From fae1b077cf2e3c39de4d536a920395c7a49e6c5d Mon Sep 17 00:00:00 2001 From: eap Date: Wed, 18 May 2011 12:20:00 +0000 Subject: [PATCH] 0020974: Extra edges appear in the result of a partition and can't be removed 3D soomthing, which will be replaced by a real fix coming in the next revision --- src/StdMeshers/StdMeshers_Quadrangle_2D.cxx | 66 ++++++++++++++++----- 1 file changed, 50 insertions(+), 16 deletions(-) diff --git a/src/StdMeshers/StdMeshers_Quadrangle_2D.cxx b/src/StdMeshers/StdMeshers_Quadrangle_2D.cxx index a66623441..6f2ca68b3 100644 --- a/src/StdMeshers/StdMeshers_Quadrangle_2D.cxx +++ b/src/StdMeshers/StdMeshers_Quadrangle_2D.cxx @@ -42,11 +42,12 @@ #include "SMDS_FacePosition.hxx" #include +#include #include #include #include -#include #include +#include #include #include #include @@ -3797,7 +3798,8 @@ namespace // data for smoothing */ struct TSmoothNode { - gp_XY _uv; + gp_XY _uv; + gp_XYZ _xyz; vector< TTriangle > _triangles; // if empty, then node is not movable }; // -------------------------------------------------------------------------------- @@ -3880,6 +3882,7 @@ void StdMeshers_Quadrangle_2D::Smooth (FaceQuadStruct* quad) 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 ); @@ -3904,11 +3907,15 @@ void StdMeshers_Quadrangle_2D::Smooth (FaceQuadStruct* quad) { 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(); @@ -3918,26 +3925,54 @@ void StdMeshers_Quadrangle_2D::Smooth (FaceQuadStruct* quad) 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 ) { @@ -3946,8 +3981,7 @@ void StdMeshers_Quadrangle_2D::Smooth (FaceQuadStruct* quad) 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() ))); -- 2.39.2