smesh/src/StdMeshers/StdMeshers_QuadToTriaAdaptor.cxx

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// Copyright (C) 2007-2008 CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
// SMESH SMESH : implementaion of SMESH idl descriptions
// File : StdMeshers_QuadToTriaAdaptor.cxx
// Module : SMESH
// Created : Wen May 07 16:37:07 2008
// Author : Sergey KUUL (skl)
//
#include "StdMeshers_QuadToTriaAdaptor.hxx"
#include <SMESH_Algo.hxx>
#include <SMESH_MesherHelper.hxx>
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#include <IntAna_IntConicQuad.hxx>
#include <IntAna_Quadric.hxx>
#include <TColgp_HArray1OfPnt.hxx>
#include <TColgp_HArray1OfVec.hxx>
#include <TColgp_HSequenceOfPnt.hxx>
#include <TopExp_Explorer.hxx>
#include <TopoDS.hxx>
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#include <gp_Lin.hxx>
#include <gp_Pln.hxx>
using namespace std;
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enum EQuadNature { NOT_QUAD, QUAD, DEGEN_QUAD };
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//================================================================================
/*!
* \brief Destructor
*/
//================================================================================
StdMeshers_QuadToTriaAdaptor::~StdMeshers_QuadToTriaAdaptor()
{
// delete temporary faces
TQuad2Trias::iterator f_f = myResMap.begin(), ffEnd = myResMap.end();
for ( ; f_f != ffEnd; ++f_f )
{
TTriaList& fList = f_f->second;
TTriaList::iterator f = fList.begin(), fEnd = fList.end();
for ( ; f != fEnd; ++f )
delete *f;
}
myResMap.clear();
// TF2PyramMap::iterator itp = myPyram2Trias.begin();
// for(; itp!=myPyram2Trias.end(); itp++)
// cout << itp->second << endl;
}
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//=======================================================================
//function : FindBestPoint
//purpose : Return a point P laying on the line (PC,V) so that triangle
// (P, P1, P2) to be equilateral as much as possible
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// V - normal to (P1,P2,PC)
//=======================================================================
static gp_Pnt FindBestPoint(const gp_Pnt& P1, const gp_Pnt& P2,
const gp_Pnt& PC, const gp_Vec& V)
{
double a = P1.Distance(P2);
double b = P1.Distance(PC);
double c = P2.Distance(PC);
if( a < (b+c)/2 )
return PC;
else {
// find shift along V in order to a became equal to (b+c)/2
double shift = sqrt( a*a + (b*b-c*c)*(b*b-c*c)/16/a/a - (b*b+c*c)/2 );
gp_Dir aDir(V);
gp_Pnt Pbest = PC.XYZ() + aDir.XYZ() * shift;
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return Pbest;
}
}
//=======================================================================
//function : HasIntersection3
//purpose : Auxilare for HasIntersection()
// find intersection point between triangle (P1,P2,P3)
// and segment [PC,P]
//=======================================================================
static bool HasIntersection3(const gp_Pnt& P, const gp_Pnt& PC, gp_Pnt& Pint,
const gp_Pnt& P1, const gp_Pnt& P2, const gp_Pnt& P3)
{
//cout<<"HasIntersection3"<<endl;
//cout<<" PC("<<PC.X()<<","<<PC.Y()<<","<<PC.Z()<<")"<<endl;
//cout<<" P("<<P.X()<<","<<P.Y()<<","<<P.Z()<<")"<<endl;
//cout<<" P1("<<P1.X()<<","<<P1.Y()<<","<<P1.Z()<<")"<<endl;
//cout<<" P2("<<P2.X()<<","<<P2.Y()<<","<<P2.Z()<<")"<<endl;
//cout<<" P3("<<P3.X()<<","<<P3.Y()<<","<<P3.Z()<<")"<<endl;
gp_Vec VP1(P1,P2);
gp_Vec VP2(P1,P3);
IntAna_Quadric IAQ(gp_Pln(P1,VP1.Crossed(VP2)));
IntAna_IntConicQuad IAICQ(gp_Lin(PC,gp_Dir(gp_Vec(PC,P))),IAQ);
if(IAICQ.IsDone()) {
if( IAICQ.IsInQuadric() )
return false;
if( IAICQ.NbPoints() == 1 ) {
gp_Pnt PIn = IAICQ.Point(1);
double preci = 1.e-6;
// check if this point is internal for segment [PC,P]
bool IsExternal =
( (PC.X()-PIn.X())*(P.X()-PIn.X()) > preci ) ||
( (PC.Y()-PIn.Y())*(P.Y()-PIn.Y()) > preci ) ||
( (PC.Z()-PIn.Z())*(P.Z()-PIn.Z()) > preci );
if(IsExternal) {
return false;
}
// check if this point is internal for triangle (P1,P2,P3)
gp_Vec V1(PIn,P1);
gp_Vec V2(PIn,P2);
gp_Vec V3(PIn,P3);
if( V1.Magnitude()<preci || V2.Magnitude()<preci ||
V3.Magnitude()<preci ) {
Pint = PIn;
return true;
}
gp_Vec VC1 = V1.Crossed(V2);
gp_Vec VC2 = V2.Crossed(V3);
gp_Vec VC3 = V3.Crossed(V1);
if(VC1.Magnitude()<preci) {
if(VC2.IsOpposite(VC3,preci)) {
return false;
}
}
else if(VC2.Magnitude()<preci) {
if(VC1.IsOpposite(VC3,preci)) {
return false;
}
}
else if(VC3.Magnitude()<preci) {
if(VC1.IsOpposite(VC2,preci)) {
return false;
}
}
else {
if( VC1.IsOpposite(VC2,preci) || VC1.IsOpposite(VC3,preci) ||
VC2.IsOpposite(VC3,preci) ) {
return false;
}
}
Pint = PIn;
return true;
}
}
return false;
}
//=======================================================================
//function : HasIntersection
//purpose : Auxilare for CheckIntersection()
//=======================================================================
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static bool HasIntersection(const gp_Pnt& P, const gp_Pnt& PC, gp_Pnt& Pint,
Handle(TColgp_HSequenceOfPnt)& aContour)
{
if(aContour->Length()==3) {
return HasIntersection3( P, PC, Pint, aContour->Value(1),
aContour->Value(2), aContour->Value(3) );
}
else {
bool check = false;
if( (aContour->Value(1).Distance(aContour->Value(2)) > 1.e-6) &&
(aContour->Value(1).Distance(aContour->Value(3)) > 1.e-6) &&
(aContour->Value(2).Distance(aContour->Value(3)) > 1.e-6) ) {
check = HasIntersection3( P, PC, Pint, aContour->Value(1),
aContour->Value(2), aContour->Value(3) );
}
if(check) return true;
if( (aContour->Value(1).Distance(aContour->Value(4)) > 1.e-6) &&
(aContour->Value(1).Distance(aContour->Value(3)) > 1.e-6) &&
(aContour->Value(4).Distance(aContour->Value(3)) > 1.e-6) ) {
check = HasIntersection3( P, PC, Pint, aContour->Value(1),
aContour->Value(3), aContour->Value(4) );
}
if(check) return true;
}
return false;
}
//=======================================================================
//function : CheckIntersection
//purpose : Auxilare for Compute()
// NotCheckedFace - for optimization
//=======================================================================
bool StdMeshers_QuadToTriaAdaptor::CheckIntersection
(const gp_Pnt& P, const gp_Pnt& PC,
gp_Pnt& Pint, SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape,
const TopoDS_Shape& NotCheckedFace)
{
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
//cout<<" CheckIntersection: meshDS->NbFaces() = "<<meshDS->NbFaces()<<endl;
bool res = false;
double dist = RealLast();
gp_Pnt Pres;
for (TopExp_Explorer exp(aShape,TopAbs_FACE);exp.More();exp.Next()) {
const TopoDS_Shape& aShapeFace = exp.Current();
if(aShapeFace==NotCheckedFace)
continue;
const SMESHDS_SubMesh * aSubMeshDSFace = meshDS->MeshElements(aShapeFace);
if ( aSubMeshDSFace ) {
SMDS_ElemIteratorPtr iteratorElem = aSubMeshDSFace->GetElements();
while ( iteratorElem->more() ) { // loop on elements on a face
const SMDS_MeshElement* face = iteratorElem->next();
Handle(TColgp_HSequenceOfPnt) aContour = new TColgp_HSequenceOfPnt;
SMDS_ElemIteratorPtr nodeIt = face->nodesIterator();
int nbN = face->NbNodes();
if( face->IsQuadratic() )
nbN /= 2;
for ( int i = 0; i < nbN; ++i ) {
const SMDS_MeshNode* node = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
aContour->Append(gp_Pnt(node->X(), node->Y(), node->Z()));
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}
if( HasIntersection(P, PC, Pres, aContour) ) {
res = true;
double tmp = PC.Distance(Pres);
if(tmp<dist) {
Pint = Pres;
dist = tmp;
}
}
}
}
}
return res;
}
//=======================================================================
//function : EqualTriangles
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//purpose : Auxilare for Compute()
//=======================================================================
static bool EqualTriangles(const SMDS_MeshElement* F1,const SMDS_MeshElement* F2)
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{
return
( F1->GetNode(1)==F2->GetNode(2) && F1->GetNode(2)==F2->GetNode(1) ) ||
( F1->GetNode(1)==F2->GetNode(1) && F1->GetNode(2)==F2->GetNode(2) );
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}
//================================================================================
/*!
* \brief Prepare data for the given face
* \param PN - coordinates of face nodes
* \param VN - cross products of vectors (PC-PN(i)) ^ (PC-PN(i+1))
* \param FNodes - face nodes
* \param PC - gravity center of nodes
* \param VNorm - face normal (sum of VN)
* \param volumes - two volumes sharing the given face, the first is in VNorm direction
* \retval int - 0 if given face is not quad,
* 1 if given face is quad,
* 2 if given face is degenerate quad (two nodes are coincided)
*/
//================================================================================
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int StdMeshers_QuadToTriaAdaptor::Preparation(const SMDS_MeshElement* face,
Handle(TColgp_HArray1OfPnt)& PN,
Handle(TColgp_HArray1OfVec)& VN,
vector<const SMDS_MeshNode*>& FNodes,
gp_Pnt& PC,
gp_Vec& VNorm,
const SMDS_MeshElement** volumes)
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{
if( face->NbNodes() != ( face->IsQuadratic() ? 8 : 4 ))
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if( face->NbNodes() != 4 )
return NOT_QUAD;
int i = 0;
gp_XYZ xyzC(0., 0., 0.);
for ( i = 0; i < 4; ++i )
{
gp_XYZ p = SMESH_MeshEditor::TNodeXYZ( FNodes[i] = face->GetNode(i) );
PN->SetValue( i+1, p );
xyzC += p;
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}
PC = xyzC/4;
//cout<<" PC("<<PC.X()<<","<<PC.Y()<<","<<PC.Z()<<")"<<endl;
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int nbp = 4;
int j = 0;
for(i=1; i<4; i++) {
j = i+1;
for(; j<=4; j++) {
if( PN->Value(i).Distance(PN->Value(j)) < 1.e-6 )
break;
}
if(j<=4) break;
}
//int deg_num = IsDegenarate(PN);
//if(deg_num>0) {
bool hasdeg = false;
if(i<4) {
//cout<<"find degeneration"<<endl;
hasdeg = true;
gp_Pnt Pdeg = PN->Value(i);
list< const SMDS_MeshNode* >::iterator itdg = myDegNodes.begin();
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const SMDS_MeshNode* DegNode = 0;
for(; itdg!=myDegNodes.end(); itdg++) {
const SMDS_MeshNode* N = (*itdg);
gp_Pnt Ptmp(N->X(),N->Y(),N->Z());
if(Pdeg.Distance(Ptmp)<1.e-6) {
DegNode = N;
//DegNode = const_cast<SMDS_MeshNode*>(N);
break;
}
}
if(!DegNode) {
DegNode = FNodes[i-1];
myDegNodes.push_back(DegNode);
}
else {
FNodes[i-1] = DegNode;
}
for(i=j; i<4; i++) {
PN->SetValue(i,PN->Value(i+1));
FNodes[i-1] = FNodes[i];
}
nbp = 3;
}
PN->SetValue(nbp+1,PN->Value(1));
FNodes[nbp] = FNodes[0];
// find normal direction
gp_Vec V1(PC,PN->Value(nbp));
gp_Vec V2(PC,PN->Value(1));
VNorm = V1.Crossed(V2);
VN->SetValue(nbp,VNorm);
for(i=1; i<nbp; i++) {
V1 = gp_Vec(PC,PN->Value(i));
V2 = gp_Vec(PC,PN->Value(i+1));
gp_Vec Vtmp = V1.Crossed(V2);
VN->SetValue(i,Vtmp);
VNorm += Vtmp;
}
// find volumes sharing the face
if ( volumes )
{
volumes[0] = volumes[1] = 0;
SMDS_ElemIteratorPtr vIt = FNodes[0]->GetInverseElementIterator( SMDSAbs_Volume );
while ( vIt->more() )
{
const SMDS_MeshElement* vol = vIt->next();
bool volSharesAllNodes = true;
for ( int i = 1; i < face->NbNodes() && volSharesAllNodes; ++i )
volSharesAllNodes = ( vol->GetNodeIndex( FNodes[i] ) >= 0 );
if ( volSharesAllNodes )
volumes[ volumes[0] ? 1 : 0 ] = vol;
// we could additionally check that vol has all FNodes in its one face using SMDS_VolumeTool
}
// define volume position relating to the face normal
if ( volumes[0] )
{
// get volume gc
gp_XYZ volGC(0,0,0);
SMDS_ElemIteratorPtr nodeIt = volumes[0]->nodesIterator();
while ( nodeIt->more() )
volGC += SMESH_MeshEditor::TNodeXYZ( nodeIt->next() );
volGC /= volumes[0]->NbNodes();
if ( VNorm * gp_Vec( PC, volGC ) < 0 )
swap( volumes[0], volumes[1] );
}
}
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//cout<<" VNorm("<<VNorm.X()<<","<<VNorm.Y()<<","<<VNorm.Z()<<")"<<endl;
return hasdeg ? DEGEN_QUAD : QUAD;
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}
//=======================================================================
//function : Compute
//purpose :
//=======================================================================
bool StdMeshers_QuadToTriaAdaptor::Compute(SMESH_Mesh& aMesh, const TopoDS_Shape& aShape)
{
myResMap.clear();
myPyram2Trias.clear();
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SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
SMESH_MesherHelper helper(aMesh);
helper.IsQuadraticSubMesh(aShape);
helper.SetElementsOnShape( true );
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for (TopExp_Explorer exp(aShape,TopAbs_FACE);exp.More();exp.Next()) {
const TopoDS_Shape& aShapeFace = exp.Current();
const SMESHDS_SubMesh * aSubMeshDSFace = meshDS->MeshElements( aShapeFace );
if ( aSubMeshDSFace ) {
bool isRev = SMESH_Algo::IsReversedSubMesh( TopoDS::Face(aShapeFace), meshDS );
SMDS_ElemIteratorPtr iteratorElem = aSubMeshDSFace->GetElements();
while ( iteratorElem->more() ) { // loop on elements on a face
const SMDS_MeshElement* face = iteratorElem->next();
//cout<<endl<<"================= face->GetID() = "<<face->GetID()<<endl;
// preparation step using face info
Handle(TColgp_HArray1OfPnt) PN = new TColgp_HArray1OfPnt(1,5);
Handle(TColgp_HArray1OfVec) VN = new TColgp_HArray1OfVec(1,4);
vector<const SMDS_MeshNode*> FNodes(5);
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gp_Pnt PC;
gp_Vec VNorm;
int stat = Preparation(face, PN, VN, FNodes, PC, VNorm);
if(stat==0)
continue;
if(stat==2) {
// degenerate face
// add triangles to result map
SMDS_FaceOfNodes* NewFace;
if(!isRev)
NewFace = new SMDS_FaceOfNodes( FNodes[0], FNodes[1], FNodes[2] );
else
NewFace = new SMDS_FaceOfNodes( FNodes[0], FNodes[2], FNodes[1] );
TTriaList aList( 1, NewFace );
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myResMap.insert(make_pair(face,aList));
continue;
}
if(!isRev) VNorm.Reverse();
double xc = 0., yc = 0., zc = 0.;
int i = 1;
for(; i<=4; i++) {
gp_Pnt Pbest;
if(!isRev)
Pbest = FindBestPoint(PN->Value(i), PN->Value(i+1), PC, VN->Value(i).Reversed());
else
Pbest = FindBestPoint(PN->Value(i), PN->Value(i+1), PC, VN->Value(i));
xc += Pbest.X();
yc += Pbest.Y();
zc += Pbest.Z();
}
gp_Pnt PCbest(xc/4., yc/4., zc/4.);
// check PCbest
double height = PCbest.Distance(PC);
if(height<1.e-6) {
// create new PCbest using a bit shift along VNorm
PCbest = PC.XYZ() + VNorm.XYZ() * 0.001;
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}
else {
// check possible intersection with other faces
gp_Pnt Pint;
bool check = CheckIntersection(PCbest, PC, Pint, aMesh, aShape, aShapeFace);
if(check) {
//cout<<"--PC("<<PC.X()<<","<<PC.Y()<<","<<PC.Z()<<")"<<endl;
//cout<<" PCbest("<<PCbest.X()<<","<<PCbest.Y()<<","<<PCbest.Z()<<")"<<endl;
double dist = PC.Distance(Pint)/3.;
gp_Dir aDir(gp_Vec(PC,PCbest));
PCbest = PC.XYZ() + aDir.XYZ() * dist;
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}
else {
gp_Vec VB(PC,PCbest);
gp_Pnt PCbestTmp = PC.XYZ() + VB.XYZ() * 3.0;
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bool check = CheckIntersection(PCbestTmp, PC, Pint, aMesh, aShape, aShapeFace);
if(check) {
double dist = PC.Distance(Pint)/3.;
if(dist<height) {
gp_Dir aDir(gp_Vec(PC,PCbest));
PCbest = PC.XYZ() + aDir.XYZ() * dist;
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}
}
}
}
// create node for PCbest
SMDS_MeshNode* NewNode = helper.AddNode( PCbest.X(), PCbest.Y(), PCbest.Z() );
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// add triangles to result map
TTriaList& triaList = myResMap.insert( make_pair( face, TTriaList() ))->second;
for(i=0; i<4; i++)
triaList.push_back( new SMDS_FaceOfNodes( NewNode, FNodes[i], FNodes[i+1] ));
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// create pyramid
SMDS_MeshVolume* aPyram =
helper.AddVolume( FNodes[0], FNodes[1], FNodes[2], FNodes[3], NewNode );
myPyram2Trias.insert(make_pair(aPyram, & triaList));
} // end loop on elements on a face submesh
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}
} // end for(TopExp_Explorer exp(aShape,TopAbs_FACE);exp.More();exp.Next()) {
return Compute2ndPart(aMesh);
}
//=======================================================================
//function : Compute
//purpose :
//=======================================================================
bool StdMeshers_QuadToTriaAdaptor::Compute(SMESH_Mesh& aMesh)
{
myResMap.clear();
myPyram2Trias.clear();
SMESH_MesherHelper helper(aMesh);
helper.IsQuadraticSubMesh(aMesh.GetShapeToMesh());
helper.SetElementsOnShape( true );
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SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
SMDS_FaceIteratorPtr fIt = meshDS->facesIterator();
TIDSortedElemSet sortedFaces; // 0020279: control the "random" use when using mesh algorithms
while( fIt->more()) sortedFaces.insert( fIt->next() );
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TIDSortedElemSet::iterator itFace = sortedFaces.begin(), fEnd = sortedFaces.end();
for ( ; itFace != fEnd; ++itFace )
{
const SMDS_MeshElement* face = *itFace;
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if ( !face ) continue;
//cout<<endl<<"================= face->GetID() = "<<face->GetID()<<endl;
// retrieve needed information about a face
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Handle(TColgp_HArray1OfPnt) PN = new TColgp_HArray1OfPnt(1,5);
Handle(TColgp_HArray1OfVec) VN = new TColgp_HArray1OfVec(1,4);
vector<const SMDS_MeshNode*> FNodes(5);
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gp_Pnt PC;
gp_Vec VNorm;
const SMDS_MeshElement* volumes[2];
int what = Preparation(face, PN, VN, FNodes, PC, VNorm, volumes);
if ( what == NOT_QUAD )
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continue;
if ( volumes[0] && volumes[1] )
continue; // face is shared by two volumes - no space for a pyramid
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if ( what == DEGEN_QUAD )
{
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// degenerate face
// add triangles to result map
TTriaList aList;
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SMDS_FaceOfNodes* NewFace;
// check orientation
double tmp = PN->Value(1).Distance(PN->Value(2)) + PN->Value(2).Distance(PN->Value(3));
// far points in VNorm direction
gp_Pnt Ptmp1 = PC.XYZ() + VNorm.XYZ() * tmp * 1.e6;
gp_Pnt Ptmp2 = PC.XYZ() - VNorm.XYZ() * tmp * 1.e6;
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// check intersection for Ptmp1 and Ptmp2
bool IsRev = false;
bool IsOK1 = false;
bool IsOK2 = false;
double dist1 = RealLast();
double dist2 = RealLast();
gp_Pnt Pres1,Pres2;
for (TIDSortedElemSet::iterator itF = sortedFaces.begin(); itF != fEnd; ++itF ) {
const SMDS_MeshElement* F = *itF;
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if(F==face) continue;
Handle(TColgp_HSequenceOfPnt) aContour = new TColgp_HSequenceOfPnt;
for ( int i = 0; i < 4; ++i )
aContour->Append( SMESH_MeshEditor::TNodeXYZ( F->GetNode(i) ));
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gp_Pnt PPP;
if( !volumes[0] && HasIntersection(Ptmp1, PC, PPP, aContour) ) {
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IsOK1 = true;
double tmp = PC.Distance(PPP);
if(tmp<dist1) {
Pres1 = PPP;
dist1 = tmp;
}
}
if( !volumes[1] && HasIntersection(Ptmp2, PC, PPP, aContour) ) {
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IsOK2 = true;
double tmp = PC.Distance(PPP);
if(tmp<dist2) {
Pres2 = PPP;
dist2 = tmp;
}
}
}
if( IsOK1 && !IsOK2 ) {
// using existed direction
}
else if( !IsOK1 && IsOK2 ) {
// using opposite direction
IsRev = true;
}
else { // IsOK1 && IsOK2
double tmp1 = PC.Distance(Pres1);
double tmp2 = PC.Distance(Pres2);
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if(tmp1<tmp2) {
// using existed direction
}
else {
// using opposite direction
IsRev = true;
}
}
if(!IsRev)
NewFace = new SMDS_FaceOfNodes( FNodes[0], FNodes[1], FNodes[2] );
else
NewFace = new SMDS_FaceOfNodes( FNodes[0], FNodes[2], FNodes[1] );
aList.push_back(NewFace);
myResMap.insert(make_pair(face,aList));
continue;
}
// Find pyramid peak
gp_XYZ PCbest(0., 0., 0.); // pyramid peak
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int i = 1;
for(; i<=4; i++) {
gp_Pnt Pbest = FindBestPoint(PN->Value(i), PN->Value(i+1), PC, VN->Value(i));
PCbest += Pbest.XYZ();
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}
PCbest /= 4;
double height = PC.Distance(PCbest); // pyramid height to precise
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if(height<1.e-6) {
// create new PCbest using a bit shift along VNorm
PCbest = PC.XYZ() + VNorm.XYZ() * 0.001;
height = PC.Distance(PCbest);
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}
//cout<<" PCbest("<<PCbest.X()<<","<<PCbest.Y()<<","<<PCbest.Z()<<")"<<endl;
// Restrict pyramid height by intersection with other faces
gp_Vec tmpDir(PC,PCbest); tmpDir.Normalize();
double tmp = PN->Value(1).Distance(PN->Value(3)) + PN->Value(2).Distance(PN->Value(4));
// far points: in (PC, PCbest) direction and vice-versa
gp_Pnt farPnt[2] = { PC.XYZ() + tmpDir.XYZ() * tmp * 1.e6,
PC.XYZ() - tmpDir.XYZ() * tmp * 1.e6 };
// check intersection for farPnt1 and farPnt2
bool intersected[2] = { false, false };
double dist [2] = { RealLast(), RealLast() };
gp_Pnt intPnt[2];
for (TIDSortedElemSet::iterator itF = sortedFaces.begin(); itF != fEnd; ++itF )
{
const SMDS_MeshElement* F = *itF;
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if(F==face) continue;
Handle(TColgp_HSequenceOfPnt) aContour = new TColgp_HSequenceOfPnt;
for ( i = 0; i < 4; ++i )
aContour->Append( SMESH_MeshEditor::TNodeXYZ( F->GetNode(i) ));
gp_Pnt intP;
for ( int isRev = 0; isRev < 2; ++isRev )
{
if( !volumes[isRev] && HasIntersection(farPnt[isRev], PC, intP, aContour) ) {
intersected[isRev] = true;
double d = PC.Distance( intP );
if( d < dist[isRev] )
{
intPnt[isRev] = intP;
dist [isRev] = d;
}
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}
}
}
// Create one or two pyramids
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for ( int isRev = 0; isRev < 2; ++isRev )
{
if( !intersected[isRev] ) continue;
double pyramidH = Min( height, PC.Distance(intPnt[isRev])/3.);
PCbest = PC.XYZ() + tmpDir.XYZ() * (isRev ? -pyramidH : pyramidH);
// create node for PCbest
SMDS_MeshNode* NewNode = helper.AddNode( PCbest.X(), PCbest.Y(), PCbest.Z() );
// add triangles to result map
TTriaList& aList = myResMap.insert( make_pair( face, TTriaList()))->second;
for(i=0; i<4; i++) {
SMDS_FaceOfNodes* NewFace;
if(isRev)
NewFace = new SMDS_FaceOfNodes( NewNode, FNodes[i], FNodes[i+1] );
else
NewFace = new SMDS_FaceOfNodes( NewNode, FNodes[i+1], FNodes[i] );
aList.push_back(NewFace);
}
// create a pyramid
SMDS_MeshVolume* aPyram;
if(isRev)
aPyram = helper.AddVolume( FNodes[0], FNodes[1], FNodes[2], FNodes[3], NewNode );
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else
aPyram = helper.AddVolume( FNodes[0], FNodes[3], FNodes[2], FNodes[1], NewNode );
myPyram2Trias.insert(make_pair(aPyram, & aList));
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}
} // end loop on all faces
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return Compute2ndPart(aMesh);
}
//=======================================================================
//function : Compute2ndPart
//purpose : Update created pyramids and faces to avoid their intersection
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//=======================================================================
bool StdMeshers_QuadToTriaAdaptor::Compute2ndPart(SMESH_Mesh& aMesh)
{
SMESHDS_Mesh * meshDS = aMesh.GetMeshDS();
// check intersections between created pyramids
if(myPyram2Trias.empty())
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return true;
// sdt-like iterator used to get coordinates of nodes of mesh element
typedef SMDS_StdIterator< SMESH_MeshEditor::TNodeXYZ, SMDS_ElemIteratorPtr > TXyzIterator;
TXyzIterator xyzEnd;
int k = 0;
// for each pyramid store list of merged pyramids with their faces
typedef map< const SMDS_MeshElement*, list< TPyram2Trias::iterator > > TPyram2Merged;
TPyram2Merged MergesInfo;
// iterate on all pyramids
TPyram2Trias::iterator itPi = myPyram2Trias.begin(), itPEnd = myPyram2Trias.end();
for ( ; itPi != itPEnd; ++itPi )
{
const SMDS_MeshElement* PrmI = itPi->first;
TPyram2Merged::iterator pMergesI = MergesInfo.find( PrmI );
TXyzIterator xyzIt( PrmI->nodesIterator() );
vector<gp_Pnt> PsI( xyzIt, xyzEnd );
// compare PrmI with all the rest pyramids
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bool NeedMove = false;
TPyram2Trias::iterator itPj = itPi;
for ( ++itPj; itPj != itPEnd; ++itPj )
{
const SMDS_MeshElement* PrmJ = itPj->first;
TPyram2Merged::iterator pMergesJ = MergesInfo.find( PrmJ );
// check if two pyramids already merged
if ( pMergesJ != MergesInfo.end() &&
find(pMergesJ->second.begin(),pMergesJ->second.end(), itPi )!=pMergesJ->second.end())
continue; // already merged
xyzIt = TXyzIterator( PrmJ->nodesIterator() );
vector<gp_Pnt> PsJ( xyzIt, xyzEnd );
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bool hasInt = false;
gp_Pnt Pint;
for(k=0; k<4 && !hasInt; k++) {
gp_Vec Vtmp(PsI[k],PsI[4]);
gp_Pnt Pshift = PsI[k].XYZ() + Vtmp.XYZ() * 0.01;
hasInt =
( HasIntersection3( Pshift, PsI[4], Pint, PsJ[0], PsJ[1], PsJ[4]) ||
HasIntersection3( Pshift, PsI[4], Pint, PsJ[1], PsJ[2], PsJ[4]) ||
HasIntersection3( Pshift, PsI[4], Pint, PsJ[2], PsJ[3], PsJ[4]) ||
HasIntersection3( Pshift, PsI[4], Pint, PsJ[3], PsJ[0], PsJ[4]) );
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}
for(k=0; k<4 && !hasInt; k++) {
gp_Vec Vtmp(PsJ[k],PsJ[4]);
gp_Pnt Pshift = PsJ[k].XYZ() + Vtmp.XYZ() * 0.01;
hasInt =
( HasIntersection3( Pshift, PsJ[4], Pint, PsI[0], PsI[1], PsI[4]) ||
HasIntersection3( Pshift, PsJ[4], Pint, PsI[1], PsI[2], PsI[4]) ||
HasIntersection3( Pshift, PsJ[4], Pint, PsI[2], PsI[3], PsI[4]) ||
HasIntersection3( Pshift, PsJ[4], Pint, PsI[3], PsI[0], PsI[4]) );
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}
if(hasInt) {
// count common nodes of base faces of two pyramids
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int nbc = 0;
for(k=0; k<4; k++)
nbc += int ( PrmI->GetNodeIndex( PrmJ->GetNode(k) ) >= 0 );
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//cout<<" nbc = "<<nbc<<endl;
if ( nbc == 4 )
continue; // pyrams have a common base face
if(nbc>0)
{
// Merge the two pyramids and others already merged with them
// initialize merge info of pyramids
if ( pMergesI == MergesInfo.end() ) // first merge of PrmI
{
pMergesI = MergesInfo.insert( make_pair( PrmI, list<TPyram2Trias::iterator >())).first;
pMergesI->second.push_back( itPi );
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}
if ( pMergesJ == MergesInfo.end() ) // first merge of PrmJ
{
pMergesJ = MergesInfo.insert( make_pair( PrmJ, list<TPyram2Trias::iterator >())).first;
pMergesJ->second.push_back( itPj );
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}
int nbI = pMergesI->second.size(), nbJ = pMergesJ->second.size();
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// an apex node to make common to all merged pyramids
SMDS_MeshNode* CommonNode = const_cast<SMDS_MeshNode*>(PrmI->GetNode(4));
CommonNode->setXYZ( ( nbI*PsI[4].X() + nbJ*PsJ[4].X() ) / (nbI+nbJ),
( nbI*PsI[4].Y() + nbJ*PsJ[4].Y() ) / (nbI+nbJ),
( nbI*PsI[4].Z() + nbJ*PsJ[4].Z() ) / (nbI+nbJ) );
NeedMove = true;
const SMDS_MeshNode* Nrem = PrmJ->GetNode(4); // node to remove
list< TPyram2Trias::iterator >& aMergesI = pMergesI->second;
list< TPyram2Trias::iterator >& aMergesJ = pMergesJ->second;
// find and remove coincided faces of merged pyramids
list< TPyram2Trias::iterator >::iterator itPttI, itPttJ;
TTriaList::iterator trI, trJ;
for ( itPttI = aMergesI.begin(); itPttI != aMergesI.end(); ++itPttI )
{
TTriaList* triaListI = (*itPttI)->second;
for ( trI = triaListI->begin(); trI != triaListI->end(); )
{
const SMDS_FaceOfNodes* FI = *trI;
for ( itPttJ = aMergesJ.begin(); itPttJ != aMergesJ.end() && FI; ++itPttJ )
{
TTriaList* triaListJ = (*itPttJ)->second;
for ( trJ = triaListJ->begin(); trJ != triaListJ->end(); )
{
const SMDS_FaceOfNodes* FJ = *trJ;
if( EqualTriangles(FI,FJ) )
{
delete FI;
delete FJ;
FI = FJ = 0;
trI = triaListI->erase( trI );
trJ = triaListJ->erase( trJ );
break; // only one triangle of a pyramid can coincide with another pyramid
}
++trJ;
}
}
if ( FI ) ++trI; // increament if triangle not deleted
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}
}
// set the common apex node to pyramids and triangles merged with J
for ( itPttJ = aMergesJ.begin(); itPttJ != aMergesJ.end(); ++itPttJ )
{
const SMDS_MeshElement* Prm = (*itPttJ)->first;
TTriaList* triaList = (*itPttJ)->second;
vector< const SMDS_MeshNode* > nodes( Prm->begin_nodes(), Prm->end_nodes() );
nodes[4] = CommonNode;
meshDS->ChangeElementNodes( Prm, &nodes[0], nodes.size());
for ( TTriaList::iterator trIt = triaList->begin(); trIt != triaList->end(); ++trIt )
{
SMDS_FaceOfNodes* Ftria = const_cast< SMDS_FaceOfNodes*>( *trIt );
const SMDS_MeshNode* NF[3] = { CommonNode, Ftria->GetNode(1), Ftria->GetNode(2)};
Ftria->ChangeNodes(NF, 3);
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}
}
// join MergesInfo of merged pyramids
for ( k = 0, itPttI = aMergesI.begin(); k < nbI; ++itPttI, ++k )
{
const SMDS_MeshElement* PrmI = (*itPttI)->first;
list< TPyram2Trias::iterator >& merges = MergesInfo[ PrmI ];
merges.insert( merges.end(), aMergesJ.begin(), aMergesJ.end() );
}
for ( k = 0, itPttJ = aMergesJ.begin(); k < nbJ; ++itPttJ, ++k )
{
const SMDS_MeshElement* PrmJ = (*itPttJ)->first;
list< TPyram2Trias::iterator >& merges = MergesInfo[ PrmJ ];
merges.insert( merges.end(), aMergesI.begin(), aMergesI.end() );
}
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// removing node
meshDS->RemoveNode(Nrem);
}
else { // nbc==0
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// decrease height of pyramids
gp_XYZ PC1(0,0,0), PC2(0,0,0);
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for(k=0; k<4; k++) {
PC1 += PsI[k].XYZ();
PC2 += PsJ[k].XYZ();
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}
PC1 /= 4; PC2 /= 4;
gp_Vec VN1(PC1,PsI[4]);
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gp_Vec VI1(PC1,Pint);
gp_Vec VN2(PC2,PsJ[4]);
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gp_Vec VI2(PC2,Pint);
double ang1 = fabs(VN1.Angle(VI1));
double ang2 = fabs(VN2.Angle(VI2));
double h1,h2;
if(ang1>PI/3.)
h1 = VI1.Magnitude()/2;
else
h1 = VI1.Magnitude()*cos(ang1);
if(ang2>PI/3.)
h2 = VI2.Magnitude()/2;
else
h2 = VI2.Magnitude()*cos(ang2);
double coef1 = 0.5;
if(ang1<PI/3)
coef1 -= cos(ang1)*0.25;
double coef2 = 0.5;
if(ang2<PI/3)
coef2 -= cos(ang1)*0.25;
SMDS_MeshNode* aNode1 = const_cast<SMDS_MeshNode*>(PrmI->GetNode(4));
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VN1.Scale(coef1);
aNode1->setXYZ( PC1.X()+VN1.X(), PC1.Y()+VN1.Y(), PC1.Z()+VN1.Z() );
SMDS_MeshNode* aNode2 = const_cast<SMDS_MeshNode*>(PrmJ->GetNode(4));
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VN2.Scale(coef2);
aNode2->setXYZ( PC2.X()+VN2.X(), PC2.Y()+VN2.Y(), PC2.Z()+VN2.Z() );
NeedMove = true;
}
} // end if(hasInt)
}
if( NeedMove && !meshDS->IsEmbeddedMode() )
{
const SMDS_MeshNode* apex = PrmI->GetNode( 4 );
meshDS->MoveNode( apex, apex->X(), apex->Y(), apex->Z() );
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}
}
// rebind triangles of pyramids sharing the same base quadrangle to the first
// entrance of the base quadrangle
TQuad2Trias::iterator q2t = myResMap.begin(), q2tPrev = q2t;
for ( ++q2t; q2t != myResMap.end(); ++q2t, ++q2tPrev )
{
if ( q2t->first == q2tPrev->first )
q2tPrev->second.splice( q2tPrev->second.end(), q2t->second );
}
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return true;
}
//================================================================================
/*!
* \brief Return list of created triangles for given face
*/
//================================================================================
const list<const SMDS_FaceOfNodes* >* StdMeshers_QuadToTriaAdaptor::GetTriangles (const SMDS_MeshElement* aQuad)
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{
TQuad2Trias::iterator it = myResMap.find(aQuad);
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if( it != myResMap.end() ) {
return & it->second;
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}
return 0;
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}