geom/PARTITION/Partition_Loop3d.cxx
2003-07-09 07:30:56 +00:00

352 lines
10 KiB
C++

// 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 <TopExp_Explorer.hxx>
#include <TopExp.hxx>
#include <BRep_Builder.hxx>
#include <TopTools_MapOfShape.hxx>
#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <TopoDS_Shell.hxx>
#include <TopoDS_Iterator.hxx>
#include <TopoDS.hxx>
#include <TopTools_MapIteratorOfMapOfShape.hxx>
#include <gp_Vec.hxx>
#include <gp_Pnt.hxx>
#include <Geom2d_Curve.hxx>
#include <BRep_Tool.hxx>
#include <Geom_Surface.hxx>
#include <gp_Pnt2d.hxx>
#include <gp_Vec2d.hxx>
#include <gp_Dir2d.hxx>
#include <Geom_Curve.hxx>
//=======================================================================
//function : Partition_Loop3d
//purpose :
//=======================================================================
Partition_Loop3d::Partition_Loop3d()
{
}
//=======================================================================
//function : AddConstFaces
//purpose : Add faces of <S> 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 <S> 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.
// <AvoidFacesMap> 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 <F2> is inside <F1> by edge <E>.
// if <CountDot>, compute <Dot>: 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;
}