#include <algorithm>
#include <sstream>
+#include <Standard_Failure.hxx>
+#include <Standard_ErrorHandler.hxx>
+
#define cast2Node(elem) static_cast<const SMDS_MeshNode*>( elem )
using namespace std;
return false;
}
+//================================================================================
+/*!
+ * \brief Reorient faces.
+ * \param theFaces - the faces to reorient. If empty the whole mesh is meant
+ * \param theDirection - desired direction of normal of \a theFace
+ * \param theFace - one of \a theFaces that sould be orientated according to
+ * \a theDirection and whose orientation defines orientation of other faces
+ * \return number of reoriented faces.
+ */
+//================================================================================
+
+int SMESH_MeshEditor::Reorient2D (TIDSortedElemSet & theFaces,
+ const gp_Dir& theDirection,
+ const SMDS_MeshElement * theFace)
+{
+ int nbReori = 0;
+ if ( !theFace || theFace->GetType() != SMDSAbs_Face ) return nbReori;
+
+ if ( theFaces.empty() )
+ {
+ SMDS_FaceIteratorPtr fIt = GetMeshDS()->facesIterator(/*idInceasingOrder=*/true);
+ while ( fIt->more() )
+ theFaces.insert( theFaces.end(), fIt->next() );
+ }
+
+ // orient theFace according to theDirection
+ gp_XYZ normal;
+ SMESH_Algo::FaceNormal( theFace, normal, /*normalized=*/false );
+ if ( normal * theDirection.XYZ() < 0 )
+ nbReori += Reorient( theFace );
+
+ // Orient other faces
+
+ set< const SMDS_MeshElement* > startFaces;
+ TIDSortedElemSet avoidSet;
+ set< SMESH_TLink > checkedLinks;
+ pair< set< SMESH_TLink >::iterator, bool > linkIt_isNew;
+
+ if ( theFaces.size() > 1 )// leave 1 face to prevent finding not selected faces
+ theFaces.erase( theFace );
+ startFaces.insert( theFace );
+
+ set< const SMDS_MeshElement* >::iterator startFace = startFaces.begin();
+ while ( startFace != startFaces.end() )
+ {
+ theFace = *startFace;
+ const int nbNodes = theFace->NbCornerNodes();
+
+ avoidSet.clear();
+ avoidSet.insert(theFace);
+
+ NLink link( theFace->GetNode( 0 ), 0 );
+ for ( int i = 0; i < nbNodes; ++i ) // loop on links of theFace
+ {
+ link.second = theFace->GetNode(( i+1 ) % nbNodes );
+ linkIt_isNew = checkedLinks.insert( link );
+ if ( !linkIt_isNew.second )
+ {
+ // link has already been checked and won't be encountered more
+ // if the group (theFaces) is manifold
+ checkedLinks.erase( linkIt_isNew.first );
+ }
+ else
+ {
+ int nodeInd1, nodeInd2;
+ const SMDS_MeshElement* otherFace = FindFaceInSet( link.first, link.second,
+ theFaces, avoidSet,
+ & nodeInd1, & nodeInd2);
+ if ( otherFace && otherFace != theFace)
+ {
+ // link must be reversed in otherFace if orientation ot otherFace
+ // is same as that of theFace
+ if ( abs(nodeInd2-nodeInd1) == 1 ? nodeInd2 > nodeInd1 : nodeInd1 > nodeInd2 )
+ {
+ // cout << "Reorient " << otherFace->GetID() << " near theFace=" <<theFace->GetID()
+ // << " \tlink( " << link.first->GetID() << " " << link.second->GetID() << endl;
+ nbReori += Reorient( otherFace );
+ }
+ startFaces.insert( otherFace );
+ if ( theFaces.size() > 1 ) // leave 1 face to prevent finding not selected faces
+ theFaces.erase( otherFace );
+ }
+ }
+ std::swap( link.first, link.second );
+ }
+ startFaces.erase( startFace );
+ startFace = startFaces.begin();
+ }
+ return nbReori;
+}
+
//=======================================================================
//function : getBadRate
//purpose :
{
public:
- ElementBndBoxTree(const SMDS_Mesh& mesh, SMDSAbs_ElementType elemType, SMDS_ElemIteratorPtr theElemIt = SMDS_ElemIteratorPtr(), double tolerance = NodeRadius );
- void getElementsNearPoint( const gp_Pnt& point, TIDSortedElemSet& foundElems);
+ ElementBndBoxTree(const SMDS_Mesh& mesh,
+ SMDSAbs_ElementType elemType,
+ SMDS_ElemIteratorPtr theElemIt = SMDS_ElemIteratorPtr(),
+ double tolerance = NodeRadius );
+ void getElementsNearPoint( const gp_Pnt& point, TIDSortedElemSet& foundElems );
void getElementsNearLine ( const gp_Ax1& line, TIDSortedElemSet& foundElems);
+ void getElementsInSphere ( const gp_XYZ& center,
+ const double radius, TIDSortedElemSet& foundElems);
+ size_t getSize() { return std::max( _size, _elements.size() ); }
~ElementBndBoxTree();
protected:
- ElementBndBoxTree() {}
+ ElementBndBoxTree():_size(0) {}
SMESH_Octree* allocateOctreeChild() const { return new ElementBndBoxTree; }
- void buildChildrenData();
- Bnd_B3d* buildRootBox();
+ void buildChildrenData();
+ Bnd_B3d* buildRootBox();
private:
//!< Bounding box of element
struct ElementBox : public Bnd_B3d
ElementBox(const SMDS_MeshElement* elem, double tolerance);
};
vector< ElementBox* > _elements;
+ size_t _size;
};
//================================================================================
while ( elemIt->more() )
_elements.push_back( new ElementBox( elemIt->next(),tolerance ));
- if ( _elements.size() > MaxNbElemsInLeaf )
- compute();
- else
- myIsLeaf = true;
+ compute();
}
//================================================================================
}
_elements[i]->_refCount--;
}
- _elements.clear();
+ _size = _elements.size();
+ SMESHUtils::FreeVector( _elements ); // = _elements.clear() + free memory
for (int j = 0; j < 8; j++)
{
child->myIsLeaf = true;
if ( child->_elements.capacity() - child->_elements.size() > 1000 )
- child->_elements.resize( child->_elements.size() ); // compact
+ SMESHUtils::CompactVector( child->_elements );
}
}
void ElementBndBoxTree::getElementsNearPoint( const gp_Pnt& point,
TIDSortedElemSet& foundElems)
{
- if ( level() && getBox().IsOut( point.XYZ() ))
+ if ( getBox().IsOut( point.XYZ() ))
return;
if ( isLeaf() )
void ElementBndBoxTree::getElementsNearLine( const gp_Ax1& line,
TIDSortedElemSet& foundElems)
{
- if ( level() && getBox().IsOut( line ))
+ if ( getBox().IsOut( line ))
return;
if ( isLeaf() )
}
}
+ //================================================================================
+ /*!
+ * \brief Return elements from leaves intersecting the sphere
+ */
+ //================================================================================
+
+ void ElementBndBoxTree::getElementsInSphere ( const gp_XYZ& center,
+ const double radius,
+ TIDSortedElemSet& foundElems)
+ {
+ if ( getBox().IsOut( center, radius ))
+ return;
+
+ if ( isLeaf() )
+ {
+ for ( int i = 0; i < _elements.size(); ++i )
+ if ( !_elements[i]->IsOut( center, radius ))
+ foundElems.insert( _elements[i]->_element );
+ }
+ else
+ {
+ for (int i = 0; i < 8; i++)
+ ((ElementBndBoxTree*) myChildren[i])->getElementsInSphere( center, radius, foundElems );
+ }
+ }
+
//================================================================================
/*!
* \brief Construct the element box
_refCount = 1;
SMDS_ElemIteratorPtr nIt = elem->nodesIterator();
while ( nIt->more() )
- Add( SMESH_TNodeXYZ( cast2Node( nIt->next() )));
+ Add( SMESH_TNodeXYZ( nIt->next() ));
Enlarge( tolerance );
}
SMDSAbs_ElementType type,
vector< const SMDS_MeshElement* >& foundElements);
virtual TopAbs_State GetPointState(const gp_Pnt& point);
+ virtual const SMDS_MeshElement* FindClosestTo( const gp_Pnt& point,
+ SMDSAbs_ElementType type );
void GetElementsNearLine( const gp_Ax1& line,
SMDSAbs_ElementType type,
_ebbTree->getElementsNearPoint( point, suspectElems );
TIDSortedElemSet::iterator elem = suspectElems.begin();
for ( ; elem != suspectElems.end(); ++elem )
- if ( !SMESH_MeshEditor::isOut( *elem, point, tolerance ))
+ if ( !SMESH_MeshEditor::IsOut( *elem, point, tolerance ))
foundElements.push_back( *elem );
}
return foundElements.size();
}
+//=======================================================================
+/*!
+ * \brief Find an element of given type most close to the given point
+ *
+ * WARNING: Only face search is implemeneted so far
+ */
+//=======================================================================
+
+const SMDS_MeshElement*
+SMESH_ElementSearcherImpl::FindClosestTo( const gp_Pnt& point,
+ SMDSAbs_ElementType type )
+{
+ const SMDS_MeshElement* closestElem = 0;
+
+ if ( type == SMDSAbs_Face )
+ {
+ if ( !_ebbTree || _elementType != type )
+ {
+ if ( _ebbTree ) delete _ebbTree;
+ _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type, _meshPartIt );
+ }
+ TIDSortedElemSet suspectElems;
+ _ebbTree->getElementsNearPoint( point, suspectElems );
+
+ if ( suspectElems.empty() && _ebbTree->maxSize() > 0 )
+ {
+ gp_Pnt boxCenter = 0.5 * ( _ebbTree->getBox().CornerMin() +
+ _ebbTree->getBox().CornerMax() );
+ double radius;
+ if ( _ebbTree->getBox().IsOut( point.XYZ() ))
+ radius = point.Distance( boxCenter ) - 0.5 * _ebbTree->maxSize();
+ else
+ radius = _ebbTree->maxSize() / pow( 2., _ebbTree->getHeight()) / 2;
+ while ( suspectElems.empty() )
+ {
+ _ebbTree->getElementsInSphere( point.XYZ(), radius, suspectElems );
+ radius *= 1.1;
+ }
+ }
+ double minDist = std::numeric_limits<double>::max();
+ multimap< double, const SMDS_MeshElement* > dist2face;
+ TIDSortedElemSet::iterator elem = suspectElems.begin();
+ for ( ; elem != suspectElems.end(); ++elem )
+ {
+ double dist = SMESH_MeshEditor::GetDistance( dynamic_cast<const SMDS_MeshFace*>(*elem),
+ point );
+ if ( dist < minDist + 1e-10)
+ {
+ minDist = dist;
+ dist2face.insert( dist2face.begin(), make_pair( dist, *elem ));
+ }
+ }
+ if ( !dist2face.empty() )
+ {
+ multimap< double, const SMDS_MeshElement* >::iterator d2f = dist2face.begin();
+ closestElem = d2f->second;
+ // if there are several elements at the same distance, select one
+ // with GC closest to the point
+ typedef SMDS_StdIterator< SMESH_TNodeXYZ, SMDS_ElemIteratorPtr > TXyzIterator;
+ double minDistToGC = 0;
+ for ( ++d2f; d2f != dist2face.end() && fabs( d2f->first - minDist ) < 1e-10; ++d2f )
+ {
+ if ( minDistToGC == 0 )
+ {
+ gp_XYZ gc(0,0,0);
+ gc = accumulate( TXyzIterator(closestElem->nodesIterator()),
+ TXyzIterator(), gc ) / closestElem->NbNodes();
+ minDistToGC = point.SquareDistance( gc );
+ }
+ gp_XYZ gc(0,0,0);
+ gc = accumulate( TXyzIterator( d2f->second->nodesIterator()),
+ TXyzIterator(), gc ) / d2f->second->NbNodes();
+ double d = point.SquareDistance( gc );
+ if ( d < minDistToGC )
+ {
+ minDistToGC = d;
+ closestElem = d2f->second;
+ }
+ }
+ // cout << "FindClosestTo( " <<point.X()<<", "<<point.Y()<<", "<<point.Z()<<" ) FACE "
+ // <<closestElem->GetID() << " DIST " << minDist << endl;
+ }
+ }
+ else
+ {
+ // NOT IMPLEMENTED SO FAR
+ }
+ return closestElem;
+}
+
+
//================================================================================
/*!
* \brief Classify the given point in the closed 2D mesh
else if ( ! intersection.IsParallel() && intersection.NbPoints() > 0 )
{
gp_Pnt intersectionPoint = intersection.Point(1);
- if ( !SMESH_MeshEditor::isOut( *face, intersectionPoint, tolerance ))
+ if ( !SMESH_MeshEditor::IsOut( *face, intersectionPoint, tolerance ))
u2inters.insert(make_pair( intersection.ParamOnConic(1), TInters( *face, fNorm )));
}
}
*/
//=======================================================================
-bool SMESH_MeshEditor::isOut( const SMDS_MeshElement* element, const gp_Pnt& point, double tol )
+bool SMESH_MeshEditor::IsOut( const SMDS_MeshElement* element, const gp_Pnt& point, double tol )
{
if ( element->GetType() == SMDSAbs_Volume)
{
for ( i = 0; i < nbNodes; ++i )
{
SMDS_LinearEdge edge( nodeList[i], nodeList[i+1] );
- if ( !isOut( &edge, point, tol ))
+ if ( !IsOut( &edge, point, tol ))
return false;
}
return true;
return true;
}
+//=======================================================================
+
+namespace
+{
+ // Position of a point relative to a segment
+ // . .
+ // . LEFT .
+ // . .
+ // VERTEX 1 o----ON-----> VERTEX 2
+ // . .
+ // . RIGHT .
+ // . .
+ enum PositionName { POS_LEFT = 1, POS_VERTEX = 2, POS_RIGHT = 4, //POS_ON = 8,
+ POS_ALL = POS_LEFT | POS_RIGHT | POS_VERTEX };
+ struct PointPos
+ {
+ PositionName _name;
+ int _index; // index of vertex or segment
+
+ PointPos( PositionName n, int i=-1 ): _name(n), _index(i) {}
+ bool operator < (const PointPos& other ) const
+ {
+ if ( _name == other._name )
+ return ( _index < 0 || other._index < 0 ) ? false : _index < other._index;
+ return _name < other._name;
+ }
+ };
+
+ //================================================================================
+ /*!
+ * \brief Return of a point relative to a segment
+ * \param point2D - the point to analyze position of
+ * \param xyVec - end points of segments
+ * \param index0 - 0-based index of the first point of segment
+ * \param posToFindOut - flags of positions to detect
+ * \retval PointPos - point position
+ */
+ //================================================================================
+
+ PointPos getPointPosition( const gp_XY& point2D,
+ const gp_XY* segEnds,
+ const int index0 = 0,
+ const int posToFindOut = POS_ALL)
+ {
+ const gp_XY& p1 = segEnds[ index0 ];
+ const gp_XY& p2 = segEnds[ index0+1 ];
+ const gp_XY grad = p2 - p1;
+
+ if ( posToFindOut & POS_VERTEX )
+ {
+ // check if the point2D is at "vertex 1" zone
+ gp_XY pp1[2] = { p1, gp_XY( p1.X() - grad.Y(),
+ p1.Y() + grad.X() ) };
+ if ( getPointPosition( point2D, pp1, 0, POS_LEFT|POS_RIGHT )._name == POS_LEFT )
+ return PointPos( POS_VERTEX, index0 );
+
+ // check if the point2D is at "vertex 2" zone
+ gp_XY pp2[2] = { p2, gp_XY( p2.X() - grad.Y(),
+ p2.Y() + grad.X() ) };
+ if ( getPointPosition( point2D, pp2, 0, POS_LEFT|POS_RIGHT )._name == POS_RIGHT )
+ return PointPos( POS_VERTEX, index0 + 1);
+ }
+ double edgeEquation =
+ ( point2D.X() - p1.X() ) * grad.Y() - ( point2D.Y() - p1.Y() ) * grad.X();
+ return PointPos( edgeEquation < 0 ? POS_LEFT : POS_RIGHT, index0 );
+ }
+}
+
+//=======================================================================
+/*!
+ * \brief Return minimal distance from a point to a face
+ *
+ * Currently we ignore non-planarity and 2nd order of face
+ */
+//=======================================================================
+
+double SMESH_MeshEditor::GetDistance( const SMDS_MeshFace* face,
+ const gp_Pnt& point )
+{
+ double badDistance = -1;
+ if ( !face ) return badDistance;
+
+ // coordinates of nodes (medium nodes, if any, ignored)
+ typedef SMDS_StdIterator< SMESH_TNodeXYZ, SMDS_ElemIteratorPtr > TXyzIterator;
+ vector<gp_XYZ> xyz( TXyzIterator( face->nodesIterator()), TXyzIterator() );
+ xyz.resize( face->NbCornerNodes()+1 );
+
+ // transformation to get xyz[0] lies on the origin, xyz[1] lies on the Z axis,
+ // and xyz[2] lies in the XZ plane. This is to pass to 2D space on XZ plane.
+ gp_Trsf trsf;
+ gp_Vec OZ ( xyz[0], xyz[1] );
+ gp_Vec OX ( xyz[0], xyz[2] );
+ if ( OZ.Magnitude() < std::numeric_limits<double>::min() )
+ {
+ if ( xyz.size() < 4 ) return badDistance;
+ OZ = gp_Vec ( xyz[0], xyz[2] );
+ OX = gp_Vec ( xyz[0], xyz[3] );
+ }
+ gp_Ax3 tgtCS;
+ try {
+ tgtCS = gp_Ax3( xyz[0], OZ, OX );
+ }
+ catch ( Standard_Failure ) {
+ return badDistance;
+ }
+ trsf.SetTransformation( tgtCS );
+
+ // move all the nodes to 2D
+ vector<gp_XY> xy( xyz.size() );
+ for ( size_t i = 0;i < xyz.size()-1; ++i )
+ {
+ gp_XYZ p3d = xyz[i];
+ trsf.Transforms( p3d );
+ xy[i].SetCoord( p3d.X(), p3d.Z() );
+ }
+ xyz.back() = xyz.front();
+ xy.back() = xy.front();
+
+ // // move the point in 2D
+ gp_XYZ tmpPnt = point.XYZ();
+ trsf.Transforms( tmpPnt );
+ gp_XY point2D( tmpPnt.X(), tmpPnt.Z() );
+
+ // loop on segments of the face to analyze point position ralative to the face
+ set< PointPos > pntPosSet;
+ for ( size_t i = 1; i < xy.size(); ++i )
+ {
+ PointPos pos = getPointPosition( point2D, &xy[0], i-1 );
+ pntPosSet.insert( pos );
+ }
+
+ // compute distance
+ PointPos pos = *pntPosSet.begin();
+ // cout << "Face " << face->GetID() << " DIST: ";
+ switch ( pos._name )
+ {
+ case POS_LEFT: {
+ // point is most close to a segment
+ gp_Vec p0p1( point, xyz[ pos._index ] );
+ gp_Vec p1p2( xyz[ pos._index ], xyz[ pos._index+1 ]); // segment vector
+ p1p2.Normalize();
+ double projDist = p0p1 * p1p2; // distance projected to the segment
+ gp_Vec projVec = p1p2 * projDist;
+ gp_Vec distVec = p0p1 - projVec;
+ // cout << distVec.Magnitude() << ", SEG " << face->GetNode(pos._index)->GetID()
+ // << " - " << face->GetNodeWrap(pos._index+1)->GetID() << endl;
+ return distVec.Magnitude();
+ }
+ case POS_RIGHT: {
+ // point is inside the face
+ double distToFacePlane = tmpPnt.Y();
+ // cout << distToFacePlane << ", INSIDE " << endl;
+ return Abs( distToFacePlane );
+ }
+ case POS_VERTEX: {
+ // point is most close to a node
+ gp_Vec distVec( point, xyz[ pos._index ]);
+ // cout << distVec.Magnitude() << " VERTEX " << face->GetNode(pos._index)->GetID() << endl;
+ return distVec.Magnitude();
+ }
+ }
+ return badDistance;
+}
+
//=======================================================================
//function : SimplifyFace
//purpose :