From: eap Date: Wed, 26 Jan 2011 14:06:40 +0000 (+0000) Subject: 0021134: EDF 1749 GHS3D: GHS3D can't compute the 3D elements from 2D skin elements X-Git-Tag: StartingPortingMED3~116 X-Git-Url: http://git.salome-platform.org/gitweb/?a=commitdiff_plain;h=946205138166d4108a39f33b3c4fd65879ce9fa4;hp=812e5de47fc21bda0e59e798bb8eb1f7e2324a46;p=modules%2Fsmesh.git 0021134: EDF 1749 GHS3D: GHS3D can't compute the 3D elements from 2D skin elements Redesign again to work with composed cube edges --- diff --git a/src/StdMeshers/StdMeshers_Hexa_3D.cxx b/src/StdMeshers/StdMeshers_Hexa_3D.cxx index 917f48e70..037a7d53a 100644 --- a/src/StdMeshers/StdMeshers_Hexa_3D.cxx +++ b/src/StdMeshers/StdMeshers_Hexa_3D.cxx @@ -157,24 +157,23 @@ namespace { //============================================================================= + typedef boost::shared_ptr< FaceQuadStruct > FaceQuadStructPtr; + // symbolic names of box sides enum EBoxSides{ B_BOTTOM=0, B_RIGHT, B_TOP, B_LEFT, B_FRONT, B_BACK, B_NB_SIDES }; - // indices of FACE's of box sides in terms of SMESH_Block::TShapeID enum - enum ESideIndex{ I_BOTTOM = SMESH_Block::ID_Fxy0, - I_RIGHT = SMESH_Block::ID_F1yz, - I_TOP = SMESH_Block::ID_Fxy1, - I_LEFT = SMESH_Block::ID_F0yz, - I_FRONT = SMESH_Block::ID_Fx0z, - I_BACK = SMESH_Block::ID_Fx1z, - I_UNDEFINED = SMESH_Block::ID_NONE - }; + // symbolic names of sides of quadrangle + enum EQuadSides{ Q_BOTTOM=0, Q_RIGHT, Q_TOP, Q_LEFT, Q_NB_SIDES }; + //============================================================================= /*! * \brief Container of nodes of structured mesh on a qudrangular geom FACE */ struct _FaceGrid { + // face sides + FaceQuadStructPtr _quad; + // map of (node parameter on EDGE) to (column (vector) of nodes) TParam2ColumnMap _u2nodesMap; @@ -183,7 +182,6 @@ namespace // geometry of a cube side TopoDS_Face _sideF; - TopoDS_Edge _baseE; const SMDS_MeshNode* GetNode(int iCol, int iRow) const { @@ -206,6 +204,65 @@ namespace int size() const { return _xSize * _ySize; } int operator()(const int x, const int y) const { return y * _xSize + x; } }; + + //================================================================================ + /*! + * \brief Appends a range of node columns from a map to another map + */ + template< class TMapIterator > + void append( TParam2ColumnMap& toMap, TMapIterator from, TMapIterator to ) + { + const SMDS_MeshNode* lastNode = toMap.rbegin()->second[0]; + const SMDS_MeshNode* firstNode = from->second[0]; + if ( lastNode == firstNode ) + from++; + double u = toMap.rbegin()->first; + for (; from != to; ++from ) + { + u += 1; + TParam2ColumnMap::iterator u2nn = toMap.insert( toMap.end(), make_pair ( u, TNodeColumn())); + u2nn->second.swap( from->second ); + } + } + + //================================================================================ + /*! + * \brief Finds FaceQuadStruct having a side equal to a given one and rearranges + * the found FaceQuadStruct::side to have the given side at a Q_BOTTOM place + */ + FaceQuadStructPtr getQuadWithBottom( StdMeshers_FaceSide* side, + FaceQuadStructPtr quad[ 6 ]) + { + FaceQuadStructPtr foundQuad; + for ( int i = 1; i < 6; ++i ) + { + if ( !quad[i] ) continue; + for ( unsigned iS = 0; iS < quad[i]->side.size(); ++iS ) + { + const StdMeshers_FaceSide* side2 = quad[i]->side[iS]; + if (( side->FirstVertex().IsSame( side2->FirstVertex() ) || + side->FirstVertex().IsSame( side2->LastVertex() )) + && + ( side->LastVertex().IsSame( side2->FirstVertex() ) || + side->LastVertex().IsSame( side2->LastVertex() )) + ) + { + if ( iS != Q_BOTTOM ) + { + vector< StdMeshers_FaceSide*> newSides; + for ( unsigned j = iS; j < quad[i]->side.size(); ++j ) + newSides.push_back( quad[i]->side[j] ); + for ( unsigned j = 0; j < iS; ++j ) + newSides.push_back( quad[i]->side[j] ); + quad[i]->side.swap( newSides ); + } + foundQuad.swap(quad[i]); + return foundQuad; + } + } + } + return foundQuad; + } } //============================================================================= @@ -226,20 +283,18 @@ bool StdMeshers_Hexa_3D::Compute(SMESH_Mesh & aMesh, MESSAGE("StdMeshers_Hexa_3D::Compute"); SMESHDS_Mesh * meshDS = aMesh.GetMeshDS(); - // 1) Shape verification + // Shape verification // ---------------------- // shape must be a solid (or a shell) with 6 faces - TopoDS_Shell shell; TopExp_Explorer exp(aShape,TopAbs_SHELL); if ( !exp.More() ) return error(COMPERR_BAD_SHAPE, "No SHELL in the geometry"); - shell = TopoDS::Shell( exp.Current()); if ( exp.Next(), exp.More() ) return error(COMPERR_BAD_SHAPE, "More than one SHELL in the geometry"); TopTools_IndexedMapOfShape FF; - TopExp::MapShapes( shell, TopAbs_FACE, FF); + TopExp::MapShapes( aShape, TopAbs_FACE, FF); if ( FF.Extent() != 6) { static StdMeshers_CompositeHexa_3D compositeHexa(_gen->GetANewId(), 0, _gen); @@ -248,13 +303,38 @@ bool StdMeshers_Hexa_3D::Compute(SMESH_Mesh & aMesh, return true; } - // Find sub-shapes of a cube - TopTools_IndexedMapOfOrientedShape cubeSubShapes; - TopoDS_Vertex V; - if ( !SMESH_Block::FindBlockShapes( shell, V,V, cubeSubShapes )) - return error(COMPERR_BAD_SHAPE, "Not a 6 sides cube"); + // Find sides of a cube + // --------------------- + + FaceQuadStructPtr quad[ 6 ]; + StdMeshers_Quadrangle_2D quadAlgo( _gen->GetANewId(), GetStudyId(), _gen); + for ( int i = 0; i < 6; ++i ) + { + if ( !( quad[i] = FaceQuadStructPtr( quadAlgo.CheckNbEdges( aMesh, FF( i+1 ))))) + return error( quadAlgo.GetComputeError() ); + if ( quad[i]->side.size() != 4 ) + return error( COMPERR_BAD_SHAPE, "Not a quadrangular box side" ); + } + + _FaceGrid aCubeSide[ 6 ]; - // 2) make viscous layers + swap( aCubeSide[B_BOTTOM]._quad, quad[0] ); + swap( aCubeSide[B_BOTTOM]._quad->side[ Q_RIGHT],// direct the normal of bottom quad inside cube + aCubeSide[B_BOTTOM]._quad->side[ Q_LEFT ] ); + + aCubeSide[B_FRONT]._quad = getQuadWithBottom( aCubeSide[B_BOTTOM]._quad->side[Q_BOTTOM], quad ); + aCubeSide[B_RIGHT]._quad = getQuadWithBottom( aCubeSide[B_BOTTOM]._quad->side[Q_RIGHT ], quad ); + aCubeSide[B_BACK ]._quad = getQuadWithBottom( aCubeSide[B_BOTTOM]._quad->side[Q_TOP ], quad ); + aCubeSide[B_LEFT ]._quad = getQuadWithBottom( aCubeSide[B_BOTTOM]._quad->side[Q_LEFT ], quad ); + if ( aCubeSide[B_FRONT ]._quad ) + aCubeSide[B_TOP ]._quad = getQuadWithBottom( aCubeSide[B_FRONT ]._quad->side[Q_TOP ], quad ); + + for ( int i = 1; i < 6; ++i ) + if ( !aCubeSide[i]._quad ) + return error( COMPERR_BAD_SHAPE ); + + // Make viscous layers + // -------------------- SMESH_ProxyMesh::Ptr proxymesh; if ( _viscousLayersHyp ) @@ -264,61 +344,15 @@ bool StdMeshers_Hexa_3D::Compute(SMESH_Mesh & aMesh, return false; } - // 3) Check presence of regular grid mesh on FACEs of the cube - // ------------------------------------------------------------ - - // indices of FACEs of cube sides within cubeSubShapes - const int sideIndex[6] = { I_BOTTOM, I_RIGHT, I_TOP, I_LEFT, I_FRONT, I_BACK }; - // indices of base EDGEs of cube sides within cubeSubShapes, corresponding to sideIndex - const int baseEdgeIndex[6] = { - SMESH_Block::ID_Ex00, // bottom side - SMESH_Block::ID_E1y0, // right side - SMESH_Block::ID_Ex01, // top side - SMESH_Block::ID_E0y0, // left side - SMESH_Block::ID_Ex00, // front side - SMESH_Block::ID_Ex10 // back side - }; - - // Load mesh of cube sides - - _FaceGrid aCubeSide[ 6 ] ; - - // tool creating quadratic elements if needed - SMESH_MesherHelper helper (aMesh); - _quadraticMesh = helper.IsQuadraticSubMesh(aShape); + // Check if there are triangles on cube sides + // ------------------------------------------- - for ( int i = 0; i < 6; ++i ) + if ( aMesh.NbTriangles() > 0 ) { - aCubeSide[i]._sideF = TopoDS::Face( cubeSubShapes( sideIndex[i] )); - aCubeSide[i]._baseE = TopoDS::Edge( cubeSubShapes( baseEdgeIndex[i] )); - - // assure correctness of node positions on _baseE - if ( SMESHDS_SubMesh* smDS = meshDS->MeshElements( aCubeSide[i]._baseE )) - { - bool ok; - helper.SetSubShape( aCubeSide[i]._baseE ); - SMDS_ElemIteratorPtr eIt = smDS->GetElements(); - while ( eIt->more() ) - { - const SMDS_MeshElement* e = eIt->next(); - helper.GetNodeU( aCubeSide[i]._baseE, e->GetNode(0), e->GetNode(1), &ok); - helper.GetNodeU( aCubeSide[i]._baseE, e->GetNode(1), e->GetNode(0), &ok); - } - } - - // load grid - if ( !helper.LoadNodeColumns( aCubeSide[i]._u2nodesMap, - aCubeSide[i]._sideF, - aCubeSide[i]._baseE, meshDS, proxymesh.get() )) - { - SMESH_ComputeErrorPtr err = ComputePentahedralMesh(aMesh, aShape, proxymesh.get()); - return error( err ); - } - - // check if there are triangles on aCubeSide[i]._sideF - if ( aMesh.NbTriangles() > 0 ) + for ( int i = 0; i < 6; ++i ) { - if ( SMESHDS_SubMesh* smDS = meshDS->MeshElements( aCubeSide[i]._sideF )) + const TopoDS_Face& sideF = aCubeSide[i]._quad->face; + if ( SMESHDS_SubMesh* smDS = meshDS->MeshElements( sideF )) { bool isAllQuad = true; SMDS_ElemIteratorPtr fIt = smDS->GetElements(); @@ -336,21 +370,75 @@ bool StdMeshers_Hexa_3D::Compute(SMESH_Mesh & aMesh, } } + // Check presence of regular grid mesh on FACEs of the cube + // ------------------------------------------------------------ + + // tool creating quadratic elements if needed + SMESH_MesherHelper helper (aMesh); + _quadraticMesh = helper.IsQuadraticSubMesh(aShape); + + for ( int i = 0; i < 6; ++i ) + { + const TopoDS_Face& F = aCubeSide[i]._quad->face; + StdMeshers_FaceSide* baseQuadSide = aCubeSide[i]._quad->side[ Q_BOTTOM ]; + vector< TopAbs_Orientation > eOri( baseQuadSide->NbEdges() ); + + for ( int iE = 0; iE < baseQuadSide->NbEdges(); ++iE ) + { + const TopoDS_Edge& baseE = baseQuadSide->Edge( iE ); + eOri[ iE ] = baseE.Orientation(); + + // assure correctness of node positions on baseE + if ( SMESHDS_SubMesh* smDS = meshDS->MeshElements( baseE )) + { + bool ok; + helper.SetSubShape( baseE ); + SMDS_ElemIteratorPtr eIt = smDS->GetElements(); + while ( eIt->more() ) + { + const SMDS_MeshElement* e = eIt->next(); + helper.GetNodeU( baseE, e->GetNode(0), e->GetNode(1), &ok); + helper.GetNodeU( baseE, e->GetNode(1), e->GetNode(0), &ok); + } + } + + // load grid + TParam2ColumnMap u2nodesMap; + if ( !helper.LoadNodeColumns( u2nodesMap, F, baseE, meshDS, proxymesh.get() )) + { + SMESH_ComputeErrorPtr err = ComputePentahedralMesh(aMesh, aShape, proxymesh.get()); + return error( err ); + } + // store u2nodesMap + if ( iE == 0 ) + { + aCubeSide[i]._u2nodesMap.swap( u2nodesMap ); + } + else // unite 2 maps + { + if ( eOri[0] == eOri[iE] ) + append( aCubeSide[i]._u2nodesMap, u2nodesMap.begin(), u2nodesMap.end()); + else + append( aCubeSide[i]._u2nodesMap, u2nodesMap.rbegin(), u2nodesMap.rend()); + } + } + } + // Orient loaded grids of cube sides along axis of the unitary cube coord system for ( int i = 0; i < 6; ++i ) { bool reverse = false; - if ( helper.GetSubShapeOri( shell.Oriented( TopAbs_FORWARD ), - aCubeSide[i]._sideF ) == TopAbs_REVERSED ) + if ( helper.GetSubShapeOri( aShape.Oriented( TopAbs_FORWARD ), + aCubeSide[i]._quad->face ) == TopAbs_REVERSED ) reverse = !reverse; - if ( helper.GetSubShapeOri( aCubeSide[i]._sideF.Oriented( TopAbs_FORWARD ), - aCubeSide[i]._baseE ) == TopAbs_REVERSED ) + if ( helper.GetSubShapeOri( aCubeSide[i]._quad->face.Oriented( TopAbs_FORWARD ), + aCubeSide[i]._quad->side[0]->Edge(0) ) == TopAbs_REVERSED ) reverse = !reverse; - if ( sideIndex[i] == I_BOTTOM || - sideIndex[i] == I_LEFT || - sideIndex[i] == I_BACK ) + if ( i == B_BOTTOM || + i == B_LEFT || + i == B_BACK ) reverse = !reverse; aCubeSide[i]._columns.resize( aCubeSide[i]._u2nodesMap.size() );