mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-29 23:30:33 +05:00
357 lines
10 KiB
C++
357 lines
10 KiB
C++
#ifdef OCCGEOMETRY
|
|
|
|
// GEOM PARTITION : partition algorithm
|
|
//
|
|
// Copyright (C) 2003 CEA/DEN, EDF R&D
|
|
//
|
|
//
|
|
//
|
|
// File : Partition_Loop3d.cxx
|
|
// Module : GEOM
|
|
|
|
//using namespace std;
|
|
#include <climits>
|
|
#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;
|
|
}
|
|
|
|
|
|
#endif
|