X-Git-Url: http://git.salome-platform.org/gitweb/?p=modules%2Fsmesh.git;a=blobdiff_plain;f=src%2FSMESH%2FSMESH_MeshEditor.cxx;h=a0d0770d66ab6777562ca207cb7592eb616031a4;hp=d347a715772ede510fd4b89723c90ab1c3e3ab7b;hb=b03a1e600155a03e2ae01e31960837e51831db70;hpb=ec71bd93d243600da40544818ddc16117926f682 diff --git a/src/SMESH/SMESH_MeshEditor.cxx b/src/SMESH/SMESH_MeshEditor.cxx index d347a7157..a0d0770d6 100644 --- a/src/SMESH/SMESH_MeshEditor.cxx +++ b/src/SMESH/SMESH_MeshEditor.cxx @@ -78,6 +78,8 @@ #include #include +#include +#include #define cast2Node(elem) static_cast( elem ) @@ -90,8 +92,23 @@ typedef map > TElemOfElem //typedef TNodeOfNodeVecMap::iterator TNodeOfNodeVecMapItr; //typedef map > TElemOfVecOfMapNodesMap; -struct TNodeXYZ : public gp_XYZ { +//======================================================================= +/*! + * \brief SMDS_MeshNode -> gp_XYZ convertor + */ +//======================================================================= + +struct TNodeXYZ : public gp_XYZ +{ TNodeXYZ( const SMDS_MeshNode* n ):gp_XYZ( n->X(), n->Y(), n->Z() ) {} + double Distance( const SMDS_MeshNode* n ) + { + return gp_Vec( *this, TNodeXYZ( n )).Magnitude(); + } + double SquareDistance( const SMDS_MeshNode* n ) + { + return gp_Vec( *this, TNodeXYZ( n )).SquareMagnitude(); + } }; //======================================================================= @@ -2788,12 +2805,12 @@ void SMESH_MeshEditor::sweepElement(const SMDS_MeshElement* elem, return; } - issimple[iNode] = (listNewNodes.size()==nbSteps); + issimple[iNode] = (listNewNodes.size()==nbSteps); // is node medium itNN[ iNode ] = listNewNodes.begin(); prevNod[ iNode ] = node; nextNod[ iNode ] = listNewNodes.front(); - if( !issimple[iNode] ) { + if( !elem->IsQuadratic() || !issimple[iNode] ) { if ( prevNod[ iNode ] != nextNod [ iNode ]) iNotSameNode = iNode; else { @@ -2806,8 +2823,8 @@ void SMESH_MeshEditor::sweepElement(const SMDS_MeshElement* elem, //cout<<" nbSame = "< 2) { - //MESSAGE( " Too many same nodes of element " << elem->GetID() ); - INFOS( " Too many same nodes of element " << elem->GetID() ); + MESSAGE( " Too many same nodes of element " << elem->GetID() ); + //INFOS( " Too many same nodes of element " << elem->GetID() ); return; } @@ -5066,12 +5083,13 @@ SMESH_MeshEditor::generateGroups(const SMESH_SequenceOfElemPtr& nodeGens, return newGroupIDs; } -//======================================================================= -//function : FindCoincidentNodes -//purpose : Return list of group of nodes close to each other within theTolerance -// Search among theNodes or in the whole mesh if theNodes is empty using -// an Octree algorithm -//======================================================================= +//================================================================================ +/*! + * \brief Return list of group of nodes close to each other within theTolerance + * Search among theNodes or in the whole mesh if theNodes is empty using + * an Octree algorithm + */ +//================================================================================ void SMESH_MeshEditor::FindCoincidentNodes (set & theNodes, const double theTolerance, @@ -5089,10 +5107,11 @@ void SMESH_MeshEditor::FindCoincidentNodes (set & theNodes } else nodes=theNodes; - SMESH_OctreeNode::FindCoincidentNodes ( nodes, &theGroupsOfNodes, theTolerance); + SMESH_OctreeNode::FindCoincidentNodes ( nodes, &theGroupsOfNodes, theTolerance); } + //======================================================================= /*! * \brief Implementation of search for the node closest to point @@ -5101,11 +5120,14 @@ void SMESH_MeshEditor::FindCoincidentNodes (set & theNodes struct SMESH_NodeSearcherImpl: public SMESH_NodeSearcher { + //--------------------------------------------------------------------- /*! * \brief Constructor */ SMESH_NodeSearcherImpl( const SMESHDS_Mesh* theMesh ) { + myMesh = ( SMESHDS_Mesh* ) theMesh; + set nodes; if ( theMesh ) { SMDS_NodeIteratorPtr nIt = theMesh->nodesIterator(); @@ -5113,19 +5135,43 @@ struct SMESH_NodeSearcherImpl: public SMESH_NodeSearcher nodes.insert( nodes.end(), nIt->next() ); } myOctreeNode = new SMESH_OctreeNode(nodes) ; + + // get max size of a leaf box + SMESH_OctreeNode* tree = myOctreeNode; + while ( !tree->isLeaf() ) + { + SMESH_OctreeNodeIteratorPtr cIt = tree->GetChildrenIterator(); + if ( cIt->more() ) + tree = cIt->next(); + } + myHalfLeafSize = tree->maxSize() / 2.; } + + //--------------------------------------------------------------------- + /*! + * \brief Move node and update myOctreeNode accordingly + */ + void MoveNode( const SMDS_MeshNode* node, const gp_Pnt& toPnt ) + { + myOctreeNode->UpdateByMoveNode( node, toPnt ); + myMesh->MoveNode( node, toPnt.X(), toPnt.Y(), toPnt.Z() ); + } + + //--------------------------------------------------------------------- /*! * \brief Do it's job */ const SMDS_MeshNode* FindClosestTo( const gp_Pnt& thePnt ) { SMDS_MeshNode tgtNode( thePnt.X(), thePnt.Y(), thePnt.Z() ); + map dist2Nodes; + myOctreeNode->NodesAround( &tgtNode, dist2Nodes, myHalfLeafSize ); + if ( !dist2Nodes.empty() ) + return dist2Nodes.begin()->second; list nodes; - //const double precision = 1e-6; - //myOctreeNode->NodesAround( &tgtNode, &nodes, precision ); + //myOctreeNode->NodesAround( &tgtNode, &nodes, myHalfLeafSize ); double minSqDist = DBL_MAX; - Bnd_B3d box; if ( nodes.empty() ) // get all nodes of OctreeNode's closest to thePnt { // sort leafs by their distance from thePnt @@ -5134,20 +5180,25 @@ struct SMESH_NodeSearcherImpl: public SMESH_NodeSearcher list< SMESH_OctreeNode* > treeList; list< SMESH_OctreeNode* >::iterator trIt; treeList.push_back( myOctreeNode ); + + SMDS_MeshNode pointNode( thePnt.X(), thePnt.Y(), thePnt.Z() ); for ( trIt = treeList.begin(); trIt != treeList.end(); ++trIt) { SMESH_OctreeNode* tree = *trIt; - if ( !tree->isLeaf() ) { // put children to the queue + if ( !tree->isLeaf() ) // put children to the queue + { + if ( !tree->isInside( &pointNode, myHalfLeafSize )) continue; SMESH_OctreeNodeIteratorPtr cIt = tree->GetChildrenIterator(); while ( cIt->more() ) treeList.push_back( cIt->next() ); } - else if ( tree->NbNodes() ) { // put tree to treeMap - tree->getBox( box ); + else if ( tree->NbNodes() ) // put a tree to the treeMap + { + const Bnd_B3d& box = tree->getBox(); double sqDist = thePnt.SquareDistance( 0.5 * ( box.CornerMin() + box.CornerMax() )); pair it_in = treeMap.insert( make_pair( sqDist, tree )); if ( !it_in.second ) // not unique distance to box center - treeMap.insert( it_in.first, make_pair( sqDist - 1e-13*treeMap.size(), tree )); + treeMap.insert( it_in.first, make_pair( sqDist + 1e-13*treeMap.size(), tree )); } } // find distance after which there is no sense to check tree's @@ -5155,7 +5206,7 @@ struct SMESH_NodeSearcherImpl: public SMESH_NodeSearcher TDistTreeMap::iterator sqDist_tree = treeMap.begin(); if ( treeMap.size() > 5 ) { SMESH_OctreeNode* closestTree = sqDist_tree->second; - closestTree->getBox( box ); + const Bnd_B3d& box = closestTree->getBox(); double limit = sqrt( sqDist_tree->first ) + sqrt ( box.SquareExtent() ); sqLimit = limit * limit; } @@ -5180,12 +5231,23 @@ struct SMESH_NodeSearcherImpl: public SMESH_NodeSearcher } return closestNode; } + + //--------------------------------------------------------------------- /*! * \brief Destructor */ ~SMESH_NodeSearcherImpl() { delete myOctreeNode; } + + //--------------------------------------------------------------------- + /*! + * \brief Return the node tree + */ + const SMESH_OctreeNode* getTree() const { return myOctreeNode; } + private: SMESH_OctreeNode* myOctreeNode; + SMESHDS_Mesh* myMesh; + double myHalfLeafSize; // max size of a leaf box }; //======================================================================= @@ -5199,6 +5261,454 @@ SMESH_NodeSearcher* SMESH_MeshEditor::GetNodeSearcher() return new SMESH_NodeSearcherImpl( GetMeshDS() ); } +// ======================================================================== +namespace // Utils used in SMESH_ElementSearcherImpl::FindElementsByPoint() +{ + const int MaxNbElemsInLeaf = 10; // maximal number of elements in a leaf of tree + const int MaxLevel = 7; // maximal tree height -> nb terminal boxes: 8^7 = 2097152 + const double NodeRadius = 1e-9; // to enlarge bnd box of element + + //======================================================================= + /*! + * \brief Octal tree of bounding boxes of elements + */ + //======================================================================= + + class ElementBndBoxTree : public SMESH_Octree + { + public: + + ElementBndBoxTree(const SMDS_Mesh& mesh, SMDSAbs_ElementType elemType); + void getElementsNearPoint( const gp_Pnt& point, TIDSortedElemSet& foundElems); + ~ElementBndBoxTree(); + + protected: + ElementBndBoxTree() {} + SMESH_Octree* allocateOctreeChild() const { return new ElementBndBoxTree; } + void buildChildrenData(); + Bnd_B3d* buildRootBox(); + private: + //!< Bounding box of element + struct ElementBox : public Bnd_B3d + { + const SMDS_MeshElement* _element; + int _refCount; // an ElementBox can be included in several tree branches + ElementBox(const SMDS_MeshElement* elem); + }; + vector< ElementBox* > _elements; + }; + + //================================================================================ + /*! + * \brief ElementBndBoxTree creation + */ + //================================================================================ + + ElementBndBoxTree::ElementBndBoxTree(const SMDS_Mesh& mesh, SMDSAbs_ElementType elemType) + :SMESH_Octree( new SMESH_Octree::Limit( MaxLevel, /*minSize=*/0. )) + { + int nbElems = mesh.GetMeshInfo().NbElements( elemType ); + _elements.reserve( nbElems ); + + SMDS_ElemIteratorPtr elemIt = mesh.elementsIterator( elemType ); + while ( elemIt->more() ) + _elements.push_back( new ElementBox( elemIt->next() )); + + if ( _elements.size() > MaxNbElemsInLeaf ) + compute(); + else + myIsLeaf = true; + } + + //================================================================================ + /*! + * \brief Destructor + */ + //================================================================================ + + ElementBndBoxTree::~ElementBndBoxTree() + { + for ( int i = 0; i < _elements.size(); ++i ) + if ( --_elements[i]->_refCount <= 0 ) + delete _elements[i]; + } + + //================================================================================ + /*! + * \brief Return the maximal box + */ + //================================================================================ + + Bnd_B3d* ElementBndBoxTree::buildRootBox() + { + Bnd_B3d* box = new Bnd_B3d; + for ( int i = 0; i < _elements.size(); ++i ) + box->Add( *_elements[i] ); + return box; + } + + //================================================================================ + /*! + * \brief Redistrubute element boxes among children + */ + //================================================================================ + + void ElementBndBoxTree::buildChildrenData() + { + for ( int i = 0; i < _elements.size(); ++i ) + { + for (int j = 0; j < 8; j++) + { + if ( !_elements[i]->IsOut( myChildren[j]->getBox() )) + { + _elements[i]->_refCount++; + ((ElementBndBoxTree*)myChildren[j])->_elements.push_back( _elements[i]); + } + } + _elements[i]->_refCount--; + } + _elements.clear(); + + for (int j = 0; j < 8; j++) + { + ElementBndBoxTree* child = static_cast( myChildren[j]); + if ( child->_elements.size() <= MaxNbElemsInLeaf ) + child->myIsLeaf = true; + + if ( child->_elements.capacity() - child->_elements.size() > 1000 ) + child->_elements.resize( child->_elements.size() ); // compact + } + } + + //================================================================================ + /*! + * \brief Return elements which can include the point + */ + //================================================================================ + + void ElementBndBoxTree::getElementsNearPoint( const gp_Pnt& point, + TIDSortedElemSet& foundElems) + { + if ( level() && getBox().IsOut( point.XYZ() )) + return; + + if ( isLeaf() ) + { + for ( int i = 0; i < _elements.size(); ++i ) + if ( !_elements[i]->IsOut( point.XYZ() )) + foundElems.insert( _elements[i]->_element ); + } + else + { + for (int i = 0; i < 8; i++) + ((ElementBndBoxTree*) myChildren[i])->getElementsNearPoint( point, foundElems ); + } + } + + //================================================================================ + /*! + * \brief Construct the element box + */ + //================================================================================ + + ElementBndBoxTree::ElementBox::ElementBox(const SMDS_MeshElement* elem) + { + _element = elem; + _refCount = 1; + SMDS_ElemIteratorPtr nIt = elem->nodesIterator(); + while ( nIt->more() ) + Add( TNodeXYZ( cast2Node( nIt->next() ))); + Enlarge( NodeRadius ); + } + +} // namespace + +//======================================================================= +/*! + * \brief Implementation of search for the elements by point + */ +//======================================================================= + +struct SMESH_ElementSearcherImpl: public SMESH_ElementSearcher +{ + SMESHDS_Mesh* _mesh; + ElementBndBoxTree* _ebbTree; + SMESH_NodeSearcherImpl* _nodeSearcher; + SMDSAbs_ElementType _elementType; + + SMESH_ElementSearcherImpl( SMESHDS_Mesh& mesh ): _mesh(&mesh),_ebbTree(0),_nodeSearcher(0) {} + ~SMESH_ElementSearcherImpl() + { + if ( _ebbTree ) delete _ebbTree; _ebbTree = 0; + if ( _nodeSearcher ) delete _nodeSearcher; _nodeSearcher = 0; + } + + /*! + * \brief Return elements of given type where the given point is IN or ON. + * + * 'ALL' type means elements of any type excluding nodes and 0D elements + */ + void FindElementsByPoint(const gp_Pnt& point, + SMDSAbs_ElementType type, + vector< const SMDS_MeshElement* >& foundElements) + { + foundElements.clear(); + + const SMDS_MeshInfo& meshInfo = _mesh->GetMeshInfo(); + + // ----------------- + // define tolerance + // ----------------- + double tolerance = 0; + if ( _nodeSearcher && meshInfo.NbNodes() > 1 ) + { + double boxSize = _nodeSearcher->getTree()->maxSize(); + tolerance = 1e-8 * boxSize/* / meshInfo.NbNodes()*/; + } + else if ( _ebbTree && meshInfo.NbElements() > 0 ) + { + double boxSize = _ebbTree->maxSize(); + tolerance = 1e-8 * boxSize/* / meshInfo.NbElements()*/; + } + if ( tolerance == 0 ) + { + // define tolerance by size of a most complex element + int complexType = SMDSAbs_Volume; + while ( complexType > SMDSAbs_All && + meshInfo.NbElements( SMDSAbs_ElementType( complexType )) < 1 ) + --complexType; + if ( complexType == SMDSAbs_All ) return; // empty mesh + + double elemSize; + if ( complexType == int( SMDSAbs_Node )) + { + SMDS_NodeIteratorPtr nodeIt = _mesh->nodesIterator(); + elemSize = 1; + if ( meshInfo.NbNodes() > 2 ) + elemSize = TNodeXYZ( nodeIt->next() ).Distance( nodeIt->next() ); + } + else + { + const SMDS_MeshElement* elem = + _mesh->elementsIterator( SMDSAbs_ElementType( complexType ))->next(); + SMDS_ElemIteratorPtr nodeIt = elem->nodesIterator(); + TNodeXYZ n1( cast2Node( nodeIt->next() )); + while ( nodeIt->more() ) + { + double dist = n1.Distance( cast2Node( nodeIt->next() )); + elemSize = max( dist, elemSize ); + } + } + tolerance = 1e-6 * elemSize; + } + + // ================================================================================= + if ( type == SMDSAbs_Node || type == SMDSAbs_0DElement ) + { + if ( !_nodeSearcher ) + _nodeSearcher = new SMESH_NodeSearcherImpl( _mesh ); + + const SMDS_MeshNode* closeNode = _nodeSearcher->FindClosestTo( point ); + if ( !closeNode ) return; + + if ( point.Distance( TNodeXYZ( closeNode )) > tolerance ) + return; // to far from any node + + if ( type == SMDSAbs_Node ) + { + foundElements.push_back( closeNode ); + } + else + { + SMDS_ElemIteratorPtr elemIt = closeNode->GetInverseElementIterator( SMDSAbs_0DElement ); + while ( elemIt->more() ) + foundElements.push_back( elemIt->next() ); + } + } + // ================================================================================= + else // elements more complex than 0D + { + if ( !_ebbTree || _elementType != type ) + { + if ( _ebbTree ) delete _ebbTree; + _ebbTree = new ElementBndBoxTree( *_mesh, _elementType = type ); + } + TIDSortedElemSet suspectElems; + _ebbTree->getElementsNearPoint( point, suspectElems ); + TIDSortedElemSet::iterator elem = suspectElems.begin(); + for ( ; elem != suspectElems.end(); ++elem ) + if ( !SMESH_MeshEditor::isOut( *elem, point, tolerance )) + foundElements.push_back( *elem ); + } + } +}; // struct SMESH_ElementSearcherImpl + +//======================================================================= +/*! + * \brief Return SMESH_ElementSearcher + */ +//======================================================================= + +SMESH_ElementSearcher* SMESH_MeshEditor::GetElementSearcher() +{ + return new SMESH_ElementSearcherImpl( *GetMeshDS() ); +} + +//======================================================================= +/*! + * \brief Return true if the point is IN or ON of the element + */ +//======================================================================= + +bool SMESH_MeshEditor::isOut( const SMDS_MeshElement* element, const gp_Pnt& point, double tol ) +{ + if ( element->GetType() == SMDSAbs_Volume) + { + return SMDS_VolumeTool( element ).IsOut( point.X(), point.Y(), point.Z(), tol ); + } + + // get ordered nodes + + vector< gp_XYZ > xyz; + + SMDS_ElemIteratorPtr nodeIt = element->nodesIterator(); + if ( element->IsQuadratic() ) + if (const SMDS_QuadraticFaceOfNodes* f=dynamic_cast(element)) + nodeIt = f->interlacedNodesElemIterator(); + else if (const SMDS_QuadraticEdge* e =dynamic_cast(element)) + nodeIt = e->interlacedNodesElemIterator(); + + while ( nodeIt->more() ) + xyz.push_back( TNodeXYZ( cast2Node( nodeIt->next() ))); + + int i, nbNodes = element->NbNodes(); + + if ( element->GetType() == SMDSAbs_Face ) // -------------------------------------------------- + { + // compute face normal + gp_Vec faceNorm(0,0,0); + xyz.push_back( xyz.front() ); + for ( i = 0; i < nbNodes; ++i ) + { + gp_Vec edge1( xyz[i+1], xyz[i]); + gp_Vec edge2( xyz[i+1], xyz[(i+2)%nbNodes] ); + faceNorm += edge1 ^ edge2; + } + double normSize = faceNorm.Magnitude(); + if ( normSize <= tol ) + { + // degenerated face: point is out if it is out of all face edges + for ( i = 0; i < nbNodes; ++i ) + { + SMDS_MeshNode n1( xyz[i].X(), xyz[i].Y(), xyz[i].Z() ); + SMDS_MeshNode n2( xyz[i+1].X(), xyz[i+1].Y(), xyz[i+1].Z() ); + SMDS_MeshEdge edge( &n1, &n2 ); + if ( !isOut( &edge, point, tol )) + return false; + } + return true; + } + faceNorm /= normSize; + + // check if the point lays on face plane + gp_Vec n2p( xyz[0], point ); + if ( fabs( n2p * faceNorm ) > tol ) + return true; // not on face plane + + // check if point is out of face boundary: + // define it by closest transition of a ray point->infinity through face boundary + // on the face plane. + // First, find normal of a plane perpendicular to face plane, to be used as a cutting tool + // to find intersections of the ray with the boundary. + gp_Vec ray = n2p; + gp_Vec plnNorm = ray ^ faceNorm; + normSize = plnNorm.Magnitude(); + if ( normSize <= tol ) return false; // point coincides with the first node + plnNorm /= normSize; + // for each node of the face, compute its signed distance to the plane + vector dist( nbNodes + 1); + for ( i = 0; i < nbNodes; ++i ) + { + gp_Vec n2p( xyz[i], point ); + dist[i] = n2p * plnNorm; + } + dist.back() = dist.front(); + // find the closest intersection + int iClosest = -1; + double rClosest, distClosest = 1e100;; + gp_Pnt pClosest; + for ( i = 0; i < nbNodes; ++i ) + { + double r; + if ( dist[i] < tol ) + r = 0.; + else if ( dist[i+1] < tol ) + r = 1.; + else if ( dist[i] * dist[i+1] < 0 ) + r = dist[i] / ( dist[i] - dist[i+1] ); + else + continue; // no intersection + gp_Pnt pInt = xyz[i] * (1.-r) + xyz[i+1] * r; + gp_Vec p2int ( point, pInt); + if ( p2int * ray > -tol ) // right half-space + { + double intDist = p2int.SquareMagnitude(); + if ( intDist < distClosest ) + { + iClosest = i; + rClosest = r; + pClosest = pInt; + distClosest = intDist; + } + } + } + if ( iClosest < 0 ) + return true; // no intesections - out + + // analyse transition + gp_Vec edge( xyz[iClosest], xyz[iClosest+1] ); + gp_Vec edgeNorm = -( edge ^ faceNorm ); // normal to intersected edge pointing out of face + gp_Vec p2int ( point, pClosest ); + bool out = (edgeNorm * p2int) < -tol; + if ( rClosest > 0. && rClosest < 1. ) // not node intersection + return out; + + // ray pass through a face node; analyze transition through an adjacent edge + gp_Pnt p1 = xyz[ (rClosest == 0.) ? ((iClosest+nbNodes-1) % nbNodes) : (iClosest+1) ]; + gp_Pnt p2 = xyz[ (rClosest == 0.) ? iClosest : ((iClosest+2) % nbNodes) ]; + gp_Vec edgeAdjacent( p1, p2 ); + gp_Vec edgeNorm2 = -( edgeAdjacent ^ faceNorm ); + bool out2 = (edgeNorm2 * p2int) < -tol; + + bool covexCorner = ( edgeNorm * edgeAdjacent * (rClosest==1. ? 1. : -1.)) < 0; + return covexCorner ? (out || out2) : (out && out2); + } + if ( element->GetType() == SMDSAbs_Edge ) // -------------------------------------------------- + { + // point is out of edge if it is NOT ON any straight part of edge + // (we consider quadratic edge as being composed of two straight parts) + for ( i = 1; i < nbNodes; ++i ) + { + gp_Vec edge( xyz[i-1], xyz[i]); + gp_Vec n1p ( xyz[i-1], point); + double dist = ( edge ^ n1p ).Magnitude() / edge.Magnitude(); + if ( dist > tol ) + continue; + gp_Vec n2p( xyz[i], point ); + if ( fabs( edge.Magnitude() - n1p.Magnitude() - n2p.Magnitude()) > tol ) + continue; + return false; // point is ON this part + } + return true; + } + // Node or 0D element ------------------------------------------------------------------------- + { + gp_Vec n2p ( xyz[0], point ); + return n2p.Magnitude() <= tol; + } + return true; +} + //======================================================================= //function : SimplifyFace //purpose : @@ -6107,7 +6617,7 @@ bool SMESH_MeshEditor::FindFreeBorder (const SMDS_MeshNode* theFirst //vector nodes; const SMDS_MeshNode *nIgnore = theFirstNode, *nStart = theSecondNode; - set < const SMDS_MeshElement* > foundElems; + TIDSortedElemSet foundElems; bool needTheLast = ( theLastNode != 0 ); while ( nStart != theLastNode ) { @@ -7185,6 +7695,9 @@ int SMESH_MeshEditor::convertElemToQuadratic(SMESHDS_SubMesh * theSm, case 4: NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], id, theForce3d); break; + case 5: + NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], aNds[4], id, theForce3d); + break; case 6: NewElem = theHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], aNds[4], aNds[5], id, theForce3d); break; @@ -7229,7 +7742,6 @@ void SMESH_MeshEditor::ConvertToQuadratic(const bool theForce3d) SMESH_subMesh* sm = smIt->next(); if ( SMESHDS_SubMesh *smDS = sm->GetSubMeshDS() ) { aHelper.SetSubShape( sm->GetSubShape() ); - if ( !theForce3d) aHelper.SetCheckNodePosition(true); nbCheckedElems += convertElemToQuadratic(smDS, aHelper, theForce3d); } } @@ -7310,6 +7822,10 @@ void SMESH_MeshEditor::ConvertToQuadratic(const bool theForce3d) NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], id, theForce3d ); break; + case 5: + NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2], + aNds[3], aNds[4], id, theForce3d); + break; case 6: NewVolume = aHelper.AddVolume(aNds[0], aNds[1], aNds[2], aNds[3], aNds[4], aNds[5], id, theForce3d); @@ -8265,7 +8781,7 @@ bool SMESH_MeshEditor::doubleNodes( SMESHDS_Mesh* theMeshDS, theNodeNodeMap[ aCurrNode ] = aNewNode; myLastCreatedNodes.Append( aNewNode ); } - isDuplicate |= (aCurrNode == aNewNode); + isDuplicate |= (aCurrNode != aNewNode); newNodes[ ind++ ] = aNewNode; } if ( !isDuplicate ) @@ -8303,6 +8819,95 @@ static bool isInside(const SMDS_MeshElement* theElem, return (aState == TopAbs_IN || aState == TopAbs_ON ); } +/*! + \brief Creates a hole in a mesh by doubling the nodes of some particular elements + \param theNodes - identifiers of nodes to be doubled + \param theModifiedElems - identifiers of elements to be updated by the new (doubled) + nodes. If list of element identifiers is empty then nodes are doubled but + they not assigned to elements + \return TRUE if operation has been completed successfully, FALSE otherwise +*/ +bool SMESH_MeshEditor::DoubleNodes( const std::list< int >& theListOfNodes, + const std::list< int >& theListOfModifiedElems ) +{ + myLastCreatedElems.Clear(); + myLastCreatedNodes.Clear(); + + if ( theListOfNodes.size() == 0 ) + return false; + + SMESHDS_Mesh* aMeshDS = GetMeshDS(); + if ( !aMeshDS ) + return false; + + // iterate through nodes and duplicate them + + std::map< const SMDS_MeshNode*, const SMDS_MeshNode* > anOldNodeToNewNode; + + std::list< int >::const_iterator aNodeIter; + for ( aNodeIter = theListOfNodes.begin(); aNodeIter != theListOfNodes.end(); ++aNodeIter ) + { + int aCurr = *aNodeIter; + SMDS_MeshNode* aNode = (SMDS_MeshNode*)aMeshDS->FindNode( aCurr ); + if ( !aNode ) + continue; + + // duplicate node + + const SMDS_MeshNode* aNewNode = aMeshDS->AddNode( aNode->X(), aNode->Y(), aNode->Z() ); + if ( aNewNode ) + { + anOldNodeToNewNode[ aNode ] = aNewNode; + myLastCreatedNodes.Append( aNewNode ); + } + } + + // Create map of new nodes for modified elements + + std::map< SMDS_MeshElement*, vector > anElemToNodes; + + std::list< int >::const_iterator anElemIter; + for ( anElemIter = theListOfModifiedElems.begin(); + anElemIter != theListOfModifiedElems.end(); ++anElemIter ) + { + int aCurr = *anElemIter; + SMDS_MeshElement* anElem = (SMDS_MeshElement*)aMeshDS->FindElement( aCurr ); + if ( !anElem ) + continue; + + vector aNodeArr( anElem->NbNodes() ); + + SMDS_ElemIteratorPtr anIter = anElem->nodesIterator(); + int ind = 0; + while ( anIter->more() ) + { + SMDS_MeshNode* aCurrNode = (SMDS_MeshNode*)anIter->next(); + if ( aCurr && anOldNodeToNewNode.find( aCurrNode ) != anOldNodeToNewNode.end() ) + { + const SMDS_MeshNode* aNewNode = anOldNodeToNewNode[ aCurrNode ]; + aNodeArr[ ind++ ] = aNewNode; + } + else + aNodeArr[ ind++ ] = aCurrNode; + } + anElemToNodes[ anElem ] = aNodeArr; + } + + // Change nodes of elements + + std::map< SMDS_MeshElement*, vector >::iterator + anElemToNodesIter = anElemToNodes.begin(); + for ( ; anElemToNodesIter != anElemToNodes.end(); ++anElemToNodesIter ) + { + const SMDS_MeshElement* anElem = anElemToNodesIter->first; + vector aNodeArr = anElemToNodesIter->second; + if ( anElem ) + aMeshDS->ChangeElementNodes( anElem, &aNodeArr[ 0 ], anElem->NbNodes() ); + } + + return true; +} + /*! \brief Creates a hole in a mesh by doubling the nodes of some particular elements \param theElems - group of of elements (edges or faces) to be replicated @@ -8317,9 +8922,6 @@ bool SMESH_MeshEditor::DoubleNodesInRegion( const TIDSortedElemSet& theElems, const TIDSortedElemSet& theNodesNot, const TopoDS_Shape& theShape ) { - SMESHDS_Mesh* aMesh = GetMeshDS(); - if (!aMesh) - return false; if ( theShape.IsNull() ) return false; @@ -8354,3 +8956,48 @@ bool SMESH_MeshEditor::DoubleNodesInRegion( const TIDSortedElemSet& theElems, } return DoubleNodes( theElems, theNodesNot, anAffected ); } + +/*! + * \brief Generated skin mesh (containing 2D cells) from 3D mesh + * The created 2D mesh elements based on nodes of free faces of boundary volumes + * \return TRUE if operation has been completed successfully, FALSE otherwise + */ + +bool SMESH_MeshEditor::Make2DMeshFrom3D() +{ + // iterates on volume elements and detect all free faces on them + SMESHDS_Mesh* aMesh = GetMeshDS(); + if (!aMesh) + return false; + bool res = false; + SMDS_VolumeIteratorPtr vIt = aMesh->volumesIterator(); + while(vIt->more()) + { + const SMDS_MeshVolume* volume = vIt->next(); + SMDS_VolumeTool vTool( volume ); + vTool.SetExternalNormal(); + const bool isPoly = volume->IsPoly(); + const bool isQuad = volume->IsQuadratic(); + for ( int iface = 0, n = vTool.NbFaces(); iface < n; iface++ ) + { + if (!vTool.IsFreeFace(iface)) + continue; + vector nodes; + int nbFaceNodes = vTool.NbFaceNodes(iface); + const SMDS_MeshNode** faceNodes = vTool.GetFaceNodes(iface); + int inode = 0; + for ( ; inode < nbFaceNodes; inode += isQuad ? 2 : 1) + nodes.push_back(faceNodes[inode]); + if (isQuad) + for ( inode = 1; inode < nbFaceNodes; inode += 2) + nodes.push_back(faceNodes[inode]); + + // add new face based on volume nodes + if (aMesh->FindFace( nodes ) ) + continue; // face already exsist + myLastCreatedElems.Append( AddElement(nodes, SMDSAbs_Face, isPoly && iface == 1) ); + res = true; + } + } + return res; +}