}
else if ( ! intersection.IsParallel() && intersection.NbPoints() > 0 )
{
+ double tol = 1e-4 * Sqrt( fNorm.Modulus() );
gp_Pnt intersectionPoint = intersection.Point(1);
- if ( !SMESH_MeshAlgos::IsOut( *face, intersectionPoint, tolerance ))
+ if ( !SMESH_MeshAlgos::IsOut( *face, intersectionPoint, tol ))
u2inters.insert(make_pair( intersection.ParamOnConic(1), TInters( *face, fNorm )));
}
}
// get ordered nodes
- vector< SMESH_TNodeXYZ > xyz;
+ vector< SMESH_TNodeXYZ > xyz; xyz.reserve( element->NbNodes()+1 );
SMDS_ElemIteratorPtr nodeIt = element->interlacedNodesElemIterator();
- while ( nodeIt->more() )
- {
- SMESH_TNodeXYZ node = nodeIt->next();
- xyz.push_back( node );
- }
+ for ( int i = 0; nodeIt->more(); ++i )
+ xyz.push_back( SMESH_TNodeXYZ( nodeIt->next() ));
int i, nbNodes = (int) xyz.size(); // central node of biquadratic is missing
// check if the point lays on face plane
gp_Vec n2p( xyz[0], point );
- if ( fabs( n2p * faceNorm ) > tol )
- return true; // not on face plane
+ double dot = n2p * faceNorm;
+ if ( Abs( dot ) > tol ) // not on face plane
+ {
+ bool isOut = true;
+ if ( nbNodes > 3 ) // maybe the face is not planar
+ {
+ double elemThick = 0;
+ for ( i = 1; i < nbNodes; ++i )
+ {
+ gp_Vec n2n( xyz[0], xyz[i] );
+ elemThick = Max( elemThick, Abs( n2n * faceNorm ));
+ }
+ isOut = Abs( dot ) > elemThick + tol;
+ }
+ if ( isOut )
+ return isOut;
+ }
// check if point is out of face boundary:
// define it by closest transition of a ray point->infinity through face boundary
normSize = plnNorm.Magnitude();
if ( normSize <= tol ) return false; // point coincides with the first node
plnNorm /= normSize;
- // for each node of the face, compute its signed distance to the plane
+ // for each node of the face, compute its signed distance to the cutting plane
vector<double> dist( nbNodes + 1);
for ( i = 0; i < nbNodes; ++i )
{
dist.back() = dist.front();
// find the closest intersection
int iClosest = -1;
- double rClosest = 0, distClosest = 1e100;;
+ double rClosest = 0, distClosest = 1e100;
gp_Pnt pClosest;
for ( i = 0; i < nbNodes; ++i )
{
double r;
- if ( fabs( dist[i]) < tol )
+ if ( fabs( dist[i] ) < tol )
r = 0.;
else if ( fabs( dist[i+1]) < tol )
r = 1.;
else
continue; // no intersection
gp_Pnt pInt = xyz[i] * (1.-r) + xyz[i+1] * r;
- gp_Vec p2int ( point, pInt);
- if ( p2int * ray > -tol ) // right half-space
+ gp_Vec p2int( point, pInt);
+ double intDist = p2int.SquareMagnitude();
+ if ( intDist < distClosest )
{
- double intDist = p2int.SquareMagnitude();
- if ( intDist < distClosest )
- {
- iClosest = i;
- rClosest = r;
- pClosest = pInt;
- distClosest = intDist;
- }
+ iClosest = i;
+ rClosest = r;
+ pClosest = pInt;
+ distClosest = intDist;
}
}
if ( iClosest < 0 )