From: admin Date: Tue, 17 Feb 2009 05:27:54 +0000 (+0000) Subject: This commit was generated by cvs2git to create branch 'V4_1_0_maintainance'. X-Git-Tag: V4_1_5rc1~42 X-Git-Url: http://git.salome-platform.org/gitweb/?a=commitdiff_plain;h=0d00a7e1ae2866f5a7e0616a481bb0ac323731c2;p=modules%2Fsmesh.git This commit was generated by cvs2git to create branch 'V4_1_0_maintainance'. Cherrypick from master 2009-02-17 05:27:49 UTC vsr 'Merge from BR_V5_DEV 16Feb09': src/StdMeshers/StdMeshers_CompositeHexa_3D.cxx src/StdMeshers/StdMeshers_CompositeHexa_3D.hxx --- diff --git a/src/StdMeshers/StdMeshers_CompositeHexa_3D.cxx b/src/StdMeshers/StdMeshers_CompositeHexa_3D.cxx new file mode 100644 index 000000000..42acee19e --- /dev/null +++ b/src/StdMeshers/StdMeshers_CompositeHexa_3D.cxx @@ -0,0 +1,1526 @@ +// SMESH SMESH : implementaion of SMESH idl descriptions +// +// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN, +// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS +// +// This library is free software; you can redistribute it and/or +// modify it under the terms of the GNU Lesser General Public +// License as published by the Free Software Foundation; either +// version 2.1 of the License. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// Lesser General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public +// License along with this library; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +// +// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com +// +// File : StdMeshers_CompositeHexa_3D.cxx +// Module : SMESH +// Created : Tue Nov 25 11:04:59 2008 +// Author : Edward AGAPOV (eap) + +#include "StdMeshers_CompositeHexa_3D.hxx" + +#include "SMDS_Mesh.hxx" +#include "SMDS_MeshNode.hxx" +#include "SMDS_SetIterator.hxx" +#include "SMESH_Block.hxx" +#include "SMESH_Comment.hxx" +#include "SMESH_ComputeError.hxx" +#include "SMESH_Mesh.hxx" +#include "SMESH_MeshEditor.hxx" +#include "SMESH_MesherHelper.hxx" +#include "SMESH_subMesh.hxx" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include + + +#ifdef _DEBUG_ + +// #define DEB_FACES +// #define DEB_GRID +#define DUMP_VERT(msg,V) \ +// { TopoDS_Vertex v = V; gp_Pnt p = BRep_Tool::Pnt(v);\ +// cout << msg << "( "<< p.X()<<", "<& edges); + _FaceSide* GetSide(const int i); + const _FaceSide* GetSide(const int i) const; + int size() { return myChildren.size(); } + int NbVertices() const; + TopoDS_Vertex FirstVertex() const; + TopoDS_Vertex LastVertex() const; + TopoDS_Vertex Vertex(int i) const; + bool Contain( const _FaceSide& side, int* which=0 ) const; + bool Contain( const TopoDS_Vertex& vertex ) const; + void AppendSide( const _FaceSide& side ); + void SetBottomSide( int i ); + int GetNbSegments(SMESH_Mesh& mesh) const; + bool StoreNodes(SMESH_Mesh& mesh, vector& myGrid, bool reverse ); + void SetID(EQuadSides id) { myID = id; } + static inline const TopoDS_TShape* ptr(const TopoDS_Shape& theShape) + { return theShape.TShape().operator->(); } + void Dump() const; + +private: + + + TopoDS_Edge myEdge; + list< _FaceSide > myChildren; + int myNbChildren; + + //set myVertices; + TopTools_MapOfShape myVertices; + + EQuadSides myID; // debug +}; +//================================================================================ +/*! + * \brief Class corresponding to a meshed composite face of a box. + * Provides simplified access to it's sub-mesh data. + */ +class _QuadFaceGrid +{ + typedef list< _QuadFaceGrid > TChildren; +public: + _QuadFaceGrid(); + +public: //** Methods to find and orient faces of 6 sides of the box **// + + //!< initialization + bool Init(const TopoDS_Face& f); + + //!< try to unite self with other face + bool AddContinuousFace( const _QuadFaceGrid& f ); + + //!< Try to set the side as bottom hirizontal side + bool SetBottomSide(const _FaceSide& side, int* sideIndex=0); + + //!< Return face adjacent to i-th side of this face + _QuadFaceGrid* FindAdjacentForSide(int i, vector<_QuadFaceGrid>& faces) const; // (0 TChildIterator; + + TChildIterator GetChildren() const + { return TChildIterator( myChildren.begin(), myChildren.end()); } + +public: //** Loading and access to mesh **// + + //!< Load nodes of a mesh + bool LoadGrid( SMESH_Mesh& mesh ); + + //!< Return number of segments on the hirizontal sides + int GetNbHoriSegments(SMESH_Mesh& mesh, bool withBrothers=false) const; + + //!< Return number of segments on the vertical sides + int GetNbVertSegments(SMESH_Mesh& mesh, bool withBrothers=false) const; + + //!< Return a node by its position + const SMDS_MeshNode* GetNode(int iHori, int iVert) const; + + //!< Return node coordinates by its position + gp_XYZ GetXYZ(int iHori, int iVert) const; + +public: //** Access to member fields **// + + //!< Return i-th face side (0IsOK() ); } + + bool loadCompositeGrid(SMESH_Mesh& mesh); + + bool fillGrid(SMESH_Mesh& theMesh, + vector & theGrid, + const _Indexer& theIndexer, + int theX, + int theY); + + bool locateChildren(); + + void setBrothers( set< _QuadFaceGrid* >& notLocatedBrothers ); + + TopoDS_Face myFace; + _FaceSide mySides; + bool myReverse; + + TChildren myChildren; + + _QuadFaceGrid* myLeftBottomChild; + _QuadFaceGrid* myRightBrother; + _QuadFaceGrid* myUpBrother; + + _Indexer myIndexer; + vector myGrid; + + SMESH_ComputeErrorPtr myError; + + EBoxSides myID; // debug +}; + +//================================================================================ +/*! + * \brief Constructor + */ +//================================================================================ + +StdMeshers_CompositeHexa_3D::StdMeshers_CompositeHexa_3D(int hypId, int studyId, SMESH_Gen* gen) + :SMESH_3D_Algo(hypId, studyId, gen) +{ + _name = "CompositeHexa_3D"; + _shapeType = (1 << TopAbs_SHELL) | (1 << TopAbs_SOLID); // 1 bit /shape type +} + +//================================================================================ +/*! + * \brief always return true + */ +//================================================================================ + +bool StdMeshers_CompositeHexa_3D::CheckHypothesis(SMESH_Mesh& aMesh, + const TopoDS_Shape& aShape, + Hypothesis_Status& aStatus) +{ + aStatus = HYP_OK; + return true; +} + +//================================================================================ +/*! + * \brief Computes hexahedral mesh on a box with composite sides + * \param aMesh - mesh to compute + * \param aShape - shape to mesh + * \retval bool - succes sign + */ +//================================================================================ + +bool StdMeshers_CompositeHexa_3D::Compute(SMESH_Mesh& theMesh, + const TopoDS_Shape& theShape) +{ + SMESH_MesherHelper helper( theMesh ); + _quadraticMesh = helper.IsQuadraticSubMesh( theShape ); + helper.SetElementsOnShape( true ); + + // ------------------------- + // Try to find 6 side faces + // ------------------------- + vector< _QuadFaceGrid > boxFaces; boxFaces.reserve( 6 ); + TopExp_Explorer exp; + int iFace, nbFaces = 0; + for ( exp.Init(theShape, TopAbs_FACE); exp.More(); exp.Next(), ++nbFaces ) + { + _QuadFaceGrid f; + if ( !f.Init( TopoDS::Face( exp.Current() ))) + return error (COMPERR_BAD_SHAPE); + bool isContinuous = false; + for ( int i=0; i < boxFaces.size() && !isContinuous; ++i ) + isContinuous = boxFaces[ i ].AddContinuousFace( f ); + if ( !isContinuous ) + boxFaces.push_back( f ); + } + // Check what we have + if ( boxFaces.size() != 6 && nbFaces != 6) + return error + (COMPERR_BAD_SHAPE, + SMESH_Comment("Can't find 6 sides of a box. Number of found sides - ")<FindAdjacentForSide( Q_BOTTOM, boxFaces ); + fLeft = fBottom->FindAdjacentForSide( Q_RIGHT, boxFaces ); + fBack = fBottom->FindAdjacentForSide( Q_TOP, boxFaces ); + fRight = fBottom->FindAdjacentForSide( Q_LEFT, boxFaces ); + // check the found + if ( !fFront || !fBack || !fLeft || !fRight ) + return error(COMPERR_BAD_SHAPE); + // top face + fTop = 0; + for ( int i=1; i < boxFaces.size() && !fTop; ++i ) { + fTop = & boxFaces[ i ]; + if ( fTop==fFront || fTop==fLeft || fTop==fBack || fTop==fRight ) + fTop = 0; + } + // set bottom of the top side + if ( !fTop->SetBottomSide( fFront->GetSide( Q_TOP ) )) { + if ( !fFront->IsComplex() ) + return error( ERR_LI("Error in StdMeshers_CompositeHexa_3D::Compute()")); + else { + _QuadFaceGrid::TChildIterator chIt = fFront->GetChildren(); + while ( chIt.more() ) { + const _QuadFaceGrid& frontChild = chIt.next(); + if ( fTop->SetBottomSide( frontChild.GetSide( Q_TOP ))) + break; + } + } + } + if ( !fTop ) + return error(COMPERR_BAD_SHAPE); + + fBottom->SetID( B_BOTTOM ); + fBack ->SetID( B_BACK ); + fLeft ->SetID( B_LEFT ); + fFront ->SetID( B_FRONT ); + fRight ->SetID( B_RIGHT ); + fTop ->SetID( B_TOP ); + + // orient bottom egde of faces along axes of the unit box + fBottom->ReverseEdges(); + fBack ->ReverseEdges(); + fLeft ->ReverseEdges(); + + // ------------------------------------------ + // Fill columns of nodes with existing nodes + // ------------------------------------------ + + // let faces load their grids + if ( !fBottom->LoadGrid( theMesh )) return error( fBottom->GetError() ); + if ( !fBack ->LoadGrid( theMesh )) return error( fBack ->GetError() ); + if ( !fLeft ->LoadGrid( theMesh )) return error( fLeft ->GetError() ); + if ( !fFront ->LoadGrid( theMesh )) return error( fFront ->GetError() ); + if ( !fRight ->LoadGrid( theMesh )) return error( fRight ->GetError() ); + if ( !fTop ->LoadGrid( theMesh )) return error( fTop ->GetError() ); + + int x, xSize = fBottom->GetNbHoriSegments(theMesh) + 1, X = xSize - 1; + int y, ySize = fBottom->GetNbVertSegments(theMesh) + 1, Y = ySize - 1; + int z, zSize = fFront ->GetNbVertSegments(theMesh) + 1, Z = zSize - 1; + _Indexer colIndex( xSize, ySize ); + vector< vector< const SMDS_MeshNode* > > columns( colIndex.size() ); + + // fill node columns by front and back box sides + for ( x = 0; x < xSize; ++x ) { + vector< const SMDS_MeshNode* >& column0 = columns[ colIndex( x, 0 )]; + vector< const SMDS_MeshNode* >& column1 = columns[ colIndex( x, Y )]; + column0.resize( zSize ); + column1.resize( zSize ); + for ( z = 0; z < zSize; ++z ) { + column0[ z ] = fFront->GetNode( x, z ); + column1[ z ] = fBack ->GetNode( x, z ); + } + } + // fill node columns by left and right box sides + for ( y = 1; y < ySize-1; ++y ) { + vector< const SMDS_MeshNode* >& column0 = columns[ colIndex( 0, y )]; + vector< const SMDS_MeshNode* >& column1 = columns[ colIndex( X, y )]; + column0.resize( zSize ); + column1.resize( zSize ); + for ( z = 0; z < zSize; ++z ) { + column0[ z ] = fLeft ->GetNode( y, z ); + column1[ z ] = fRight->GetNode( y, z ); + } + } + // get nodes from top and bottom box sides + for ( x = 1; x < xSize-1; ++x ) { + for ( y = 1; y < ySize-1; ++y ) { + vector< const SMDS_MeshNode* >& column = columns[ colIndex( x, y )]; + column.resize( zSize ); + column.front() = fBottom->GetNode( x, y ); + column.back() = fTop ->GetNode( x, y ); + } + } + + // ---------------------------- + // Add internal nodes of a box + // ---------------------------- + // projection points of internal nodes on box subshapes by which + // coordinates of internal nodes are computed + vector pointsOnShapes( SMESH_Block::ID_Shell ); + + // projections on vertices are constant + pointsOnShapes[ SMESH_Block::ID_V000 ] = fBottom->GetXYZ( 0, 0 ); + pointsOnShapes[ SMESH_Block::ID_V100 ] = fBottom->GetXYZ( X, 0 ); + pointsOnShapes[ SMESH_Block::ID_V010 ] = fBottom->GetXYZ( 0, Y ); + pointsOnShapes[ SMESH_Block::ID_V110 ] = fBottom->GetXYZ( X, Y ); + pointsOnShapes[ SMESH_Block::ID_V001 ] = fTop->GetXYZ( 0, 0 ); + pointsOnShapes[ SMESH_Block::ID_V101 ] = fTop->GetXYZ( X, 0 ); + pointsOnShapes[ SMESH_Block::ID_V011 ] = fTop->GetXYZ( 0, Y ); + pointsOnShapes[ SMESH_Block::ID_V111 ] = fTop->GetXYZ( X, Y ); + + for ( x = 1; x < xSize-1; ++x ) + { + gp_XYZ params; // normalized parameters of internal node within a unit box + params.SetCoord( 1, x / double(X) ); + for ( y = 1; y < ySize-1; ++y ) + { + params.SetCoord( 2, y / double(Y) ); + // column to fill during z loop + vector< const SMDS_MeshNode* >& column = columns[ colIndex( x, y )]; + // points projections on horizontal edges + pointsOnShapes[ SMESH_Block::ID_Ex00 ] = fBottom->GetXYZ( x, 0 ); + pointsOnShapes[ SMESH_Block::ID_Ex10 ] = fBottom->GetXYZ( x, Y ); + pointsOnShapes[ SMESH_Block::ID_E0y0 ] = fBottom->GetXYZ( 0, y ); + pointsOnShapes[ SMESH_Block::ID_E1y0 ] = fBottom->GetXYZ( X, y ); + pointsOnShapes[ SMESH_Block::ID_Ex01 ] = fTop->GetXYZ( x, 0 ); + pointsOnShapes[ SMESH_Block::ID_Ex11 ] = fTop->GetXYZ( x, Y ); + pointsOnShapes[ SMESH_Block::ID_E0y1 ] = fTop->GetXYZ( 0, y ); + pointsOnShapes[ SMESH_Block::ID_E1y1 ] = fTop->GetXYZ( X, y ); + // points projections on horizontal faces + pointsOnShapes[ SMESH_Block::ID_Fxy0 ] = fBottom->GetXYZ( x, y ); + pointsOnShapes[ SMESH_Block::ID_Fxy1 ] = fTop ->GetXYZ( x, y ); + for ( z = 1; z < zSize-1; ++z ) // z loop + { + params.SetCoord( 3, z / double(Z) ); + // point projections on vertical edges + pointsOnShapes[ SMESH_Block::ID_E00z ] = fFront->GetXYZ( 0, z ); + pointsOnShapes[ SMESH_Block::ID_E10z ] = fFront->GetXYZ( X, z ); + pointsOnShapes[ SMESH_Block::ID_E01z ] = fBack->GetXYZ( 0, z ); + pointsOnShapes[ SMESH_Block::ID_E11z ] = fBack->GetXYZ( X, z ); + // point projections on vertical faces + pointsOnShapes[ SMESH_Block::ID_Fx0z ] = fFront->GetXYZ( x, z ); + pointsOnShapes[ SMESH_Block::ID_Fx1z ] = fBack ->GetXYZ( x, z ); + pointsOnShapes[ SMESH_Block::ID_F0yz ] = fLeft ->GetXYZ( y, z ); + pointsOnShapes[ SMESH_Block::ID_F1yz ] = fRight->GetXYZ( y, z ); + + // compute internal node coordinates + gp_XYZ coords; + SMESH_Block::ShellPoint( params, pointsOnShapes, coords ); + column[ z ] = helper.AddNode( coords.X(), coords.Y(), coords.Z() ); + +#ifdef DEB_GRID + // debug + //cout << "----------------------------------------------------------------------"<& col00 = columns[ colIndex( x, y )]; + vector< const SMDS_MeshNode* >& col10 = columns[ colIndex( x+1, y )]; + vector< const SMDS_MeshNode* >& col01 = columns[ colIndex( x, y+1 )]; + vector< const SMDS_MeshNode* >& col11 = columns[ colIndex( x+1, y+1 )]; + for ( z = 0; z < zSize-1; ++z ) + { + // bottom face normal of a hexa mush point outside the volume + helper.AddVolume(col00[z], col01[z], col11[z], col10[z], + col00[z+1], col01[z+1], col11[z+1], col10[z+1]); + } + } + } + return true; +} + +//================================================================================ +/*! + * \brief constructor of non-initialized _QuadFaceGrid + */ +//================================================================================ + +_QuadFaceGrid::_QuadFaceGrid(): + myReverse(false), myRightBrother(0), myUpBrother(0), myIndexer(0,0), myID(B_UNDEFINED) +{ +} + +//================================================================================ +/*! + * \brief Initialization + */ +//================================================================================ + +bool _QuadFaceGrid::Init(const TopoDS_Face& f) +{ + myFace = f; + mySides = _FaceSide(); + myReverse = false; + myLeftBottomChild = myRightBrother = myUpBrother = 0; + myChildren.clear(); + myGrid.clear(); + //if ( myFace.Orientation() != TopAbs_FORWARD ) + //myFace.Reverse(); + + TopoDS_Vertex V; + list< TopoDS_Edge > edges; + list< int > nbEdgesInWire; + int nbWire = SMESH_Block::GetOrderedEdges (myFace, V, edges, nbEdgesInWire); + if ( nbWire != 1 ) + return false; + + list< TopoDS_Edge >::iterator edgeIt = edges.begin(); + if ( nbEdgesInWire.front() == 4 ) // exactly 4 edges + { + for ( ; edgeIt != edges.end(); ++edgeIt ) + mySides.AppendSide( _FaceSide( *edgeIt )); + } + else if ( nbEdgesInWire.front() > 4 ) { // more than 4 edges - try to unite some + list< TopoDS_Edge > sideEdges; + while ( !edges.empty()) { + sideEdges.clear(); + sideEdges.splice( sideEdges.end(), edges, edges.begin());// edges.front()->sideEdges.back() + while ( !edges.empty() ) { + if ( SMESH_Algo::IsContinuous( sideEdges.back(), edges.front() )) { + sideEdges.splice( sideEdges.end(), edges, edges.begin()); + } + else if ( SMESH_Algo::IsContinuous( sideEdges.front(), edges.back() )) { + sideEdges.splice( sideEdges.begin(), edges, --edges.end()); + } + else { + break; + } + } + mySides.AppendSide( _FaceSide( sideEdges )); + } + } + if (mySides.size() != 4) + return false; + +#ifdef _DEBUG_ + mySides.GetSide( Q_BOTTOM )->SetID( Q_BOTTOM ); + mySides.GetSide( Q_RIGHT )->SetID( Q_RIGHT ); + mySides.GetSide( Q_TOP )->SetID( Q_TOP ); + mySides.GetSide( Q_LEFT )->SetID( Q_LEFT ); +#endif + + return true; +} + +//================================================================================ +/*! + * \brief Try to unite self with other ordinary face + */ +//================================================================================ + +bool _QuadFaceGrid::AddContinuousFace( const _QuadFaceGrid& other ) +{ + for ( int i = 0; i < 4; ++i ) { + const _FaceSide& otherSide = other.GetSide( i ); + int iMyCommon; + if ( mySides.Contain( otherSide, &iMyCommon ) ) { + // check if normals of two faces are collinear at all vertices of a otherSide + const double angleTol = PI / 180 / 2; + int iV, nbV = otherSide.NbVertices(), nbCollinear = 0; + for ( iV = 0; iV < nbV; ++iV ) + { + TopoDS_Vertex v = otherSide.Vertex( iV ); + gp_Vec n1, n2; + if ( !GetNormal( v, n1 ) || !other.GetNormal( v, n2 )) + continue; + if ( n1 * n2 < 0 ) + n1.Reverse(); + if ( n1.Angle(n2) < angleTol ) + nbCollinear++; + else + break; + } + if ( nbCollinear > 1 ) { // this face becomes composite if not yet is + DUMP_VERT("Cont 1", mySides.GetSide(iMyCommon)->FirstVertex()); + DUMP_VERT("Cont 2", mySides.GetSide(iMyCommon)->LastVertex()); + DUMP_VERT("Cont 3", otherSide.FirstVertex()); + DUMP_VERT("Cont 4", otherSide.LastVertex()); + if ( myChildren.empty() ) { + myChildren.push_back( *this ); + myFace.Nullify(); + } + myChildren.push_back( other ); + int otherBottomIndex = ( 4 + i - iMyCommon + 2 ) % 4; + myChildren.back().SetBottomSide( other.GetSide( otherBottomIndex )); + // collect vertices in mySides + mySides.AppendSide( other.GetSide(0) ); + mySides.AppendSide( other.GetSide(1) ); + mySides.AppendSide( other.GetSide(2) ); + mySides.AppendSide( other.GetSide(3) ); + return true; + } + } + } + return false; +} + +//================================================================================ +/*! + * \brief Try to set the side as bottom hirizontal side + */ +//================================================================================ + +bool _QuadFaceGrid::SetBottomSide(const _FaceSide& bottom, int* sideIndex) +{ + myLeftBottomChild = myRightBrother = myUpBrother = 0; + + int myBottomIndex; + if ( myChildren.empty() ) + { + if ( mySides.Contain( bottom, &myBottomIndex )) { + mySides.SetBottomSide( myBottomIndex ); + if ( sideIndex ) + *sideIndex = myBottomIndex; + return true; + } + } + else + { + TChildren::iterator childFace = myChildren.begin(), childEnd = myChildren.end(); + for ( ; childFace != childEnd; ++childFace ) + { + if ( childFace->SetBottomSide( bottom, &myBottomIndex )) + { + TChildren::iterator orientedCild = childFace; + for ( childFace = myChildren.begin(); childFace != childEnd; ++childFace ) { + if ( childFace != orientedCild ) + childFace->SetBottomSide( childFace->GetSide( myBottomIndex )); + } + if ( sideIndex ) + *sideIndex = myBottomIndex; + return true; + } + } + } + return false; +} + +//================================================================================ +/*! + * \brief Return face adjacent to i-th side of this face, (0& faces) const +{ + for ( int iF = 0; iF < faces.size(); ++iF ) { + _QuadFaceGrid* f = &faces[ iF ]; + if ( f != this && f->SetBottomSide( GetSide( i ))) + return f; + } + return (_QuadFaceGrid*) 0; +} + +//================================================================================ +/*! + * \brief Return i-th side + */ +//================================================================================ + +const _FaceSide& _QuadFaceGrid::GetSide(int i) const +{ + if ( myChildren.empty() ) + return *mySides.GetSide(i); + + _QuadFaceGrid* me = const_cast<_QuadFaceGrid*>(this); + if ( !me->locateChildren() || !myLeftBottomChild ) + return *mySides.GetSide(i); + + const _QuadFaceGrid* child = myLeftBottomChild; + switch ( i ){ + case Q_BOTTOM: + case Q_LEFT: + break; + case Q_RIGHT: + while ( child->myRightBrother ) + child = child->myRightBrother; + break; + case Q_TOP: + while ( child->myUpBrother ) + child = child->myUpBrother; + break; + default: ; + } + return child->GetSide( i ); +} + +//================================================================================ +/*! + * \brief Reverse edges in order to have them oriented along axes of the unit box + */ +//================================================================================ + +void _QuadFaceGrid::ReverseEdges(/*int e1, int e2*/) +{ + myReverse = !myReverse; + +// #ifdef DEB_FACES +// if ( !myFace.IsNull() ) +// TopAbs::Print(myFace.Orientation(), cout); +// #endif + + if ( myChildren.empty() ) + { +// mySides.GetSide( e1 )->Reverse(); +// mySides.GetSide( e2 )->Reverse(); + DumpVertices(); + } + else + { + DumpVertices(); + TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end(); + for ( ; child != childEnd; ++child ) + child->ReverseEdges( /*e1, e2*/ ); + } +} + +//================================================================================ +/*! + * \brief Load nodes of a mesh + */ +//================================================================================ + +bool _QuadFaceGrid::LoadGrid( SMESH_Mesh& mesh ) +{ + if ( !myChildren.empty() ) + { + // Let child faces load their grids + TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end(); + for ( ; child != childEnd; ++child ) { + child->SetID( myID ); + if ( !child->LoadGrid( mesh ) ) + return error( child->GetError() ); + } + // Fill myGrid with nodes of patches + return loadCompositeGrid( mesh ); + } + + // --------------------------------------- + // Fill myGrid with nodes bound to myFace + // --------------------------------------- + + if ( !myGrid.empty() ) + return true; + + myIndexer._xSize = 1 + mySides.GetSide( Q_BOTTOM )->GetNbSegments( mesh ); + myIndexer._ySize = 1 + mySides.GetSide( Q_LEFT )->GetNbSegments( mesh ); + + myGrid.resize( myIndexer.size() ); + + // strore nodes bound to the bottom edge + mySides.GetSide( Q_BOTTOM )->StoreNodes( mesh, myGrid, myReverse ); + + // store the rest nodes row by row + + SMESHDS_SubMesh* faceSubMesh = mesh.GetSubMesh( myFace )->GetSubMeshDS(); + + SMDS_MeshNode dummy(0,0,0); + const SMDS_MeshElement* firstQuad = &dummy;// most left face above the last row of found nodes + + int nbFoundNodes = myIndexer._xSize; + while ( nbFoundNodes != myGrid.size() ) + { + // first and last nodes of the last filled row of nodes + const SMDS_MeshNode* n1down = myGrid[ nbFoundNodes - myIndexer._xSize ]; + const SMDS_MeshNode* n2down = myGrid[ nbFoundNodes - myIndexer._xSize + 1]; + const SMDS_MeshNode* n1downLast = myGrid[ nbFoundNodes-1 ]; + + // find the first face above the row by the first two left nodes + // + // n1up n2up + // o---o + // | | + // o---o o o o o + //n1down n2down + // + TIDSortedElemSet emptySet, avoidSet; + avoidSet.insert( firstQuad ); + firstQuad = SMESH_MeshEditor::FindFaceInSet( n1down, n2down, emptySet, avoidSet); + if ( firstQuad && !faceSubMesh->Contains( firstQuad )) { + avoidSet.insert( firstQuad ); + firstQuad = SMESH_MeshEditor::FindFaceInSet( n1down, n2down, emptySet, avoidSet); + } + if ( !firstQuad || !faceSubMesh->Contains( firstQuad )) + return error(ERR_LI("Error in _QuadFaceGrid::LoadGrid()")); + + // find the node of quad bound to the left geom edge + int i2down = firstQuad->GetNodeIndex( n2down ); + const SMDS_MeshNode* n1up = firstQuad->GetNode(( i2down+2 ) % 4 ); + myGrid[ nbFoundNodes++ ] = n1up; + // the 4-the node of the first quad + int i1down = firstQuad->GetNodeIndex( n1down ); + const SMDS_MeshNode* n2up = firstQuad->GetNode(( i1down+2 ) % 4 ); + myGrid[ nbFoundNodes++ ] = n2up; + + n1down = n2down; + n1up = n2up; + const SMDS_MeshElement* quad = firstQuad; + + // find the rest nodes by remaining faces above the row + // + // n1up + // o---o--o + // | | | -> + // o---o--o o o o + // n1downLast + // + while ( n1down != n1downLast ) + { + // next face + avoidSet.clear(); avoidSet.insert( quad ); + quad = SMESH_MeshEditor::FindFaceInSet( n1down, n1up, emptySet, avoidSet ); + if ( !quad || quad->NbNodes() % 4 > 0) + return error(ERR_LI("Error in _QuadFaceGrid::LoadGrid()")); + + // next node + if ( quad->GetNode( i1down ) != n1down ) // check already found index + i1down = quad->GetNodeIndex( n1down ); + n2up = quad->GetNode(( i1down+2 ) % 4 ); + myGrid[ nbFoundNodes++ ] = n2up; + + n1down = myGrid[ nbFoundNodes - myIndexer._xSize - 1 ]; + n1up = n2up; + } + } + + DumpGrid(); // debug + + return true; +} + +//================================================================================ +/*! + * \brief Find out mutual location of children: find their right and up brothers + */ +//================================================================================ + +bool _QuadFaceGrid::locateChildren() +{ + if ( myLeftBottomChild ) + return true; + + TChildren::iterator child = myChildren.begin(), childEnd = myChildren.end(); + + // find a child sharing it's first bottom vertex with no other brother + myLeftBottomChild = 0; + for ( ; !myLeftBottomChild && child != childEnd; ++child ) + { + TopoDS_Vertex leftVertex = child->GetSide( Q_BOTTOM ).FirstVertex(); + bool sharedVertex = false; + TChildren::iterator otherChild = myChildren.begin(); + for ( ; otherChild != childEnd && !sharedVertex; ++otherChild ) + if ( otherChild != child ) + sharedVertex = otherChild->mySides.Contain( leftVertex ); + if ( !sharedVertex ) { + myLeftBottomChild = & (*child); + DUMP_VERT("0 left bottom Vertex: ",leftVertex ); + } + } + if (!myLeftBottomChild) + return error(ERR_LI("Error in locateChildren()")); + + set< _QuadFaceGrid* > notLocatedChilren; + for (child = myChildren.begin() ; child != childEnd; ++child ) + notLocatedChilren.insert( & (*child)); + + // connect myLeftBottomChild to it's right and upper brothers + notLocatedChilren.erase( myLeftBottomChild ); + myLeftBottomChild->setBrothers( notLocatedChilren ); + if ( !notLocatedChilren.empty() ) + return error(ERR_LI("Error in locateChildren()")); + + return true; +} + +//================================================================================ +/*! + * \brief Fill myGrid with nodes of patches + */ +//================================================================================ + +bool _QuadFaceGrid::loadCompositeGrid(SMESH_Mesh& mesh) +{ + // Find out mutual location of children: find their right and up brothers + if ( !locateChildren() ) + return false; + + // Load nodes according to mutual location of children + + // grid size + myIndexer._xSize = 1 + myLeftBottomChild->GetNbHoriSegments(mesh, /*withBrothers=*/true); + myIndexer._ySize = 1 + myLeftBottomChild->GetNbVertSegments(mesh, /*withBrothers=*/true); + + myGrid.resize( myIndexer.size() ); + + int fromX = myReverse ? myIndexer._xSize : 0; + if (!myLeftBottomChild->fillGrid( mesh, myGrid, myIndexer, fromX, 0 )) + return error( myLeftBottomChild->GetError() ); + + DumpGrid(); + + return true; +} + +//================================================================================ +/*! + * \brief Find right an upper brothers among notLocatedBrothers + */ +//================================================================================ + +void _QuadFaceGrid::setBrothers( set< _QuadFaceGrid* >& notLocatedBrothers ) +{ + if ( !notLocatedBrothers.empty() ) + { + // find right brother + TopoDS_Vertex rightVertex = GetSide( Q_BOTTOM ).LastVertex(); + DUMP_VERT("1 right bottom Vertex: ",rightVertex ); + set< _QuadFaceGrid* >::iterator brIt, brEnd = notLocatedBrothers.end(); + for ( brIt = notLocatedBrothers.begin(); !myRightBrother && brIt != brEnd; ++brIt ) + { + _QuadFaceGrid* brother = *brIt; + TopoDS_Vertex brotherLeftVertex = brother->GetSide( Q_BOTTOM ).FirstVertex(); + DUMP_VERT( "brother left bottom: ", brotherLeftVertex ); + if ( rightVertex.IsSame( brotherLeftVertex )) { + myRightBrother = brother; + notLocatedBrothers.erase( myRightBrother ); + } + } + // find upper brother + TopoDS_Vertex upVertex = GetSide( Q_LEFT ).FirstVertex(); + DUMP_VERT("1 left up Vertex: ",upVertex); + brIt = notLocatedBrothers.begin(), brEnd = notLocatedBrothers.end(); + for ( ; !myUpBrother && brIt != brEnd; ++brIt ) + { + _QuadFaceGrid* brother = *brIt; + TopoDS_Vertex brotherLeftVertex = brother->GetSide( Q_BOTTOM ).FirstVertex(); + DUMP_VERT("brother left bottom: ", brotherLeftVertex); + if ( upVertex.IsSame( brotherLeftVertex )) { + myUpBrother = brother; + notLocatedBrothers.erase( myUpBrother ); + } + } + // recursive call + if ( myRightBrother ) + myRightBrother->setBrothers( notLocatedBrothers ); + if ( myUpBrother ) + myUpBrother->setBrothers( notLocatedBrothers ); + } +} + +//================================================================================ +/*! + * \brief Store nodes of a simple face into grid starting from (x,y) position + */ +//================================================================================ + +bool _QuadFaceGrid::fillGrid(SMESH_Mesh& theMesh, + vector & theGrid, + const _Indexer& theIndexer, + int theX, + int theY) +{ + if ( myGrid.empty() && !LoadGrid( theMesh )) + return false; + + // store my own grid in the global grid + + int fromX = myReverse ? theX - myIndexer._xSize: theX; + + for ( int i = 0, x = fromX; i < myIndexer._xSize; ++i, ++x ) + for ( int j = 0, y = theY; j < myIndexer._ySize; ++j, ++y ) + theGrid[ theIndexer( x, y )] = myGrid[ myIndexer( i, j )]; + + // store grids of my right and upper brothers + + if ( myRightBrother ) + { + if ( myReverse ) + fromX += 1; + else + fromX += myIndexer._xSize - 1; + if ( !myRightBrother->fillGrid( theMesh, theGrid, theIndexer, fromX, theY )) + return error( myRightBrother->GetError() ); + } + if ( myUpBrother ) + { + if ( !myUpBrother->fillGrid( theMesh, theGrid, theIndexer, + theX, theY + myIndexer._ySize - 1)) + return error( myUpBrother->GetError() ); + } + return true; +} + +//================================================================================ +/*! + * \brief Return number of segments on the hirizontal sides + */ +//================================================================================ + +int _QuadFaceGrid::GetNbHoriSegments(SMESH_Mesh& mesh, bool withBrothers) const +{ + int nbSegs = 0; + if ( myLeftBottomChild ) + { + nbSegs += myLeftBottomChild->GetNbHoriSegments( mesh, true ); + } + else + { + nbSegs = mySides.GetSide( Q_BOTTOM )->GetNbSegments(mesh); + if ( withBrothers && myRightBrother ) + nbSegs += myRightBrother->GetNbHoriSegments( mesh, withBrothers ); + } + return nbSegs; +} + +//================================================================================ +/*! + * \brief Return number of segments on the vertical sides + */ +//================================================================================ + +int _QuadFaceGrid::GetNbVertSegments(SMESH_Mesh& mesh, bool withBrothers) const +{ + int nbSegs = 0; + if ( myLeftBottomChild ) + { + nbSegs += myLeftBottomChild->GetNbVertSegments( mesh, true ); + } + else + { + nbSegs = mySides.GetSide( Q_LEFT )->GetNbSegments(mesh); + if ( withBrothers && myUpBrother ) + nbSegs += myUpBrother->GetNbVertSegments( mesh, withBrothers ); + } + return nbSegs; +} + +//================================================================================ +/*! + * \brief Return a node by its position + */ +//================================================================================ + +const SMDS_MeshNode* _QuadFaceGrid::GetNode(int iHori, int iVert) const +{ + return myGrid[ myIndexer( iHori, iVert )]; +} + +//================================================================================ +/*! + * \brief Return node coordinates by its position + */ +//================================================================================ + +gp_XYZ _QuadFaceGrid::GetXYZ(int iHori, int iVert) const +{ + const SMDS_MeshNode* n = myGrid[ myIndexer( iHori, iVert )]; + return gp_XYZ( n->X(), n->Y(), n->Z() ); +} + +//================================================================================ +/*! + * \brief Return normal to the face at vertex v + */ +//================================================================================ + +bool _QuadFaceGrid::GetNormal( const TopoDS_Vertex& v, gp_Vec& n ) const +{ + if ( myChildren.empty() ) + { + if ( mySides.Contain( v )) { + try { + gp_Pnt2d uv = BRep_Tool::Parameters( v, myFace ); + BRepAdaptor_Surface surface( myFace ); + gp_Pnt p; gp_Vec d1u, d1v; + surface.D1( uv.X(), uv.Y(), p, d1u, d1v ); + n = d1u.Crossed( d1v ); + return true; + } + catch (Standard_Failure) { + return false; + } + } + } + else + { + TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end(); + for ( ; child != childEnd; ++child ) + if ( child->GetNormal( v, n )) + return true; + } + return false; +} + +//================================================================================ +/*! + * \brief Dumps coordinates of grid nodes + */ +//================================================================================ + +void _QuadFaceGrid::DumpGrid() const +{ +#ifdef DEB_GRID + const char* names[] = { "B_BOTTOM", "B_RIGHT", "B_TOP", "B_LEFT", "B_FRONT", "B_BACK" }; + cout << "****** Face " << names[ myID ] << endl; + + if ( myChildren.empty() || !myGrid.empty() ) + { + cout << "x size: " << myIndexer._xSize << "; y size: " << myIndexer._ySize << endl; + for ( int y = 0; y < myIndexer._ySize; ++y ) { + cout << "-- row " << y << endl; + for ( int x = 0; x < myIndexer._xSize; ++x ) { + const SMDS_MeshNode* n = myGrid[ myIndexer( x, y ) ]; + cout << x << " ( " << n->X() << ", " << n->Y() << ", " << n->Z() << " )" << endl; + } + } + } + else + { + cout << "Nb children: " << myChildren.size() << endl; + TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end(); + for ( int i=0; child != childEnd; ++child, ++i ) { + cout << " *** SUBFACE " << i+1 << endl; + ((_QuadFaceGrid&)(*child)).SetID( myID ); + child->DumpGrid(); + } + } +#endif +} + +//================================================================================ +/*! + * \brief Dump vertices + */ +//================================================================================ + +void _QuadFaceGrid::DumpVertices() const +{ +#ifdef DEB_FACES + cout << "****** Face "; + const char* names[] = { "B_BOTTOM", "B_RIGHT", "B_TOP", "B_LEFT", "B_FRONT", "B_BACK" }; + if ( myID >= B_BOTTOM && myID < B_BACK ) + cout << names[ myID ] << endl; + else + cout << "UNDEFINED" << endl; + + if ( myChildren.empty() ) + { + for ( int i = 0; i < 4; ++i ) + { + cout << " Side "; mySides.GetSide( i )->Dump(); + } + } + else + { + cout << "-- Nb children: " << myChildren.size() << endl; + TChildren::const_iterator child = myChildren.begin(), childEnd = myChildren.end(); + for ( int i=0; child != childEnd; ++child, ++i ) { + cout << " *** SUBFACE " << i+1 << endl; + ((_QuadFaceGrid&)(*child)).SetID( myID ); + child->DumpVertices(); + } + } +#endif +} + +//======================================================================= +//function : _FaceSide +//purpose : copy constructor +//======================================================================= + +_FaceSide::_FaceSide(const _FaceSide& other) +{ + myEdge = other.myEdge; + myChildren = other.myChildren; + myNbChildren = other.myNbChildren; + myVertices.Assign( other.myVertices ); + myID = other.myID; +} + +//================================================================================ +/*! + * \brief Construct a face side of one edge + */ +//================================================================================ + +_FaceSide::_FaceSide(const TopoDS_Edge& edge): + myEdge( edge ), myNbChildren(0) +{ + if ( !edge.IsNull() ) + for ( TopExp_Explorer exp( edge, TopAbs_VERTEX ); exp.More(); exp.Next() ) + //myVertices.insert( ptr ( exp.Current() )); + myVertices.Add( exp.Current() ); +} + +//================================================================================ +/*! + * \brief Construct a face side of several edges + */ +//================================================================================ + +_FaceSide::_FaceSide(const list& edges): + myNbChildren(0) +{ + list::const_iterator edge = edges.begin(), eEnd = edges.end(); + for ( ; edge != eEnd; ++edge ) { + myChildren.push_back( _FaceSide( *edge )); + myNbChildren++; +// myVertices.insert( myChildren.back().myVertices.begin(), +// myChildren.back().myVertices.end() ); + myVertices.Add( myChildren.back().FirstVertex() ); + myVertices.Add( myChildren.back().LastVertex() ); + myChildren.back().SetID( Q_CHILD ); // not to splice them + } +} + +//======================================================================= +//function : GetSide +//purpose : +//======================================================================= + +_FaceSide* _FaceSide::GetSide(const int i) +{ + if ( i >= myNbChildren ) + return 0; + + list< _FaceSide >::iterator side = myChildren.begin(); + if ( i ) + std::advance( side, i ); + return & (*side); +} + +//======================================================================= +//function : GetSide +//purpose : +//======================================================================= + +const _FaceSide* _FaceSide::GetSide(const int i) const +{ + return const_cast< _FaceSide* >(this)->GetSide(i); +} + +//======================================================================= +//function : NbVertices +//purpose : return nb of vertices in the side +//======================================================================= + +int _FaceSide::NbVertices() const +{ + if ( myChildren.empty() ) + return myVertices.Extent(); +// return myVertices.size(); + + return myNbChildren + 1; +} + +//======================================================================= +//function : FirstVertex +//purpose : +//======================================================================= + +TopoDS_Vertex _FaceSide::FirstVertex() const +{ + if ( myChildren.empty() ) + return TopExp::FirstVertex( myEdge, Standard_True ); + + return myChildren.front().FirstVertex(); +} + +//======================================================================= +//function : LastVertex +//purpose : +//======================================================================= + +TopoDS_Vertex _FaceSide::LastVertex() const +{ + if ( myChildren.empty() ) + return TopExp::LastVertex( myEdge, Standard_True ); + + return myChildren.back().LastVertex(); +} + +//======================================================================= +//function : Vertex +//purpose : +//======================================================================= + +TopoDS_Vertex _FaceSide::Vertex(int i) const +{ + if ( myChildren.empty() ) + return i ? LastVertex() : FirstVertex(); + + if ( i >= myNbChildren ) + return myChildren.back().LastVertex(); + + return GetSide(i)->FirstVertex(); +} + +//======================================================================= +//function : Contain +//purpose : +//======================================================================= + +bool _FaceSide::Contain( const _FaceSide& side, int* which ) const +{ + if ( !which || myChildren.empty() ) + { + if ( which ) + *which = 0; + int nbCommon = 0; +// set::iterator v, vEnd = side.myVertices.end(); +// for ( v = side.myVertices.begin(); v != vEnd; ++v ) +// nbCommon += ( myVertices.find( *v ) != myVertices.end() ); + TopTools_MapIteratorOfMapOfShape vIt ( side.myVertices ); + for ( ; vIt.More(); vIt.Next() ) + nbCommon += ( myVertices.Contains( vIt.Key() )); + return (nbCommon > 1); + } + list< _FaceSide >::const_iterator mySide = myChildren.begin(), sideEnd = myChildren.end(); + for ( int i = 0; mySide != sideEnd; ++mySide, ++i ) { + if ( mySide->Contain( side )) { + *which = i; + return true; + } + } + return false; +} + +//======================================================================= +//function : Contain +//purpose : +//======================================================================= + +bool _FaceSide::Contain( const TopoDS_Vertex& vertex ) const +{ + return myVertices.Contains( vertex ); +// return myVertices.find( ptr( vertex )) != myVertices.end(); +} + +//======================================================================= +//function : AppendSide +//purpose : +//======================================================================= + +void _FaceSide::AppendSide( const _FaceSide& side ) +{ + if ( !myEdge.IsNull() ) + { + myChildren.push_back( *this ); + myNbChildren = 1; + myEdge.Nullify(); + } + myChildren.push_back( side ); + myNbChildren++; + //myVertices.insert( side.myVertices.begin(), side.myVertices.end() ); + TopTools_MapIteratorOfMapOfShape vIt ( side.myVertices ); + for ( ; vIt.More(); vIt.Next() ) + myVertices.Add( vIt.Key() ); + + myID = Q_PARENT; + myChildren.back().SetID( EQuadSides( myNbChildren-1 )); +} + +//======================================================================= +//function : SetBottomSide +//purpose : +//======================================================================= + +void _FaceSide::SetBottomSide( int i ) +{ + if ( i > 0 && myID == Q_PARENT ) { + list< _FaceSide >::iterator sideEnd, side = myChildren.begin(); + std::advance( side, i ); + myChildren.splice( myChildren.begin(), myChildren, side, myChildren.end() ); + + side = myChildren.begin(), sideEnd = myChildren.end(); + for ( int i = 0; side != sideEnd; ++side, ++i ) { + side->SetID( EQuadSides(i) ); + side->SetBottomSide(i); + } + } +} + +//======================================================================= +//function : GetNbSegments +//purpose : +//======================================================================= + +int _FaceSide::GetNbSegments(SMESH_Mesh& mesh) const +{ + int nb = 0; + if ( myChildren.empty() ) + { + nb = mesh.GetSubMesh(myEdge)->GetSubMeshDS()->NbElements(); + } + else + { + list< _FaceSide >::const_iterator side = myChildren.begin(), sideEnd = myChildren.end(); + for ( ; side != sideEnd; ++side ) + nb += side->GetNbSegments(mesh); + } + return nb; +} + +//======================================================================= +//function : StoreNodes +//purpose : +//======================================================================= + +bool _FaceSide::StoreNodes(SMESH_Mesh& mesh, + vector& myGrid, + bool reverse ) +{ + list< TopoDS_Edge > edges; + if ( myChildren.empty() ) + { + edges.push_back( myEdge ); + } + else + { + list< _FaceSide >::const_iterator side = myChildren.begin(), sideEnd = myChildren.end(); + for ( ; side != sideEnd; ++side ) + if ( reverse ) + edges.push_front( side->myEdge ); + else + edges.push_back ( side->myEdge ); + } + int nbNodes = 0; + list< TopoDS_Edge >::iterator edge = edges.begin(), eEnd = edges.end(); + for ( ; edge != eEnd; ++edge ) + { + map< double, const SMDS_MeshNode* > nodes; + bool ok = SMESH_Algo::GetSortedNodesOnEdge( mesh.GetMeshDS(), + *edge, + /*ignoreMediumNodes=*/true, + nodes); + if ( !ok ) return false; + + bool forward = ( edge->Orientation() == TopAbs_FORWARD ); + if ( reverse ) forward = !forward; + if ( forward ) + { + map< double, const SMDS_MeshNode* >::iterator u_node, nEnd = nodes.end(); + for ( u_node = nodes.begin(); u_node != nEnd; ++u_node ) + myGrid[ nbNodes++ ] = u_node->second; + } + else + { + map< double, const SMDS_MeshNode* >::reverse_iterator u_node, nEnd = nodes.rend(); + for ( u_node = nodes.rbegin(); u_node != nEnd; ++u_node ) + myGrid[ nbNodes++ ] = u_node->second; + } + nbNodes--; // node on vertex present in two adjacent edges + } + return nbNodes > 0; +} + +//======================================================================= +//function : Dump +//purpose : dump end vertices +//======================================================================= + +void _FaceSide::Dump() const +{ + if ( myChildren.empty() ) + { + const char* sideNames[] = { "Q_BOTTOM", "Q_RIGHT", "Q_TOP", "Q_LEFT", "Q_CHILD", "Q_PARENT" }; + if ( myID >= Q_BOTTOM && myID < Q_PARENT ) + cout << sideNames[ myID ] << endl; + else + cout << "" << endl; + TopoDS_Vertex f = FirstVertex(); + TopoDS_Vertex l = LastVertex(); + gp_Pnt pf = BRep_Tool::Pnt(f); + gp_Pnt pl = BRep_Tool::Pnt(l); + cout << "\t ( "<< ptr( f ) << " - " << ptr( l )<< " )" + << "\t ( "<< pf.X()<<", "<::const_iterator side = myChildren.begin(), sideEnd = myChildren.end(); + for ( ; side != sideEnd; ++side ) { + side->Dump(); + cout << "\t"; + } + } +} diff --git a/src/StdMeshers/StdMeshers_CompositeHexa_3D.hxx b/src/StdMeshers/StdMeshers_CompositeHexa_3D.hxx new file mode 100644 index 000000000..09b687fc1 --- /dev/null +++ b/src/StdMeshers/StdMeshers_CompositeHexa_3D.hxx @@ -0,0 +1,61 @@ +// SMESH SMESH : implementaion of SMESH idl descriptions +// +// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN, +// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS +// +// This library is free software; you can redistribute it and/or +// modify it under the terms of the GNU Lesser General Public +// License as published by the Free Software Foundation; either +// version 2.1 of the License. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// Lesser General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public +// License along with this library; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +// +// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com +// +// +// +// File : StdMeshers_CompositeBlock_3D.hxx +// Module : SMESH + +#ifndef _SMESH_CompositeSegment_1D_HXX_ +#define _SMESH_CompositeSegment_1D_HXX_ + +#include "SMESH_StdMeshers.hxx" +#include "SMESH_3D_Algo.hxx" + +class SMESH_Mesh; +class StdMeshers_FaceSide; +class TopoDS_Edge; +class TopoDS_Face; + +/*! + * \brief Computes hexahedral mesh on a box with composite sides + * + * The algorithm expects faces of a box to be meshed with quadrangles so that + * opposite box sides have equal number of quadrangles. + */ +class STDMESHERS_EXPORT StdMeshers_CompositeHexa_3D: public SMESH_3D_Algo +{ +public: + StdMeshers_CompositeHexa_3D(int hypId, int studyId, SMESH_Gen* gen); + //virtual ~StdMeshers_CompositeHexa_3D(); + + virtual bool Compute(SMESH_Mesh& aMesh, + const TopoDS_Shape& aShape); + + virtual bool CheckHypothesis(SMESH_Mesh& aMesh, + const TopoDS_Shape& aShape, + Hypothesis_Status& aStatus); + +private: + // private fields +}; + +#endif