{
const _FaceSide& otherSide = other.GetSide( i );
int iMyCommon;
- if ( mySides.Contain( otherSide, &iMyCommon ) )
+ if ( mySides.Contain( otherSide, &iMyCommon ))
{
if ( internalEdges.Contains( otherSide.Edge( 0 )))
{
DUMP_VERT("Cont 2", mySides.GetSide(iMyCommon)->LastVertex());
DUMP_VERT("Cont 3", otherSide.FirstVertex());
DUMP_VERT("Cont 4", otherSide.LastVertex());
- if ( myChildren.empty() ) {
+
+ if ( myChildren.empty() )
+ {
myChildren.push_back( *this );
myFace.Nullify();
}
+ else // find iMyCommon in myChildren
+ {
+ for ( TChildIterator children = GetChildren(); children.more(); ) {
+ const _QuadFaceGrid& child = children.next();
+ if ( child.mySides.Contain( otherSide, &iMyCommon ))
+ break;
+ }
+ }
// orient new children equally
- int otherBottomIndex = ( 4 + i - iMyCommon + 2 ) % 4;
+ int otherBottomIndex = SMESH_MesherHelper::WrapIndex( i - iMyCommon + 2, 4 );
if ( other.IsComplex() )
for ( TChildIterator children = other.GetChildren(); children.more(); ) {
myChildren.push_back( children.next() );
if ( other.IsComplex() )
for ( TChildIterator children = other.GetChildren(); children.more(); )
{
- const _QuadFaceGrid& child = children.next();
+ const _QuadFaceGrid& child = children.next();
for ( int i = 0; i < 4; ++i )
mySides.AppendSide( child.GetSide(i) );
}
{
if ( childFace->SetBottomSide( bottom, &myBottomIndex ))
{
- TChildren::iterator orientedCild = childFace;
+ TChildren::iterator orientedChild = childFace;
for ( childFace = myChildren.begin(); childFace != childEnd; ++childFace ) {
- if ( childFace != orientedCild )
+ if ( childFace != orientedChild )
childFace->SetBottomSide( childFace->GetSide( myBottomIndex ));
}
if ( sideIndex )
*/
//================================================================================
-void _QuadFaceGrid::ReverseEdges(/*int e1, int e2*/)
+void _QuadFaceGrid::ReverseEdges()
{
myReverse = !myReverse;
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*/ );
+ child->ReverseEdges();
}
}
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 :
+//purpose :
//=======================================================================
_FaceSide* _FaceSide::GetSide(const int i)
return true;
set<const SMDS_MeshNode*> nodesInInverseFaces;
- SMDS_ElemIteratorPtr fIt = n->GetInverseElementIterator(SMDSAbs_Face );
+ SMDS_ElemIteratorPtr fIt = n->GetInverseElementIterator( SMDSAbs_Face );
while ( fIt->more() )
{
const SMDS_MeshElement* face = fIt->next();
nodesInInverseFaces.insert( face->begin_nodes(), face->end_nodes() );
}
- return nodesInInverseFaces.size() != ( 6 + (nbF/2-1)*3 );
+ return (int)nodesInInverseFaces.size() != ( 6 + (nbF/2-1)*3 );
}
//================================================================================
int _nbBlocksFound;
#ifdef _DEBUG_ // want to get SIGSEGV in case of invalid index
-#define _grid_access_(pobj, i) pobj->_grid[ ((i) < pobj->_grid.size()) ? i : int(1e100)]
+#define _grid_access_(pobj, i) pobj->_grid[ ((i) < (int)pobj->_grid.size()) ? i : int(1e100)]
#else
#define _grid_access_(pobj, i) pobj->_grid[ i ]
#endif
//!< safely return a node by XY
const SMDS_MeshNode* node(int x, int y) const
{
- int i = _index( x, y );
- return ( i < 0 || i >= _side->_grid.size()) ? 0 : _side->_grid[i];
+ size_t i = _index( x, y );
+ return ( i >= _side->_grid.size() ) ? 0 : _side->_grid[i];
}
//!< Return an edge
SMESH_OrientedLink edge(EQuadEdge edge) const
//================================================================================
/*!
- * \brief Find and return number of submeshes corresponding to blocks
+ * \brief Find blocks and return their number
*/
//================================================================================
_allSides.push_back( _BlockSide() );
_BlockSide& side = _allSides.back();
- if ( !fillSide( side, face, *corner ) )
+ if ( !fillSide( side, face, *corner ))
{
if ( !_error.empty() )
return false;
ok = block.setSide( i, findBlockSide( B_FRONT, edgeOfFront[i], edgeOfAdj[i],
advAnalys, sidesAround));
// try to find a BACK side by a TOP one
- if ( ok || !advAnalys)
+ if ( ok || !advAnalys )
if ( !block._side[B_BACK] && block._side[B_TOP] )
ok = block.setSide( B_BACK, findBlockSide( B_TOP, Q_TOP, Q_TOP,
advAnalys, sidesAround ));
{
// check if just found block is same as one of previously found blocks
bool isSame = false;
- for ( int i = 1; i < _blocks.size() && !isSame; ++i )
+ for ( size_t i = 1; i < _blocks.size() && !isSame; ++i )
isSame = ( block._corners == _blocks[i-1]._corners );
ok = !isSame;
}
side._index._ySize = verRow1.size();
side._grid.resize( side._index.size(), NULL );
- for ( x = 0; x < horRow1.size(); ++x )
+ for ( x = 0; x < nbX; ++x )
{
side.setNode( x, 0, horRow1[x] );
side.setNode( x, 1, horRow2[x] );
}
- for ( y = 0; y < verRow1.size(); ++y )
+ for ( y = 0; y < nbY; ++y )
{
side.setNode( 0, y, verRow1[y] );
side.setNode( 1, y, verRow2[y] );
if ( !n ) return false;
prevSide = nextSide;
- nbChainLinks++;
+
+ if ( ++nbChainLinks > NB_QUAD_SIDES )
+ return false;
}
return ( n == n2 && nbChainLinks == NB_QUAD_SIDES );
SMESH_OrientedLink eAdja = _side[ adjacent[i] ].edge( edgeAdj[i] );
ok = ( eBack == eAdja );
}
+ ok = ok && ( _side[ B_BOTTOM ]._index.size() == _side[ B_TOP ]._index.size() &&
+ _side[ B_RIGHT ]._index.size() == _side[ B_LEFT ]._index.size() &&
+ _side[ B_FRONT ]._index.size() == _side[ B_BACK ]._index.size() );
return ok;
}
int entity = secondOrder ? SMDSEntity_Quad_Hexa : SMDSEntity_Hexa;
vector<int>& nbByType = aResMap[ aMesh.GetSubMesh( aShape )];
- if ( entity >= nbByType.size() )
+ if ( entity >= (int) nbByType.size() )
nbByType.resize( SMDSEntity_Last, 0 );
for ( int i = 0; i < nbBlocks; ++i )