// GEOM PARTITION : partition algorithm // // Copyright (C) 2003 CEA/DEN, EDF R&D // // // // File : Partition_Loop3d.cxx // Module : GEOM using namespace std; #include "Partition_Loop3d.ixx" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include //======================================================================= //function : Partition_Loop3d //purpose : //======================================================================= Partition_Loop3d::Partition_Loop3d() { } //======================================================================= //function : AddConstFaces //purpose : Add faces of as unique faces in the result. //======================================================================= void Partition_Loop3d::AddConstFaces(const TopoDS_Shape& S) { TopExp_Explorer FaceExp(S, TopAbs_FACE); for (; FaceExp.More(); FaceExp.Next()) myFaces.Append( FaceExp.Current() ); TopExp::MapShapesAndAncestors(S, TopAbs_EDGE, TopAbs_FACE, myEFMap); } //======================================================================= //function : AddSectionFaces //purpose : Add faces of as double faces in the result. //======================================================================= void Partition_Loop3d::AddSectionFaces(const TopoDS_Shape& S) { AddConstFaces( S ); AddConstFaces( S.Reversed() ); } //======================================================================= //function : MakeShells //purpose : Make and return shells. // can contain faces that must not be // added to result shells. //======================================================================= const TopTools_ListOfShape& Partition_Loop3d::MakeShells (const TopTools_MapOfOrientedShape& AvoidFacesMap) { myNewShells.Clear(); BRep_Builder Builder; TopTools_MapOfShape CheckedEdgesMap; TopTools_MapOfOrientedShape AddedFacesMap; TopTools_ListIteratorOfListOfShape itF (myFaces); for (; itF.More(); itF.Next()) { const TopoDS_Shape& FF = itF.Value(); if (AvoidFacesMap.Contains( FF ) || ! AddedFacesMap.Add( FF ) ) continue; // make a new shell TopoDS_Shell Shell; Builder.MakeShell(Shell); Builder.Add(Shell,FF); // clear the maps from shapes added to previous Shell TopTools_MapIteratorOfMapOfShape itEM (CheckedEdgesMap); for (; itEM.More(); itEM.Next()) { TopTools_ListOfShape& FL = myEFMap.ChangeFromKey( itEM.Key()); TopTools_ListIteratorOfListOfShape it (FL); while ( it.More()) { if (AddedFacesMap.Contains( it.Value())) FL.Remove( it ); else it.Next(); } } CheckedEdgesMap.Clear(); // loop on faces added to Shell; add their neighbor faces to Shell and so on TopoDS_Iterator itAddedF (Shell); for (; itAddedF.More(); itAddedF.Next()) { const TopoDS_Face& F = TopoDS::Face (itAddedF.Value()); // loop on edges of F; find a good neighbor face of F by E TopExp_Explorer EdgeExp(F, TopAbs_EDGE); for (; EdgeExp.More(); EdgeExp.Next()) { const TopoDS_Edge& E = TopoDS::Edge( EdgeExp.Current()); if (! CheckedEdgesMap.Add( E )) continue; // candidate faces list const TopTools_ListOfShape& FL = myEFMap.ChangeFromKey(E); if (FL.IsEmpty()) continue; // select one of neighbors TopoDS_Face SelF; if (FL.Extent() == 2) { if (! F.IsSame( FL.First() )) SelF = TopoDS::Face( FL.First() ); else if (!F.IsSame( FL.Last() )) SelF = TopoDS::Face( FL.Last() ); } else { // check if a face already added to Shell shares E TopTools_ListIteratorOfListOfShape it (FL); Standard_Boolean found = Standard_False; for (; !found && it.More(); it.Next()) if (F != it.Value()) found = AddedFacesMap.Contains( it.Value() ); if (found) continue; // select basing on geometrical check Standard_Boolean GoodOri, inside; Standard_Real dot, MaxDot = -100; TopTools_ListOfShape TangFL; // tangent faces for ( it.Initialize( FL ) ; it.More(); it.Next()) { const TopoDS_Face& NeighborF = TopoDS::Face( it.Value()); if (NeighborF.IsSame( F )) continue; inside = Partition_Loop3d::IsInside( E, F, NeighborF, 1, dot, GoodOri); if (!GoodOri) continue; if (!inside) dot = -dot - 3; if (dot < MaxDot) continue; if ( IsEqual( dot, MaxDot)) TangFL.Append(SelF); else TangFL.Clear(); MaxDot = dot; SelF = NeighborF; } if (!TangFL.IsEmpty()) { for (it.Initialize( TangFL ); it.More(); it.Next()) { const TopoDS_Face& NeighborF = TopoDS::Face( it.Value()); if (Partition_Loop3d:: IsInside( E, SelF , NeighborF, 0, dot, GoodOri)) SelF = NeighborF; } } } if (!SelF.IsNull() && AddedFacesMap.Add( SelF ) && !AvoidFacesMap.Contains( SelF )) Builder.Add( Shell, SelF); } // loop on edges of F } // loop on the faces added to Shell // Shell is complete myNewShells.Append( Shell ); } // loop on myFaces // prepare to the next call myFaces.Clear(); myEFMap.Clear(); return myNewShells; } //======================================================================= //function : Normal //purpose : //======================================================================= gp_Vec Partition_Loop3d::Normal(const TopoDS_Edge& E, const TopoDS_Face& F) { gp_Vec Norm, V1, V2; Standard_Real First, Last; gp_Pnt Ps; Handle(Geom2d_Curve) C2d = BRep_Tool::CurveOnSurface (E, F, First, Last); Handle(Geom_Surface) Sf = BRep_Tool::Surface(F); gp_Pnt2d p = C2d->Value( 0.5*(First+Last) ); Sf->D1(p.X(), p.Y(), Ps, V1, V2); Norm = V1.Crossed(V2); if (F.Orientation() == TopAbs_REVERSED ) Norm.Reverse(); return Norm; } //======================================================================= //function : NextNormal //purpose : find normal to F at point a little inside F near the middle of E //warning : E must be properly oriented in F. //======================================================================= static gp_Vec NextNormal(const TopoDS_Edge& E, const TopoDS_Face& F) { Standard_Real First, Last; Handle(Geom2d_Curve) C2d = BRep_Tool::CurveOnSurface (E, F, First, Last); Handle(Geom_Surface) Sf = BRep_Tool::Surface(F); gp_Pnt2d p; gp_Vec2d v; C2d->D1( 0.5*(First+Last), p, v); if (E.Orientation() != F.Orientation()) v.Reverse(); gp_Dir2d dir( -v.Y(), v.X() ); // dir inside F Standard_Real duv = 1e-6; // this is not Ok and may give incorrect result if // resolutionUV of compared faces is very different. To have a good result, //it is necessary to get normal to faces at points equidistant from E in 3D p.SetX( p.X() + dir.X()*duv ); p.SetY( p.Y() + dir.Y()*duv ); gp_Pnt Ps; gp_Vec Norm, V1, V2, VV1, VV2; Sf->D1( p.X(), p.Y(), Ps, V1, V2); Norm = V1.Crossed(V2); if (F.Orientation() == TopAbs_REVERSED ) Norm.Reverse(); return Norm; } //======================================================================= //function : FindEinF //purpose : find E in F //======================================================================= static TopoDS_Edge FindEinF(const TopoDS_Edge& E, const TopoDS_Face& F) { TopExp_Explorer expl (F, TopAbs_EDGE); for (; expl.More(); expl.Next()) if( E.IsSame( expl.Current() )) return TopoDS::Edge(expl.Current()); TopoDS_Edge nullE; return nullE; } //======================================================================= //function : IsInside //purpose : check if is inside by edge . // if , compute : scalar production of // normalized vectors pointing inside faces, and // check if faces are oriented well for sewing //======================================================================= Standard_Boolean Partition_Loop3d::IsInside(const TopoDS_Edge& E, const TopoDS_Face& F1, const TopoDS_Face& F2, const Standard_Boolean CountDot, Standard_Real& Dot, Standard_Boolean& GoodOri) { Standard_Real f, l; gp_Pnt P; gp_Vec Vc1, Vc2, Vin1, Vin2, Nf1, Nf2; Handle(Geom_Curve) Curve = BRep_Tool::Curve(E,f,l); Curve->D1( 0.5*(f + l), P, Vc2); TopoDS_Edge E1, E2 = FindEinF (E, F2); if (E2.Orientation() == TopAbs_REVERSED ) Vc2.Reverse(); Nf1 = Normal(E,F1); Nf2 = Normal(E,F2); Standard_Real sin = Nf1.CrossSquareMagnitude(Nf2) / Nf1.SquareMagnitude() / Nf2.SquareMagnitude(); Standard_Boolean tangent = sin < 0.001; Standard_Boolean inside = 0; if (tangent) { E1 = FindEinF (E, F1); gp_Vec NNf1 = NextNormal(E1,F1); gp_Vec NNf2 = NextNormal(E2,F2); Vin2 = NNf2.Crossed(Vc2); inside = Vin2 * NNf1 < 0; } else { Vin2 = Nf2.Crossed(Vc2); inside = Vin2 * Nf1 < 0; } if (!CountDot) return inside; if (tangent) Vin2 = Nf2.Crossed(Vc2); else E1 = FindEinF (E, F1); Vc1 = Vc2; if (E1.Orientation() != E2.Orientation()) Vc1.Reverse(); Vin1 = Nf1.Crossed(Vc1); if (tangent) { Standard_Real N1N2 = Nf1 * Nf2; GoodOri = (Vin2 * Vin1 < 0) ? N1N2 > 0 : N1N2 < 0; } else { Standard_Real V1N2 = Vin1 * Nf2; GoodOri = ( inside ? V1N2 <= 0 : V1N2 >= 0); } Vin1.Normalize(); Vin2.Normalize(); Dot = Vin2 * Vin1; return inside; }