoriz;
+ sideIter.Init( tSide );
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() );
+ for ( ; i < nb; i++, sideIter.Next()) {
+ sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx;
+ sideIter.UVPt().y = 1.;
+ uv_grid[ j * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
{ // LEFT
const int i = 0;
- const double y0 = uv_e3[ 0 ].normParam;
- const double dy = uv_e3[ nbvertic-1 ].normParam - uv_e3[ 0 ].normParam;
+ const double y0 = lSide.First().normParam;
+ const double dy = lSide.Last().normParam - lSide.First().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() );
+ sideIter.Init( lSide );
+ if ( quad->UVPt( i, j ).node )
+ ++j, sideIter.Next(); // avoid copying from a split emulated side
+ if ( quad->UVPt( i, nb-1 ).node )
+ --nb;
+ for ( ; j < nb; j++, sideIter.Next()) {
+ sideIter.UVPt().x = 0.;
+ sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy;
+ uv_grid[ j * nbhoriz + i ] = sideIter.UVPt();
+ quad->uv_box.Add( sideIter.UVPt().UV() );
}
}
for (int i = 1; i < nbhoriz-1; i++)
{
- const double x0 = uv_e0[i].x;
- const double x1 = uv_e2[i].x;
+ const double x0 = quad->UVPt( i, 0 ).x;
+ const double x1 = quad->UVPt( i, nbvertic-1 ).x;
for (int j = 1; j < nbvertic-1; j++)
{
- const double y0 = uv_e3[j].y;
- const double y1 = uv_e1[j].y;
+ const double y0 = quad->UVPt( 0, j ).y;
+ const double y1 = quad->UVPt( nbhoriz-1, 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);
// projection on 2d domain (u,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();
+ gp_UV a0 = quad->UVPt( 0, 0 ).UV();
+ gp_UV a1 = quad->UVPt( nbhoriz-1, 0 ).UV();
+ gp_UV a2 = quad->UVPt( nbhoriz-1, nbvertic-1 ).UV();
+ gp_UV a3 = quad->UVPt( 0, nbvertic-1 ).UV();
for (int i = 1; i < nbhoriz-1; i++)
{
- gp_UV p0 = uv_e0[i].UV();
- gp_UV p2 = uv_e2[i].UV();
+ gp_UV p0 = quad->UVPt( i, 0 ).UV();
+ gp_UV p2 = quad->UVPt( i, nbvertic-1 ).UV();
for (int j = 1; j < nbvertic-1; j++)
{
- gp_UV p1 = uv_e1[j].UV();
- gp_UV p3 = uv_e3[j].UV();
+ gp_UV p1 = quad->UVPt( nbhoriz-1, j ).UV();
+ gp_UV p3 = quad->UVPt( 0, j ).UV();
int ij = j * nbhoriz + i;
double x = uv_grid[ij].x;
//================================================================================
/*!
- * \brief Rotate sides of a quad by nb
+ * \brief Rotate sides of a quad by given nb of quartes
* \param nb - number of rotation quartes
* \param ori - to keep orientation of sides as in an unit quad or not
*/
void FaceQuadStruct::shift( size_t nb, bool ori )
{
if ( nb == 0 ) return;
- StdMeshers_FaceSidePtr sideArr[4] = { side[0], side[1], side[2], side[3] };
- for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i) {
+
+ vector< Side > newSides( side.size() );
+ vector< Side* > sidePtrs( side.size() );
+ for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i)
+ {
int id = (i + nb) % NB_QUAD_SIDES;
- bool wasForward = (i < QUAD_TOP_SIDE);
- bool newForward = (id < QUAD_TOP_SIDE);
- if (ori && wasForward != newForward)
- sideArr[ i ]->Reverse();
- side[ id ] = sideArr[ i ];
+ if ( ori )
+ {
+ bool wasForward = (i < QUAD_TOP_SIDE);
+ bool newForward = (id < QUAD_TOP_SIDE);
+ if ( wasForward != newForward )
+ side[ i ].Reverse();
+ }
+ newSides[ id ] = side[ i ];
+ sidePtrs[ i ] = & side[ i ];
}
+ // make newSides refer newSides via Side::Contact's
+ for ( size_t i = 0; i < newSides.size(); ++i )
+ {
+ FaceQuadStruct::Side& ns = newSides[ i ];
+ for ( size_t iC = 0; iC < ns.contacts.size(); ++iC )
+ {
+ FaceQuadStruct::Side* oSide = ns.contacts[iC].other_side;
+ vector< Side* >::iterator sIt = std::find( sidePtrs.begin(), sidePtrs.end(), oSide );
+ if ( sIt != sidePtrs.end() )
+ ns.contacts[iC].other_side = & newSides[ *sIt - sidePtrs[0] ];
+ }
+ }
+ newSides.swap( side );
+
+ uv_grid.clear();
}
//=======================================================================
const TopoDS_Face& aFace,
FaceQuadStruct::Ptr quad)
{
- // Auxilary key in order to keep old variant
- // of meshing after implementation new variant
- // for bug 0016220 from Mantis.
- bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED);
+ const bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED);
+ const bool WisF = true;
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
- bool WisF = true;
- int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
+ int i,j, geomFaceID = meshDS->ShapeToIndex(aFace);
- 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 nb = quad->side[0].NbPoints();
+ int nr = quad->side[1].NbPoints();
+ int nt = quad->side[2].NbPoints();
+ int nl = quad->side[3].NbPoints();
int dh = abs(nb-nt);
int dv = abs(nr-nl);
quad->shift( 3, true );
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].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)
+ const vector<UVPtStruct>& uv_eb_vec = quad->side[0].GetUVPtStruct(true,0);
+ const vector<UVPtStruct>& uv_er_vec = quad->side[1].GetUVPtStruct(false,1);
+ const vector<UVPtStruct>& uv_et_vec = quad->side[2].GetUVPtStruct(true,1);
+ const vector<UVPtStruct>& uv_el_vec = quad->side[3].GetUVPtStruct(false,0);
+ 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;
+ if (uv_eb_vec.size() < nb + bfrom ||
+ uv_er_vec.size() < nr + rfrom ||
+ uv_et_vec.size() < nt + tfrom ||
+ uv_el_vec.size() < nl + lfrom)
return error(COMPERR_BAD_INPUT_MESH);
+ const UVPtStruct * uv_eb = & uv_eb_vec[0] + bfrom;
+ const UVPtStruct * uv_er = & uv_er_vec[0] + rfrom;
+ const UVPtStruct * uv_et = & uv_et_vec[0] + tfrom;
+ const UVPtStruct * uv_el = & uv_el_vec[0] + lfrom;
+
gp_UV a0,a1,a2,a3, p0,p1,p2,p3, uv;
double x,y;
y = uv_er[ dmin ].normParam;
p1 = uv_er[ dmin ].UV();
p3 = quad->side[3].grid->Value2d( y ).XY();
+ double x0 = uv_et[ dmin ].normParam;
+ double xn = uv_et[ dmin+nb-1 ].normParam;
+ double kx = ( 1. - x0 ) / ( xn - x0 );
for ( int i = 1; i < nb-1; ++i )
{
- x = uv_et[ i + dmin ].normParam;
- p2 = uv_et[ i + dmin ].UV();
+ x = x0 + ( uv_et[ i + dmin ].normParam - x0 ) * kx;
+ p2 = quad->side[2].grid->Value2d( x ).XY();
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();
sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
}
// Make Cb quad
- FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" );
myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
qCb->side.resize(4);
qCb->side[0] = quad->side[0];
qCb->side[3] = sideLCb;
qCb->side[1].to = dmin+1;
// Make L quad
- FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" );
myQuadList.push_back( FaceQuadStruct::Ptr( qL ));
qL->side.resize(4);
qL->side[0] = sideLCb;
qCt->side[1].from = dmin;
qCt->side[2].from = dmin;
qCt->uv_grid.clear();
+ qCt->name = "Ct";
// Connect sides
qCb->side[3].AddContact( dmin, & qCb->side[2], 0 );
// |/ \|
// +------------+
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 lLwL = quad->side[2].Length( tfrom, tfrom + lw );
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 lLwR = quad->side[2].Length( tfrom + lw + nb-1,
+ tfrom + lw + nb-1 + lw );
const double yCbR = lLwR / ( lLwR + lR );
// Make sides separating domains Cb and L and R
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 ];
+ pointsLCb[0] = uv_eb[ 0 ];
+ pointsRCb[0] = uv_eb[ nb-1 ];
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();
+ p2 = uv_et[ i ].UV();
p3 = quad->side[3].Value2d( y );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsLCb[ i ].u = uv.X();
x = quad->side[2].Param( i2 );
y = yCbR * i / lw;
p0 = quad->side[0].Value2d( x );
- p2 = uv_et[ i2 + tfrom ].UV();
+ p2 = uv_et[ i2 ].UV();
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsRCb[ i ].u = uv.X();
pointsRCb[ i ].v = uv.Y();
{
vector<UVPtStruct> pointsLCt( nl ), pointsRCt( nl );
pointsLCt[0] = pTBL;
- pointsLCt.back() = uv_et[ lw + tfrom ];
+ pointsLCt.back() = uv_et[ lw ];
pointsRCt[0] = pTBR;
- pointsRCt.back() = uv_et[ lw + nb - 1 + tfrom ];
+ pointsRCt.back() = uv_et[ lw + nb - 1 ];
x = pTBL.x;
p0 = quad->side[0].Value2d( x );
- p2 = uv_et[ lw + tfrom ].UV();
+ p2 = uv_et[ lw ].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 )
+ gp_UV p2R = uv_et[ iR ].UV();
+ for ( int i = 1; i < nl-1; ++i )
{
- y = yCbL + ( 1. - yCbL ) * i / nl;
+ y = yCbL + ( 1. - yCbL ) * i / (nl-1.);
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;
+ y = yCbR + ( 1. - yCbR ) * i / (nl-1.);
p1 = quad->side[1].Value2d( y );
p3 = quad->side[3].Value2d( y );
- uv = calcUV( xR,y, a0,a1,a2,a3, p0,p1,p2,p3 );
+ uv = calcUV( xR,y, a0,a1,a2,a3, p0R,p1,p2R,p3 );
pointsRCt[ i ].u = uv.X();
pointsRCt[ i ].v = uv.Y();
}
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();
+ y = yCbL + ( yCbR - yCbL ) * i / (nb-1.);
+ p2 = uv_et[ i + lw ].UV();
p0 = quad->side[0].Value2d( x );
uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 );
pointsCbCt[ i ].u = uv.X();
sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace );
}
// Make Cb quad
- FaceQuadStruct* qCb = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" );
myQuadList.push_back( FaceQuadStruct::Ptr( qCb ));
qCb->side.resize(4);
qCb->side[0] = quad->side[0];
qCb->side[2] = sideCbCt;
qCb->side[3] = sideLCb;
// Make L quad
- FaceQuadStruct* qL = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" );
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;
+ qL->side[2].to = lw + 1 + tfrom;
// Make R quad
- FaceQuadStruct* qR = new FaceQuadStruct( quad->face );
+ FaceQuadStruct* qR = new FaceQuadStruct( quad->face, "R" );
myQuadList.push_back( FaceQuadStruct::Ptr( qR ));
qR->side.resize(4);
qR->side[0] = sideRCb;
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[2].from = lw + nb-1 + 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[2].to = lw + nb + tfrom;
qCt->side[3] = sideLCt;
qCt->uv_grid.clear();
+ qCt->name = "Ct";
// 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 );
+ 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 );
+ qCb->side[1].AddContact( lw, & qCb->side[2], nb-1 );
+ qCb->side[1].AddContact( lw, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( nb-1, & qCt->side[1], 0 );
+ qCt->side[0].AddContact( nb-1, & qR ->side[0], lw );
+ qR ->side[3].AddContact( 0, & qR ->side[0], lw );
+ qR ->side[3].AddContact( 0, & qCb->side[2], nb-1 );
+ return computeQuadDominant( aMesh, aFace );
- }
+ } // if ( !myForcedPnts.empty() )
if ( dh > dv ) {
addv = (dh-dv)/2;
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
}
}
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
}
}
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
}
}
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
}
int drl = abs(nr-nl);
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
} // end nr<nl
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));
- if (F) meshDS->SetMeshElementOnShape(F, geomFaceID);
- }
}
} // if ((drl+addv) > 0)
Handle(Geom_Surface) S = BRep_Tool::Surface(aFace);
int i,j,geomFaceID = meshDS->ShapeToIndex(aFace);
- 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
+ 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
// Simple Reduce 10->8->6->4 (3 steps) Multiple Reduce 10->4 (1 step)
//
}
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].NbPoints();
dh = abs(nb-nt);
dv = abs(nr-nl);
int nbh = Max(nb,nt);
}
}
- nb = quad->side[0].grid->NbPoints();
- nr = quad->side[1].grid->NbPoints();
- nt = quad->side[2].grid->NbPoints();
- nl = quad->side[3].grid->NbPoints();
+ nb = quad->side[0].NbPoints();
+ nr = quad->side[1].NbPoints();
+ nt = quad->side[2].NbPoints();
+ nl = quad->side[3].NbPoints();
// number of rows and columns
int nrows = nr - 1; // and also == nl - 1
*/
//=============================================================================
-FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F) : face( F )
+FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F, const std::string& theName)
+ : face( F ), name( theName )
{
side.reserve(4);
}
list< FaceQuadStruct::Ptr >::iterator quadIt = myQuadList.begin();
for ( ; quadIt != myQuadList.end(); ++quadIt )
for ( size_t iSide = 0; iSide < (*quadIt)->side.size(); ++iSide )
+ {
+ if ( !setNormalizedGrid( *quadIt ))
+ return false;
quadsBySide[ (*quadIt)->side[iSide] ].push_back( *quadIt );
+ }
SMESH_Mesh* mesh = myHelper->GetMesh();
SMESHDS_Mesh* meshDS = myHelper->GetMeshDS();
for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt )
{
FaceQuadStruct::Ptr quad = *quadIt;
- int i,j;
- if ( !setNormalizedGrid( quad ))
+ if ( !setNormalizedGrid( *quadIt ))
return false;
+ int i,j;
if ( !quad->findCell( myForcedPnts[ iFP ], i, j ))
continue;
quad->side[( iNewSide+2 ) % 4 ].forced_nodes.insert( indForced );
quadsBySide[ newSide ].push_back( quad );
- quadsBySide[ newSide ].push_back( newQuad );
+ quadsBySide[ newQuad->side[0] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[1] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[2] ].push_back( newQuad );
+ quadsBySide[ newQuad->side[3] ].push_back( newQuad );
isNodeEnforced = true;
for ( ; qIt != changedQuads.end(); ++qIt )
(*qIt)->uv_grid.clear();
+ if ( isNodeEnforced )
+ break;
+
} // loop on quads
if ( !isNodeEnforced )
newQuad->side[ QUAD_BOTTOM_SIDE ].from = iBot;
newQuad->side[ QUAD_TOP_SIDE ].from = iTop;
+ newQuad->name = ( TComm("Right of I=") << I );
quad->side[ QUAD_BOTTOM_SIDE ].to = iBot + 1;
quad->side[ QUAD_TOP_SIDE ].to = iTop + 1;
return QUAD_LEFT_SIDE;
}
- else if ( J > 0 ) //// split horizontally
+ else if ( J > 0 ) //// split horizontally, a new quad is below an old one
{
points.reserve( quad->iSize );
for ( int iP = 0; iP < quad->iSize; ++iP )
newQuad->side[ QUAD_RIGHT_SIDE ].to = iRgt+1;
newQuad->side[ QUAD_LEFT_SIDE ].to = iLft+1;
+ newQuad->name = ( TComm("Below J=") << J );
quad->side[ QUAD_RIGHT_SIDE ].from = iRgt;
quad->side[ QUAD_LEFT_SIDE ].from = iLft;
const int iTo = Max ( iForced, *iNext ) + 1;
const int sideSize = iTo - iFrom;
- vector<UVPtStruct> points[4];
+ vector<UVPtStruct> points[4]; // side points of a temporary quad
- // get from the quads grid points adjacent to the side
- // to make two sides of another temporary quad
+ // from the quads get grid points adjacent to the side
+ // to make two sides of a temporary quad
vector< FaceQuadStruct::Ptr > quads = quadsBySide.find( side )->second; // copy!
for ( int is2nd = 0; is2nd < 2; ++is2nd )
{
for ( size_t iQ = 0; iQ < quads.size(); ++iQ )
{
FaceQuadStruct::Ptr q = quads[ iQ ];
- if ( !q ) continue;
+ if ( !q )
+ continue;
size_t iS;
for ( iS = 0; iS < q->side.size(); ++iS )
if ( side.grid == q->side[ iS ].grid )
isOut = ( q->side[ iS ].to >= iCur || q->side[ iS ].from <= iCur );
if ( isOut )
continue;
+ if ( !setNormalizedGrid( q ))
+ continue;
// found - copy points
int i,j,di,dj,nb;
- if ( iS % 2 ) // right ot left
+ if ( iS % 2 ) // right or left
{
i = ( iS == QUAD_LEFT_SIDE ) ? 1 : q->iSize-2;
j = q->side[ iS ].ToQuadIndex( iCur );
points[T].push_back( points[R].back() );
// make the temporary quad
- FaceQuadStruct::Ptr tmpQuad( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() )));
+ FaceQuadStruct::Ptr tmpQuad
+ ( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() ), "tmpQuad"));
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] ));
y = Min( 1., Max( 0., y ));
// precise the position
- //int i, j;
normPa2IJ( x,y, I,J );
if ( !isNear( UV, I,J ))
{
oldI = I, oldJ = J;
while ( X <= UVPt( I,J ).x && I != 0 )
--I;
- while ( X > UVPt( I+1,J ).x && I+1 < iSize )
+ while ( X > UVPt( I+1,J ).x && I+2 < iSize )
++I;
while ( Y <= UVPt( I,J ).y && J != 0 )
--J;
- while ( Y > UVPt( I,J+1 ).y && J+1 < jSize )
+ while ( Y > UVPt( I,J+1 ).y && J+2 < jSize )
++J;
} while ( oldI != I || oldJ != J );
}
return true;
if ( I > 0 && bcI < 0. ) --I;
- if ( I+1 < iSize && bcI > 1. ) ++I;
+ if ( I+2 < iSize && bcI > 1. ) ++I;
if ( J > 0 && bcJ < 0. ) --J;
- if ( J+1 < jSize && bcJ > 1. ) ++J;
+ if ( J+2 < jSize && bcJ > 1. ) ++J;
uv1 = UVPt( I+1,J+1).UV();
if ( I != oldI || J != oldJ )
return true;
if ( I > 0 && bcI > 1. ) --I;
- if ( I+1 < iSize && bcI < 0. ) ++I;
+ if ( I+2 < iSize && bcI < 0. ) ++I;
if ( J > 0 && bcJ > 1. ) --J;
- if ( J+1 < jSize && bcJ < 0. ) ++J;
+ if ( J+2 < jSize && bcJ < 0. ) ++J;
if ( I == oldI && J == oldJ )
return false;
//================================================================================
/*!
- * \brief Checks if a given UV is equal to a given frid point
+ * \brief Checks if a given UV is equal to a given grid point
*/
//================================================================================
return ( from > to ) ? ( from - sideNodeIndex ) : ( sideNodeIndex - from );
}
+//================================================================================
+/*!
+ * \brief Reverse the side
+ */
+//================================================================================
+
+bool FaceQuadStruct::Side::Reverse()
+{
+ if ( grid )
+ {
+ // if ( nbNodeOut == 0 )
+ // {
+ // if ( from > to )
+ // {
+ // from++;
+ // to++;
+ // }
+ // else
+ // {
+ // from--;
+ // to--;
+ // }
+ // std::swap( from, to );
+ // }
+ // else
+ {
+ grid->Reverse();
+ }
+ }
+}
+
//================================================================================
/*!
* \brief Checks if a node is enforced
double FaceQuadStruct::Side::Length(int theFrom, int theTo) const
{
+ if ( IsReversed() != ( theTo < theFrom ))
+ std::swap( theTo, theFrom );
+
const vector<UVPtStruct>& points = GetUVPtStruct();
- double r = ( points[ Max( to, theTo )-1 ].normParam -
- points[ Max( from, theFrom ) ].normParam );
+ double r;
+ if ( theFrom == theTo && theTo == -1 )
+ r = Abs( First().normParam -
+ Last ().normParam );
+ else if ( IsReversed() )
+ r = Abs( points[ Max( to, theTo+1 ) ].normParam -
+ points[ Min( from, theFrom ) ].normParam );
+ else
+ r = Abs( points[ Min( to, theTo-1 ) ].normParam -
+ points[ Max( from, theFrom ) ].normParam );
return r * grid->Length();
}