#include "SMDS_FacePosition.hxx"
#include <BRep_Tool.hxx>
+#include <GeomAPI_ProjectPointOnSurf.hxx>
#include <Geom_Surface.hxx>
#include <NCollection_DefineArray2.hxx>
#include <Precision.hxx>
-#include <TColStd_SequenceOfReal.hxx>
#include <TColStd_SequenceOfInteger.hxx>
+#include <TColStd_SequenceOfReal.hxx>
#include <TColgp_SequenceOfXY.hxx>
#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
*/
struct TSmoothNode
{
- gp_XY _uv;
+ gp_XY _uv;
+ gp_XYZ _xyz;
vector< TTriangle > _triangles; // if empty, then node is not movable
};
// --------------------------------------------------------------------------------
const SMDS_MeshNode* node = nIt->next();
TSmoothNode & sNode = smooNoMap[ node ];
sNode._uv = myHelper->GetNodeUV( geomFace, node );
+ sNode._xyz = SMESH_TNodeXYZ( node );
// set sNode._triangles
SMDS_ElemIteratorPtr fIt = node->GetInverseElementIterator( SMDSAbs_Face );
{
TSmoothNode & sNode = smooNoMap[ uvVec[j].node ];
sNode._uv.SetCoord( uvVec[j].u, uvVec[j].v );
+ sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node );
}
}
// Smoothing
+ Handle(Geom_Surface) surface = BRep_Tool::Surface( geomFace );
+ GeomAPI_ProjectPointOnSurf surfProjection( gp_Pnt(0,0,0), surface );
+
for ( int iLoop = 0; iLoop < 5; ++iLoop )
{
TNo2SmooNoMap::iterator n2sn = smooNoMap.begin();
if ( sNode._triangles.empty() )
continue; // not movable node
- // compute a new UV
- gp_XY newUV (0,0);
+ // compute a new XYZ as avarage of surrounding XYZs
+ gp_XYZ newXYZ(0,0,0);
for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
- newUV += sNode._triangles[i]._n1->_uv;
- newUV /= sNode._triangles.size();
-
- // check validity of the newUV
- bool isValid = true;
- for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
- isValid = sNode._triangles[i].IsForward( newUV );
+ newXYZ += sNode._triangles[i]._n1->_xyz;
+ newXYZ /= sNode._triangles.size();
+ // compute a new UV by the new XYZ
+ gp_XY newUV;
+ surfProjection.Perform( newXYZ );
+ bool isValid = ( surfProjection.IsDone() && surfProjection.NbPoints() > 0 );
if ( isValid )
- sNode._uv = newUV;
+ {
+ double u,v;
+ surfProjection.LowerDistanceParameters( u,v );
+ newUV.SetCoord( u,v );
+
+ // check validity of the newUV
+ for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
+ isValid = sNode._triangles[i].IsForward( newUV );
+ }
+
+ if ( !isValid ) // smoothing in 3D fails, try in 2D
+ {
+ // compute the new UV as avarage of surrounding UVs
+ newUV.SetCoord (0.0, 0.0);
+ for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
+ newUV += sNode._triangles[i]._n1->_uv;
+ newUV /= sNode._triangles.size();
+
+ // check validity of the newUV
+ isValid = true;
+ for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
+ isValid = sNode._triangles[i].IsForward( newUV );
+
+ if ( isValid )
+ newXYZ = surface->Value( newUV.X(), newUV.Y() ).XYZ();
+ }
+
+ if ( isValid ) // store new node position
+ {
+ sNode._uv = newUV;
+ sNode._xyz = newXYZ;
+ }
}
}
// Set new XYZ to the smoothed nodes
- Handle(Geom_Surface) surface = BRep_Tool::Surface( geomFace );
-
TNo2SmooNoMap::iterator n2sn = smooNoMap.begin();
for ( ; n2sn != smooNoMap.end(); ++n2sn )
{
continue; // not movable node
SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( n2sn->first );
- gp_Pnt xyz = surface->Value( sNode._uv.X(), sNode._uv.Y() );
- meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() );
+ meshDS->MoveNode( node, sNode._xyz.X(), sNode._xyz.Y(), sNode._xyz.Z() );
// store the new UV
node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( sNode._uv.X(), sNode._uv.Y() )));