#include <Geom2d_Line.hxx>
#include <GeomLib_IsPlanarSurface.hxx>
#include <Geom_Curve.hxx>
-#include <TColStd_DataMapOfIntegerInteger.hxx>
+#include <Standard_ErrorHandler.hxx>
#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
#include <TopTools_ListIteratorOfListOfShape.hxx>
return nbSides;
}
+ //================================================================================
+ /*!
+ * \brief Set/get wire index to FaceQuadStruct
+ */
+ //================================================================================
+
+ void setWireIndex( TFaceQuadStructPtr& quad, int iWire )
+ {
+ quad->iSize = iWire;
+ }
+ int getWireIndex( const TFaceQuadStructPtr& quad )
+ {
+ return quad->iSize;
+ }
+
+ //================================================================================
+ /*!
+ * \brief Print Python commands adding given points to a mesh
+ */
+ //================================================================================
+
void pointsToPython(const std::vector<gp_XYZ>& p)
{
#ifdef _DEBUG_
//myProjectTriangles = false;
mySetErrorToSM = true; // to pass an error to a sub-mesh of a current solid or not
+ myPrevBottomSM = 0; // last treated bottom sub-mesh with a suitable algorithm
}
//================================================================================
const TopoDS_Shape& aShape,
SMESH_Hypothesis::Hypothesis_Status& aStatus)
{
- // Check shape geometry
-/* PAL16229
- aStatus = SMESH_Hypothesis::HYP_BAD_GEOMETRY;
-
- // find not quadrangle faces
- list< TopoDS_Shape > notQuadFaces;
- int nbEdge, nbWire, nbFace = 0;
- TopExp_Explorer exp( aShape, TopAbs_FACE );
- for ( ; exp.More(); exp.Next() ) {
- ++nbFace;
- const TopoDS_Shape& face = exp.Current();
- nbEdge = NSProjUtils::Count( face, TopAbs_EDGE, 0 );
- nbWire = NSProjUtils::Count( face, TopAbs_WIRE, 0 );
- if ( nbEdge!= 4 || nbWire!= 1 ) {
- if ( !notQuadFaces.empty() ) {
- if ( NSProjUtils::Count( notQuadFaces.back(), TopAbs_EDGE, 0 ) != nbEdge ||
- NSProjUtils::Count( notQuadFaces.back(), TopAbs_WIRE, 0 ) != nbWire )
- RETURN_BAD_RESULT("Different not quad faces");
- }
- notQuadFaces.push_back( face );
- }
- }
- if ( !notQuadFaces.empty() )
- {
- if ( notQuadFaces.size() != 2 )
- RETURN_BAD_RESULT("Bad nb not quad faces: " << notQuadFaces.size());
-
- // check total nb faces
- nbEdge = NSProjUtils::Count( notQuadFaces.back(), TopAbs_EDGE, 0 );
- if ( nbFace != nbEdge + 2 )
- RETURN_BAD_RESULT("Bad nb of faces: " << nbFace << " but must be " << nbEdge + 2);
- }
-*/
// no hypothesis
aStatus = SMESH_Hypothesis::HYP_OK;
return true;
{
SMESH_MesherHelper helper( theMesh );
myHelper = &helper;
+ myPrevBottomSM = 0;
int nbSolids = helper.Count( theShape, TopAbs_SOLID, /*skipSame=*/false );
if ( nbSolids < 1 )
list< TopoDS_Edge >::iterator edge = thePrism.myBottomEdges.begin();
std::list< int >::iterator nbE = thePrism.myNbEdgesInWires.begin();
std::list< int > nbQuadsPerWire;
- int iE = 0;
+ int iE = 0, iWire = 0;
while ( edge != thePrism.myBottomEdges.end() )
{
++iE;
return toSM( error(TCom("Composite 'horizontal' edges are not supported")));
}
if ( faceMap.Add( face ))
+ {
+ setWireIndex( quadList.back(), iWire ); // for use in makeQuadsForOutInProjection()
thePrism.myWallQuads.push_back( quadList );
+ }
break;
}
}
if ( iE == *nbE )
{
iE = 0;
+ ++iWire;
++nbE;
int nbQuadPrev = std::accumulate( nbQuadsPerWire.begin(), nbQuadsPerWire.end(), 0 );
nbQuadsPerWire.push_back( thePrism.myWallQuads.size() - nbQuadPrev );
return toSM( error( SMESH_ComputeError::New(COMPERR_CANCELED)));
// Assure the bottom is meshed
- SMESH_subMesh * botSM = myHelper->GetMesh()->GetSubMesh( thePrism.myBottom );
- if (( botSM->IsEmpty() ) &&
- ( ! botSM->GetAlgo() ||
- ! _gen->Compute( *botSM->GetFather(), botSM->GetSubShape(), /*shapeOnly=*/true )))
- return error( COMPERR_BAD_INPUT_MESH,
- TCom( "No mesher defined to compute the base face #")
- << shapeID( thePrism.myBottom ));
+ if ( !computeBase( thePrism ))
+ return false;
// Make all side FACEs of thePrism meshed with quads
if ( !computeWalls( thePrism ))
// else if ( !trsf.empty() )
// bottomToTopTrsf = trsf.back();
- // To compute coordinates of a node inside a block, it is necessary to know
+ // To compute coordinates of a node inside a block using "block approach",
+ // it is necessary to know
// 1. normalized parameters of the node by which
// 2. coordinates of node projections on all block sub-shapes are computed
{
// use transformation (issue 0020680, IPAL0052499) or a "straight line" approach
StdMeshers_Sweeper sweeper;
+ sweeper.myHelper = myHelper;
+ sweeper.myBotFace = thePrism.myBottom;
+ sweeper.myTopFace = thePrism.myTop;
// load boundary nodes into sweeper
bool dummy;
{
double tol = getSweepTolerance( thePrism );
bool allowHighBndError = !isSimpleBottom( thePrism );
- myUseBlock = !sweeper.ComputeNodes( *myHelper, tol, allowHighBndError );
+ myUseBlock = !sweeper.ComputeNodesByTrsf( tol, allowHighBndError );
}
else if ( sweeper.CheckSameZ() )
{
- myUseBlock = !sweeper.ComputeNodesOnStraightSameZ( *myHelper );
+ myUseBlock = !sweeper.ComputeNodesOnStraightSameZ();
}
else
{
- myUseBlock = !sweeper.ComputeNodesOnStraight( *myHelper, thePrism.myBottom, thePrism.myTop );
+ myUseBlock = !sweeper.ComputeNodesOnStraight();
}
myHelper->SetElementsOnShape( false );
}
return true;
}
+//=======================================================================
+//function : computeBase
+//purpose : Compute the base face of a prism
+//=======================================================================
+
+bool StdMeshers_Prism_3D::computeBase(const Prism_3D::TPrismTopo& thePrism)
+{
+ SMESH_Mesh* mesh = myHelper->GetMesh();
+ SMESH_subMesh* botSM = mesh->GetSubMesh( thePrism.myBottom );
+ if (( botSM->IsEmpty() ) &&
+ ( ! botSM->GetAlgo() ||
+ ! _gen->Compute( *botSM->GetFather(), botSM->GetSubShape(), /*shapeOnly=*/true )))
+ {
+ // find any applicable algorithm assigned to any FACE of the main shape
+ std::vector< TopoDS_Shape > faces;
+ if ( myPrevBottomSM &&
+ myPrevBottomSM->GetAlgo()->IsApplicableToShape( thePrism.myBottom, /*all=*/false ))
+ faces.push_back( myPrevBottomSM->GetSubShape() );
+
+ TopExp_Explorer faceIt( mesh->GetShapeToMesh(), TopAbs_FACE );
+ for ( ; faceIt.More(); faceIt.Next() )
+ faces.push_back( faceIt.Current() );
+
+ faces.push_back( TopoDS_Shape() ); // to try quadrangle algorithm
+
+ SMESH_Algo* algo = 0;
+ for ( size_t i = 0; i < faces.size() && botSM->IsEmpty(); ++i )
+ {
+ if ( faces[i].IsNull() ) algo = TQuadrangleAlgo::instance( this, myHelper );
+ else algo = mesh->GetSubMesh( faces[i] )->GetAlgo();
+ if ( algo && algo->IsApplicableToShape( thePrism.myBottom, /*all=*/false ))
+ {
+ // try to compute the bottom FACE
+ if ( algo->NeedDiscreteBoundary() )
+ {
+ // compute sub-shapes
+ SMESH_subMeshIteratorPtr smIt = botSM->getDependsOnIterator(false,false);
+ bool subOK = true;
+ while ( smIt->more() && subOK )
+ {
+ SMESH_subMesh* sub = smIt->next();
+ sub->ComputeStateEngine( SMESH_subMesh::COMPUTE );
+ subOK = sub->IsMeshComputed();
+ }
+ if ( !subOK )
+ continue;
+ }
+ try {
+ OCC_CATCH_SIGNALS;
+ algo->InitComputeError();
+ algo->Compute( *mesh, botSM->GetSubShape() );
+ }
+ catch (...) {
+ }
+ }
+ }
+ }
+
+ if ( botSM->IsEmpty() )
+ return error( COMPERR_BAD_INPUT_MESH,
+ TCom( "No mesher defined to compute the base face #")
+ << shapeID( thePrism.myBottom ));
+
+ if ( botSM->GetAlgo() )
+ myPrevBottomSM = botSM;
+
+ return true;
+}
+
//=======================================================================
//function : computeWalls
//purpose : Compute 2D mesh on walls FACEs of a prism
for ( ; quad != thePrism.myWallQuads[iW].end(); ++quad )
{
StdMeshers_FaceSidePtr lftSide = (*quad)->side[ QUAD_LEFT_SIDE ];
+ lftSide->Reverse(); // to go up
for ( int i = 0; i < lftSide->NbEdges(); ++i )
{
++wgt[ iW ];
for ( size_t iW = 0; iW != nbWalls; ++iW )
wgt2quad.insert( make_pair( wgt[ iW ], iW ));
+ // artificial quads to do outer <-> inner wall projection
+ std::map< int, FaceQuadStruct > iW2oiQuads;
+ std::map< int, FaceQuadStruct >::iterator w2oiq;
+ makeQuadsForOutInProjection( thePrism, wgt2quad, iW2oiQuads );
+
// Project 'vertical' EDGEs, from left to right
multimap< int, int >::reverse_iterator w2q = wgt2quad.rbegin();
for ( ; w2q != wgt2quad.rend(); ++w2q )
if ( swapLeftRight )
std::swap( lftSide, rgtSide );
+ bool isArtificialQuad = (( w2oiq = iW2oiQuads.find( iW )) != iW2oiQuads.end() );
+ if ( isArtificialQuad )
+ {
+ // reset sides to perform the outer <-> inner projection
+ FaceQuadStruct& oiQuad = w2oiq->second;
+ rgtSide = oiQuad.side[ QUAD_RIGHT_SIDE ];
+ lftSide = oiQuad.side[ QUAD_LEFT_SIDE ];
+ iW2oiQuads.erase( w2oiq );
+ }
+
// assure that all the source (left) EDGEs are meshed
int nbSrcSegments = 0;
for ( int i = 0; i < lftSide->NbEdges(); ++i )
{
+ if ( isArtificialQuad )
+ {
+ nbSrcSegments = lftSide->NbPoints()-1;
+ continue;
+ }
const TopoDS_Edge& srcE = lftSide->Edge(i);
SMESH_subMesh* srcSM = mesh->GetSubMesh( srcE );
if ( !srcSM->IsMeshComputed() ) {
const UVPtStructVec& srcNodeStr = lftSide->GetUVPtStruct();
if ( srcNodeStr.size() == 0 )
return toSM( error( TCom("Invalid node positions on edge #") <<
- shapeID( lftSide->Edge(0) )));
+ lftSide->EdgeID(0) ));
vector< SMDS_MeshNode* > newNodes( srcNodeStr.size() );
for ( int is2ndV = 0; is2ndV < 2; ++is2ndV )
{
// compute nodes on target EDGEs
DBGOUT( "COMPUTE V edge (proj) " << shapeID( lftSide->Edge(0)));
- rgtSide->Reverse(); // direct it same as the lftSide
+ //rgtSide->Reverse(); // direct it same as the lftSide
myHelper->SetElementsOnShape( false ); // myHelper holds the prism shape
TopoDS_Edge tgtEdge;
for ( size_t iN = 1; iN < srcNodeStr.size()-1; ++iN ) // add nodes
}
//=======================================================================
-/*!
- * \brief Returns a source EDGE of propagation to a given EDGE
- */
+//function : findPropagationSource
+//purpose : Returns a source EDGE of propagation to a given EDGE
//=======================================================================
TopoDS_Edge StdMeshers_Prism_3D::findPropagationSource( const TopoDS_Edge& E )
return TopoDS_Edge();
}
+//=======================================================================
+//function : makeQuadsForOutInProjection
+//purpose : Create artificial wall quads for vertical projection between
+// the outer and inner walls
+//=======================================================================
+
+void StdMeshers_Prism_3D::makeQuadsForOutInProjection( const Prism_3D::TPrismTopo& thePrism,
+ multimap< int, int >& wgt2quad,
+ map< int, FaceQuadStruct >& iQ2oiQuads)
+{
+ if ( thePrism.NbWires() <= 1 )
+ return;
+
+ std::set< int > doneWires; // processed wires
+
+ SMESH_Mesh* mesh = myHelper->GetMesh();
+ const bool isForward = true;
+ const bool skipMedium = myHelper->GetIsQuadratic();
+
+ // make a source side for all projections
+
+ multimap< int, int >::reverse_iterator w2q = wgt2quad.rbegin();
+ const int iQuad = w2q->second;
+ const int iWire = getWireIndex( thePrism.myWallQuads[ iQuad ].front() );
+ doneWires.insert( iWire );
+
+ UVPtStructVec srcNodes;
+
+ Prism_3D::TQuadList::const_iterator quad = thePrism.myWallQuads[ iQuad ].begin();
+ for ( ; quad != thePrism.myWallQuads[ iQuad ].end(); ++quad )
+ {
+ StdMeshers_FaceSidePtr lftSide = (*quad)->side[ QUAD_LEFT_SIDE ];
+
+ // assure that all the source (left) EDGEs are meshed
+ for ( int i = 0; i < lftSide->NbEdges(); ++i )
+ {
+ const TopoDS_Edge& srcE = lftSide->Edge(i);
+ SMESH_subMesh* srcSM = mesh->GetSubMesh( srcE );
+ if ( !srcSM->IsMeshComputed() ) {
+ srcSM->ComputeSubMeshStateEngine( SMESH_subMesh::COMPUTE );
+ srcSM->ComputeStateEngine ( SMESH_subMesh::COMPUTE );
+ }
+ if ( !srcSM->IsMeshComputed() )
+ return;
+ }
+ const UVPtStructVec& subNodes = lftSide->GetUVPtStruct();
+ UVPtStructVec::const_iterator subBeg = subNodes.begin(), subEnd = subNodes.end();
+ if ( !srcNodes.empty() ) ++subBeg;
+ srcNodes.insert( srcNodes.end(), subBeg, subEnd );
+ }
+ StdMeshers_FaceSidePtr srcSide = StdMeshers_FaceSide::New( srcNodes );
+
+ // make the quads
+
+ list< TopoDS_Edge > sideEdges;
+ TopoDS_Face face;
+ for ( ++w2q; w2q != wgt2quad.rend(); ++w2q )
+ {
+ const int iQuad = w2q->second;
+ const Prism_3D::TQuadList& quads = thePrism.myWallQuads[ iQuad ];
+ const int iWire = getWireIndex( quads.front() );
+ if ( !doneWires.insert( iWire ).second )
+ continue;
+
+ sideEdges.clear();
+ for ( quad = quads.begin(); quad != quads.end(); ++quad )
+ {
+ StdMeshers_FaceSidePtr lftSide = (*quad)->side[ QUAD_LEFT_SIDE ];
+ for ( int i = 0; i < lftSide->NbEdges(); ++i )
+ sideEdges.push_back( lftSide->Edge( i ));
+ face = lftSide->Face();
+ }
+ StdMeshers_FaceSidePtr tgtSide =
+ StdMeshers_FaceSide::New( face, sideEdges, mesh, isForward, skipMedium, myHelper );
+
+ FaceQuadStruct& newQuad = iQ2oiQuads[ iQuad ];
+ newQuad.side.resize( 4 );
+ newQuad.side[ QUAD_LEFT_SIDE ] = srcSide;
+ newQuad.side[ QUAD_RIGHT_SIDE ] = tgtSide;
+
+ wgt2quad.insert( *w2q ); // to process this quad after processing the newQuad
+ }
+}
+
//=======================================================================
//function : Evaluate
-//purpose :
+//purpose :
//=======================================================================
bool StdMeshers_Prism_3D::Evaluate(SMESH_Mesh& theMesh,
// Check the projected mesh
- if ( thePrism.myNbEdgesInWires.size() > 1 && // there are holes
+ if ( thePrism.NbWires() > 1 && // there are holes
topHelper.IsDistorted2D( topSM, /*checkUV=*/false ))
{
SMESH_MeshEditor editor( topHelper.GetMesh() );
//================================================================================
/*!
- * \brief Create internal nodes of the prism
+ * \brief Create internal nodes of the prism by computing an affine transformation
+ * from layer to layer
*/
//================================================================================
-bool StdMeshers_Sweeper::ComputeNodes( SMESH_MesherHelper& helper,
- const double tol,
- const bool allowHighBndError)
+bool StdMeshers_Sweeper::ComputeNodesByTrsf( const double tol,
+ const bool allowHighBndError)
{
const size_t zSize = myBndColumns[0]->size();
const size_t zSrc = 0, zTgt = zSize-1;
for ( size_t z = zSrc + 1; z < zTgt; ++z ) // vertical loop on layers
{
const gp_XYZ & xyz = intPntsOfLayer[ z ][ iP ];
- if ( !( nodeCol[ z ] = helper.AddNode( xyz.X(), xyz.Y(), xyz.Z() )))
+ if ( !( nodeCol[ z ] = myHelper->AddNode( xyz.X(), xyz.Y(), xyz.Z() )))
return false;
}
}
*/
//================================================================================
-bool StdMeshers_Sweeper::ComputeNodesOnStraightSameZ( SMESH_MesherHelper& helper )
+bool StdMeshers_Sweeper::ComputeNodesOnStraightSameZ()
{
TZColumn& z = myZColumns[0];
for ( size_t iZ = 0; iZ < z.size(); ++iZ )
{
gp_XYZ p = n0 * ( 1 - z[iZ] ) + n1 * z[iZ];
- nodes[ iZ+1 ] = helper.AddNode( p.X(), p.Y(), p.Z() );
+ nodes[ iZ+1 ] = myHelper->AddNode( p.X(), p.Y(), p.Z() );
}
}
*/
//================================================================================
-bool StdMeshers_Sweeper::ComputeNodesOnStraight( SMESH_MesherHelper& helper,
- const TopoDS_Face& botFace,
- const TopoDS_Face& topFace )
+bool StdMeshers_Sweeper::ComputeNodesOnStraight()
{
- // get data to create a Morph
- UVPtStructVec botUV( myBndColumns.size() + 1 );
- UVPtStructVec topUV( myBndColumns.size() + 1 );
- for ( size_t i = 0; i < myBndColumns.size(); ++i )
- {
- TNodeColumn& nodes = *myBndColumns[i];
- botUV[i].node = nodes[0];
- botUV[i].SetUV( helper.GetNodeUV( botFace, nodes[0] ));
- topUV[i].node = nodes.back();
- topUV[i].SetUV( helper.GetNodeUV( topFace, nodes.back() ));
- botUV[i].node->setIsMarked( true );
- }
- botUV.back() = botUV[0];
- topUV.back() = topUV[0];
-
- TopoDS_Edge dummyE;
- TSideVector botWires( 1, StdMeshers_FaceSide::New( botUV, botFace, dummyE, helper.GetMesh() ));
- TSideVector topWires( 1, StdMeshers_FaceSide::New( topUV, topFace, dummyE, helper.GetMesh() ));
-
- // use Morph to make delauney mesh on the FACEs. Locating of a node within a
- // delauney triangle will be used to get a weighted Z.
- NSProjUtils::Morph botDelauney( botWires );
- NSProjUtils::Morph topDelauney( topWires );
-
- if ( helper.GetIsQuadratic() )
- {
- // mark all medium nodes of faces on botFace to avoid their treating
- SMESHDS_SubMesh* smDS = helper.GetMeshDS()->MeshElements( botFace );
- SMDS_ElemIteratorPtr eIt = smDS->GetElements();
- while ( eIt->more() )
- {
- const SMDS_MeshElement* e = eIt->next();
- for ( int i = e->NbCornerNodes(), nb = e->NbNodes(); i < nb; ++i )
- e->GetNode( i )->setIsMarked( true );
- }
- }
-
- // map to get a node column by a bottom node
- TColStd_DataMapOfIntegerInteger iNode2iCol( myIntColumns.size() );
-
- // un-mark nodes to treat (internal bottom nodes); later we will mark treated nodes
- for ( size_t i = 0; i < myIntColumns.size(); ++i )
- {
- const SMDS_MeshNode* botNode = myIntColumns[i]->front();
- botNode->setIsMarked( false );
- iNode2iCol.Bind( botNode->GetID(), i );
- }
+ prepareTopBotDelaunay();
- const int botFaceID = helper.GetMesh()->GetSubMesh( botFace )->GetId();
const SMDS_MeshNode *botNode, *topNode;
- const BRepMesh_Triangle *botTria, *topTria;
+ const BRepMesh_Triangle *topTria;
double botBC[3], topBC[3]; // barycentric coordinates
int botTriaNodes[3], topTriaNodes[3];
bool checkUV = true;
- // a queue of bottom nodes with starting delauney triangles
- NSProjUtils::Morph::TNodeTriaList botNoTriQueue;
+ int nbInternalNodes = myIntColumns.size();
+ myBotDelaunay->InitTraversal( nbInternalNodes );
- size_t iBndN = 1; // index of a bottom boundary node
- int nbNodesToProcess = myIntColumns.size();
- while ( nbNodesToProcess > 0 )
+ while (( botNode = myBotDelaunay->NextNode( botBC, botTriaNodes )))
{
- while ( !botNoTriQueue.empty() ) // treat all nodes in the queue
- {
- botNode = botNoTriQueue.front().first;
- botTria = botNoTriQueue.front().second;
- botNoTriQueue.pop_front();
- if ( botNode->isMarked() )
- continue;
- --nbNodesToProcess;
- botNode->setIsMarked( true );
-
- TNodeColumn* column = myIntColumns[ iNode2iCol( botNode->GetID() )];
-
- // find a delauney triangle containing the botNode
- gp_XY botUV = helper.GetNodeUV( botFace, botNode, NULL, &checkUV );
- botUV *= botDelauney.GetScale();
- botTria = botDelauney.FindTriangle( botUV, botTria, botBC, botTriaNodes );
- if ( !botTria )
- return false;
-
- // find a delauney triangle containing the topNode
- topNode = column->back();
- gp_XY topUV = helper.GetNodeUV( topFace, topNode, NULL, &checkUV );
- topUV *= topDelauney.GetScale();
- // get a starting triangle basing on that top and bot boundary nodes have same index
- topTria = topDelauney.GetTriangleNear( botTriaNodes[0] );
- topTria = topDelauney.FindTriangle( topUV, topTria, topBC, topTriaNodes );
- if ( !topTria )
- return false;
-
- // create nodes along a line
- SMESH_NodeXYZ botP( botNode ), topP( topNode);
- for ( size_t iZ = 0; iZ < myZColumns[0].size(); ++iZ )
- {
- // use barycentric coordinates as weight of Z of boundary columns
- double botZ = 0, topZ = 0;
- for ( int i = 0; i < 3; ++i )
- {
- botZ += botBC[i] * myZColumns[ botTriaNodes[i]-1 ][ iZ ];
- topZ += topBC[i] * myZColumns[ topTriaNodes[i]-1 ][ iZ ];
- }
- double rZ = double( iZ + 1 ) / ( myZColumns[0].size() + 1 );
- double z = botZ * ( 1 - rZ ) + topZ * rZ;
- gp_XYZ p = botP * ( 1 - z ) + topP * z;
- (*column)[ iZ+1 ] = helper.AddNode( p.X(), p.Y(), p.Z() );
- }
-
- // add neighbor nodes to the queue
- botDelauney.AddCloseNodes( botNode, botTria, botFaceID, botNoTriQueue );
- }
+ TNodeColumn* column = myIntColumns[ myNodeID2ColID( botNode->GetID() )];
+
+ // find a Delaunay triangle containing the topNode
+ topNode = column->back();
+ gp_XY topUV = myHelper->GetNodeUV( myTopFace, topNode, NULL, &checkUV );
+ // get a starting triangle basing on that top and bot boundary nodes have same index
+ topTria = myTopDelaunay->GetTriangleNear( botTriaNodes[0] );
+ topTria = myTopDelaunay->FindTriangle( topUV, topTria, topBC, topTriaNodes );
+ if ( !topTria )
+ return false;
- if ( nbNodesToProcess > 0 ) // fill the queue
+ // create nodes along a line
+ SMESH_NodeXYZ botP( botNode ), topP( topNode);
+ for ( size_t iZ = 0; iZ < myZColumns[0].size(); ++iZ )
{
- // assure that all bot nodes are visited
- for ( ; iBndN-1 < myBndColumns.size() && botNoTriQueue.empty(); ++iBndN )
+ // use barycentric coordinates as weight of Z of boundary columns
+ double botZ = 0, topZ = 0;
+ for ( int i = 0; i < 3; ++i )
{
- botTria = botDelauney.GetTriangleNear( iBndN );
- const SMDS_MeshNode* bndNode = botDelauney.GetBndNodes()[ iBndN ];
- botDelauney.AddCloseNodes( bndNode, botTria, botFaceID, botNoTriQueue );
- }
- if ( botNoTriQueue.empty() )
- {
- for ( size_t i = 0; i < myIntColumns.size(); ++i )
- {
- botNode = myIntColumns[i]->front();
- if ( !botNode->isMarked() )
- botNoTriQueue.push_back( make_pair( botNode, botTria ));
- }
+ botZ += botBC[i] * myZColumns[ botTriaNodes[i] ][ iZ ];
+ topZ += topBC[i] * myZColumns[ topTriaNodes[i] ][ iZ ];
}
+ double rZ = double( iZ + 1 ) / ( myZColumns[0].size() + 1 );
+ double z = botZ * ( 1 - rZ ) + topZ * rZ;
+ gp_XYZ p = botP * ( 1 - z ) + topP * z;
+ (*column)[ iZ+1 ] = myHelper->AddNode( p.X(), p.Y(), p.Z() );
}
}
- return true;
+ return myBotDelaunay->NbVisitedNodes() == nbInternalNodes;
}
//================================================================================
zColumn[i] = ( line * vec ) / len2; // param [0,1] on the line
}
}
+
+//================================================================================
+/*!
+ * \brief Initialize *Delaunay members
+ */
+//================================================================================
+
+void StdMeshers_Sweeper::prepareTopBotDelaunay()
+{
+ UVPtStructVec botUV( myBndColumns.size() );
+ UVPtStructVec topUV( myBndColumns.size() );
+ for ( size_t i = 0; i < myBndColumns.size(); ++i )
+ {
+ TNodeColumn& nodes = *myBndColumns[i];
+ botUV[i].node = nodes[0];
+ botUV[i].SetUV( myHelper->GetNodeUV( myBotFace, nodes[0] ));
+ topUV[i].node = nodes.back();
+ topUV[i].SetUV( myHelper->GetNodeUV( myTopFace, nodes.back() ));
+ botUV[i].node->setIsMarked( true );
+ }
+ TopoDS_Edge dummyE;
+ SMESH_Mesh* mesh = myHelper->GetMesh();
+ TSideVector botWires( 1, StdMeshers_FaceSide::New( botUV, myBotFace, dummyE, mesh ));
+ TSideVector topWires( 1, StdMeshers_FaceSide::New( topUV, myTopFace, dummyE, mesh ));
+
+ // Delaunay mesh on the FACEs.
+ bool checkUV = false;
+ myBotDelaunay.reset( new NSProjUtils::Delaunay( botWires, checkUV ));
+ myTopDelaunay.reset( new NSProjUtils::Delaunay( topWires, checkUV ));
+
+ if ( myHelper->GetIsQuadratic() )
+ {
+ // mark all medium nodes of faces on botFace to avoid their treating
+ SMESHDS_SubMesh* smDS = myHelper->GetMeshDS()->MeshElements( myBotFace );
+ SMDS_ElemIteratorPtr eIt = smDS->GetElements();
+ while ( eIt->more() )
+ {
+ const SMDS_MeshElement* e = eIt->next();
+ for ( int i = e->NbCornerNodes(), nb = e->NbNodes(); i < nb; ++i )
+ e->GetNode( i )->setIsMarked( true );
+ }
+ }
+
+ // map to get a node column by a bottom node
+ myNodeID2ColID.Clear(/*doReleaseMemory=*/false);
+ myNodeID2ColID.ReSize( myIntColumns.size() );
+
+ // un-mark nodes to treat (internal bottom nodes) to be returned by myBotDelaunay
+ for ( size_t i = 0; i < myIntColumns.size(); ++i )
+ {
+ const SMDS_MeshNode* botNode = myIntColumns[i]->front();
+ botNode->setIsMarked( false );
+ myNodeID2ColID.Bind( botNode->GetID(), i );
+ }
+}