IPAL52499: Prismatic mesh is not computed on a prismatic shape

This commit is contained in:
eap 2017-04-17 15:42:28 +03:00
parent 69aa7507f2
commit 096485adbe
12 changed files with 462 additions and 96 deletions

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@ -630,7 +630,7 @@ namespace
};
// is typeMsg complete? (compilation failure mains that enum SMDSAbs_EntityType changed)
const int nbTypes = sizeof( typeMsg ) / sizeof( const char* );
int _assert[( nbTypes == SMESH::Entity_Last ) ? 2 : -1 ]; _assert[0]=_assert[1];
int _assert[( nbTypes == SMESH::Entity_Last ) ? 2 : -1 ]; _assert[0]=_assert[1]=0;
QString andStr = " " + QObject::tr("SMESH_AND") + " ", comma(", ");
for ( size_t iType = 0; iType < presentNotSupported.size(); ++iType ) {

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@ -4109,7 +4109,7 @@ static const char** getFunctNames()
#ifdef _DEBUG_
// check if functName is complete, compilation failure means that enum FunctorType changed
const int nbFunctors = sizeof(functName) / sizeof(const char*);
int _assert[( nbFunctors == SMESH::FT_Undefined + 1 ) ? 2 : -1 ]; _assert[0]=_assert[1];
int _assert[( nbFunctors == SMESH::FT_Undefined + 1 ) ? 2 : -1 ]; _assert[0]=_assert[1]=0;
#endif
return functName;

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@ -2560,7 +2560,7 @@ SMESH_Gen_i::ConcatenateCommon(const SMESH::ListOfIDSources& theMeshesArray,
const char* typeNames[] = { "All","Nodes","Edges","Faces","Volumes","0DElems","Balls" };
{ // check of typeNames: compilation failure mains that NB_ELEMENT_TYPES changed:
const int nbNames = sizeof(typeNames) / sizeof(const char*);
int _assert[( nbNames == SMESH::NB_ELEMENT_TYPES ) ? 2 : -1 ]; _assert[0]=_assert[1];
int _assert[( nbNames == SMESH::NB_ELEMENT_TYPES ) ? 2 : -1 ]; _assert[0]=_assert[1]=0;
}
string groupName = "Gr";
SALOMEDS::SObject_wrap aMeshSObj = ObjectToSObject( myCurrentStudy, theMeshesArray[i] );

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@ -2690,6 +2690,11 @@ class Mesh:
def FindElementByNodes(self, nodes):
return self.mesh.FindElementByNodes(nodes)
## Return elements including all given nodes.
# @ingroup l1_meshinfo
def GetElementsByNodes(self, nodes, elemType=SMESH.ALL):
return self.mesh.GetElementsByNodes( nodes, elemType )
## Return true if the given element is a polygon
# @ingroup l1_meshinfo
def IsPoly(self, id):

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@ -89,7 +89,7 @@ StdMeshers_FaceSide::StdMeshers_FaceSide(const TopoDS_Face& theFace,
//================================================================================
StdMeshers_FaceSide::StdMeshers_FaceSide(const TopoDS_Face& theFace,
std::list<TopoDS_Edge>& theEdges,
const std::list<TopoDS_Edge>& theEdges,
SMESH_Mesh* theMesh,
const bool theIsForward,
const bool theIgnoreMediumNodes,
@ -125,7 +125,7 @@ StdMeshers_FaceSide::StdMeshers_FaceSide(const TopoDS_Face& theFace,
SMESHDS_Mesh* meshDS = myProxyMesh->GetMeshDS();
int nbDegen = 0;
std::list<TopoDS_Edge>::iterator edge = theEdges.begin();
std::list<TopoDS_Edge>::const_iterator edge = theEdges.begin();
for ( int index = 0; edge != theEdges.end(); ++index, ++edge )
{
int i = theIsForward ? index : nbEdges-index-1;

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@ -83,7 +83,7 @@ public:
* \brief Wrap several edges. Edges must be properly ordered and oriented.
*/
StdMeshers_FaceSide(const TopoDS_Face& theFace,
std::list<TopoDS_Edge>& theEdges,
const std::list<TopoDS_Edge>& theEdges,
SMESH_Mesh* theMesh,
const bool theIsForward,
const bool theIgnoreMediumNodes,
@ -121,7 +121,7 @@ public:
( new StdMeshers_FaceSide( Face,Edge,Mesh,IsForward,IgnoreMediumNodes,FaceHelper,ProxyMesh ));
}
static StdMeshers_FaceSidePtr New (const TopoDS_Face& Face,
std::list<TopoDS_Edge>& Edges,
const std::list<TopoDS_Edge>& Edges,
SMESH_Mesh* Mesh,
const bool IsForward,
const bool IgnoreMediumNodes,
@ -141,9 +141,11 @@ public:
( new StdMeshers_FaceSide( Side,Node,Pnt2d1,Pnt2d2,C2d,UFirst,ULast ));
}
static StdMeshers_FaceSidePtr New (UVPtStructVec& theSideNodes,
const TopoDS_Face& theFace = TopoDS_Face())
const TopoDS_Face& theFace = TopoDS_Face(),
const TopoDS_Edge& theEdge = TopoDS_Edge(),
SMESH_Mesh* theMesh = 0)
{
return StdMeshers_FaceSidePtr( new StdMeshers_FaceSide( theSideNodes, theFace ));
return StdMeshers_FaceSidePtr( new StdMeshers_FaceSide( theSideNodes, theFace, theEdge, theMesh ));
}
/*!

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@ -51,6 +51,7 @@
#include <Geom2d_Line.hxx>
#include <GeomLib_IsPlanarSurface.hxx>
#include <Geom_Curve.hxx>
#include <TColStd_DataMapOfIntegerInteger.hxx>
#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
#include <TopTools_ListIteratorOfListOfShape.hxx>
@ -1173,7 +1174,7 @@ bool StdMeshers_Prism_3D::compute(const Prism_3D::TPrismTopo& thePrism)
// Projections on the top and bottom faces are taken from nodes existing
// on these faces; find correspondence between bottom and top nodes
myUseBlock = false;
myUseBlock = false; // is set to true if projection is done using "block approach"
myBotToColumnMap.clear();
if ( !assocOrProjBottom2Top( bottomToTopTrsf, thePrism ) ) // it also fills myBotToColumnMap
return false;
@ -1181,38 +1182,60 @@ bool StdMeshers_Prism_3D::compute(const Prism_3D::TPrismTopo& thePrism)
// Create nodes inside the block
// use transformation (issue 0020680, IPAL0052499)
StdMeshers_Sweeper sweeper;
double tol;
bool allowHighBndError;
if ( !myUseBlock )
{
// use transformation (issue 0020680, IPAL0052499) or a "straight line" approach
StdMeshers_Sweeper sweeper;
// load boundary nodes into sweeper
bool dummy;
const SMDS_MeshNode* prevN0 = 0, *prevN1 = 0;
list< TopoDS_Edge >::const_iterator edge = thePrism.myBottomEdges.begin();
for ( ; edge != thePrism.myBottomEdges.end(); ++edge )
{
int edgeID = meshDS->ShapeToIndex( *edge );
TParam2ColumnMap* u2col = const_cast<TParam2ColumnMap*>
( myBlock.GetParam2ColumnMap( edgeID, dummy ));
TParam2ColumnMap::iterator u2colIt = u2col->begin();
for ( ; u2colIt != u2col->end(); ++u2colIt )
TParam2ColumnMap::iterator u2colIt = u2col->begin(), u2colEnd = u2col->end();
const SMDS_MeshNode* n0 = u2colIt->second[0];
const SMDS_MeshNode* n1 = u2col->rbegin()->second[0];
if ( n0 == prevN0 || n0 == prevN1 ) ++u2colIt;
if ( n1 == prevN0 || n1 == prevN1 ) --u2colEnd;
prevN0 = n0; prevN1 = n1;
for ( ; u2colIt != u2colEnd; ++u2colIt )
sweeper.myBndColumns.push_back( & u2colIt->second );
}
// load node columns inside the bottom face
// load node columns inside the bottom FACE
TNode2ColumnMap::iterator bot_column = myBotToColumnMap.begin();
sweeper.myIntColumns.reserve( myBotToColumnMap.size() );
for ( ; bot_column != myBotToColumnMap.end(); ++bot_column )
sweeper.myIntColumns.push_back( & bot_column->second );
tol = getSweepTolerance( thePrism );
allowHighBndError = !isSimpleBottom( thePrism );
myHelper->SetElementsOnShape( true );
// If all "vertical" EDGEs are straight, then all nodes of an internal node column
// are located on a line connecting the top node and the bottom node.
bool isStrightColunm = allVerticalEdgesStraight( thePrism );
if ( !isStrightColunm )
{
double tol = getSweepTolerance( thePrism );
bool allowHighBndError = !isSimpleBottom( thePrism );
myUseBlock = !sweeper.ComputeNodes( *myHelper, tol, allowHighBndError );
}
else if ( sweeper.CheckSameZ() )
{
myUseBlock = !sweeper.ComputeNodesOnStraightSameZ( *myHelper );
}
else
{
myUseBlock = !sweeper.ComputeNodesOnStraight( *myHelper, thePrism.myBottom, thePrism.myTop );
}
myHelper->SetElementsOnShape( false );
}
if ( !myUseBlock && sweeper.ComputeNodes( *myHelper, tol, allowHighBndError ))
{
}
else // use block approach
if ( myUseBlock ) // use block approach
{
// loop on nodes inside the bottom face
Prism_3D::TNode prevBNode;
@ -2400,7 +2423,7 @@ double StdMeshers_Prism_3D::getSweepTolerance( const Prism_3D::TPrismTopo& thePr
bool StdMeshers_Prism_3D::isSimpleBottom( const Prism_3D::TPrismTopo& thePrism )
{
if ( thePrism.myBottomEdges.size() != 4 )
if ( thePrism.myNbEdgesInWires.front() != 4 )
return false;
// analyse angles between edges
@ -2432,6 +2455,43 @@ bool StdMeshers_Prism_3D::isSimpleBottom( const Prism_3D::TPrismTopo& thePrism )
return true;
}
//=======================================================================
//function : allVerticalEdgesStraight
//purpose : Defines if all "vertical" EDGEs are straight
//=======================================================================
bool StdMeshers_Prism_3D::allVerticalEdgesStraight( const Prism_3D::TPrismTopo& thePrism )
{
for ( size_t i = 0; i < thePrism.myWallQuads.size(); ++i )
{
const Prism_3D::TQuadList& quads = thePrism.myWallQuads[i];
Prism_3D::TQuadList::const_iterator quadIt = quads.begin();
TopoDS_Edge prevQuadEdge;
for ( ; quadIt != quads.end(); ++quadIt )
{
StdMeshers_FaceSidePtr rightSide = (*quadIt)->side[ QUAD_RIGHT_SIDE ];
if ( !prevQuadEdge.IsNull() &&
!SMESH_Algo::IsContinuous( rightSide->Edge( 0 ), prevQuadEdge ))
return false;
for ( int iE = 0; iE < rightSide->NbEdges(); ++iE )
{
const TopoDS_Edge & rightE = rightSide->Edge( iE );
if ( !SMESH_Algo::IsStraight( rightE, /*degenResult=*/true ))
return false;
if ( iE > 0 &&
!SMESH_Algo::IsContinuous( rightSide->Edge( iE-1 ), rightE ))
return false;
prevQuadEdge = rightE;
}
}
}
return true;
}
//=======================================================================
//function : project2dMesh
//purpose : Project mesh faces from a source FACE of one prism (theSrcFace)
@ -4732,7 +4792,7 @@ void StdMeshers_Sweeper::applyBoundaryError(const vector< gp_XYZ >& bndPoints,
//================================================================================
/*!
* \brief Creates internal nodes of the prism
* \brief Create internal nodes of the prism
*/
//================================================================================
@ -5012,3 +5072,257 @@ bool StdMeshers_Sweeper::ComputeNodes( SMESH_MesherHelper& helper,
return true;
}
//================================================================================
/*!
* \brief Check if all nodes of each layers have same logical Z
*/
//================================================================================
bool StdMeshers_Sweeper::CheckSameZ()
{
myZColumns.resize( myBndColumns.size() );
fillZColumn( myZColumns[0], *myBndColumns[0] );
bool sameZ = true;
const double tol = 0.1 * 1./ myBndColumns[0]->size();
// check columns based on VERTEXes
vector< int > vertexIndex;
vertexIndex.push_back( 0 );
for ( size_t iC = 1; iC < myBndColumns.size() && sameZ; ++iC )
{
if ( myBndColumns[iC]->front()->GetPosition()->GetDim() > 0 )
continue; // not on VERTEX
vertexIndex.push_back( iC );
fillZColumn( myZColumns[iC], *myBndColumns[iC] );
for ( size_t iZ = 0; iZ < myZColumns[0].size() && sameZ; ++iZ )
sameZ = ( Abs( myZColumns[0][iZ] - myZColumns[iC][iZ]) < tol );
}
// check columns based on EDGEs, one per EDGE
for ( size_t i = 1; i < vertexIndex.size() && sameZ; ++i )
{
if ( vertexIndex[i] - vertexIndex[i-1] < 2 )
continue;
int iC = ( vertexIndex[i] + vertexIndex[i-1] ) / 2;
fillZColumn( myZColumns[iC], *myBndColumns[iC] );
for ( size_t iZ = 0; iZ < myZColumns[0].size() && sameZ; ++iZ )
sameZ = ( Abs( myZColumns[0][iZ] - myZColumns[iC][iZ]) < tol );
}
if ( sameZ )
{
myZColumns.resize(1);
}
else
{
for ( size_t iC = 1; iC < myBndColumns.size(); ++iC )
fillZColumn( myZColumns[iC], *myBndColumns[iC] );
}
return sameZ;
}
//================================================================================
/*!
* \brief Create internal nodes of the prism all located on straight lines with
* the same distribution along the lines.
*/
//================================================================================
bool StdMeshers_Sweeper::ComputeNodesOnStraightSameZ( SMESH_MesherHelper& helper )
{
TZColumn& z = myZColumns[0];
for ( size_t i = 0; i < myIntColumns.size(); ++i )
{
TNodeColumn& nodes = *myIntColumns[i];
SMESH_NodeXYZ n0( nodes[0] ), n1( nodes.back() );
for ( size_t iZ = 0; iZ < z.size(); ++iZ )
{
gp_XYZ p = n0 * ( 1 - z[iZ] ) + n1 * z[iZ];
nodes[ iZ+1 ] = helper.AddNode( p.X(), p.Y(), p.Z() );
}
}
return true;
}
//================================================================================
/*!
* \brief Create internal nodes of the prism all located on straight lines with
* different distributions along the lines.
*/
//================================================================================
bool StdMeshers_Sweeper::ComputeNodesOnStraight( SMESH_MesherHelper& helper,
const TopoDS_Face& botFace,
const TopoDS_Face& topFace )
{
// get data to create a Morph
UVPtStructVec botUV( myBndColumns.size() + 1 );
UVPtStructVec topUV( myBndColumns.size() + 1 );
for ( size_t i = 0; i < myBndColumns.size(); ++i )
{
TNodeColumn& nodes = *myBndColumns[i];
botUV[i].node = nodes[0];
botUV[i].SetUV( helper.GetNodeUV( botFace, nodes[0] ));
topUV[i].node = nodes.back();
topUV[i].SetUV( helper.GetNodeUV( topFace, nodes.back() ));
botUV[i].node->setIsMarked( true );
}
botUV.back() = botUV[0];
topUV.back() = topUV[0];
TopoDS_Edge dummyE;
TSideVector botWires( 1, StdMeshers_FaceSide::New( botUV, botFace, dummyE, helper.GetMesh() ));
TSideVector topWires( 1, StdMeshers_FaceSide::New( topUV, topFace, dummyE, helper.GetMesh() ));
// use Morph to make delauney mesh on the FACEs. Locating of a node within a
// delauney triangle will be used to get a weighted Z.
NSProjUtils::Morph botDelauney( botWires );
NSProjUtils::Morph topDelauney( topWires );
if ( helper.GetIsQuadratic() )
{
// mark all medium nodes of faces on botFace to avoid their treating
SMESHDS_SubMesh* smDS = helper.GetMeshDS()->MeshElements( botFace );
SMDS_ElemIteratorPtr eIt = smDS->GetElements();
while ( eIt->more() )
{
const SMDS_MeshElement* e = eIt->next();
for ( int i = e->NbCornerNodes(), nb = e->NbNodes(); i < nb; ++i )
e->GetNode( i )->setIsMarked( true );
}
}
// map to get a node column by a bottom node
TColStd_DataMapOfIntegerInteger iNode2iCol( myIntColumns.size() );
// un-mark nodes to treat (internal bottom nodes); later we will mark treated nodes
for ( size_t i = 0; i < myIntColumns.size(); ++i )
{
const SMDS_MeshNode* botNode = myIntColumns[i]->front();
botNode->setIsMarked( false );
iNode2iCol.Bind( botNode->GetID(), i );
}
const int botFaceID = helper.GetMesh()->GetSubMesh( botFace )->GetId();
const SMDS_MeshNode *botNode, *topNode;
const BRepMesh_Triangle *botTria, *topTria;
double botBC[3], topBC[3]; // barycentric coordinates
int botTriaNodes[3], topTriaNodes[3];
bool checkUV = true;
// a queue of bottom nodes with starting delauney triangles
NSProjUtils::Morph::TNodeTriaList botNoTriQueue;
size_t iBndN = 1; // index of a bottom boundary node
int nbNodesToProcess = myIntColumns.size();
while ( nbNodesToProcess > 0 )
{
while ( !botNoTriQueue.empty() ) // treat all nodes in the queue
{
botNode = botNoTriQueue.front().first;
botTria = botNoTriQueue.front().second;
botNoTriQueue.pop_front();
if ( botNode->isMarked() )
continue;
--nbNodesToProcess;
botNode->setIsMarked( true );
TNodeColumn* column = myIntColumns[ iNode2iCol( botNode->GetID() )];
// find a delauney triangle containing the botNode
gp_XY botUV = helper.GetNodeUV( botFace, botNode, NULL, &checkUV );
botUV *= botDelauney.GetScale();
botTria = botDelauney.FindTriangle( botUV, botTria, botBC, botTriaNodes );
if ( !botTria )
return false;
// find a delauney triangle containing the topNode
topNode = column->back();
gp_XY topUV = helper.GetNodeUV( topFace, topNode, NULL, &checkUV );
topUV *= topDelauney.GetScale();
// get a starting triangle basing on that top and bot boundary nodes have same index
topTria = topDelauney.GetTriangleNear( botTriaNodes[0] );
topTria = topDelauney.FindTriangle( topUV, topTria, topBC, topTriaNodes );
if ( !topTria )
return false;
// create nodes along a line
SMESH_NodeXYZ botP( botNode ), topP( topNode);
for ( size_t iZ = 0; iZ < myZColumns[0].size(); ++iZ )
{
// use barycentric coordinates as weight of Z of boundary columns
double botZ = 0, topZ = 0;
for ( int i = 0; i < 3; ++i )
{
botZ += botBC[i] * myZColumns[ botTriaNodes[i]-1 ][ iZ ];
topZ += topBC[i] * myZColumns[ topTriaNodes[i]-1 ][ iZ ];
}
double rZ = double( iZ + 1 ) / ( myZColumns[0].size() + 1 );
double z = botZ * ( 1 - rZ ) + topZ * rZ;
gp_XYZ p = botP * ( 1 - z ) + topP * z;
(*column)[ iZ+1 ] = helper.AddNode( p.X(), p.Y(), p.Z() );
}
// add neighbor nodes to the queue
botDelauney.AddCloseNodes( botNode, botTria, botFaceID, botNoTriQueue );
}
if ( nbNodesToProcess > 0 ) // fill the queue
{
// assure that all bot nodes are visited
for ( ; iBndN-1 < myBndColumns.size() && botNoTriQueue.empty(); ++iBndN )
{
botTria = botDelauney.GetTriangleNear( iBndN );
const SMDS_MeshNode* bndNode = botDelauney.GetBndNodes()[ iBndN ];
botDelauney.AddCloseNodes( bndNode, botTria, botFaceID, botNoTriQueue );
}
if ( botNoTriQueue.empty() )
{
for ( size_t i = 0; i < myIntColumns.size(); ++i )
{
botNode = myIntColumns[i]->front();
if ( !botNode->isMarked() )
botNoTriQueue.push_back( make_pair( botNode, botTria ));
}
}
}
}
return true;
}
//================================================================================
/*!
* \brief Compute Z of nodes of a straight column
*/
//================================================================================
void StdMeshers_Sweeper::fillZColumn( TZColumn& zColumn,
TNodeColumn& nodes )
{
if ( zColumn.size() == nodes.size() - 2 )
return;
gp_Pnt p0 = SMESH_NodeXYZ( nodes[0] );
gp_Vec line( p0, SMESH_NodeXYZ( nodes.back() ));
double len2 = line.SquareMagnitude();
zColumn.resize( nodes.size() - 2 );
for ( size_t i = 0; i < zColumn.size(); ++i )
{
gp_Vec vec( p0, SMESH_NodeXYZ( nodes[ i+1] ));
zColumn[i] = ( line * vec ) / len2; // param [0,1] on the line
}
}

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@ -29,15 +29,12 @@
#include "SMESH_StdMeshers.hxx"
#include "SMDS_MeshNode.hxx"
#include "SMDS_TypeOfPosition.hxx"
#include "SMESHDS_Mesh.hxx"
#include "SMESH_Algo.hxx"
#include "SMESH_Block.hxx"
#include "SMESH_Comment.hxx"
#include "SMESH_Mesh.hxx"
#include "SMESH_MesherHelper.hxx"
#include "SMESH_TypeDefs.hxx"
#include "SMESH_Comment.hxx"
#include "SMESH_subMesh.hxx"
#include <Adaptor2d_Curve2d.hxx>
@ -421,10 +418,21 @@ struct StdMeshers_Sweeper
std::vector< TNodeColumn* > myBndColumns; // boundary nodes
std::vector< TNodeColumn* > myIntColumns; // internal nodes
typedef std::vector< double > TZColumn;
std::vector< TZColumn > myZColumns; // Z distribution of boundary nodes
bool ComputeNodes( SMESH_MesherHelper& helper,
const double tol,
const bool allowHighBndError );
bool CheckSameZ();
bool ComputeNodesOnStraightSameZ( SMESH_MesherHelper& helper );
bool ComputeNodesOnStraight( SMESH_MesherHelper& helper,
const TopoDS_Face& bottom,
const TopoDS_Face& top);
private:
gp_XYZ bndPoint( int iP, int z ) const
@ -446,6 +454,9 @@ private:
const double r,
std::vector< gp_XYZ >& toIntPoints,
std::vector< double >& int2BndDist);
static void fillZColumn( TZColumn& zColumn,
TNodeColumn& nodes );
};
// ===============================================
@ -545,6 +556,11 @@ public:
*/
bool isSimpleBottom( const Prism_3D::TPrismTopo& thePrism );
/*!
* \brief Defines if all "vertical" EDGEs are straight
*/
bool allVerticalEdgesStraight( const Prism_3D::TPrismTopo& thePrism );
/*!
* \brief Project mesh faces from a source FACE of one prism to
* a source FACE of another prism

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@ -2796,9 +2796,7 @@ namespace StdMeshers_ProjectionUtils
*/
//================================================================================
typedef list< pair< const SMDS_MeshNode*, const BRepMesh_Triangle* > > TNodeTriaList;
void addCloseNodes( const SMDS_MeshNode* srcNode,
void Morph::AddCloseNodes( const SMDS_MeshNode* srcNode,
const BRepMesh_Triangle* bmTria,
const int srcFaceID,
TNodeTriaList & noTriQueue )
@ -2813,7 +2811,7 @@ namespace StdMeshers_ProjectionUtils
for ( int i = 0, nb = elem->NbNodes(); i < nb; ++i )
{
const SMDS_MeshNode* n = elem->GetNode( i );
if ( !n->isMarked() )
if ( !n->isMarked() /*&& n->getshapeId() == srcFaceID*/ )
noTriQueue.push_back( make_pair( n, bmTria ));
}
}
@ -2827,10 +2825,10 @@ namespace StdMeshers_ProjectionUtils
*/
//================================================================================
const BRepMesh_Triangle* findTriangle( const gp_XY& uv,
const BRepMesh_Triangle* Morph::FindTriangle( const gp_XY& uv,
const BRepMesh_Triangle* bmTria,
Handle(BRepMesh_DataStructureOfDelaun)& triaDS,
double bc[3] )
double bc[3],
int triaNodes[3] )
{
int nodeIDs[3];
gp_XY nodeUVs[3];
@ -2841,10 +2839,10 @@ namespace StdMeshers_ProjectionUtils
{
// check bmTria
triaDS->ElementNodes( *bmTria, nodeIDs );
nodeUVs[0] = triaDS->GetNode( nodeIDs[0] ).Coord();
nodeUVs[1] = triaDS->GetNode( nodeIDs[1] ).Coord();
nodeUVs[2] = triaDS->GetNode( nodeIDs[2] ).Coord();
_triaDS->ElementNodes( *bmTria, nodeIDs );
nodeUVs[0] = _triaDS->GetNode( nodeIDs[0] ).Coord();
nodeUVs[1] = _triaDS->GetNode( nodeIDs[1] ).Coord();
nodeUVs[2] = _triaDS->GetNode( nodeIDs[2] ).Coord();
SMESH_MeshAlgos::GetBarycentricCoords( uv,
nodeUVs[0], nodeUVs[1], nodeUVs[2],
@ -2852,6 +2850,9 @@ namespace StdMeshers_ProjectionUtils
if ( bc[0] >= 0 && bc[1] >= 0 && bc[0] + bc[1] <= 1 )
{
bc[2] = 1 - bc[0] - bc[1];
triaNodes[0] = nodeIDs[0];
triaNodes[1] = nodeIDs[1];
triaNodes[2] = nodeIDs[2];
return bmTria;
}
@ -2862,19 +2863,19 @@ namespace StdMeshers_ProjectionUtils
gp_XY seg = uv - gc;
bmTria->Edges( linkIDs, ori );
int triaID = triaDS->IndexOf( *bmTria );
int triaID = _triaDS->IndexOf( *bmTria );
bmTria = 0;
for ( int i = 0; i < 3; ++i )
{
const BRepMesh_PairOfIndex & triIDs = triaDS->ElementsConnectedTo( linkIDs[i] );
const BRepMesh_PairOfIndex & triIDs = _triaDS->ElementsConnectedTo( linkIDs[i] );
if ( triIDs.Extent() < 2 )
continue; // no neighbor triangle
// check if a link intersects gc2uv
const BRepMesh_Edge & link = triaDS->GetLink( linkIDs[i] );
const BRepMesh_Vertex & n1 = triaDS->GetNode( link.FirstNode() );
const BRepMesh_Vertex & n2 = triaDS->GetNode( link.LastNode() );
const BRepMesh_Edge & link = _triaDS->GetLink( linkIDs[i] );
const BRepMesh_Vertex & n1 = _triaDS->GetNode( link.FirstNode() );
const BRepMesh_Vertex & n2 = _triaDS->GetNode( link.LastNode() );
gp_XY uv1 = n1.Coord();
gp_XY lin = n2.Coord() - uv1; // link direction
@ -2885,7 +2886,7 @@ namespace StdMeshers_ProjectionUtils
double uSeg = ( uv1 - gc ) ^ lin / crossSegLin;
if ( 0. <= uSeg && uSeg <= 1. )
{
bmTria = & triaDS->GetElement( triIDs.Index( 1 + ( triIDs.Index(1) == triaID )));
bmTria = & _triaDS->GetElement( triIDs.Index( 1 + ( triIDs.Index(1) == triaID )));
break;
}
}
@ -2893,6 +2894,22 @@ namespace StdMeshers_ProjectionUtils
return bmTria;
}
//================================================================================
/*!
* \brief Return a triangle sharing a given boundary node
* \param [in] iBndNode - index of the boundary node
* \return const BRepMesh_Triangle* - a found triangle
*/
//================================================================================
const BRepMesh_Triangle* Morph::GetTriangleNear( int iBndNode )
{
const BRepMesh::ListOfInteger & linkIds = _triaDS->LinksConnectedTo( iBndNode );
const BRepMesh_PairOfIndex & triaIds = _triaDS->ElementsConnectedTo( linkIds.First() );
const BRepMesh_Triangle& tria = _triaDS->GetElement( triaIds.Index(1) );
return &tria;
}
//================================================================================
/*!
* \brief triangulate the srcFace in 2D
@ -2997,19 +3014,6 @@ namespace StdMeshers_ProjectionUtils
const SMDS_MeshNode *srcNode, *tgtNode;
const BRepMesh_Triangle *bmTria;
// initialize a queue of nodes with starting triangles
TNodeTriaList noTriQueue;
size_t iBndSrcN = 1;
for ( ; iBndSrcN < _bndSrcNodes.size() && noTriQueue.empty(); ++iBndSrcN )
{
// get a triangle
const BRepMesh::ListOfInteger & linkIds = _triaDS->LinksConnectedTo( iBndSrcN );
const BRepMesh_PairOfIndex & triaIds = _triaDS->ElementsConnectedTo( linkIds.First() );
const BRepMesh_Triangle& tria = _triaDS->GetElement( triaIds.Index(1) );
addCloseNodes( _bndSrcNodes[ iBndSrcN ], &tria, srcFaceID, noTriQueue );
}
// un-mark internal src nodes; later we will mark moved nodes
int nbSrcNodes = 0;
SMDS_NodeIteratorPtr nIt = _srcSubMesh->GetSubMeshDS()->GetNodes();
@ -3033,6 +3037,10 @@ namespace StdMeshers_ProjectionUtils
bool checkUV = true;
const SMDS_FacePosition* pos;
// a queue of nodes with starting triangles
TNodeTriaList noTriQueue;
size_t iBndSrcN = 1;
while ( nbSrcNodes > 0 )
{
while ( !noTriQueue.empty() )
@ -3048,16 +3056,16 @@ namespace StdMeshers_ProjectionUtils
// find a delauney triangle containing the src node
gp_XY uv = tgtHelper.GetNodeUV( srcFace, srcNode, NULL, &checkUV );
uv *= _scale;
bmTria = findTriangle( uv, bmTria, _triaDS, bc );
bmTria = FindTriangle( uv, bmTria, bc, nodeIDs );
if ( !bmTria )
continue;
// compute new coordinates for a corresponding tgt node
gp_XY uvNew( 0., 0. ), nodeUV;
_triaDS->ElementNodes( *bmTria, nodeIDs );
for ( int i = 0; i < 3; ++i )
uvNew += bc[i] * tgtVert( nodeIDs[i]).Coord();
uvNew.SetCoord( uvNew.X() / _scale.X(), uvNew.Y() / _scale.Y() );
uvNew.SetCoord( uvNew.X() / _scale.X(),
uvNew.Y() / _scale.Y() );
gp_Pnt xyz = tgtSurface->Value( uvNew );
// find and move tgt node
@ -3069,7 +3077,7 @@ namespace StdMeshers_ProjectionUtils
if (( pos = dynamic_cast< const SMDS_FacePosition* >( tgtNode->GetPosition() )))
const_cast<SMDS_FacePosition*>( pos )->SetParameters( uvNew.X(), uvNew.Y() );
addCloseNodes( srcNode, bmTria, srcFaceID, noTriQueue );
AddCloseNodes( srcNode, bmTria, srcFaceID, noTriQueue );
}
if ( nbSrcNodes > 0 )
@ -3077,10 +3085,8 @@ namespace StdMeshers_ProjectionUtils
// assure that all src nodes are visited
for ( ; iBndSrcN < _bndSrcNodes.size() && noTriQueue.empty(); ++iBndSrcN )
{
const BRepMesh::ListOfInteger & linkIds = _triaDS->LinksConnectedTo( iBndSrcN );
const BRepMesh_PairOfIndex & triaIds = _triaDS->ElementsConnectedTo( linkIds.First() );
const BRepMesh_Triangle& tria = _triaDS->GetElement( triaIds.Index(1) );
addCloseNodes( _bndSrcNodes[ iBndSrcN ], &tria, srcFaceID, noTriQueue );
const BRepMesh_Triangle* tria = GetTriangleNear( iBndSrcN );
AddCloseNodes( _bndSrcNodes[ iBndSrcN ], tria, srcFaceID, noTriQueue );
}
if ( noTriQueue.empty() )
{

View File

@ -159,11 +159,34 @@ namespace StdMeshers_ProjectionUtils
const TNodeNodeMap& src2tgtNodes,
const bool moveAll);
// return source boundary nodes. 0-th node is zero
// find a triangle containing an UV starting from a given triangle;
// return barycentric coordinates of the UV in the found triangle
const BRepMesh_Triangle* FindTriangle( const gp_XY& uv,
const BRepMesh_Triangle* bmTria,
double bc[3],
int triaNodes[3]);
// return any delauney triangle neighboring a given boundary node
const BRepMesh_Triangle* GetTriangleNear( int iBndNode );
// return source boundary nodes. 0-th node is NULL so that indices of
// boundary nodes correspond to indices used by Delauney mesh
const std::vector< const SMDS_MeshNode* >& GetBndNodes() const { return _bndSrcNodes; }
// return UV of the i-th source boundary node
gp_XY GetBndUV(const int iNode) const;
// return scale factor to convert real UV to/from UV used for Delauney meshing:
// delauney_UV = real_UV * scale
const gp_XY& GetScale() const { return _scale; }
typedef std::list< std::pair< const SMDS_MeshNode*, const BRepMesh_Triangle* > > TNodeTriaList;
// add non-marked nodes surrounding a given one to a list
static void AddCloseNodes( const SMDS_MeshNode* node,
const BRepMesh_Triangle* bmTria,
const int faceID,
TNodeTriaList & noTriQueue );
};
/*!

View File

@ -1133,7 +1133,7 @@ namespace {
{
SMESH_subMesh* faceSM = helper.GetMesh()->GetSubMesh( helper.GetSubShape() );
if ( helper.IsDistorted2D( faceSM, /*checkUV=*/true ))
//if ( helper.IsDistorted2D( faceSM, /*checkUV=*/true ))
{
SMESH_MeshEditor editor( helper.GetMesh() );
SMESHDS_SubMesh* smDS = faceSM->GetSubMeshDS();