#include "Utils_ExceptHandlers.hxx"
#include <boost/container/flat_set.hpp>
+#include <boost/intrusive/circular_list_algorithms.hpp>
typedef NCollection_Array2<const SMDS_MeshNode*> StdMeshers_Array2OfNode;
-typedef gp_XY gp_UV;
+typedef gp_XY gp_UV;
typedef SMESH_Comment TComm;
using namespace std;
return ( toCheckAll && nbFoundFaces != 0 );
}
+namespace
+{
+ //================================================================================
+ /*!
+ * \brief Return true if only two given edges meat at their common vertex
+ */
+ //================================================================================
+
+ bool twoEdgesMeatAtVertex(const TopoDS_Edge& e1,
+ const TopoDS_Edge& e2,
+ SMESH_Mesh & mesh)
+ {
+ TopoDS_Vertex v;
+ if (!TopExp::CommonVertex(e1, e2, v))
+ return false;
+ TopTools_ListIteratorOfListOfShape ancestIt(mesh.GetAncestors(v));
+ for (; ancestIt.More() ; ancestIt.Next())
+ if (ancestIt.Value().ShapeType() == TopAbs_EDGE)
+ if (!e1.IsSame(ancestIt.Value()) && !e2.IsSame(ancestIt.Value()))
+ return false;
+ return true;
+ }
+
+ //--------------------------------------------------------------------------------
+ /*!
+ * \brief EDGE of a FACE
+ */
+ struct Edge
+ {
+ TopoDS_Edge myEdge;
+ TopoDS_Vertex my1stVertex;
+ int myIndex;
+ double myAngle; // angle at my1stVertex
+ int myNbSegments; // discretization
+ Edge* myPrev; // preceding EDGE
+ Edge* myNext; // next EDGE
+
+ // traits used by boost::intrusive::circular_list_algorithms
+ typedef Edge node;
+ typedef Edge * node_ptr;
+ typedef const Edge * const_node_ptr;
+ static node_ptr get_next(const_node_ptr n) { return n->myNext; }
+ static void set_next(node_ptr n, node_ptr next) { n->myNext = next; }
+ static node_ptr get_previous(const_node_ptr n) { return n->myPrev; }
+ static void set_previous(node_ptr n, node_ptr prev){ n->myPrev = prev; }
+ };
+
+ //--------------------------------------------------------------------------------
+ /*!
+ * \brief Four sides of a quadrangle evaluating its quality
+ */
+ struct QuadQuality
+ {
+ typedef std::set< QuadQuality, QuadQuality > set;
+
+ Edge* myCornerE[4];
+ int myNbSeg [4];
+
+ // quality criteria to minimize
+ int myOppDiff;
+ double myQuartDiff;
+ double mySumAngle;
+
+ // Compute quality criateria and add self to the set of variants
+ //
+ void AddSelf( QuadQuality::set& theVariants )
+ {
+ if ( myCornerE[2] == myCornerE[1] || // exclude invalid variants
+ myCornerE[2] == myCornerE[3] )
+ return;
+
+ // count nb segments between corners
+ mySumAngle = 0;
+ double totNbSeg = 0;
+ for ( int i1 = 3, i2 = 0; i2 < 4; i1 = i2++ )
+ {
+ myNbSeg[ i1 ] = 0;
+ for ( Edge* e = myCornerE[ i1 ]; e != myCornerE[ i2 ]; e = e->myNext )
+ myNbSeg[ i1 ] += e->myNbSegments;
+ mySumAngle -= myCornerE[ i1 ]->myAngle / M_PI; // [-1,1]
+ totNbSeg += myNbSeg[ i1 ];
+ }
+
+ myOppDiff = ( Abs( myNbSeg[0] - myNbSeg[2] ) +
+ Abs( myNbSeg[1] - myNbSeg[3] ));
+
+ double nbSideIdeal = totNbSeg / 4.;
+ myQuartDiff = -( Min( Min( myNbSeg[0], myNbSeg[1] ),
+ Min( myNbSeg[1], myNbSeg[2] )) / nbSideIdeal );
+
+ theVariants.insert( *this );
+
+#ifndef _DEBUG_
+ if ( theVariants.size() > 1 ) // erase a worse variant
+ theVariants.erase( ++theVariants.begin() );
+#endif
+ };
+
+ // first criterion - equality of nbSeg of opposite sides
+ int crit1() const { return myOppDiff; }
+
+ // second criterion - equality of nbSeg of adjacent sides and sharpness of angles
+ double crit2() const { return myQuartDiff + mySumAngle; }
+
+ bool operator () ( const QuadQuality& q1, const QuadQuality& q2) const
+ {
+ if ( q1.crit1() < q2.crit1() )
+ return true;
+ if ( q1.crit1() > q2.crit1() )
+ return false;
+ return q1.crit2() < q2.crit2();
+ }
+ };
+
+ //================================================================================
+ /*!
+ * \brief Unite EDGEs to get a required number of sides
+ * \param [in] theNbCorners - the required number of sides
+ * \param [in] theConsiderMesh - to considered only meshed VERTEXes
+ * \param [in] theFaceSide - the FACE EDGEs
+ * \param [out] theVertices - the found corner vertices
+ */
+ //================================================================================
+
+ void uniteEdges( const int theNbCorners,
+ const bool theConsiderMesh,
+ const StdMeshers_FaceSide& theFaceSide,
+ const TopoDS_Shape& theBaseVertex,
+ std::vector<TopoDS_Vertex>& theVertices )
+ {
+ theVertices.clear();
+
+ // form a circular list of EDGEs
+ std::vector< Edge > edges( theFaceSide.NbEdges() );
+ boost::intrusive::circular_list_algorithms< Edge > circularList;
+ circularList.init_header( &edges[0] );
+ edges[0].myEdge = theFaceSide.Edge( 0 );
+ edges[0].myIndex = 0;
+ edges[0].myNbSegments = 0;
+ for ( int i = 1; i < theFaceSide.NbEdges(); ++i )
+ {
+ edges[ i ].myEdge = theFaceSide.Edge( i );
+ edges[ i ].myIndex = i;
+ edges[ i ].myNbSegments = 0;
+ circularList.link_after( &edges[ i-1 ], &edges[ i ] );
+ }
+ // remove degenerated edges
+ int nbEdges = edges.size();
+ Edge* edge0 = &edges[0];
+ for ( size_t i = 0; i < edges.size(); ++i )
+ if ( SMESH_Algo::isDegenerated( edges[i].myEdge ))
+ {
+ edge0 = circularList.unlink( &edges[i] );
+ --nbEdges;
+ }
+
+ // sort edges by angle
+ std::multimap< double, Edge* > edgeByAngle;
+ int i, iBase = -1, nbConvexAngles = 0;
+ Edge* e = edge0;
+ for ( i = 0; i < nbEdges; ++i, e = e->myNext )
+ {
+ e->my1stVertex = SMESH_MesherHelper::IthVertex( 0, e->myEdge );
+ if ( e->my1stVertex.IsSame( theBaseVertex ))
+ iBase = e->myIndex;
+
+ e->myAngle = -2 * M_PI;
+ if ( !theConsiderMesh || theFaceSide.VertexNode( e->myIndex ))
+ {
+ e->myAngle = SMESH_MesherHelper::GetAngle( e->myPrev->myEdge, e->myEdge,
+ theFaceSide.Face(), e->my1stVertex );
+ if ( e->myAngle > 2 * M_PI ) // GetAngle() failed
+ e->myAngle *= -1.;
+ }
+ edgeByAngle.insert( std::make_pair( e->myAngle, e ));
+ nbConvexAngles += ( e->myAngle > 0 );
+ }
+
+ if ( !theConsiderMesh || theNbCorners < 4 || nbConvexAngles <= theNbCorners )
+ {
+ // return corners with maximal angles
+
+ std::set< int > cornerIndices;
+ if ( iBase != -1 )
+ cornerIndices.insert( iBase );
+
+ std::multimap< double, Edge* >::reverse_iterator a2e = edgeByAngle.rbegin();
+ for (; (int) cornerIndices.size() < theNbCorners; ++a2e )
+ cornerIndices.insert( a2e->second->myIndex );
+
+ std::set< int >::iterator i = cornerIndices.begin();
+ for ( ; i != cornerIndices.end(); ++i )
+ theVertices.push_back( edges[ *i ].my1stVertex );
+
+ return;
+ }
+
+ // get nb of segments
+ int totNbSeg = 0; // tatal nb segments
+ std::vector<const SMDS_MeshNode*> nodes;
+ for ( i = 0, e = edge0; i < nbEdges; ++i, e = e->myNext )
+ {
+ nodes.clear();
+ theFaceSide.GetEdgeNodes( e->myIndex, nodes, /*addVertex=*/false, false );
+ e->myNbSegments += nodes.size() + 1;
+ totNbSeg += nodes.size() + 1;
+
+ // join with the previous edge those edges with concave angles
+ if ( e->myAngle <= 0 )
+ {
+ e->myPrev->myNbSegments += e->myNbSegments;
+ e = circularList.unlink( e )->myPrev;
+ --nbEdges;
+ --i;
+ }
+ }
+
+ if ( edge0->myNext->myPrev != edge0 ) // edge0 removed, find another edge0
+ for ( size_t i = 0; i < edges.size(); ++i )
+ if ( edges[i].myNext->myPrev == & edges[i] )
+ {
+ edge0 = &edges[i];
+ break;
+ }
+
+
+ // sort different variants by quality
+
+ QuadQuality::set quadVariants;
+
+ // find index of a corner most opposite to corner of edge0
+ int iOpposite0, nbHalf = 0;
+ for ( e = edge0; nbHalf <= totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ iOpposite0 = e->myIndex;
+
+ // compose different variants of quadrangles
+ QuadQuality quad;
+ for ( ; edge0->myIndex != iOpposite0; edge0 = edge0->myNext )
+ {
+ quad.myCornerE[ 0 ] = edge0;
+
+ // find opposite corner 2
+ for ( nbHalf = 0, e = edge0; nbHalf < totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ if ( e == edge0->myNext ) // no space for corner 1
+ e = e->myNext;
+ quad.myCornerE[ 2 ] = e;
+
+ bool moreVariants2 = ( totNbSeg % 2 || nbHalf != totNbSeg / 2 );
+
+ // enumerate different variants of corners 1 and 3
+ for ( Edge* e1 = edge0->myNext; e1 != quad.myCornerE[ 2 ]; e1 = e1->myNext )
+ {
+ quad.myCornerE[ 1 ] = e1;
+
+ // find opposite corner 3
+ for ( nbHalf = 0, e = e1; nbHalf < totNbSeg / 2; e = e->myNext )
+ nbHalf += e->myNbSegments;
+ if ( e == quad.myCornerE[ 2 ] )
+ e = e->myNext;
+ quad.myCornerE[ 3 ] = e;
+
+ bool moreVariants3 = ( totNbSeg % 2 || nbHalf != totNbSeg / 2 );
+
+ quad.AddSelf( quadVariants );
+
+ // another variants
+ if ( moreVariants2 )
+ {
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myPrev;
+ quad.AddSelf( quadVariants );
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myNext;
+ }
+ if ( moreVariants3 )
+ {
+ quad.myCornerE[ 3 ] = quad.myCornerE[ 3 ]->myPrev;
+ quad.AddSelf( quadVariants );
+
+ if ( moreVariants2 )
+ {
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myPrev;
+ quad.AddSelf( quadVariants );
+ quad.myCornerE[ 2 ] = quad.myCornerE[ 2 ]->myNext;
+ }
+ }
+ }
+ }
+
+ const QuadQuality& bestQuad = *quadVariants.begin();
+ theVertices.resize( 4 );
+ theVertices[ 0 ] = bestQuad.myCornerE[ 0 ]->my1stVertex;
+ theVertices[ 1 ] = bestQuad.myCornerE[ 1 ]->my1stVertex;
+ theVertices[ 2 ] = bestQuad.myCornerE[ 2 ]->my1stVertex;
+ theVertices[ 3 ] = bestQuad.myCornerE[ 3 ]->my1stVertex;
+
+ return;
+ }
+
+} // namespace
+
//================================================================================
/*!
- * \brief Return true if only two given edges meat at their common vertex
+ * \brief Finds vertices at the most sharp face corners
+ * \param [in] theFace - the FACE
+ * \param [in,out] theWire - the ordered edges of the face. It can be modified to
+ * have the first VERTEX of the first EDGE in \a vertices
+ * \param [out] theVertices - the found corner vertices in the order corresponding to
+ * the order of EDGEs in \a theWire
+ * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace
+ * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered
+ * as possible corners
+ * \return int - number of quad sides found: 0, 3 or 4
*/
//================================================================================
-static bool twoEdgesMeatAtVertex(const TopoDS_Edge& e1,
- const TopoDS_Edge& e2,
- SMESH_Mesh & mesh)
+int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
+ SMESH_Mesh & theMesh,
+ std::list<TopoDS_Edge>& theWire,
+ std::vector<TopoDS_Vertex>& theVertices,
+ int & theNbDegenEdges,
+ const bool theConsiderMesh)
{
- TopoDS_Vertex v;
- if (!TopExp::CommonVertex(e1, e2, v))
- return false;
- TopTools_ListIteratorOfListOfShape ancestIt(mesh.GetAncestors(v));
- for (; ancestIt.More() ; ancestIt.Next())
- if (ancestIt.Value().ShapeType() == TopAbs_EDGE)
- if (!e1.IsSame(ancestIt.Value()) && !e2.IsSame(ancestIt.Value()))
- return false;
- return true;
+ theNbDegenEdges = 0;
+
+ SMESH_MesherHelper helper( theMesh );
+ if ( myHelper )
+ helper.CopySubShapeInfo( *myHelper );
+
+ StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh,
+ /*isFwd=*/true, /*skipMedium=*/true, &helper );
+
+ // count degenerated EDGEs and possible corner VERTEXes
+ for ( int iE = 0; iE < faceSide.NbEdges(); ++iE )
+ {
+ if ( SMESH_Algo::isDegenerated( faceSide.Edge( iE )))
+ ++theNbDegenEdges;
+ else if ( !theConsiderMesh || faceSide.VertexNode( iE ))
+ theVertices.push_back( faceSide.FirstVertex( iE ));
+ }
+
+ // find out required nb of corners (3 or 4)
+ int nbCorners = 4;
+ TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
+ if ( !triaVertex.IsNull() &&
+ triaVertex.ShapeType() == TopAbs_VERTEX &&
+ helper.IsSubShape( triaVertex, theFace ) &&
+ theVertices.size() != 4 )
+ nbCorners = 3;
+ else
+ triaVertex.Nullify();
+
+ // check nb of available EDGEs
+ if ( faceSide.NbEdges() < nbCorners )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 4 sides and not ") << faceSide.NbEdges() );
+
+ if ( theConsiderMesh )
+ {
+ const int nbSegments = Max( faceSide.NbPoints()-1, faceSide.NbSegments() );
+ if ( nbSegments < nbCorners )
+ return error(COMPERR_BAD_INPUT_MESH, TComm("Too few boundary nodes: ") << nbSegments);
+ }
+
+ if ( nbCorners == 3 )
+ {
+ if ( theVertices.size() < 3 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 3 meshed sides and not ") << theVertices.size() );
+ }
+ else // triaVertex not defined or invalid
+ {
+ if ( theVertices.size() == 3 && theNbDegenEdges == 0 )
+ {
+ if ( myTriaVertexID < 1 )
+ return error(COMPERR_BAD_PARMETERS,
+ "No Base vertex provided for a trilateral geometrical face");
+
+ TComm comment("Invalid Base vertex: ");
+ comment << myTriaVertexID << ", which is not in [ ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(0) ) << ", ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(1) ) << ", ";
+ comment << helper.GetMeshDS()->ShapeToIndex( faceSide.FirstVertex(2) ) << " ]";
+ return error(COMPERR_BAD_PARMETERS, comment );
+ }
+ if ( theVertices.size() + theNbDegenEdges < 4 )
+ return error(COMPERR_BAD_SHAPE,
+ TComm("Face must have 4 meshed sides and not ") << theVertices.size() );
+ }
+
+ if ((int) theVertices.size() > nbCorners )
+ {
+ // there are more EDGEs than required nb of sides;
+ // unite some EDGEs to fix the nb of sides
+ uniteEdges( nbCorners, theConsiderMesh, faceSide, triaVertex, theVertices );
+ }
+
+ if ( nbCorners == 3 && !triaVertex.IsSame( theVertices[0] ))
+ {
+ // make theVertices begin from triaVertex
+ for ( size_t i = 0; i < theVertices.size(); ++i )
+ if ( triaVertex.IsSame( theVertices[i] ))
+ {
+ theVertices.erase( theVertices.begin(), theVertices.begin() + i );
+ break;
+ }
+ else
+ {
+ theVertices.push_back( theVertices[i] );
+ }
+ }
+
+ // make theWire begin from the 1st corner vertex
+ while ( !theVertices[0].IsSame( helper.IthVertex( 0, theWire.front() )) ||
+ SMESH_Algo::isDegenerated( theWire.front() ))
+ theWire.splice( theWire.end(), theWire, theWire.begin() );
+
+ return nbCorners;
}
//=============================================================================
/*!
- *
+ *
*/
//=============================================================================
return isOK;
}
-//================================================================================
-/*!
- * \brief Finds vertices at the most sharp face corners
- * \param [in] theFace - the FACE
- * \param [in,out] theWire - the ordered edges of the face. It can be modified to
- * have the first VERTEX of the first EDGE in \a vertices
- * \param [out] theVertices - the found corner vertices in the order corresponding to
- * the order of EDGEs in \a theWire
- * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace
- * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered
- * as possible corners
- * \return int - number of quad sides found: 0, 3 or 4
- */
-//================================================================================
-
-int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
- SMESH_Mesh & theMesh,
- std::list<TopoDS_Edge>& theWire,
- std::vector<TopoDS_Vertex>& theVertices,
- int & theNbDegenEdges,
- const bool theConsiderMesh)
-{
- theNbDegenEdges = 0;
-
- SMESH_MesherHelper helper( theMesh );
- if ( myHelper )
- helper.CopySubShapeInfo( *myHelper );
- StdMeshers_FaceSide faceSide( theFace, theWire, &theMesh,
- /*isFwd=*/true, /*skipMedium=*/true, &helper );
-
- // sort theVertices by angle
- multimap<double, TopoDS_Vertex> vertexByAngle;
- TopTools_DataMapOfShapeReal angleByVertex;
- TopoDS_Edge prevE = theWire.back();
- if ( SMESH_Algo::isDegenerated( prevE ))
- {
- list<TopoDS_Edge>::reverse_iterator edge = ++theWire.rbegin();
- while ( SMESH_Algo::isDegenerated( *edge ) /*|| helper.IsRealSeam( *edge )*/)
- ++edge;
- if ( edge == theWire.rend() )
- return false;
- prevE = *edge;
- }
- list<TopoDS_Edge>::iterator edge = theWire.begin();
- for ( int iE = 0; edge != theWire.end(); ++edge, ++iE )
- {
- if ( SMESH_Algo::isDegenerated( *edge ) /*|| helper.IsRealSeam( *edge )*/)
- {
- ++theNbDegenEdges;
- continue;
- }
- if ( !theConsiderMesh || faceSide.VertexNode( iE ))
- {
- TopoDS_Vertex v = helper.IthVertex( 0, *edge );
- double angle = helper.GetAngle( prevE, *edge, theFace, v );
- vertexByAngle.insert( make_pair( angle, v ));
- angleByVertex.Bind( v, angle );
- }
- prevE = *edge;
- }
-
- // find out required nb of corners (3 or 4)
- int nbCorners = 4;
- TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID );
- if ( !triaVertex.IsNull() &&
- triaVertex.ShapeType() == TopAbs_VERTEX &&
- helper.IsSubShape( triaVertex, theFace ) &&
- ( vertexByAngle.size() != 4 || vertexByAngle.begin()->first < 5 * M_PI/180. ))
- nbCorners = 3;
- else
- triaVertex.Nullify();
-
- // check nb of available corners
- if ( faceSide.NbEdges() < nbCorners )
- return error(COMPERR_BAD_SHAPE,
- TComm("Face must have 4 sides but not ") << faceSide.NbEdges() );
-
- if ( theConsiderMesh )
- {
- const int nbSegments = Max( faceSide.NbPoints()-1, faceSide.NbSegments() );
- if ( nbSegments < nbCorners )
- return error(COMPERR_BAD_INPUT_MESH, TComm("Too few boundary nodes: ") << nbSegments);
- }
-
- if ( nbCorners == 3 )
- {
- if ( vertexByAngle.size() < 3 )
- return error(COMPERR_BAD_SHAPE,
- TComm("Face must have 3 sides but not ") << vertexByAngle.size() );
- }
- else
- {
- if ( vertexByAngle.size() == 3 && theNbDegenEdges == 0 )
- {
- if ( myTriaVertexID < 1 )
- return error(COMPERR_BAD_PARMETERS,
- "No Base vertex provided for a trilateral geometrical face");
-
- TComm comment("Invalid Base vertex: ");
- comment << myTriaVertexID << " its ID is not among [ ";
- multimap<double, TopoDS_Vertex>::iterator a2v = vertexByAngle.begin();
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++;
- comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << " ]";
- return error(COMPERR_BAD_PARMETERS, comment );
- }
- if ( vertexByAngle.size() + ( theNbDegenEdges > 0 ) < 4 &&
- vertexByAngle.size() + theNbDegenEdges != 4 )
- return error(COMPERR_BAD_SHAPE,
- TComm("Face must have 4 sides but not ") << vertexByAngle.size() );
- }
-
- // put all corner vertices in a map
- TopTools_MapOfShape vMap;
- if ( nbCorners == 3 )
- vMap.Add( triaVertex );
- multimap<double, TopoDS_Vertex>::reverse_iterator a2v = vertexByAngle.rbegin();
- for ( int iC = 0; a2v != vertexByAngle.rend() && iC < nbCorners; ++a2v, ++iC )
- vMap.Add( (*a2v).second );
-
- // check if there are possible variations in choosing corners
- bool haveVariants = false;
- if ((int) vertexByAngle.size() > nbCorners )
- {
- double lostAngle = a2v->first;
- double lastAngle = ( --a2v, a2v->first );
- haveVariants = ( lostAngle * 1.1 >= lastAngle );
- }
-
- const double angleTol = 5.* M_PI/180;
- myCheckOri = ( (int)vertexByAngle.size() > nbCorners ||
- vertexByAngle.begin()->first < angleTol );
-
- // make theWire begin from a corner vertex or triaVertex
- if ( nbCorners == 3 )
- while ( !triaVertex.IsSame( ( helper.IthVertex( 0, theWire.front() ))) ||
- SMESH_Algo::isDegenerated( theWire.front() ))
- theWire.splice( theWire.end(), theWire, theWire.begin() );
- else
- while ( !vMap.Contains( helper.IthVertex( 0, theWire.front() )) ||
- SMESH_Algo::isDegenerated( theWire.front() ))
- theWire.splice( theWire.end(), theWire, theWire.begin() );
-
- // fill the result vector and prepare for its refinement
- theVertices.clear();
- vector< double > angles;
- vector< TopoDS_Edge > edgeVec;
- vector< int > cornerInd, nbSeg;
- int nbSegTot = 0;
- angles .reserve( vertexByAngle.size() );
- edgeVec.reserve( vertexByAngle.size() );
- nbSeg .reserve( vertexByAngle.size() );
- cornerInd.reserve( nbCorners );
- for ( edge = theWire.begin(); edge != theWire.end(); ++edge )
- {
- if ( SMESH_Algo::isDegenerated( *edge ))
- continue;
- TopoDS_Vertex v = helper.IthVertex( 0, *edge );
- bool isCorner = vMap.Contains( v );
- if ( isCorner )
- {
- theVertices.push_back( v );
- cornerInd.push_back( angles.size() );
- }
- angles .push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI );
- edgeVec.push_back( *edge );
- if ( theConsiderMesh && haveVariants )
- {
- if ( SMESHDS_SubMesh* sm = helper.GetMeshDS()->MeshElements( *edge ))
- nbSeg.push_back( sm->NbNodes() + 1 );
- else
- nbSeg.push_back( 0 );
- nbSegTot += nbSeg.back();
- }
- }
-
- // refine the result vector - make sides equal by length if
- // there are several equal angles
- if ( haveVariants )
- {
- if ( nbCorners == 3 )
- angles[0] = 2 * M_PI; // not to move the base triangle VERTEX
-
- // here we refer to VERTEX'es and EDGEs by indices in angles and edgeVec vectors
- typedef int TGeoIndex;
-
- // for each vertex find a vertex till which there are nbSegHalf segments
- const int nbSegHalf = ( nbSegTot % 2 || nbCorners == 3 ) ? 0 : nbSegTot / 2;
- vector< TGeoIndex > halfDivider( angles.size(), -1 );
- int nbHalfDividers = 0;
- if ( nbSegHalf )
- {
- // get min angle of corners
- double minAngle = 10.;
- for ( size_t iC = 0; iC < cornerInd.size(); ++iC )
- minAngle = Min( minAngle, angles[ cornerInd[ iC ]]);
-
- // find halfDivider's
- for ( TGeoIndex iV1 = 0; iV1 < TGeoIndex( angles.size() ); ++iV1 )
- {
- int nbSegs = 0;
- TGeoIndex iV2 = iV1;
- do {
- nbSegs += nbSeg[ iV2 ];
- iV2 = helper.WrapIndex( iV2 + 1, nbSeg.size() );
- } while ( nbSegs < nbSegHalf );
-
- if ( nbSegs == nbSegHalf &&
- angles[ iV1 ] + angleTol >= minAngle &&
- angles[ iV2 ] + angleTol >= minAngle )
- {
- halfDivider[ iV1 ] = iV2;
- ++nbHalfDividers;
- }
- }
- }
-
- set< TGeoIndex > refinedCorners, treatedCorners;
- for ( size_t iC = 0; iC < cornerInd.size(); ++iC )
- {
- TGeoIndex iV = cornerInd[iC];
- if ( !treatedCorners.insert( iV ).second )
- continue;
- list< TGeoIndex > equVerts; // inds of vertices that can become corners
- equVerts.push_back( iV );
- int nbC[2] = { 0, 0 };
- // find equal angles backward and forward from the iV-th corner vertex
- for ( int isFwd = 0; isFwd < 2; ++isFwd )
- {
- int dV = isFwd ? +1 : -1;
- int iCNext = helper.WrapIndex( iC + dV, cornerInd.size() );
- TGeoIndex iVNext = helper.WrapIndex( iV + dV, angles.size() );
- while ( iVNext != iV )
- {
- bool equal = Abs( angles[iV] - angles[iVNext] ) < angleTol;
- if ( equal )
- equVerts.insert( isFwd ? equVerts.end() : equVerts.begin(), iVNext );
- if ( iVNext == cornerInd[ iCNext ])
- {
- if ( !equal )
- {
- if ( angles[iV] < angles[iVNext] )
- refinedCorners.insert( iVNext );
- break;
- }
- nbC[ isFwd ]++;
- treatedCorners.insert( cornerInd[ iCNext ] );
- iCNext = helper.WrapIndex( iCNext + dV, cornerInd.size() );
- }
- iVNext = helper.WrapIndex( iVNext + dV, angles.size() );
- }
- if ( iVNext == iV )
- break; // all angles equal
- }
-
- const bool allCornersSame = ( nbC[0] == 3 );
- if ( allCornersSame && nbHalfDividers > 0 )
- {
- // select two halfDivider's as corners
- TGeoIndex hd1, hd2 = -1;
- size_t iC2;
- for ( iC2 = 0; iC2 < cornerInd.size() && hd2 < 0; ++iC2 )
- {
- hd1 = cornerInd[ iC2 ];
- hd2 = halfDivider[ hd1 ];
- if ( std::find( equVerts.begin(), equVerts.end(), hd2 ) == equVerts.end() )
- hd2 = -1; // hd2-th vertex can't become a corner
- else
- break;
- }
- if ( hd2 >= 0 )
- {
- angles[ hd1 ] = 2 * M_PI; // make hd1-th vertex no more "equal"
- angles[ hd2 ] = 2 * M_PI;
- refinedCorners.insert( hd1 );
- refinedCorners.insert( hd2 );
- treatedCorners = refinedCorners;
- // update cornerInd
- equVerts.push_front( equVerts.back() );
- equVerts.push_back( equVerts.front() );
- list< TGeoIndex >::iterator hdPos =
- std::find( equVerts.begin(), equVerts.end(), hd2 );
- if ( hdPos == equVerts.end() ) break;
- cornerInd[ helper.WrapIndex( iC2 + 0, cornerInd.size()) ] = hd1;
- cornerInd[ helper.WrapIndex( iC2 + 1, cornerInd.size()) ] = *( --hdPos );
- cornerInd[ helper.WrapIndex( iC2 + 2, cornerInd.size()) ] = hd2;
- cornerInd[ helper.WrapIndex( iC2 + 3, cornerInd.size()) ] = *( ++hdPos, ++hdPos );
-
- theVertices[ 0 ] = helper.IthVertex( 0, edgeVec[ cornerInd[0] ]);
- theVertices[ 1 ] = helper.IthVertex( 0, edgeVec[ cornerInd[1] ]);
- theVertices[ 2 ] = helper.IthVertex( 0, edgeVec[ cornerInd[2] ]);
- theVertices[ 3 ] = helper.IthVertex( 0, edgeVec[ cornerInd[3] ]);
- iC = -1;
- continue;
- }
- }
-
- // move corners to make sides equal by length
- int nbEqualV = equVerts.size();
- int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] );
- if ( nbExcessV > 0 ) // there are nbExcessV vertices that can become corners
- {
- // calculate normalized length of each "side" enclosed between neighbor equVerts
- vector< double > accuLength;
- double totalLen = 0;
- vector< TGeoIndex > evVec( equVerts.begin(), equVerts.end() );
- size_t iEV = 0;
- TGeoIndex iE = cornerInd[ helper.WrapIndex( iC - nbC[0] - 1, cornerInd.size() )];
- TGeoIndex iEEnd = cornerInd[ helper.WrapIndex( iC + nbC[1] + 1, cornerInd.size() )];
- while ((int) accuLength.size() < nbEqualV + int( !allCornersSame ) )
- {
- // accumulate length of edges before iEV-th equal vertex
- accuLength.push_back( totalLen );
- do {
- accuLength.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]);
- iE = helper.WrapIndex( iE + 1, edgeVec.size());
- if ( iEV < evVec.size() && iE == evVec[ iEV ] ) {
- iEV++;
- break; // equal vertex reached
- }
- }
- while( iE != iEEnd );
- totalLen = accuLength.back();
- }
- accuLength.resize( equVerts.size() );
- for ( size_t iS = 0; iS < accuLength.size(); ++iS )
- accuLength[ iS ] /= totalLen;
-
- // find equVerts most close to the ideal sub-division of all sides
- int iBestEV = 0;
- int iCorner = helper.WrapIndex( iC - nbC[0], cornerInd.size() );
- int nbSides = Min( nbCorners, 2 + nbC[0] + nbC[1] );
- for ( int iS = 1; iS < nbSides; ++iS, ++iBestEV )
- {
- double idealLen = iS / double( nbSides );
- double d, bestDist = 2.;
- for ( iEV = iBestEV; iEV < accuLength.size(); ++iEV )
- {
- d = Abs( idealLen - accuLength[ iEV ]);
-
- // take into account presence of a corresponding halfDivider
- const double cornerWgt = 0.5 / nbSides;
- const double vertexWgt = 0.25 / nbSides;
- TGeoIndex hd = halfDivider[ evVec[ iEV ]];
- if ( hd < 0 )
- d += vertexWgt;
- else if( refinedCorners.count( hd ))
- d -= cornerWgt;
- else
- d -= vertexWgt;
-
- // choose vertex with the best d
- if ( d < bestDist )
- {
- bestDist = d;
- iBestEV = iEV;
- }
- }
- if ( iBestEV > iS-1 + nbExcessV )
- iBestEV = iS-1 + nbExcessV;
- theVertices[ iCorner ] = helper.IthVertex( 0, edgeVec[ evVec[ iBestEV ]]);
- cornerInd [ iCorner ] = evVec[ iBestEV ];
- refinedCorners.insert( evVec[ iBestEV ]);
- iCorner = helper.WrapIndex( iCorner + 1, cornerInd.size() );
- }
-
- } // if ( nbExcessV > 0 )
- else
- {
- refinedCorners.insert( cornerInd[ iC ]);
- }
- } // loop on cornerInd
-
- // make theWire begin from the cornerInd[0]-th EDGE
- while ( !theWire.front().IsSame( edgeVec[ cornerInd[0] ]))
- theWire.splice( theWire.begin(), theWire, --theWire.end() );
-
- } // if ( haveVariants )
-
- return nbCorners;
-}
-
//================================================================================
/*!
* \brief Constructor of a side of quad