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