// Copyright (C) 2007-2014 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, or (at your option) any later version. // // 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 // // File : StdMeshers_Quadrangle_2D.cxx // Author : Paul RASCLE, EDF // Module : SMESH #include "StdMeshers_Quadrangle_2D.hxx" #include "SMDS_EdgePosition.hxx" #include "SMDS_FacePosition.hxx" #include "SMDS_MeshElement.hxx" #include "SMDS_MeshNode.hxx" #include "SMESH_Block.hxx" #include "SMESH_Comment.hxx" #include "SMESH_Gen.hxx" #include "SMESH_HypoFilter.hxx" #include "SMESH_Mesh.hxx" #include "SMESH_MeshAlgos.hxx" #include "SMESH_MesherHelper.hxx" #include "SMESH_subMesh.hxx" #include "StdMeshers_FaceSide.hxx" #include "StdMeshers_QuadrangleParams.hxx" #include "StdMeshers_ViscousLayers2D.hxx" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "utilities.h" #include "Utils_ExceptHandlers.hxx" #ifndef StdMeshers_Array2OfNode_HeaderFile #define StdMeshers_Array2OfNode_HeaderFile typedef const SMDS_MeshNode* SMDS_MeshNodePtr; DEFINE_BASECOLLECTION (StdMeshers_BaseCollectionNodePtr, SMDS_MeshNodePtr) DEFINE_ARRAY2(StdMeshers_Array2OfNode, StdMeshers_BaseCollectionNodePtr, SMDS_MeshNodePtr) #endif using namespace std; typedef gp_XY gp_UV; typedef SMESH_Comment TComm; //============================================================================= /*! * */ //============================================================================= StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D (int hypId, int studyId, SMESH_Gen* gen) : SMESH_2D_Algo(hypId, studyId, gen), myQuadranglePreference(false), myTrianglePreference(false), myTriaVertexID(-1), myNeedSmooth(false), myCheckOri(false), myParams( NULL ), myQuadType(QUAD_STANDARD), myHelper( NULL ) { MESSAGE("StdMeshers_Quadrangle_2D::StdMeshers_Quadrangle_2D"); _name = "Quadrangle_2D"; _shapeType = (1 << TopAbs_FACE); _compatibleHypothesis.push_back("QuadrangleParams"); _compatibleHypothesis.push_back("QuadranglePreference"); _compatibleHypothesis.push_back("TrianglePreference"); _compatibleHypothesis.push_back("ViscousLayers2D"); } //============================================================================= /*! * */ //============================================================================= StdMeshers_Quadrangle_2D::~StdMeshers_Quadrangle_2D() { MESSAGE("StdMeshers_Quadrangle_2D::~StdMeshers_Quadrangle_2D"); } //============================================================================= /*! * */ //============================================================================= bool StdMeshers_Quadrangle_2D::CheckHypothesis (SMESH_Mesh& aMesh, const TopoDS_Shape& aShape, SMESH_Hypothesis::Hypothesis_Status& aStatus) { myTriaVertexID = -1; myQuadType = QUAD_STANDARD; myQuadranglePreference = false; myTrianglePreference = false; myHelper = (SMESH_MesherHelper*)NULL; myParams = NULL; myQuadList.clear(); bool isOk = true; aStatus = SMESH_Hypothesis::HYP_OK; const list & hyps = GetUsedHypothesis(aMesh, aShape, false); const SMESHDS_Hypothesis * aHyp = 0; bool isFirstParams = true; // First assigned hypothesis (if any) is processed now if (hyps.size() > 0) { aHyp = hyps.front(); if (strcmp("QuadrangleParams", aHyp->GetName()) == 0) { myParams = (const StdMeshers_QuadrangleParams*)aHyp; myTriaVertexID = myParams->GetTriaVertex(); myQuadType = myParams->GetQuadType(); if (myQuadType == QUAD_QUADRANGLE_PREF || myQuadType == QUAD_QUADRANGLE_PREF_REVERSED) myQuadranglePreference = true; else if (myQuadType == QUAD_TRIANGLE_PREF) myTrianglePreference = true; } else if (strcmp("QuadranglePreference", aHyp->GetName()) == 0) { isFirstParams = false; myQuadranglePreference = true; } else if (strcmp("TrianglePreference", aHyp->GetName()) == 0){ isFirstParams = false; myTrianglePreference = true; } else { isFirstParams = false; } } // Second(last) assigned hypothesis (if any) is processed now if (hyps.size() > 1) { aHyp = hyps.back(); if (isFirstParams) { if (strcmp("QuadranglePreference", aHyp->GetName()) == 0) { myQuadranglePreference = true; myTrianglePreference = false; myQuadType = QUAD_STANDARD; } else if (strcmp("TrianglePreference", aHyp->GetName()) == 0){ myQuadranglePreference = false; myTrianglePreference = true; myQuadType = QUAD_STANDARD; } } else { const StdMeshers_QuadrangleParams* aHyp2 = (const StdMeshers_QuadrangleParams*)aHyp; myTriaVertexID = aHyp2->GetTriaVertex(); if (!myQuadranglePreference && !myTrianglePreference) { // priority of hypos myQuadType = aHyp2->GetQuadType(); if (myQuadType == QUAD_QUADRANGLE_PREF || myQuadType == QUAD_QUADRANGLE_PREF_REVERSED) myQuadranglePreference = true; else if (myQuadType == QUAD_TRIANGLE_PREF) myTrianglePreference = true; } } } return isOk; } //============================================================================= /*! * */ //============================================================================= bool StdMeshers_Quadrangle_2D::Compute (SMESH_Mesh& aMesh, const TopoDS_Shape& aShape) { const TopoDS_Face& F = TopoDS::Face(aShape); aMesh.GetSubMesh( F ); // do not initialize my fields before this as StdMeshers_ViscousLayers2D // can call Compute() recursively SMESH_ProxyMesh::Ptr proxyMesh = StdMeshers_ViscousLayers2D::Compute( aMesh, F ); if ( !proxyMesh ) return false; myProxyMesh = proxyMesh; SMESH_MesherHelper helper (aMesh); myHelper = &helper; _quadraticMesh = myHelper->IsQuadraticSubMesh(aShape); myNeedSmooth = false; myCheckOri = false; FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true ); if (!quad) return false; myQuadList.clear(); myQuadList.push_back( quad ); if ( !getEnforcedUV() ) return false; updateDegenUV( quad ); int n1 = quad->side[0].NbPoints(); int n2 = quad->side[1].NbPoints(); int n3 = quad->side[2].NbPoints(); int n4 = quad->side[3].NbPoints(); enum { NOT_COMPUTED = -1, COMPUTE_FAILED = 0, COMPUTE_OK = 1 }; int res = NOT_COMPUTED; if (myQuadranglePreference) { int nfull = n1+n2+n3+n4; if ((nfull % 2) == 0 && ((n1 != n3) || (n2 != n4))) { // special path genarating only quandrangle faces res = computeQuadPref( aMesh, F, quad ); } } else if (myQuadType == QUAD_REDUCED) { int n13 = n1 - n3; int n24 = n2 - n4; int n13tmp = n13/2; n13tmp = n13tmp*2; int n24tmp = n24/2; n24tmp = n24tmp*2; if ((n1 == n3 && n2 != n4 && n24tmp == n24) || (n2 == n4 && n1 != n3 && n13tmp == n13)) { res = computeReduced( aMesh, F, quad ); } else { if ( n1 != n3 && n2 != n4 ) error( COMPERR_WARNING, "To use 'Reduced' transition, " "two opposite sides should have same number of segments, " "but actual number of segments is different on all sides. " "'Standard' transion has been used."); else error( COMPERR_WARNING, "To use 'Reduced' transition, " "two opposite sides should have an even difference in number of segments. " "'Standard' transion has been used."); } } if ( res == NOT_COMPUTED ) { if ( n1 != n3 || n2 != n4 ) res = computeTriangles( aMesh, F, quad ); else res = computeQuadDominant( aMesh, F ); } if ( res == COMPUTE_OK && myNeedSmooth ) smooth( quad ); if ( res == COMPUTE_OK ) res = check(); return ( res == COMPUTE_OK ); } //================================================================================ /*! * \brief Compute quadrangles and triangles on the quad */ //================================================================================ bool StdMeshers_Quadrangle_2D::computeTriangles(SMESH_Mesh& aMesh, const TopoDS_Face& aFace, FaceQuadStruct::Ptr quad) { int nb = quad->side[0].grid->NbPoints(); int nr = quad->side[1].grid->NbPoints(); int nt = quad->side[2].grid->NbPoints(); int nl = quad->side[3].grid->NbPoints(); // rotate the quad to have nbNodeOut sides on TOP [and LEFT] if ( nb > nt ) quad->shift( nl > nr ? 3 : 2, true ); else if ( nr > nl ) quad->shift( 1, true ); else if ( nl > nr ) quad->shift( nt > nb ? 0 : 3, true ); if ( !setNormalizedGrid( quad )) return false; if ( quad->nbNodeOut( QUAD_TOP_SIDE )) { splitQuad( quad, 0, quad->jSize-2 ); } if ( quad->nbNodeOut( QUAD_BOTTOM_SIDE )) // this should not happen { splitQuad( quad, 0, 1 ); } FaceQuadStruct::Ptr newQuad = myQuadList.back(); if ( quad != newQuad ) // split done { { // update left side limit till where to make triangles FaceQuadStruct::Ptr botQuad = // a bottom part ( quad->side[ QUAD_LEFT_SIDE ].from == 0 ) ? quad : newQuad; if ( botQuad->nbNodeOut( QUAD_LEFT_SIDE ) > 0 ) botQuad->side[ QUAD_LEFT_SIDE ].to += botQuad->nbNodeOut( QUAD_LEFT_SIDE ); else if ( botQuad->nbNodeOut( QUAD_RIGHT_SIDE ) > 0 ) botQuad->side[ QUAD_RIGHT_SIDE ].to += botQuad->nbNodeOut( QUAD_RIGHT_SIDE ); } // make quad be a greatest one if ( quad->side[ QUAD_LEFT_SIDE ].NbPoints() == 2 || quad->side[ QUAD_RIGHT_SIDE ].NbPoints() == 2 ) quad = newQuad; if ( !setNormalizedGrid( quad )) return false; } if ( quad->nbNodeOut( QUAD_RIGHT_SIDE )) { splitQuad( quad, quad->iSize-2, 0 ); } if ( quad->nbNodeOut( QUAD_LEFT_SIDE )) { splitQuad( quad, 1, 0 ); if ( quad->nbNodeOut( QUAD_TOP_SIDE )) { newQuad = myQuadList.back(); if ( newQuad == quad ) // too narrow to split { // update left side limit till where to make triangles quad->side[ QUAD_LEFT_SIDE ].to--; } else { FaceQuadStruct::Ptr leftQuad = ( quad->side[ QUAD_BOTTOM_SIDE ].from == 0 ) ? quad : newQuad; leftQuad->nbNodeOut( QUAD_TOP_SIDE ) = 0; } } } if ( ! computeQuadDominant( aMesh, aFace )) return false; // try to fix zero-area triangles near straight-angle corners return true; } //================================================================================ /*! * \brief Compute quadrangles and possibly triangles on all quads of myQuadList */ //================================================================================ bool StdMeshers_Quadrangle_2D::computeQuadDominant(SMESH_Mesh& aMesh, const TopoDS_Face& aFace) { if ( !addEnforcedNodes() ) return false; std::list< FaceQuadStruct::Ptr >::iterator quad = myQuadList.begin(); for ( ; quad != myQuadList.end(); ++quad ) if ( !computeQuadDominant( aMesh, aFace, *quad )) return false; return true; } //================================================================================ /*! * \brief Compute quadrangles and possibly triangles */ //================================================================================ bool StdMeshers_Quadrangle_2D::computeQuadDominant(SMESH_Mesh& aMesh, const TopoDS_Face& aFace, FaceQuadStruct::Ptr quad) { // --- set normalized grid on unit square in parametric domain if ( !setNormalizedGrid( quad )) return false; // --- create nodes on points, and create quadrangles int nbhoriz = quad->iSize; int nbvertic = quad->jSize; // internal mesh nodes SMESHDS_Mesh * meshDS = aMesh.GetMeshDS(); Handle(Geom_Surface) S = BRep_Tool::Surface(aFace); int i,j, geomFaceID = meshDS->ShapeToIndex(aFace); for (i = 1; i < nbhoriz - 1; i++) for (j = 1; j < nbvertic - 1; j++) { UVPtStruct& uvPnt = quad->UVPt( i, j ); gp_Pnt P = S->Value( uvPnt.u, uvPnt.v ); uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace( uvPnt.node, geomFaceID, uvPnt.u, uvPnt.v ); } // mesh faces // [2] // --.--.--.--.--.-- nbvertic // | | ^ // | | ^ // [3] | | ^ j [1] // | | ^ // | | ^ // ---.----.----.--- 0 // 0 > > > > > > > > nbhoriz // i // [0] int ilow = 0; int iup = nbhoriz - 1; if (quad->nbNodeOut(3)) { ilow++; } else { if (quad->nbNodeOut(1)) iup--; } int jlow = 0; int jup = nbvertic - 1; if (quad->nbNodeOut(0)) { jlow++; } else { if (quad->nbNodeOut(2)) jup--; } // regular quadrangles for (i = ilow; i < iup; i++) { for (j = jlow; j < jup; j++) { const SMDS_MeshNode *a, *b, *c, *d; a = quad->uv_grid[ j * nbhoriz + i ].node; b = quad->uv_grid[ j * nbhoriz + i + 1].node; c = quad->uv_grid[(j + 1) * nbhoriz + i + 1].node; d = quad->uv_grid[(j + 1) * nbhoriz + i ].node; SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d); if (face) { meshDS->SetMeshElementOnShape(face, geomFaceID); } } } // Boundary elements (must always be on an outer boundary of the FACE) const vector& uv_e0 = quad->side[0].grid->GetUVPtStruct(); const vector& uv_e1 = quad->side[1].grid->GetUVPtStruct(); const vector& uv_e2 = quad->side[2].grid->GetUVPtStruct(); const vector& uv_e3 = quad->side[3].grid->GetUVPtStruct(); if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty()) return error(COMPERR_BAD_INPUT_MESH); double eps = Precision::Confusion(); int nbdown = (int) uv_e0.size(); int nbup = (int) uv_e2.size(); int nbright = (int) uv_e1.size(); int nbleft = (int) uv_e3.size(); if (quad->nbNodeOut(0) && nbvertic == 2) // this should not occure { // Down edge is out // // |___|___|___|___|___|___| // | | | | | | | // |___|___|___|___|___|___| // | | | | | | | // |___|___|___|___|___|___| __ first row of the regular grid // . . . . . . . . . __ down edge nodes // // >->->->->->->->->->->->-> -- direction of processing int g = 0; // number of last processed node in the regular grid // number of last node of the down edge to be processed int stop = nbdown - 1; // if right edge is out, we will stop at a node, previous to the last one //if (quad->nbNodeOut(1)) stop--; if ( quad->nbNodeOut( QUAD_RIGHT_SIDE )) quad->UVPt( nbhoriz-1, 1 ).node = uv_e1[1].node; if ( quad->nbNodeOut( QUAD_LEFT_SIDE )) quad->UVPt( 0, 1 ).node = uv_e3[1].node; // for each node of the down edge find nearest node // in the first row of the regular grid and link them for (i = 0; i < stop; i++) { const SMDS_MeshNode *a, *b, *c, *d; a = uv_e0[i].node; b = uv_e0[i + 1].node; gp_Pnt pb (b->X(), b->Y(), b->Z()); // find node c in the regular grid, which will be linked with node b int near = g; if (i == stop - 1) { // right bound reached, link with the rightmost node near = iup; c = quad->uv_grid[nbhoriz + iup].node; } else { // find in the grid node c, nearest to the b double mind = RealLast(); for (int k = g; k <= iup; k++) { const SMDS_MeshNode *nk; if (k < ilow) // this can be, if left edge is out nk = uv_e3[1].node; // get node from the left edge else nk = quad->uv_grid[nbhoriz + k].node; // get one of middle nodes gp_Pnt pnk (nk->X(), nk->Y(), nk->Z()); double dist = pb.Distance(pnk); if (dist < mind - eps) { c = nk; near = k; mind = dist; } else { break; } } } if (near == g) { // make triangle SMDS_MeshFace* face = myHelper->AddFace(a, b, c); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { // make quadrangle if (near - 1 < ilow) d = uv_e3[1].node; else d = quad->uv_grid[nbhoriz + near - 1].node; //SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d); if (!myTrianglePreference){ SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { splitQuadFace(meshDS, geomFaceID, a, b, c, d); } // if node d is not at position g - make additional triangles if (near - 1 > g) { for (int k = near - 1; k > g; k--) { c = quad->uv_grid[nbhoriz + k].node; if (k - 1 < ilow) d = uv_e3[1].node; else d = quad->uv_grid[nbhoriz + k - 1].node; SMDS_MeshFace* face = myHelper->AddFace(a, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } } g = near; } } } else { if (quad->nbNodeOut(2) && nbvertic == 2) { // Up edge is out // // <-<-<-<-<-<-<-<-<-<-<-<-< -- direction of processing // // . . . . . . . . . __ up edge nodes // ___ ___ ___ ___ ___ ___ __ first row of the regular grid // | | | | | | | // |___|___|___|___|___|___| // | | | | | | | // |___|___|___|___|___|___| // | | | | | | | int g = nbhoriz - 1; // last processed node in the regular grid ilow = 0; iup = nbhoriz - 1; int stop = 0; if ( quad->side[3].grid->Edge(0).IsNull() ) // left side is simulated one { // quad divided at I but not at J, as nbvertic==nbright==2 stop++; // we stop at a second node } else { if ( quad->nbNodeOut( QUAD_RIGHT_SIDE )) quad->UVPt( nbhoriz-1, 0 ).node = uv_e1[ nbright-2 ].node; if ( quad->nbNodeOut( QUAD_LEFT_SIDE )) quad->UVPt( 0, 0 ).node = uv_e3[ nbleft-2 ].node; if ( nbright > 2 ) // there was a split at J quad->nbNodeOut( QUAD_LEFT_SIDE ) = 0; } const SMDS_MeshNode *a, *b, *c, *d; i = nbup - 1; // avoid creating zero-area triangles near a straight-angle corner { a = uv_e2[i].node; b = uv_e2[i-1].node; c = uv_e1[nbright-2].node; SMESH_TNodeXYZ pa( a ), pb( b ), pc( c ); double area = 0.5 * (( pb - pa ) ^ ( pc - pa )).Modulus(); if ( Abs( area ) < 1e-20 ) { --g; d = quad->UVPt( g, nbvertic-2 ).node; if ( myTrianglePreference ) { if ( SMDS_MeshFace* face = myHelper->AddFace(a, d, c)) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c)) { meshDS->SetMeshElementOnShape(face, geomFaceID); SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError(); if ( !err || err->IsOK() || err->myName < COMPERR_WARNING ) { err.reset( new SMESH_ComputeError( COMPERR_WARNING, "Bad quality quad created")); err->myBadElements.push_back( face ); } } --i; } } } // for each node of the up edge find nearest node // in the first row of the regular grid and link them for ( ; i > stop; i--) { a = uv_e2[i].node; b = uv_e2[i - 1].node; gp_Pnt pb (b->X(), b->Y(), b->Z()); // find node c in the grid, which will be linked with node b int near = g; if (i == stop + 1) { // left bound reached, link with the leftmost node c = quad->uv_grid[nbhoriz*(nbvertic - 2) + ilow].node; near = ilow; } else { // find node c in the grid, nearest to the b double mind = RealLast(); for (int k = g; k >= ilow; k--) { const SMDS_MeshNode *nk; if (k > iup) nk = uv_e1[nbright - 2].node; else nk = quad->uv_grid[nbhoriz*(nbvertic - 2) + k].node; gp_Pnt pnk (nk->X(), nk->Y(), nk->Z()); double dist = pb.Distance(pnk); if (dist < mind - eps) { c = nk; near = k; mind = dist; } else { break; } } } if (near == g) { // make triangle SMDS_MeshFace* face = myHelper->AddFace(a, b, c); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { // make quadrangle if (near + 1 > iup) d = uv_e1[nbright - 2].node; else d = quad->uv_grid[nbhoriz*(nbvertic - 2) + near + 1].node; //SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d); if (!myTrianglePreference){ SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { splitQuadFace(meshDS, geomFaceID, a, b, c, d); } if (near + 1 < g) { // if d is not at g - make additional triangles for (int k = near + 1; k < g; k++) { c = quad->uv_grid[nbhoriz*(nbvertic - 2) + k].node; if (k + 1 > iup) d = uv_e1[nbright - 2].node; else d = quad->uv_grid[nbhoriz*(nbvertic - 2) + k + 1].node; SMDS_MeshFace* face = myHelper->AddFace(a, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } } g = near; } } } } // right or left boundary quadrangles if (quad->nbNodeOut( QUAD_RIGHT_SIDE ) && nbhoriz == 2) // this should not occure { int g = 0; // last processed node in the grid int stop = nbright - 1; i = 0; if (quad->side[ QUAD_RIGHT_SIDE ].from != i ) i++; if (quad->side[ QUAD_RIGHT_SIDE ].to != stop ) stop--; for ( ; i < stop; i++) { const SMDS_MeshNode *a, *b, *c, *d; a = uv_e1[i].node; b = uv_e1[i + 1].node; gp_Pnt pb (b->X(), b->Y(), b->Z()); // find node c in the grid, nearest to the b int near = g; if (i == stop - 1) { // up bondary reached c = quad->uv_grid[nbhoriz*(jup + 1) - 2].node; near = jup; } else { double mind = RealLast(); for (int k = g; k <= jup; k++) { const SMDS_MeshNode *nk; if (k < jlow) nk = uv_e0[nbdown - 2].node; else nk = quad->uv_grid[nbhoriz*(k + 1) - 2].node; gp_Pnt pnk (nk->X(), nk->Y(), nk->Z()); double dist = pb.Distance(pnk); if (dist < mind - eps) { c = nk; near = k; mind = dist; } else { break; } } } if (near == g) { // make triangle SMDS_MeshFace* face = myHelper->AddFace(a, b, c); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { // make quadrangle if (near - 1 < jlow) d = uv_e0[nbdown - 2].node; else d = quad->uv_grid[nbhoriz*near - 2].node; //SMDS_MeshFace* face = meshDS->AddFace(a, b, c, d); if (!myTrianglePreference){ SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { splitQuadFace(meshDS, geomFaceID, a, b, c, d); } if (near - 1 > g) { // if d not is at g - make additional triangles for (int k = near - 1; k > g; k--) { c = quad->uv_grid[nbhoriz*(k + 1) - 2].node; if (k - 1 < jlow) d = uv_e0[nbdown - 2].node; else d = quad->uv_grid[nbhoriz*k - 2].node; SMDS_MeshFace* face = myHelper->AddFace(a, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } } g = near; } } } else { if (quad->nbNodeOut(3) && nbhoriz == 2) { // MESSAGE("left edge is out"); int g = nbvertic - 1; // last processed node in the grid int stop = 0; i = quad->side[ QUAD_LEFT_SIDE ].to-1; // nbleft - 1; const SMDS_MeshNode *a, *b, *c, *d; // avoid creating zero-area triangles near a straight-angle corner { a = uv_e3[i].node; b = uv_e3[i-1].node; c = quad->UVPt( 1, g ).node; SMESH_TNodeXYZ pa( a ), pb( b ), pc( c ); double area = 0.5 * (( pb - pa ) ^ ( pc - pa )).Modulus(); if ( Abs( area ) < 1e-20 ) { --g; d = quad->UVPt( 1, g ).node; if ( myTrianglePreference ) { if ( SMDS_MeshFace* face = myHelper->AddFace(a, d, c)) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { if ( SMDS_MeshFace* face = myHelper->AddFace(a, b, d, c)) { meshDS->SetMeshElementOnShape(face, geomFaceID); SMESH_ComputeErrorPtr& err = aMesh.GetSubMesh( aFace )->GetComputeError(); if ( !err || err->IsOK() || err->myName < COMPERR_WARNING ) { err.reset( new SMESH_ComputeError( COMPERR_WARNING, "Bad quality quad created")); err->myBadElements.push_back( face ); } } --i; } } } for (; i > stop; i--) // loop on nodes on the left side { a = uv_e3[i].node; b = uv_e3[i - 1].node; gp_Pnt pb (b->X(), b->Y(), b->Z()); // find node c in the grid, nearest to the b int near = g; if (i == stop + 1) { // down bondary reached c = quad->uv_grid[nbhoriz*jlow + 1].node; near = jlow; } else { double mind = RealLast(); for (int k = g; k >= jlow; k--) { const SMDS_MeshNode *nk; if (k > jup) nk = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node; else nk = quad->uv_grid[nbhoriz*k + 1].node; gp_Pnt pnk (nk->X(), nk->Y(), nk->Z()); double dist = pb.Distance(pnk); if (dist < mind - eps) { c = nk; near = k; mind = dist; } else { break; } } } if (near == g) { // make triangle SMDS_MeshFace* face = myHelper->AddFace(a, b, c); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { // make quadrangle if (near + 1 > jup) d = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node; else d = quad->uv_grid[nbhoriz*(near + 1) + 1].node; if (!myTrianglePreference) { SMDS_MeshFace* face = myHelper->AddFace(a, b, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } else { splitQuadFace(meshDS, geomFaceID, a, b, c, d); } if (near + 1 < g) { // if d not is at g - make additional triangles for (int k = near + 1; k < g; k++) { c = quad->uv_grid[nbhoriz*k + 1].node; if (k + 1 > jup) d = quad->uv_grid[nbhoriz*jup + 1].node; //uv_e2[1].node; else d = quad->uv_grid[nbhoriz*(k + 1) + 1].node; SMDS_MeshFace* face = myHelper->AddFace(a, c, d); if (face) meshDS->SetMeshElementOnShape(face, geomFaceID); } } g = near; } } } } bool isOk = true; return isOk; } //============================================================================= /*! * Evaluate */ //============================================================================= bool StdMeshers_Quadrangle_2D::Evaluate(SMESH_Mesh& aMesh, const TopoDS_Shape& aFace, MapShapeNbElems& aResMap) { aMesh.GetSubMesh(aFace); std::vector aNbNodes(4); bool IsQuadratic = false; if (!checkNbEdgesForEvaluate(aMesh, aFace, aResMap, aNbNodes, IsQuadratic)) { std::vector aResVec(SMDSEntity_Last); for (int i=SMDSEntity_Node; iGetComputeError(); smError.reset(new SMESH_ComputeError(COMPERR_ALGO_FAILED,"Submesh can not be evaluated",this)); return false; } if (myQuadranglePreference) { int n1 = aNbNodes[0]; int n2 = aNbNodes[1]; int n3 = aNbNodes[2]; int n4 = aNbNodes[3]; int nfull = n1+n2+n3+n4; int ntmp = nfull/2; ntmp = ntmp*2; if (nfull==ntmp && ((n1!=n3) || (n2!=n4))) { // special path for using only quandrangle faces return evaluateQuadPref(aMesh, aFace, aNbNodes, aResMap, IsQuadratic); //return true; } } int nbdown = aNbNodes[0]; int nbup = aNbNodes[2]; int nbright = aNbNodes[1]; int nbleft = aNbNodes[3]; int nbhoriz = Min(nbdown, nbup); int nbvertic = Min(nbright, nbleft); int dh = Max(nbdown, nbup) - nbhoriz; int dv = Max(nbright, nbleft) - nbvertic; //int kdh = 0; //if (dh>0) kdh = 1; //int kdv = 0; //if (dv>0) kdv = 1; int nbNodes = (nbhoriz-2)*(nbvertic-2); //int nbFaces3 = dh + dv + kdh*(nbvertic-1)*2 + kdv*(nbhoriz-1)*2; int nbFaces3 = dh + dv; //if (kdh==1 && kdv==1) nbFaces3 -= 2; //if (dh>0 && dv>0) nbFaces3 -= 2; //int nbFaces4 = (nbhoriz-1-kdh)*(nbvertic-1-kdv); int nbFaces4 = (nbhoriz-1)*(nbvertic-1); std::vector aVec(SMDSEntity_Last); for (int i=SMDSEntity_Node; i= 3 ) return true; } return ( toCheckAll && nbFoundFaces != 0 ); } //================================================================================ /*! * \brief Return true if only two given edges meat at their common vertex */ //================================================================================ static bool twoEdgesMeatAtVertex(const TopoDS_Edge& e1, const TopoDS_Edge& e2, SMESH_Mesh & mesh) { TopoDS_Vertex v; if (!TopExp::CommonVertex(e1, e2, v)) return false; TopTools_ListIteratorOfListOfShape ancestIt(mesh.GetAncestors(v)); for (; ancestIt.More() ; ancestIt.Next()) if (ancestIt.Value().ShapeType() == TopAbs_EDGE) if (!e1.IsSame(ancestIt.Value()) && !e2.IsSame(ancestIt.Value())) return false; return true; } //============================================================================= /*! * */ //============================================================================= FaceQuadStruct::Ptr StdMeshers_Quadrangle_2D::CheckNbEdges(SMESH_Mesh & aMesh, const TopoDS_Shape & aShape, const bool considerMesh) { if ( !myQuadList.empty() && myQuadList.front()->face.IsSame( aShape )) return myQuadList.front(); TopoDS_Face F = TopoDS::Face(aShape); if ( F.Orientation() >= TopAbs_INTERNAL ) F.Orientation( TopAbs_FORWARD ); const bool ignoreMediumNodes = _quadraticMesh; // verify 1 wire only list< TopoDS_Edge > edges; list< int > nbEdgesInWire; int nbWire = SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire); if (nbWire != 1) { error(COMPERR_BAD_SHAPE, TComm("Wrong number of wires: ") << nbWire); return FaceQuadStruct::Ptr(); } // find corner vertices of the quad vector corners; int nbDegenEdges, nbSides = getCorners( F, aMesh, edges, corners, nbDegenEdges, considerMesh ); if ( nbSides == 0 ) { return FaceQuadStruct::Ptr(); } FaceQuadStruct::Ptr quad( new FaceQuadStruct ); quad->side.reserve(nbEdgesInWire.front()); quad->face = F; list< TopoDS_Edge >::iterator edgeIt = edges.begin(); if ( nbSides == 3 ) // 3 sides and corners[0] is a vertex with myTriaVertexID { for ( int iSide = 0; iSide < 3; ++iSide ) { list< TopoDS_Edge > sideEdges; TopoDS_Vertex nextSideV = corners[( iSide + 1 ) % 3 ]; while ( edgeIt != edges.end() && !nextSideV.IsSame( SMESH_MesherHelper::IthVertex( 0, *edgeIt ))) if ( SMESH_Algo::isDegenerated( *edgeIt )) ++edgeIt; else sideEdges.push_back( *edgeIt++ ); if ( !sideEdges.empty() ) quad->side.push_back( StdMeshers_FaceSide::New(F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE, ignoreMediumNodes, myProxyMesh)); else --iSide; } const vector& UVPSleft = quad->side[0].GetUVPtStruct(true,0); /* vector& UVPStop = */quad->side[1].GetUVPtStruct(false,1); /* vector& UVPSright = */quad->side[2].GetUVPtStruct(true,1); const SMDS_MeshNode* aNode = UVPSleft[0].node; gp_Pnt2d aPnt2d = UVPSleft[0].UV(); quad->side.push_back( StdMeshers_FaceSide::New( quad->side[1].grid.get(), aNode, &aPnt2d )); myNeedSmooth = ( nbDegenEdges > 0 ); return quad; } else // 4 sides { myNeedSmooth = ( corners.size() == 4 && nbDegenEdges > 0 ); int iSide = 0, nbUsedDegen = 0, nbLoops = 0; for ( ; edgeIt != edges.end(); ++nbLoops ) { list< TopoDS_Edge > sideEdges; TopoDS_Vertex nextSideV = corners[( iSide + 1 - nbUsedDegen ) % corners.size() ]; while ( edgeIt != edges.end() && !nextSideV.IsSame( myHelper->IthVertex( 0, *edgeIt ))) { if ( SMESH_Algo::isDegenerated( *edgeIt ) ) { if ( myNeedSmooth ) { ++edgeIt; // no side on the degenerated EDGE } else { if ( sideEdges.empty() ) { ++nbUsedDegen; sideEdges.push_back( *edgeIt++ ); // a degenerated side break; } else { break; // do not append a degenerated EDGE to a regular side } } } else { sideEdges.push_back( *edgeIt++ ); } } if ( !sideEdges.empty() ) { quad->side.push_back( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE, ignoreMediumNodes, myProxyMesh )); ++iSide; } else if ( !SMESH_Algo::isDegenerated( *edgeIt ) && // closed EDGE myHelper->IthVertex( 0, *edgeIt ).IsSame( myHelper->IthVertex( 1, *edgeIt ))) { quad->side.push_back( StdMeshers_FaceSide::New( F, *edgeIt++, &aMesh, iSide < QUAD_TOP_SIDE, ignoreMediumNodes, myProxyMesh)); ++iSide; } if ( quad->side.size() == 4 ) break; if ( nbLoops > 8 ) { error(TComm("Bug: infinite loop in StdMeshers_Quadrangle_2D::CheckNbEdges()")); quad.reset(); break; } } if ( quad && quad->side.size() != 4 ) { error(TComm("Bug: ") << quad->side.size() << " sides found instead of 4"); quad.reset(); } } return quad; } //============================================================================= /*! * */ //============================================================================= bool StdMeshers_Quadrangle_2D::checkNbEdgesForEvaluate(SMESH_Mesh& aMesh, const TopoDS_Shape & aShape, MapShapeNbElems& aResMap, std::vector& aNbNodes, bool& IsQuadratic) { const TopoDS_Face & F = TopoDS::Face(aShape); // verify 1 wire only, with 4 edges list< TopoDS_Edge > edges; list< int > nbEdgesInWire; int nbWire = SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire); if (nbWire != 1) { return false; } aNbNodes.resize(4); int nbSides = 0; list< TopoDS_Edge >::iterator edgeIt = edges.begin(); SMESH_subMesh * sm = aMesh.GetSubMesh(*edgeIt); MapShapeNbElemsItr anIt = aResMap.find(sm); if (anIt==aResMap.end()) { return false; } std::vector aVec = (*anIt).second; IsQuadratic = (aVec[SMDSEntity_Quad_Edge] > aVec[SMDSEntity_Edge]); if (nbEdgesInWire.front() == 3) { // exactly 3 edges if (myTriaVertexID>0) { SMESHDS_Mesh* meshDS = aMesh.GetMeshDS(); TopoDS_Vertex V = TopoDS::Vertex(meshDS->IndexToShape(myTriaVertexID)); if (!V.IsNull()) { TopoDS_Edge E1,E2,E3; for (; edgeIt != edges.end(); ++edgeIt) { TopoDS_Edge E = TopoDS::Edge(*edgeIt); TopoDS_Vertex VF, VL; TopExp::Vertices(E, VF, VL, true); if (VF.IsSame(V)) E1 = E; else if (VL.IsSame(V)) E3 = E; else E2 = E; } SMESH_subMesh * sm = aMesh.GetSubMesh(E1); MapShapeNbElemsItr anIt = aResMap.find(sm); if (anIt==aResMap.end()) return false; std::vector aVec = (*anIt).second; if (IsQuadratic) aNbNodes[0] = (aVec[SMDSEntity_Node]-1)/2 + 2; else aNbNodes[0] = aVec[SMDSEntity_Node] + 2; sm = aMesh.GetSubMesh(E2); anIt = aResMap.find(sm); if (anIt==aResMap.end()) return false; aVec = (*anIt).second; if (IsQuadratic) aNbNodes[1] = (aVec[SMDSEntity_Node]-1)/2 + 2; else aNbNodes[1] = aVec[SMDSEntity_Node] + 2; sm = aMesh.GetSubMesh(E3); anIt = aResMap.find(sm); if (anIt==aResMap.end()) return false; aVec = (*anIt).second; if (IsQuadratic) aNbNodes[2] = (aVec[SMDSEntity_Node]-1)/2 + 2; else aNbNodes[2] = aVec[SMDSEntity_Node] + 2; aNbNodes[3] = aNbNodes[1]; aNbNodes.resize(5); nbSides = 4; } } } if (nbEdgesInWire.front() == 4) { // exactly 4 edges for (; edgeIt != edges.end(); edgeIt++) { SMESH_subMesh * sm = aMesh.GetSubMesh(*edgeIt); MapShapeNbElemsItr anIt = aResMap.find(sm); if (anIt==aResMap.end()) { return false; } std::vector aVec = (*anIt).second; if (IsQuadratic) aNbNodes[nbSides] = (aVec[SMDSEntity_Node]-1)/2 + 2; else aNbNodes[nbSides] = aVec[SMDSEntity_Node] + 2; nbSides++; } } else if (nbEdgesInWire.front() > 4) { // more than 4 edges - try to unite some list< TopoDS_Edge > sideEdges; while (!edges.empty()) { sideEdges.clear(); sideEdges.splice(sideEdges.end(), edges, edges.begin()); // edges.front() -> sideEdges.end() bool sameSide = true; while (!edges.empty() && sameSide) { sameSide = SMESH_Algo::IsContinuous(sideEdges.back(), edges.front()); if (sameSide) sideEdges.splice(sideEdges.end(), edges, edges.begin()); } if (nbSides == 0) { // go backward from the first edge sameSide = true; while (!edges.empty() && sameSide) { sameSide = SMESH_Algo::IsContinuous(sideEdges.front(), edges.back()); if (sameSide) sideEdges.splice(sideEdges.begin(), edges, --edges.end()); } } list::iterator ite = sideEdges.begin(); aNbNodes[nbSides] = 1; for (; ite!=sideEdges.end(); ite++) { SMESH_subMesh * sm = aMesh.GetSubMesh(*ite); MapShapeNbElemsItr anIt = aResMap.find(sm); if (anIt==aResMap.end()) { return false; } std::vector aVec = (*anIt).second; if (IsQuadratic) aNbNodes[nbSides] += (aVec[SMDSEntity_Node]-1)/2 + 1; else aNbNodes[nbSides] += aVec[SMDSEntity_Node] + 1; } ++nbSides; } // issue 20222. Try to unite only edges shared by two same faces if (nbSides < 4) { nbSides = 0; SMESH_Block::GetOrderedEdges (F, edges, nbEdgesInWire); while (!edges.empty()) { sideEdges.clear(); sideEdges.splice(sideEdges.end(), edges, edges.begin()); bool sameSide = true; while (!edges.empty() && sameSide) { sameSide = SMESH_Algo::IsContinuous(sideEdges.back(), edges.front()) && twoEdgesMeatAtVertex(sideEdges.back(), edges.front(), aMesh); if (sameSide) sideEdges.splice(sideEdges.end(), edges, edges.begin()); } if (nbSides == 0) { // go backward from the first edge sameSide = true; while (!edges.empty() && sameSide) { sameSide = SMESH_Algo::IsContinuous(sideEdges.front(), edges.back()) && twoEdgesMeatAtVertex(sideEdges.front(), edges.back(), aMesh); if (sameSide) sideEdges.splice(sideEdges.begin(), edges, --edges.end()); } } list::iterator ite = sideEdges.begin(); aNbNodes[nbSides] = 1; for (; ite!=sideEdges.end(); ite++) { SMESH_subMesh * sm = aMesh.GetSubMesh(*ite); MapShapeNbElemsItr anIt = aResMap.find(sm); if (anIt==aResMap.end()) { return false; } std::vector aVec = (*anIt).second; if (IsQuadratic) aNbNodes[nbSides] += (aVec[SMDSEntity_Node]-1)/2 + 1; else aNbNodes[nbSides] += aVec[SMDSEntity_Node] + 1; } ++nbSides; } } } if (nbSides != 4) { if (!nbSides) nbSides = nbEdgesInWire.front(); error(COMPERR_BAD_SHAPE, TComm("Face must have 4 sides but not ") << nbSides); return false; } return true; } //============================================================================= /*! * CheckAnd2Dcompute */ //============================================================================= FaceQuadStruct::Ptr StdMeshers_Quadrangle_2D::CheckAnd2Dcompute (SMESH_Mesh & aMesh, const TopoDS_Shape & aShape, const bool CreateQuadratic) { _quadraticMesh = CreateQuadratic; FaceQuadStruct::Ptr quad = CheckNbEdges(aMesh, aShape); if ( quad ) { // set normalized grid on unit square in parametric domain if ( ! setNormalizedGrid( quad )) quad.reset(); } return quad; } namespace { inline const vector& getUVPtStructIn(FaceQuadStruct::Ptr& quad, int i, int nbSeg) { bool isXConst = (i == QUAD_BOTTOM_SIDE || i == QUAD_TOP_SIDE); double constValue = (i == QUAD_BOTTOM_SIDE || i == QUAD_LEFT_SIDE) ? 0 : 1; return quad->nbNodeOut(i) ? quad->side[i].grid->SimulateUVPtStruct(nbSeg,isXConst,constValue) : quad->side[i].grid->GetUVPtStruct (isXConst,constValue); } inline gp_UV calcUV(double x, double y, const gp_UV& a0,const gp_UV& a1,const gp_UV& a2,const gp_UV& a3, const gp_UV& p0,const gp_UV& p1,const gp_UV& p2,const gp_UV& p3) { return ((1 - y) * p0 + x * p1 + y * p2 + (1 - x) * p3 ) - ((1 - x) * (1 - y) * a0 + x * (1 - y) * a1 + x * y * a2 + (1 - x) * y * a3); } } //============================================================================= /*! * */ //============================================================================= bool StdMeshers_Quadrangle_2D::setNormalizedGrid (FaceQuadStruct::Ptr quad) { if ( !quad->uv_grid.empty() ) return true; // Algorithme décrit dans "Génération automatique de maillages" // P.L. GEORGE, MASSON, § 6.4.1 p. 84-85 // traitement dans le domaine paramétrique 2d u,v // transport - projection sur le carré unité // max min 0 x1 1 // |<----north-2-------^ a3 -------------> a2 // | | ^1 1^ // west-3 east-1 =right | | // | | ==> | | // y0 | | y1 | | // | | |0 0| // v----south-0--------> a0 -------------> a1 // min max 0 x0 1 // =down // const FaceQuadStruct::Side & bSide = quad->side[0]; const FaceQuadStruct::Side & rSide = quad->side[1]; const FaceQuadStruct::Side & tSide = quad->side[2]; const FaceQuadStruct::Side & lSide = quad->side[3]; int nbhoriz = Min( bSide.NbPoints(), tSide.NbPoints() ); int nbvertic = Min( rSide.NbPoints(), lSide.NbPoints() ); if ( myQuadList.size() == 1 ) { // all sub-quads must have NO sides with nbNodeOut > 0 quad->nbNodeOut(0) = Max( 0, bSide.grid->NbPoints() - tSide.grid->NbPoints() ); quad->nbNodeOut(1) = Max( 0, rSide.grid->NbPoints() - lSide.grid->NbPoints() ); quad->nbNodeOut(2) = Max( 0, tSide.grid->NbPoints() - bSide.grid->NbPoints() ); quad->nbNodeOut(3) = Max( 0, lSide.grid->NbPoints() - rSide.grid->NbPoints() ); } const vector& uv_e0 = bSide.GetUVPtStruct(); const vector& uv_e1 = rSide.GetUVPtStruct(); const vector& uv_e2 = tSide.GetUVPtStruct(); const vector& uv_e3 = lSide.GetUVPtStruct(); if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty()) //return error("Can't find nodes on sides"); return error(COMPERR_BAD_INPUT_MESH); quad->uv_grid.resize( nbvertic * nbhoriz ); quad->iSize = nbhoriz; quad->jSize = nbvertic; UVPtStruct *uv_grid = & quad->uv_grid[0]; quad->uv_box.Clear(); // copy data of face boundary FaceQuadStruct::SideIterator sideIter; { // BOTTOM const int j = 0; const double x0 = bSide.First().normParam; const double dx = bSide.Last().normParam - bSide.First().normParam; for ( sideIter.Init( bSide ); sideIter.More(); sideIter.Next() ) { sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx; sideIter.UVPt().y = 0.; uv_grid[ j * nbhoriz + sideIter.Count() ] = sideIter.UVPt(); quad->uv_box.Add( sideIter.UVPt().UV() ); } } { // RIGHT const int i = nbhoriz - 1; const double y0 = rSide.First().normParam; const double dy = rSide.Last().normParam - rSide.First().normParam; sideIter.Init( rSide ); if ( quad->UVPt( i, sideIter.Count() ).node ) sideIter.Next(); // avoid copying from a split emulated side for ( ; sideIter.More(); sideIter.Next() ) { sideIter.UVPt().x = 1.; sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy; uv_grid[ sideIter.Count() * nbhoriz + i ] = sideIter.UVPt(); quad->uv_box.Add( sideIter.UVPt().UV() ); } } { // TOP const int j = nbvertic - 1; const double x0 = tSide.First().normParam; const double dx = tSide.Last().normParam - tSide.First().normParam; int i = 0, nb = nbhoriz; sideIter.Init( tSide ); if ( quad->UVPt( nb-1, j ).node ) --nb; // avoid copying from a split emulated side for ( ; i < nb; i++, sideIter.Next()) { sideIter.UVPt().x = ( sideIter.UVPt().normParam - x0 ) / dx; sideIter.UVPt().y = 1.; uv_grid[ j * nbhoriz + i ] = sideIter.UVPt(); quad->uv_box.Add( sideIter.UVPt().UV() ); } } { // LEFT const int i = 0; const double y0 = lSide.First().normParam; const double dy = lSide.Last().normParam - lSide.First().normParam; int j = 0, nb = nbvertic; sideIter.Init( lSide ); if ( quad->UVPt( i, j ).node ) ++j, sideIter.Next(); // avoid copying from a split emulated side if ( quad->UVPt( i, nb-1 ).node ) --nb; for ( ; j < nb; j++, sideIter.Next()) { sideIter.UVPt().x = 0.; sideIter.UVPt().y = ( sideIter.UVPt().normParam - y0 ) / dy; uv_grid[ j * nbhoriz + i ] = sideIter.UVPt(); quad->uv_box.Add( sideIter.UVPt().UV() ); } } // normalized 2d parameters on grid for (int i = 1; i < nbhoriz-1; i++) { const double x0 = quad->UVPt( i, 0 ).x; const double x1 = quad->UVPt( i, nbvertic-1 ).x; for (int j = 1; j < nbvertic-1; j++) { const double y0 = quad->UVPt( 0, j ).y; const double y1 = quad->UVPt( nbhoriz-1, j ).y; // --- intersection : x=x0+(y0+x(y1-y0))(x1-x0) double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0)); double y = y0 + x * (y1 - y0); int ij = j * nbhoriz + i; uv_grid[ij].x = x; uv_grid[ij].y = y; uv_grid[ij].node = NULL; } } // projection on 2d domain (u,v) gp_UV a0 = quad->UVPt( 0, 0 ).UV(); gp_UV a1 = quad->UVPt( nbhoriz-1, 0 ).UV(); gp_UV a2 = quad->UVPt( nbhoriz-1, nbvertic-1 ).UV(); gp_UV a3 = quad->UVPt( 0, nbvertic-1 ).UV(); for (int i = 1; i < nbhoriz-1; i++) { gp_UV p0 = quad->UVPt( i, 0 ).UV(); gp_UV p2 = quad->UVPt( i, nbvertic-1 ).UV(); for (int j = 1; j < nbvertic-1; j++) { gp_UV p1 = quad->UVPt( nbhoriz-1, j ).UV(); gp_UV p3 = quad->UVPt( 0, j ).UV(); int ij = j * nbhoriz + i; double x = uv_grid[ij].x; double y = uv_grid[ij].y; gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3); uv_grid[ij].u = uv.X(); uv_grid[ij].v = uv.Y(); } } return true; } //======================================================================= //function : ShiftQuad //purpose : auxilary function for computeQuadPref //======================================================================= void StdMeshers_Quadrangle_2D::shiftQuad(FaceQuadStruct::Ptr& quad, const int num ) { quad->shift( num, /*ori=*/true, /*keepGrid=*/myQuadList.size() > 1 ); } //================================================================================ /*! * \brief Rotate sides of a quad by given nb of quartes * \param nb - number of rotation quartes * \param ori - to keep orientation of sides as in an unit quad or not * \param keepGrid - if \c true Side::grid is not changed, Side::from and Side::to * are altered instead */ //================================================================================ void FaceQuadStruct::shift( size_t nb, bool ori, bool keepGrid ) { if ( nb == 0 ) return; vector< Side > newSides( side.size() ); vector< Side* > sidePtrs( side.size() ); for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i) { int id = (i + nb) % NB_QUAD_SIDES; if ( ori ) { bool wasForward = (i < QUAD_TOP_SIDE); bool newForward = (id < QUAD_TOP_SIDE); if ( wasForward != newForward ) side[ i ].Reverse( keepGrid ); } newSides[ id ] = side[ i ]; sidePtrs[ i ] = & side[ i ]; } // make newSides refer newSides via Side::Contact's for ( size_t i = 0; i < newSides.size(); ++i ) { FaceQuadStruct::Side& ns = newSides[ i ]; for ( size_t iC = 0; iC < ns.contacts.size(); ++iC ) { FaceQuadStruct::Side* oSide = ns.contacts[iC].other_side; vector< Side* >::iterator sIt = std::find( sidePtrs.begin(), sidePtrs.end(), oSide ); if ( sIt != sidePtrs.end() ) ns.contacts[iC].other_side = & newSides[ *sIt - sidePtrs[0] ]; } } newSides.swap( side ); uv_grid.clear(); } //======================================================================= //function : calcUV //purpose : auxilary function for computeQuadPref //======================================================================= static gp_UV calcUV(double x0, double x1, double y0, double y1, FaceQuadStruct::Ptr& quad, const gp_UV& a0, const gp_UV& a1, const gp_UV& a2, const gp_UV& a3) { double x = (x0 + y0 * (x1 - x0)) / (1 - (y1 - y0) * (x1 - x0)); double y = y0 + x * (y1 - y0); gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY(); gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY(); gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY(); gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY(); gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3); return uv; } //======================================================================= //function : calcUV2 //purpose : auxilary function for computeQuadPref //======================================================================= static gp_UV calcUV2(double x, double y, FaceQuadStruct::Ptr& quad, const gp_UV& a0, const gp_UV& a1, const gp_UV& a2, const gp_UV& a3) { gp_UV p0 = quad->side[QUAD_BOTTOM_SIDE].grid->Value2d(x).XY(); gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ].grid->Value2d(y).XY(); gp_UV p2 = quad->side[QUAD_TOP_SIDE ].grid->Value2d(x).XY(); gp_UV p3 = quad->side[QUAD_LEFT_SIDE ].grid->Value2d(y).XY(); gp_UV uv = calcUV(x,y, a0,a1,a2,a3, p0,p1,p2,p3); return uv; } //======================================================================= /*! * Create only quandrangle faces */ //======================================================================= bool StdMeshers_Quadrangle_2D::computeQuadPref (SMESH_Mesh & aMesh, const TopoDS_Face& aFace, FaceQuadStruct::Ptr quad) { const bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED); const bool WisF = true; SMESHDS_Mesh * meshDS = aMesh.GetMeshDS(); Handle(Geom_Surface) S = BRep_Tool::Surface(aFace); int i,j, geomFaceID = meshDS->ShapeToIndex(aFace); int nb = quad->side[0].NbPoints(); int nr = quad->side[1].NbPoints(); int nt = quad->side[2].NbPoints(); int nl = quad->side[3].NbPoints(); int dh = abs(nb-nt); int dv = abs(nr-nl); if ( myForcedPnts.empty() ) { // rotate sides to be as in the picture below and to have // dh >= dv and nt > nb if ( dh >= dv ) shiftQuad( quad, ( nt > nb ) ? 0 : 2 ); else shiftQuad( quad, ( nr > nl ) ? 1 : 3 ); } else { // rotate the quad to have nt > nb [and nr > nl] if ( nb > nt ) shiftQuad ( quad, nr > nl ? 1 : 2 ); else if ( nr > nl ) shiftQuad( quad, nb == nt ? 1 : 0 ); else if ( nl > nr ) shiftQuad( quad, 3 ); } nb = quad->side[0].NbPoints(); nr = quad->side[1].NbPoints(); nt = quad->side[2].NbPoints(); nl = quad->side[3].NbPoints(); dh = abs(nb-nt); dv = abs(nr-nl); int nbh = Max(nb,nt); int nbv = Max(nr,nl); int addh = 0; int addv = 0; // Orientation of face and 3 main domain for future faces // ----------- Old version --------------- // 0 top 1 // 1------------1 // | | | | // | |C | | // | L | | R | // left | |__| | rigth // | / \ | // | / C \ | // |/ \| // 0------------0 // 0 bottom 1 // ----------- New version --------------- // 0 top 1 // 1------------1 // | |__| | // | / \ | // | / C \ | // left |/________\| rigth // | | // | C | // | | // 0------------0 // 0 bottom 1 const int bfrom = quad->side[0].from; const int rfrom = quad->side[1].from; const int tfrom = quad->side[2].from; const int lfrom = quad->side[3].from; { const vector& uv_eb_vec = quad->side[0].GetUVPtStruct(true,0); const vector& uv_er_vec = quad->side[1].GetUVPtStruct(false,1); const vector& uv_et_vec = quad->side[2].GetUVPtStruct(true,1); const vector& uv_el_vec = quad->side[3].GetUVPtStruct(false,0); if (uv_eb_vec.empty() || uv_er_vec.empty() || uv_et_vec.empty() || uv_el_vec.empty()) return error(COMPERR_BAD_INPUT_MESH); } FaceQuadStruct::SideIterator uv_eb, uv_er, uv_et, uv_el; uv_eb.Init( quad->side[0] ); uv_er.Init( quad->side[1] ); uv_et.Init( quad->side[2] ); uv_el.Init( quad->side[3] ); gp_UV a0,a1,a2,a3, p0,p1,p2,p3, uv; double x,y; a0 = uv_eb[ 0 ].UV(); a1 = uv_er[ 0 ].UV(); a2 = uv_er[ nr-1 ].UV(); a3 = uv_et[ 0 ].UV(); if ( !myForcedPnts.empty() ) { if ( dv != 0 && dh != 0 ) // here myQuadList.size() == 1 { const int dmin = Min( dv, dh ); // Make a side separating domains L and Cb StdMeshers_FaceSidePtr sideLCb; UVPtStruct p3dom; // a point where 3 domains meat { // dmin vector pointsLCb( dmin+1 ); // 1--------1 pointsLCb[0] = uv_eb[0]; // | | | for ( int i = 1; i <= dmin; ++i ) // | |Ct| { // | L | | x = uv_et[ i ].normParam; // | |__| y = uv_er[ i ].normParam; // | / | p0 = quad->side[0].grid->Value2d( x ).XY(); // | / Cb |dmin p1 = uv_er[ i ].UV(); // |/ | p2 = uv_et[ i ].UV(); // 0--------0 p3 = quad->side[3].grid->Value2d( y ).XY(); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsLCb[ i ].u = uv.X(); pointsLCb[ i ].v = uv.Y(); } sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace ); p3dom = pointsLCb.back(); } // Make a side separating domains L and Ct StdMeshers_FaceSidePtr sideLCt; { vector pointsLCt( nl ); pointsLCt[0] = p3dom; pointsLCt.back() = uv_et[ dmin ]; x = uv_et[ dmin ].normParam; p0 = quad->side[0].grid->Value2d( x ).XY(); p2 = uv_et[ dmin ].UV(); double y0 = uv_er[ dmin ].normParam; for ( int i = 1; i < nl-1; ++i ) { y = y0 + i / ( nl-1. ) * ( 1. - y0 ); p1 = quad->side[1].grid->Value2d( y ).XY(); p3 = quad->side[3].grid->Value2d( y ).XY(); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsLCt[ i ].u = uv.X(); pointsLCt[ i ].v = uv.Y(); } sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace ); } // Make a side separating domains Cb and Ct StdMeshers_FaceSidePtr sideCbCt; { vector pointsCbCt( nb ); pointsCbCt[0] = p3dom; pointsCbCt.back() = uv_er[ dmin ]; y = uv_er[ dmin ].normParam; p1 = uv_er[ dmin ].UV(); p3 = quad->side[3].grid->Value2d( y ).XY(); double x0 = uv_et[ dmin ].normParam; for ( int i = 1; i < nb-1; ++i ) { x = x0 + i / ( nb-1. ) * ( 1. - x0 ); p2 = quad->side[2].grid->Value2d( x ).XY(); p0 = quad->side[0].grid->Value2d( x ).XY(); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsCbCt[ i ].u = uv.X(); pointsCbCt[ i ].v = uv.Y(); } sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace ); } // Make Cb quad FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" ); myQuadList.push_back( FaceQuadStruct::Ptr( qCb )); qCb->side.resize(4); qCb->side[0] = quad->side[0]; qCb->side[1] = quad->side[1]; qCb->side[2] = sideCbCt; qCb->side[3] = sideLCb; qCb->side[1].to = dmin+1; // Make L quad FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" ); myQuadList.push_back( FaceQuadStruct::Ptr( qL )); qL->side.resize(4); qL->side[0] = sideLCb; qL->side[1] = sideLCt; qL->side[2] = quad->side[2]; qL->side[3] = quad->side[3]; qL->side[2].to = dmin+1; // Make Ct from the main quad FaceQuadStruct::Ptr qCt = quad; qCt->side[0] = sideCbCt; qCt->side[3] = sideLCt; qCt->side[1].from = dmin; qCt->side[2].from = dmin; qCt->uv_grid.clear(); qCt->name = "Ct"; // Connect sides qCb->side[3].AddContact( dmin, & qCb->side[2], 0 ); qCb->side[3].AddContact( dmin, & qCt->side[3], 0 ); qCt->side[3].AddContact( 0, & qCt->side[0], 0 ); qCt->side[0].AddContact( 0, & qL ->side[0], dmin ); qL ->side[0].AddContact( dmin, & qL ->side[1], 0 ); qL ->side[0].AddContact( dmin, & qCb->side[2], 0 ); if ( dh == dv ) return computeQuadDominant( aMesh, aFace ); else return computeQuadPref( aMesh, aFace, qCt ); } // if ( dv != 0 && dh != 0 ) const int db = quad->side[0].IsReversed() ? -1 : +1; const int dr = quad->side[1].IsReversed() ? -1 : +1; const int dt = quad->side[2].IsReversed() ? -1 : +1; const int dl = quad->side[3].IsReversed() ? -1 : +1; // Case dv == 0, here possibly myQuadList.size() > 1 // // lw nb lw = dh/2 // +------------+ // | | | | // | | Ct | | // | L | | R | // | |____| | // | / \ | // | / Cb \ | // |/ \| // +------------+ const int lw = dh/2; // lateral width double yCbL, yCbR; { double lL = quad->side[3].Length(); double lLwL = quad->side[2].Length( tfrom, tfrom + ( lw ) * dt ); yCbL = lLwL / ( lLwL + lL ); double lR = quad->side[1].Length(); double lLwR = quad->side[2].Length( tfrom + ( lw + nb-1 ) * dt, tfrom + ( lw + nb-1 + lw ) * dt); yCbR = lLwR / ( lLwR + lR ); } // Make sides separating domains Cb and L and R StdMeshers_FaceSidePtr sideLCb, sideRCb; UVPtStruct pTBL, pTBR; // points where 3 domains meat { vector pointsLCb( lw+1 ), pointsRCb( lw+1 ); pointsLCb[0] = uv_eb[ 0 ]; pointsRCb[0] = uv_eb[ nb-1 ]; for ( int i = 1, i2 = nt-2; i <= lw; ++i, --i2 ) { x = quad->side[2].Param( i ); y = yCbL * i / lw; p0 = quad->side[0].Value2d( x ); p1 = quad->side[1].Value2d( y ); p2 = uv_et[ i ].UV(); p3 = quad->side[3].Value2d( y ); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsLCb[ i ].u = uv.X(); pointsLCb[ i ].v = uv.Y(); pointsLCb[ i ].x = x; x = quad->side[2].Param( i2 ); y = yCbR * i / lw; p1 = quad->side[1].Value2d( y ); p0 = quad->side[0].Value2d( x ); p2 = uv_et[ i2 ].UV(); p3 = quad->side[3].Value2d( y ); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsRCb[ i ].u = uv.X(); pointsRCb[ i ].v = uv.Y(); pointsRCb[ i ].x = x; } sideLCb = StdMeshers_FaceSide::New( pointsLCb, aFace ); sideRCb = StdMeshers_FaceSide::New( pointsRCb, aFace ); pTBL = pointsLCb.back(); pTBR = pointsRCb.back(); } // Make sides separating domains Ct and L and R StdMeshers_FaceSidePtr sideLCt, sideRCt; { vector pointsLCt( nl ), pointsRCt( nl ); pointsLCt[0] = pTBL; pointsLCt.back() = uv_et[ lw ]; pointsRCt[0] = pTBR; pointsRCt.back() = uv_et[ lw + nb - 1 ]; x = pTBL.x; p0 = quad->side[0].Value2d( x ); p2 = uv_et[ lw ].UV(); int iR = lw + nb - 1; double xR = pTBR.x; gp_UV p0R = quad->side[0].Value2d( xR ); gp_UV p2R = uv_et[ iR ].UV(); for ( int i = 1; i < nl-1; ++i ) { y = yCbL + ( 1. - yCbL ) * i / (nl-1.); p1 = quad->side[1].Value2d( y ); p3 = quad->side[3].Value2d( y ); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsLCt[ i ].u = uv.X(); pointsLCt[ i ].v = uv.Y(); y = yCbR + ( 1. - yCbR ) * i / (nl-1.); p1 = quad->side[1].Value2d( y ); p3 = quad->side[3].Value2d( y ); uv = calcUV( xR,y, a0,a1,a2,a3, p0R,p1,p2R,p3 ); pointsRCt[ i ].u = uv.X(); pointsRCt[ i ].v = uv.Y(); } sideLCt = StdMeshers_FaceSide::New( pointsLCt, aFace ); sideRCt = StdMeshers_FaceSide::New( pointsRCt, aFace ); } // Make a side separating domains Cb and Ct StdMeshers_FaceSidePtr sideCbCt; { vector pointsCbCt( nb ); pointsCbCt[0] = pTBL; pointsCbCt.back() = pTBR; p1 = quad->side[1].Value2d( yCbR ); p3 = quad->side[3].Value2d( yCbL ); for ( int i = 1; i < nb-1; ++i ) { x = quad->side[2].Param( i + lw ); y = yCbL + ( yCbR - yCbL ) * i / (nb-1.); p2 = uv_et[ i + lw ].UV(); p0 = quad->side[0].Value2d( x ); uv = calcUV( x,y, a0,a1,a2,a3, p0,p1,p2,p3 ); pointsCbCt[ i ].u = uv.X(); pointsCbCt[ i ].v = uv.Y(); } sideCbCt = StdMeshers_FaceSide::New( pointsCbCt, aFace ); } // Make Cb quad FaceQuadStruct* qCb = new FaceQuadStruct( quad->face, "Cb" ); myQuadList.push_back( FaceQuadStruct::Ptr( qCb )); qCb->side.resize(4); qCb->side[0] = quad->side[0]; qCb->side[1] = sideRCb; qCb->side[2] = sideCbCt; qCb->side[3] = sideLCb; // Make L quad FaceQuadStruct* qL = new FaceQuadStruct( quad->face, "L" ); myQuadList.push_back( FaceQuadStruct::Ptr( qL )); qL->side.resize(4); qL->side[0] = sideLCb; qL->side[1] = sideLCt; qL->side[2] = quad->side[2]; qL->side[3] = quad->side[3]; qL->side[2].to = ( lw + 1 ) * dt + tfrom; // Make R quad FaceQuadStruct* qR = new FaceQuadStruct( quad->face, "R" ); myQuadList.push_back( FaceQuadStruct::Ptr( qR )); qR->side.resize(4); qR->side[0] = sideRCb; qR->side[0].from = lw; qR->side[0].to = -1; qR->side[0].di = -1; qR->side[1] = quad->side[1]; qR->side[2] = quad->side[2]; qR->side[2].from = ( lw + nb-1 ) * dt + tfrom; qR->side[3] = sideRCt; // Make Ct from the main quad FaceQuadStruct::Ptr qCt = quad; qCt->side[0] = sideCbCt; qCt->side[1] = sideRCt; qCt->side[2].from = ( lw ) * dt + tfrom; qCt->side[2].to = ( lw + nb ) * dt + tfrom; qCt->side[3] = sideLCt; qCt->uv_grid.clear(); qCt->name = "Ct"; // Connect sides qCb->side[3].AddContact( lw, & qCb->side[2], 0 ); qCb->side[3].AddContact( lw, & qCt->side[3], 0 ); qCt->side[3].AddContact( 0, & qCt->side[0], 0 ); qCt->side[0].AddContact( 0, & qL ->side[0], lw ); qL ->side[0].AddContact( lw, & qL ->side[1], 0 ); qL ->side[0].AddContact( lw, & qCb->side[2], 0 ); // qCb->side[1].AddContact( lw, & qCb->side[2], nb-1 ); qCb->side[1].AddContact( lw, & qCt->side[1], 0 ); qCt->side[0].AddContact( nb-1, & qCt->side[1], 0 ); qCt->side[0].AddContact( nb-1, & qR ->side[0], lw ); qR ->side[3].AddContact( 0, & qR ->side[0], lw ); qR ->side[3].AddContact( 0, & qCb->side[2], nb-1 ); return computeQuadDominant( aMesh, aFace ); } // if ( !myForcedPnts.empty() ) if ( dh > dv ) { addv = (dh-dv)/2; nbv = nbv + addv; } else { // dv >= dh addh = (dv-dh)/2; nbh = nbh + addh; } // arrays for normalized params TColStd_SequenceOfReal npb, npr, npt, npl; for (i=0; i0) { // add top nodes for (i=1; i<=dl; i++) NodesL.SetValue(i+1,nl,uv_et[i].node); // create and add needed nodes TColgp_SequenceOfXY UVtmp; for (i=1; i<=dl; i++) { double x0 = npt.Value(i+1); double x1 = x0; // diagonal node double y0 = npl.Value(i+1); double y1 = npr.Value(i+1); gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesL.SetValue(i+1,1,N); if (UVL.Length()Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesL.SetValue(i+1,j,N); if (i==dl) UVtmp.Append(UV); } } for (i=1; i<=UVtmp.Length() && UVL.Length()AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j), NodesL.Value(i+1,j+1), NodesL.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } } else { // fill UVL using c2d for (i=1; i0) { // add top nodes for (i=1; i<=dr; i++) NodesR.SetValue(i+1,1,uv_et[nt-1-i].node); // create and add needed nodes TColgp_SequenceOfXY UVtmp; for (i=1; i<=dr; i++) { double x0 = npt.Value(nt-i); double x1 = x0; // diagonal node double y0 = npl.Value(i+1); double y1 = npr.Value(i+1); gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesR.SetValue(i+1,nr,N); if (UVR.Length()Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesR.SetValue(i+1,j,N); if (i==dr) UVtmp.Prepend(UV); } } for (i=1; i<=UVtmp.Length() && UVR.Length()AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j), NodesR.Value(i+1,j+1), NodesR.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } } else { // fill UVR using c2d for (i=1; iValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(i,nbv-nnn+j,N); if ( j==1 ) UVT.Append( UV ); } } // add diagonal layers gp_UV A2 = UVR.Value(nbv-nnn); gp_UV A3 = UVL.Value(nbv-nnn); for (i=1; iValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(),UV.Y()); NodesC.SetValue(j,i+1,N); } } // create faces for (i=1; iAddFace(NodesC.Value(i,j), NodesC.Value(i+1,j), NodesC.Value(i+1,j+1), NodesC.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } } else { // New version (!OldVersion) // step1: create faces for bottom rectangle domain StdMeshers_Array2OfNode NodesBRD(1,nb,1,nnn-1); // fill UVL and UVR using c2d for (j=0; jValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(),UV.Y()); NodesBRD.SetValue(j,i+1,N); } } for (j=1; jAddFace(NodesBRD.Value(i,j), NodesBRD.Value(i+1,j), NodesBRD.Value(i+1,j+1), NodesBRD.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } int drl = abs(nr-nl); // create faces for region C StdMeshers_Array2OfNode NodesC(1,nb,1,drl+1+addv); // add nodes from previous region for (j=1; j<=nb; j++) { NodesC.SetValue(j,1,NodesBRD.Value(j,nnn-1)); } if ((drl+addv) > 0) { int n1,n2; if (nr>nl) { n1 = 1; n2 = drl + 1; TColgp_SequenceOfXY UVtmp; double drparam = npr.Value(nr) - npr.Value(nnn-1); double dlparam = npl.Value(nnn) - npl.Value(nnn-1); double y0,y1; for (i=1; i<=drl; i++) { // add existed nodes from right edge NodesC.SetValue(nb,i+1,uv_er[nnn+i-2].node); //double dtparam = npt.Value(i+1); y1 = npr.Value(nnn+i-1); // param on right edge double dpar = (y1 - npr.Value(nnn-1))/drparam; y0 = npl.Value(nnn-1) + dpar*dlparam; // param on left edge double dy = y1 - y0; for (j=1; jValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(j,i+1,N); } } double dy0 = (1-y0)/(addv+1); double dy1 = (1-y1)/(addv+1); for (i=1; i<=addv; i++) { double yy0 = y0 + dy0*i; double yy1 = y1 + dy1*i; double dyy = yy1 - yy0; for (j=1; j<=nb; j++) { double x = npt.Value(i+1+drl) + npb.Value(j) * (npt.Value(nt-i) - npt.Value(i+1+drl)); double y = yy0 + dyy*x; gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(j,i+drl+1,N); } } } else { // nrValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(j,i+1,N); } } double dy0 = (1-y0)/(addv+1); double dy1 = (1-y1)/(addv+1); for (i=1; i<=addv; i++) { double yy0 = y0 + dy0*i; double yy1 = y1 + dy1*i; double dyy = yy1 - yy0; for (j=1; j<=nb; j++) { double x = npt.Value(i+1) + npb.Value(j) * (npt.Value(nt-i-drl) - npt.Value(i+1)); double y = yy0 + dyy*x; gp_UV UV = calcUV2(x, y, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(j,i+drl+1,N); } } } // create faces for (j=1; j<=drl+addv; j++) { for (i=1; iAddFace(NodesC.Value(i,j), NodesC.Value(i+1,j), NodesC.Value(i+1,j+1), NodesC.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } // end nr=n2; i--) { nnn++; NodesLast.SetValue(nnn,1,NodesC.Value(nb,i)); } for (i=1; iAddFace(NodesLast.Value(i,1), NodesLast.Value(i+1,1), NodesLast.Value(i+1,2), NodesLast.Value(i,2)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } // if ((drl+addv) > 0) } // end new version implementation bool isOk = true; return isOk; } //======================================================================= /*! * Evaluate only quandrangle faces */ //======================================================================= bool StdMeshers_Quadrangle_2D::evaluateQuadPref(SMESH_Mesh & aMesh, const TopoDS_Shape& aShape, std::vector& aNbNodes, MapShapeNbElems& aResMap, bool IsQuadratic) { // Auxilary key in order to keep old variant // of meshing after implementation new variant // for bug 0016220 from Mantis. bool OldVersion = false; if (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED) OldVersion = true; const TopoDS_Face& F = TopoDS::Face(aShape); Handle(Geom_Surface) S = BRep_Tool::Surface(F); int nb = aNbNodes[0]; int nr = aNbNodes[1]; int nt = aNbNodes[2]; int nl = aNbNodes[3]; int dh = abs(nb-nt); int dv = abs(nr-nl); if (dh>=dv) { if (nt>nb) { // it is a base case => not shift } else { // we have to shift on 2 nb = aNbNodes[2]; nr = aNbNodes[3]; nt = aNbNodes[0]; nl = aNbNodes[1]; } } else { if (nr>nl) { // we have to shift quad on 1 nb = aNbNodes[3]; nr = aNbNodes[0]; nt = aNbNodes[1]; nl = aNbNodes[2]; } else { // we have to shift quad on 3 nb = aNbNodes[1]; nr = aNbNodes[2]; nt = aNbNodes[3]; nl = aNbNodes[0]; } } dh = abs(nb-nt); dv = abs(nr-nl); int nbh = Max(nb,nt); int nbv = Max(nr,nl); int addh = 0; int addv = 0; if (dh>dv) { addv = (dh-dv)/2; nbv = nbv + addv; } else { // dv>=dh addh = (dv-dh)/2; nbh = nbh + addh; } int dl,dr; if (OldVersion) { // add some params to right and left after the first param // insert to right dr = nbv - nr; // insert to left dl = nbv - nl; } int nnn = Min(nr,nl); int nbNodes = 0; int nbFaces = 0; if (OldVersion) { // step1: create faces for left domain if (dl>0) { nbNodes += dl*(nl-1); nbFaces += dl*(nl-1); } // step2: create faces for right domain if (dr>0) { nbNodes += dr*(nr-1); nbFaces += dr*(nr-1); } // step3: create faces for central domain nbNodes += (nb-2)*(nnn-1) + (nbv-nnn-1)*(nb-2); nbFaces += (nb-1)*(nbv-1); } else { // New version (!OldVersion) nbNodes += (nnn-2)*(nb-2); nbFaces += (nnn-2)*(nb-1); int drl = abs(nr-nl); nbNodes += drl*(nb-1) + addv*nb; nbFaces += (drl+addv)*(nb-1) + (nt-1); } // end new version implementation std::vector aVec(SMDSEntity_Last); for (int i=SMDSEntity_Node; i SMESH_TNodeXYZ( theNode2 ).SquareDistance( theNode4 ) ) { face = myHelper->AddFace(theNode2, theNode4 , theNode1); if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID); face = myHelper->AddFace(theNode2, theNode3, theNode4); if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID); } else { face = myHelper->AddFace(theNode1, theNode2 ,theNode3); if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID); face = myHelper->AddFace(theNode1, theNode3, theNode4); if (face) theMeshDS->SetMeshElementOnShape(face, theFaceID); } } namespace { enum uvPos { UV_A0, UV_A1, UV_A2, UV_A3, UV_B, UV_R, UV_T, UV_L, UV_SIZE }; inline SMDS_MeshNode* makeNode( UVPtStruct & uvPt, const double y, FaceQuadStruct::Ptr& quad, const gp_UV* UVs, SMESH_MesherHelper* helper, Handle(Geom_Surface) S) { const vector& uv_eb = quad->side[QUAD_BOTTOM_SIDE].GetUVPtStruct(); const vector& uv_et = quad->side[QUAD_TOP_SIDE ].GetUVPtStruct(); double rBot = ( uv_eb.size() - 1 ) * uvPt.normParam; double rTop = ( uv_et.size() - 1 ) * uvPt.normParam; int iBot = int( rBot ); int iTop = int( rTop ); double xBot = uv_eb[ iBot ].normParam + ( rBot - iBot ) * ( uv_eb[ iBot+1 ].normParam - uv_eb[ iBot ].normParam ); double xTop = uv_et[ iTop ].normParam + ( rTop - iTop ) * ( uv_et[ iTop+1 ].normParam - uv_et[ iTop ].normParam ); double x = xBot + y * ( xTop - xBot ); gp_UV uv = calcUV(/*x,y=*/x, y, /*a0,...=*/UVs[UV_A0], UVs[UV_A1], UVs[UV_A2], UVs[UV_A3], /*p0=*/quad->side[QUAD_BOTTOM_SIDE].grid->Value2d( x ).XY(), /*p1=*/UVs[ UV_R ], /*p2=*/quad->side[QUAD_TOP_SIDE ].grid->Value2d( x ).XY(), /*p3=*/UVs[ UV_L ]); gp_Pnt P = S->Value( uv.X(), uv.Y() ); uvPt.u = uv.X(); uvPt.v = uv.Y(); return helper->AddNode(P.X(), P.Y(), P.Z(), 0, uv.X(), uv.Y() ); } void reduce42( const vector& curr_base, vector& next_base, const int j, int & next_base_len, FaceQuadStruct::Ptr& quad, gp_UV* UVs, const double y, SMESH_MesherHelper* helper, Handle(Geom_Surface)& S) { // add one "HH": nodes a,b,c,d,e and faces 1,2,3,4,5,6 // // .-----a-----b i + 1 // |\ 5 | 6 /| // | \ | / | // | c--d--e | // |1 |2 |3 |4 | // | | | | | // .--.--.--.--. i // // j j+2 j+4 // a (i + 1, j + 2) const SMDS_MeshNode*& Na = next_base[ ++next_base_len ].node; if ( !Na ) Na = makeNode( next_base[ next_base_len ], y, quad, UVs, helper, S ); // b (i + 1, j + 4) const SMDS_MeshNode*& Nb = next_base[ ++next_base_len ].node; if ( !Nb ) Nb = makeNode( next_base[ next_base_len ], y, quad, UVs, helper, S ); // c double u = (curr_base[j + 2].u + next_base[next_base_len - 2].u) / 2.0; double v = (curr_base[j + 2].v + next_base[next_base_len - 2].v) / 2.0; gp_Pnt P = S->Value(u,v); SMDS_MeshNode* Nc = helper->AddNode(P.X(), P.Y(), P.Z(), 0, u, v); // d u = (curr_base[j + 2].u + next_base[next_base_len - 1].u) / 2.0; v = (curr_base[j + 2].v + next_base[next_base_len - 1].v) / 2.0; P = S->Value(u,v); SMDS_MeshNode* Nd = helper->AddNode(P.X(), P.Y(), P.Z(), 0, u, v); // e u = (curr_base[j + 2].u + next_base[next_base_len].u) / 2.0; v = (curr_base[j + 2].v + next_base[next_base_len].v) / 2.0; P = S->Value(u,v); SMDS_MeshNode* Ne = helper->AddNode(P.X(), P.Y(), P.Z(), 0, u, v); // Faces helper->AddFace(curr_base[j + 0].node, curr_base[j + 1].node, Nc, next_base[next_base_len - 2].node); helper->AddFace(curr_base[j + 1].node, curr_base[j + 2].node, Nd, Nc); helper->AddFace(curr_base[j + 2].node, curr_base[j + 3].node, Ne, Nd); helper->AddFace(curr_base[j + 3].node, curr_base[j + 4].node, Nb, Ne); helper->AddFace(Nc, Nd, Na, next_base[next_base_len - 2].node); helper->AddFace(Nd, Ne, Nb, Na); } void reduce31( const vector& curr_base, vector& next_base, const int j, int & next_base_len, FaceQuadStruct::Ptr& quad, gp_UV* UVs, const double y, SMESH_MesherHelper* helper, Handle(Geom_Surface)& S) { // add one "H": nodes b,c,e and faces 1,2,4,5 // // .---------b i + 1 // |\ 5 /| // | \ / | // | c---e | // |1 |2 |4 | // | | | | // .--.---.--. i // // j j+1 j+2 j+3 // b (i + 1, j + 3) const SMDS_MeshNode*& Nb = next_base[ ++next_base_len ].node; if ( !Nb ) Nb = makeNode( next_base[ next_base_len ], y, quad, UVs, helper, S ); // c and e double u1 = (curr_base[ j ].u + next_base[ next_base_len-1 ].u ) / 2.0; double u2 = (curr_base[ j+3 ].u + next_base[ next_base_len ].u ) / 2.0; double u3 = (u2 - u1) / 3.0; // double v1 = (curr_base[ j ].v + next_base[ next_base_len-1 ].v ) / 2.0; double v2 = (curr_base[ j+3 ].v + next_base[ next_base_len ].v ) / 2.0; double v3 = (v2 - v1) / 3.0; // c double u = u1 + u3; double v = v1 + v3; gp_Pnt P = S->Value(u,v); SMDS_MeshNode* Nc = helper->AddNode( P.X(), P.Y(), P.Z(), 0, u, v ); // e u = u1 + u3 + u3; v = v1 + v3 + v3; P = S->Value(u,v); SMDS_MeshNode* Ne = helper->AddNode( P.X(), P.Y(), P.Z(), 0, u, v ); // Faces // 1 helper->AddFace( curr_base[ j + 0 ].node, curr_base[ j + 1 ].node, Nc, next_base[ next_base_len - 1 ].node); // 2 helper->AddFace( curr_base[ j + 1 ].node, curr_base[ j + 2 ].node, Ne, Nc); // 4 helper->AddFace( curr_base[ j + 2 ].node, curr_base[ j + 3 ].node, Nb, Ne); // 5 helper->AddFace(Nc, Ne, Nb, next_base[ next_base_len - 1 ].node); } typedef void (* PReduceFunction) ( const vector& curr_base, vector& next_base, const int j, int & next_base_len, FaceQuadStruct::Ptr & quad, gp_UV* UVs, const double y, SMESH_MesherHelper* helper, Handle(Geom_Surface)& S); } // namespace //======================================================================= /*! * Implementation of Reduced algorithm (meshing with quadrangles only) */ //======================================================================= bool StdMeshers_Quadrangle_2D::computeReduced (SMESH_Mesh & aMesh, const TopoDS_Face& aFace, FaceQuadStruct::Ptr quad) { SMESHDS_Mesh * meshDS = aMesh.GetMeshDS(); Handle(Geom_Surface) S = BRep_Tool::Surface(aFace); int i,j,geomFaceID = meshDS->ShapeToIndex(aFace); int nb = quad->side[0].NbPoints(); // bottom int nr = quad->side[1].NbPoints(); // right int nt = quad->side[2].NbPoints(); // top int nl = quad->side[3].NbPoints(); // left // Simple Reduce 10->8->6->4 (3 steps) Multiple Reduce 10->4 (1 step) // // .-----.-----.-----.-----. .-----.-----.-----.-----. // | / \ | / \ | | / \ | / \ | // | / .--.--. \ | | / \ | / \ | // | / / | \ \ | | / .----.----. \ | // .---.---.---.---.---.---. | / / \ | / \ \ | // | / / \ | / \ \ | | / / \ | / \ \ | // | / / .-.-. \ \ | | / / .---.---. \ \ | // | / / / | \ \ \ | | / / / \ | / \ \ \ | // .--.--.--.--.--.--.--.--. | / / / \ | / \ \ \ | // | / / / \ | / \ \ \ | | / / / .-.-. \ \ \ | // | / / / .-.-. \ \ \ | | / / / / | \ \ \ \ | // | / / / / | \ \ \ \ | | / / / / | \ \ \ \ | // .-.-.-.--.--.--.--.-.-.-. .-.-.-.--.--.--.--.-.-.-. bool MultipleReduce = false; { int nb1 = nb; int nr1 = nr; int nt1 = nt; if (nr == nl) { if (nb < nt) { nt1 = nb; nb1 = nt; } } else if (nb == nt) { nr1 = nb; // and == nt if (nl < nr) { nt1 = nl; nb1 = nr; } else { nt1 = nr; nb1 = nl; } } else { return false; } // number of rows and columns int nrows = nr1 - 1; int ncol_top = nt1 - 1; int ncol_bot = nb1 - 1; // number of rows needed to reduce ncol_bot to ncol_top using simple 3->1 "tree" (see below) int nrows_tree31 = int( ceil( log( double(ncol_bot) / ncol_top) / log( 3.))); // = log x base 3 if ( nrows < nrows_tree31 ) { MultipleReduce = true; error( COMPERR_WARNING, SMESH_Comment("To use 'Reduced' transition, " "number of face rows should be at least ") << nrows_tree31 << ". Actual number of face rows is " << nrows << ". " "'Quadrangle preference (reversed)' transion has been used."); } } if (MultipleReduce) { // == computeQuadPref QUAD_QUADRANGLE_PREF_REVERSED //================================================== int dh = abs(nb-nt); int dv = abs(nr-nl); if (dh >= dv) { if (nt > nb) { // it is a base case => not shift quad but may be replacement is need shiftQuad(quad,0); } else { // we have to shift quad on 2 shiftQuad(quad,2); } } else { if (nr > nl) { // we have to shift quad on 1 shiftQuad(quad,1); } else { // we have to shift quad on 3 shiftQuad(quad,3); } } nb = quad->side[0].NbPoints(); nr = quad->side[1].NbPoints(); nt = quad->side[2].NbPoints(); nl = quad->side[3].NbPoints(); dh = abs(nb-nt); dv = abs(nr-nl); int nbh = Max(nb,nt); int nbv = Max(nr,nl); int addh = 0; int addv = 0; if (dh>dv) { addv = (dh-dv)/2; nbv = nbv + addv; } else { // dv>=dh addh = (dv-dh)/2; nbh = nbh + addh; } const vector& uv_eb = quad->side[0].GetUVPtStruct(true,0); const vector& uv_er = quad->side[1].GetUVPtStruct(false,1); const vector& uv_et = quad->side[2].GetUVPtStruct(true,1); const vector& uv_el = quad->side[3].GetUVPtStruct(false,0); if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl) return error(COMPERR_BAD_INPUT_MESH); // arrays for normalized params TColStd_SequenceOfReal npb, npr, npt, npl; for (j = 0; j < nb; j++) { npb.Append(uv_eb[j].normParam); } for (i = 0; i < nr; i++) { npr.Append(uv_er[i].normParam); } for (j = 0; j < nt; j++) { npt.Append(uv_et[j].normParam); } for (i = 0; i < nl; i++) { npl.Append(uv_el[i].normParam); } int dl,dr; // orientation of face and 3 main domain for future faces // 0 top 1 // 1------------1 // | | | | // | | | | // | L | | R | // left | | | | rigth // | / \ | // | / C \ | // |/ \| // 0------------0 // 0 bottom 1 // add some params to right and left after the first param // insert to right dr = nbv - nr; double dpr = (npr.Value(2) - npr.Value(1))/(dr+1); for (i=1; i<=dr; i++) { npr.InsertAfter(1,npr.Value(2)-dpr); } // insert to left dl = nbv - nl; dpr = (npl.Value(2) - npl.Value(1))/(dl+1); for (i=1; i<=dl; i++) { npl.InsertAfter(1,npl.Value(2)-dpr); } gp_XY a0 (uv_eb.front().u, uv_eb.front().v); gp_XY a1 (uv_eb.back().u, uv_eb.back().v); gp_XY a2 (uv_et.back().u, uv_et.back().v); gp_XY a3 (uv_et.front().u, uv_et.front().v); int nnn = Min(nr,nl); // auxilary sequence of XY for creation of nodes // in the bottom part of central domain // it's length must be == nbv-nnn-1 TColgp_SequenceOfXY UVL; TColgp_SequenceOfXY UVR; //================================================== // step1: create faces for left domain StdMeshers_Array2OfNode NodesL(1,dl+1,1,nl); // add left nodes for (j=1; j<=nl; j++) NodesL.SetValue(1,j,uv_el[j-1].node); if (dl>0) { // add top nodes for (i=1; i<=dl; i++) NodesL.SetValue(i+1,nl,uv_et[i].node); // create and add needed nodes TColgp_SequenceOfXY UVtmp; for (i=1; i<=dl; i++) { double x0 = npt.Value(i+1); double x1 = x0; // diagonal node double y0 = npl.Value(i+1); double y1 = npr.Value(i+1); gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesL.SetValue(i+1,1,N); if (UVL.Length()Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesL.SetValue(i+1,j,N); if (i==dl) UVtmp.Append(UV); } } for (i=1; i<=UVtmp.Length() && UVL.Length()AddFace(NodesL.Value(i,j), NodesL.Value(i+1,j), NodesL.Value(i+1,j+1), NodesL.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } else { // fill UVL using c2d for (i=1; i0) { // add top nodes for (i=1; i<=dr; i++) NodesR.SetValue(i+1,1,uv_et[nt-1-i].node); // create and add needed nodes TColgp_SequenceOfXY UVtmp; for (i=1; i<=dr; i++) { double x0 = npt.Value(nt-i); double x1 = x0; // diagonal node double y0 = npl.Value(i+1); double y1 = npr.Value(i+1); gp_UV UV = calcUV(x0, x1, y0, y1, quad, a0, a1, a2, a3); gp_Pnt P = S->Value(UV.X(),UV.Y()); SMDS_MeshNode * N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesR.SetValue(i+1,nr,N); if (UVR.Length()Value(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesR.SetValue(i+1,j,N); if (i==dr) UVtmp.Prepend(UV); } } for (i=1; i<=UVtmp.Length() && UVR.Length()AddFace(NodesR.Value(i,j), NodesR.Value(i+1,j), NodesR.Value(i+1,j+1), NodesR.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } else { // fill UVR using c2d for (i=1; iValue(UV.X(),UV.Y()); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, UV.X(), UV.Y()); NodesC.SetValue(i,nbv-nnn+j,N); } } // add diagonal layers for (i=1; iValue(u,v); SMDS_MeshNode* N = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(N, geomFaceID, u, v); NodesC.SetValue(j,i+1,N); } } // create faces for (i=1; iAddFace(NodesC.Value(i,j), NodesC.Value(i+1,j), NodesC.Value(i+1,j+1), NodesC.Value(i,j+1)); if (F) meshDS->SetMeshElementOnShape(F, geomFaceID); } } } // end Multiple Reduce implementation else { // Simple Reduce (!MultipleReduce) //========================================================= if (nr == nl) { if (nt < nb) { // it is a base case => not shift quad //shiftQuad(quad,0,true); } else { // we have to shift quad on 2 shiftQuad(quad,2); } } else { if (nl > nr) { // we have to shift quad on 1 shiftQuad(quad,1); } else { // we have to shift quad on 3 shiftQuad(quad,3); } } nb = quad->side[0].NbPoints(); nr = quad->side[1].NbPoints(); nt = quad->side[2].NbPoints(); nl = quad->side[3].NbPoints(); // number of rows and columns int nrows = nr - 1; // and also == nl - 1 int ncol_top = nt - 1; int ncol_bot = nb - 1; int npair_top = ncol_top / 2; // maximum number of bottom elements for "linear" simple reduce 4->2 int max_lin42 = ncol_top + npair_top * 2 * nrows; // maximum number of bottom elements for "linear" simple reduce 3->1 int max_lin31 = ncol_top + ncol_top * 2 * nrows; // maximum number of bottom elements for "tree" simple reduce 4->2 int max_tree42 = 0; // number of rows needed to reduce ncol_bot to ncol_top using simple 4->2 "tree" int nrows_tree42 = int( log( (double)(ncol_bot / ncol_top) )/log((double)2) ); // needed to avoid overflow at pow(2) while computing max_tree42 if (nrows_tree42 < nrows) { max_tree42 = npair_top * pow(2.0, nrows + 1); if ( ncol_top > npair_top * 2 ) { int delta = ncol_bot - max_tree42; for (int irow = 1; irow < nrows; irow++) { int nfour = delta / 4; delta -= nfour * 2; } if (delta <= (ncol_top - npair_top * 2)) max_tree42 = ncol_bot; } } // maximum number of bottom elements for "tree" simple reduce 3->1 //int max_tree31 = ncol_top * pow(3.0, nrows); bool is_lin_31 = false; bool is_lin_42 = false; bool is_tree_31 = false; bool is_tree_42 = false; int max_lin = max_lin42; if (ncol_bot > max_lin42) { if (ncol_bot <= max_lin31) { is_lin_31 = true; max_lin = max_lin31; } } else { // if ncol_bot is a 3*n or not 2*n if ((ncol_bot/3)*3 == ncol_bot || (ncol_bot/2)*2 != ncol_bot) { is_lin_31 = true; max_lin = max_lin31; } else { is_lin_42 = true; } } if (ncol_bot > max_lin) { // not "linear" is_tree_31 = (ncol_bot > max_tree42); if (ncol_bot <= max_tree42) { if ((ncol_bot/3)*3 == ncol_bot || (ncol_bot/2)*2 != ncol_bot) { is_tree_31 = true; } else { is_tree_42 = true; } } } const vector& uv_eb = quad->side[0].GetUVPtStruct(true,0); const vector& uv_er = quad->side[1].GetUVPtStruct(false,1); const vector& uv_et = quad->side[2].GetUVPtStruct(true,1); const vector& uv_el = quad->side[3].GetUVPtStruct(false,0); if (uv_eb.size() != nb || uv_er.size() != nr || uv_et.size() != nt || uv_el.size() != nl) return error(COMPERR_BAD_INPUT_MESH); myHelper->SetElementsOnShape( true ); gp_UV uv[ UV_SIZE ]; uv[ UV_A0 ].SetCoord( uv_eb.front().u, uv_eb.front().v); uv[ UV_A1 ].SetCoord( uv_eb.back().u, uv_eb.back().v ); uv[ UV_A2 ].SetCoord( uv_et.back().u, uv_et.back().v ); uv[ UV_A3 ].SetCoord( uv_et.front().u, uv_et.front().v); vector curr_base = uv_eb, next_base; UVPtStruct nullUVPtStruct; nullUVPtStruct.node = 0; int curr_base_len = nb; int next_base_len = 0; if ( true ) { // ------------------------------------------------------------------ // New algorithm implemented by request of IPAL22856 // "2D quadrangle mesher of reduced type works wrong" // http://bugtracker.opencascade.com/show_bug.cgi?id=22856 // the algorithm is following: all reduces are centred in horizontal // direction and are distributed among all rows if (ncol_bot > max_tree42) { is_lin_31 = true; } else { if ((ncol_top/3)*3 == ncol_top ) { is_lin_31 = true; } else { is_lin_42 = true; } } const int col_top_size = is_lin_42 ? 2 : 1; const int col_base_size = is_lin_42 ? 4 : 3; // Compute nb of "columns" (like in "linear" simple reducing) in all rows vector nb_col_by_row; int delta_all = nb - nt; int delta_one_col = nrows * 2; int nb_col = delta_all / delta_one_col; int remainder = delta_all - nb_col * delta_one_col; if (remainder > 0) { nb_col++; } if ( nb_col * col_top_size >= nt ) // == "tree" reducing situation { // top row is full (all elements reduced), add "columns" one by one // in rows below until all bottom elements are reduced nb_col = ( nt - 1 ) / col_top_size; nb_col_by_row.resize( nrows, nb_col ); int nbrows_not_full = nrows - 1; int cur_top_size = nt - 1; remainder = delta_all - nb_col * delta_one_col; while ( remainder > 0 ) { delta_one_col = nbrows_not_full * 2; int nb_col_add = remainder / delta_one_col; cur_top_size += 2 * nb_col_by_row[ nbrows_not_full ]; int nb_col_free = cur_top_size / col_top_size - nb_col_by_row[ nbrows_not_full-1 ]; if ( nb_col_add > nb_col_free ) nb_col_add = nb_col_free; for ( int irow = 0; irow < nbrows_not_full; ++irow ) nb_col_by_row[ irow ] += nb_col_add; nbrows_not_full --; remainder -= nb_col_add * delta_one_col; } } else // == "linear" reducing situation { nb_col_by_row.resize( nrows, nb_col ); if (remainder > 0) for ( int irow = remainder / 2; irow < nrows; ++irow ) nb_col_by_row[ irow ]--; } // Make elements PReduceFunction reduceFunction = & ( is_lin_42 ? reduce42 : reduce31 ); const int reduce_grp_size = is_lin_42 ? 4 : 3; for (i = 1; i < nr; i++) // layer by layer { nb_col = nb_col_by_row[ i-1 ]; int nb_next = curr_base_len - nb_col * 2; if (nb_next < nt) nb_next = nt; const double y = uv_el[ i ].normParam; if ( i + 1 == nr ) // top { next_base = uv_et; } else { next_base.clear(); next_base.resize( nb_next, nullUVPtStruct ); next_base.front() = uv_el[i]; next_base.back() = uv_er[i]; // compute normalized param u double du = 1. / ( nb_next - 1 ); next_base[0].normParam = 0.; for ( j = 1; j < nb_next; ++j ) next_base[j].normParam = next_base[j-1].normParam + du; } uv[ UV_L ].SetCoord( next_base.front().u, next_base.front().v ); uv[ UV_R ].SetCoord( next_base.back().u, next_base.back().v ); int free_left = ( curr_base_len - 1 - nb_col * col_base_size ) / 2; int free_middle = curr_base_len - 1 - nb_col * col_base_size - 2 * free_left; // not reduced left elements for (j = 0; j < free_left; j++) { // f (i + 1, j + 1) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j ].node, curr_base[ j+1 ].node, Nf, next_base[ next_base_len-1 ].node); } for (int icol = 1; icol <= nb_col; icol++) { // add "H" reduceFunction( curr_base, next_base, j, next_base_len, quad, uv, y, myHelper, S ); j += reduce_grp_size; // elements in the middle of "columns" added for symmetry if ( free_middle > 0 && ( nb_col % 2 == 0 ) && icol == nb_col / 2 ) { for (int imiddle = 1; imiddle <= free_middle; imiddle++) { // f (i + 1, j + imiddle) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j-1+imiddle ].node, curr_base[ j +imiddle ].node, Nf, next_base[ next_base_len-1 ].node); } j += free_middle; } } // not reduced right elements for (; j < curr_base_len-1; j++) { // f (i + 1, j + 1) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j ].node, curr_base[ j+1 ].node, Nf, next_base[ next_base_len-1 ].node); } curr_base_len = next_base_len + 1; next_base_len = 0; curr_base.swap( next_base ); } } else if ( is_tree_42 || is_tree_31 ) { // "tree" simple reduce "42": 2->4->8->16->32->... // // .-------------------------------.-------------------------------. nr // | \ | / | // | \ .---------------.---------------. / | // | | | | | // .---------------.---------------.---------------.---------------. // | \ | / | \ | / | // | \ .-------.-------. / | \ .-------.-------. / | // | | | | | | | | | // .-------.-------.-------.-------.-------.-------.-------.-------. i // |\ | /|\ | /|\ | /|\ | /| // | \.---.---./ | \.---.---./ | \.---.---./ | \.---.---./ | // | | | | | | | | | | | | | | | | | // .---.---.---.---.---.---.---.---.---.---.---.---.---.---.---.---. // |\ | /|\ | /|\ | /|\ | /|\ | /|\ | /|\ | /|\ | /| // | .-.-. | .-.-. | .-.-. | .-.-. | .-.-. | .-.-. | .-.-. | .-.-. | // | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | // .-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. 1 // 1 j nb // "tree" simple reduce "31": 1->3->9->27->... // // .-----------------------------------------------------. nr // | \ / | // | .-----------------. | // | | | | // .-----------------.-----------------.-----------------. // | \ / | \ / | \ / | // | .-----. | .-----. | .-----. | i // | | | | | | | | | | // .-----.-----.-----.-----.-----.-----.-----.-----.-----. // |\ /|\ /|\ /|\ /|\ /|\ /|\ /|\ /|\ /| // | .-. | .-. | .-. | .-. | .-. | .-. | .-. | .-. | .-. | // | | | | | | | | | | | | | | | | | | | | | | | | | | | | // .-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. 1 // 1 j nb PReduceFunction reduceFunction = & ( is_tree_42 ? reduce42 : reduce31 ); const int reduce_grp_size = is_tree_42 ? 4 : 3; for (i = 1; i < nr; i++) // layer by layer { // to stop reducing, if number of nodes reaches nt int delta = curr_base_len - nt; // to calculate normalized parameter, we must know number of points in next layer int nb_reduce_groups = (curr_base_len - 1) / reduce_grp_size; int nb_next = nb_reduce_groups * (reduce_grp_size-2) + (curr_base_len - nb_reduce_groups*reduce_grp_size); if (nb_next < nt) nb_next = nt; const double y = uv_el[ i ].normParam; if ( i + 1 == nr ) // top { next_base = uv_et; } else { next_base.clear(); next_base.resize( nb_next, nullUVPtStruct ); next_base.front() = uv_el[i]; next_base.back() = uv_er[i]; // compute normalized param u double du = 1. / ( nb_next - 1 ); next_base[0].normParam = 0.; for ( j = 1; j < nb_next; ++j ) next_base[j].normParam = next_base[j-1].normParam + du; } uv[ UV_L ].SetCoord( next_base.front().u, next_base.front().v ); uv[ UV_R ].SetCoord( next_base.back().u, next_base.back().v ); for (j = 0; j+reduce_grp_size < curr_base_len && delta > 0; j+=reduce_grp_size, delta-=2) { reduceFunction( curr_base, next_base, j, next_base_len, quad, uv, y, myHelper, S ); } // not reduced side elements (if any) for (; j < curr_base_len-1; j++) { // f (i + 1, j + 1) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j ].node, curr_base[ j+1 ].node, Nf, next_base[ next_base_len-1 ].node); } curr_base_len = next_base_len + 1; next_base_len = 0; curr_base.swap( next_base ); } } // end "tree" simple reduce else if ( is_lin_42 || is_lin_31 ) { // "linear" simple reduce "31": 2->6->10->14 // // .-----------------------------.-----------------------------. nr // | \ / | \ / | // | .---------. | .---------. | // | | | | | | | // .---------.---------.---------.---------.---------.---------. // | / \ / \ | / \ / \ | // | / .-----. \ | / .-----. \ | i // | / | | \ | / | | \ | // .-----.-----.-----.-----.-----.-----.-----.-----.-----.-----. // | / / \ / \ \ | / / \ / \ \ | // | / / .-. \ \ | / / .-. \ \ | // | / / / \ \ \ | / / / \ \ \ | // .--.----.---.-----.---.-----.-.--.----.---.-----.---.-----.-. 1 // 1 j nb // "linear" simple reduce "42": 4->8->12->16 // // .---------------.---------------.---------------.---------------. nr // | \ | / | \ | / | // | \ .-------.-------. / | \ .-------.-------. / | // | | | | | | | | | // .-------.-------.-------.-------.-------.-------.-------.-------. // | / \ | / \ | / \ | / \ | // | / \.----.----./ \ | / \.----.----./ \ | i // | / | | | \ | / | | | \ | // .-----.----.----.----.----.-----.-----.----.----.----.----.-----. // | / / \ | / \ \ | / / \ | / \ \ | // | / / .-.-. \ \ | / / .-.-. \ \ | // | / / / | \ \ \ | / / / | \ \ \ | // .---.---.---.---.---.---.---.---.---.---.---.---.---.---.---.---. 1 // 1 j nb // nt = 5, nb = 7, nr = 4 //int delta_all = 2; //int delta_one_col = 6; //int nb_col = 0; //int remainder = 2; //if (remainder > 0) nb_col++; //nb_col = 1; //int free_left = 1; //free_left += 2; //int free_middle = 4; int delta_all = nb - nt; int delta_one_col = (nr - 1) * 2; int nb_col = delta_all / delta_one_col; int remainder = delta_all - nb_col * delta_one_col; if (remainder > 0) { nb_col++; } const int col_top_size = is_lin_42 ? 2 : 1; int free_left = ((nt - 1) - nb_col * col_top_size) / 2; free_left += nr - 2; int free_middle = (nr - 2) * 2; if (remainder > 0 && nb_col == 1) { int nb_rows_short_col = remainder / 2; int nb_rows_thrown = (nr - 1) - nb_rows_short_col; free_left -= nb_rows_thrown; } // nt = 5, nb = 17, nr = 4 //int delta_all = 12; //int delta_one_col = 6; //int nb_col = 2; //int remainder = 0; //int free_left = 2; //int free_middle = 4; PReduceFunction reduceFunction = & ( is_lin_42 ? reduce42 : reduce31 ); const int reduce_grp_size = is_lin_42 ? 4 : 3; for (i = 1; i < nr; i++, free_middle -= 2, free_left -= 1) // layer by layer { // to calculate normalized parameter, we must know number of points in next layer int nb_next = curr_base_len - nb_col * 2; if (remainder > 0 && i > remainder / 2) // take into account short "column" nb_next += 2; if (nb_next < nt) nb_next = nt; const double y = uv_el[ i ].normParam; if ( i + 1 == nr ) // top { next_base = uv_et; } else { next_base.clear(); next_base.resize( nb_next, nullUVPtStruct ); next_base.front() = uv_el[i]; next_base.back() = uv_er[i]; // compute normalized param u double du = 1. / ( nb_next - 1 ); next_base[0].normParam = 0.; for ( j = 1; j < nb_next; ++j ) next_base[j].normParam = next_base[j-1].normParam + du; } uv[ UV_L ].SetCoord( next_base.front().u, next_base.front().v ); uv[ UV_R ].SetCoord( next_base.back().u, next_base.back().v ); // not reduced left elements for (j = 0; j < free_left; j++) { // f (i + 1, j + 1) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j ].node, curr_base[ j+1 ].node, Nf, next_base[ next_base_len-1 ].node); } for (int icol = 1; icol <= nb_col; icol++) { if (remainder > 0 && icol == nb_col && i > remainder / 2) // stop short "column" break; // add "H" reduceFunction( curr_base, next_base, j, next_base_len, quad, uv, y, myHelper, S ); j += reduce_grp_size; // not reduced middle elements if (icol < nb_col) { if (remainder > 0 && icol == nb_col - 1 && i > remainder / 2) // pass middle elements before stopped short "column" break; int free_add = free_middle; if (remainder > 0 && icol == nb_col - 1) // next "column" is short free_add -= (nr - 1) - (remainder / 2); for (int imiddle = 1; imiddle <= free_add; imiddle++) { // f (i + 1, j + imiddle) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j-1+imiddle ].node, curr_base[ j +imiddle ].node, Nf, next_base[ next_base_len-1 ].node); } j += free_add; } } // not reduced right elements for (; j < curr_base_len-1; j++) { // f (i + 1, j + 1) const SMDS_MeshNode*& Nf = next_base[++next_base_len].node; if ( !Nf ) Nf = makeNode( next_base[ next_base_len ], y, quad, uv, myHelper, S ); myHelper->AddFace(curr_base[ j ].node, curr_base[ j+1 ].node, Nf, next_base[ next_base_len-1 ].node); } curr_base_len = next_base_len + 1; next_base_len = 0; curr_base.swap( next_base ); } } // end "linear" simple reduce else { return false; } } // end Simple Reduce implementation bool isOk = true; return isOk; } //================================================================================ namespace // data for smoothing { struct TSmoothNode; // -------------------------------------------------------------------------------- /*! * \brief Structure used to check validity of node position after smoothing. * It holds two nodes connected to a smoothed node and belonging to * one mesh face */ struct TTriangle { TSmoothNode* _n1; TSmoothNode* _n2; TTriangle( TSmoothNode* n1=0, TSmoothNode* n2=0 ): _n1(n1), _n2(n2) {} inline bool IsForward( gp_UV uv ) const; }; // -------------------------------------------------------------------------------- /*! * \brief Data of a smoothed node */ struct TSmoothNode { gp_XY _uv; gp_XYZ _xyz; vector< TTriangle > _triangles; // if empty, then node is not movable }; // -------------------------------------------------------------------------------- inline bool TTriangle::IsForward( gp_UV uv ) const { gp_Vec2d v1( uv, _n1->_uv ), v2( uv, _n2->_uv ); double d = v1 ^ v2; return d > 1e-100; } //================================================================================ /*! * \brief Returns area of a triangle */ //================================================================================ double getArea( const gp_UV uv1, const gp_UV uv2, const gp_UV uv3 ) { gp_XY v1 = uv1 - uv2, v2 = uv3 - uv2; double a = v2 ^ v1; return a; } } //================================================================================ /*! * \brief Set UV of nodes on degenerated VERTEXes in the middle of degenerated EDGE * * WARNING: this method must be called AFTER retrieving UVPtStruct's from quad */ //================================================================================ void StdMeshers_Quadrangle_2D::updateDegenUV(FaceQuadStruct::Ptr quad) { if ( myNeedSmooth ) // Set UV of nodes on degenerated VERTEXes in the middle of degenerated EDGE // -------------------------------------------------------------------------- for ( unsigned i = 0; i < quad->side.size(); ++i ) { const vector& uvVec = quad->side[i].GetUVPtStruct(); // find which end of the side is on degenerated shape int degenInd = -1; if ( myHelper->IsDegenShape( uvVec[0].node->getshapeId() )) degenInd = 0; else if ( myHelper->IsDegenShape( uvVec.back().node->getshapeId() )) degenInd = uvVec.size() - 1; else continue; // find another side sharing the degenerated shape bool isPrev = ( degenInd == 0 ); if ( i >= QUAD_TOP_SIDE ) isPrev = !isPrev; int i2 = ( isPrev ? ( i + 3 ) : ( i + 1 )) % 4; const vector& uvVec2 = quad->side[ i2 ].GetUVPtStruct(); int degenInd2 = -1; if ( uvVec[ degenInd ].node == uvVec2.front().node ) degenInd2 = 0; else if ( uvVec[ degenInd ].node == uvVec2.back().node ) degenInd2 = uvVec2.size() - 1; else throw SALOME_Exception( LOCALIZED( "Logical error" )); // move UV in the middle uvPtStruct& uv1 = const_cast( uvVec [ degenInd ]); uvPtStruct& uv2 = const_cast( uvVec2[ degenInd2 ]); uv1.u = uv2.u = 0.5 * ( uv1.u + uv2.u ); uv1.v = uv2.v = 0.5 * ( uv1.v + uv2.v ); } else if ( quad->side.size() == 4 /*&& myQuadType == QUAD_STANDARD*/) // Set number of nodes on a degenerated side to be same as on an opposite side // ---------------------------------------------------------------------------- for ( unsigned i = 0; i < quad->side.size(); ++i ) { StdMeshers_FaceSidePtr degSide = quad->side[i]; if ( !myHelper->IsDegenShape( degSide->EdgeID(0) )) continue; StdMeshers_FaceSidePtr oppSide = quad->side[( i+2 ) % quad->side.size() ]; if ( degSide->NbSegments() == oppSide->NbSegments() ) continue; // make new side data const vector& uvVecDegOld = degSide->GetUVPtStruct(); const SMDS_MeshNode* n = uvVecDegOld[0].node; Handle(Geom2d_Curve) c2d = degSide->Curve2d(0); double f = degSide->FirstU(0), l = degSide->LastU(0); gp_Pnt2d p1 = uvVecDegOld.front().UV(); gp_Pnt2d p2 = uvVecDegOld.back().UV(); quad->side[i] = StdMeshers_FaceSide::New( oppSide.get(), n, &p1, &p2, c2d, f, l ); } } //================================================================================ /*! * \brief Perform smoothing of 2D elements on a FACE with ignored degenerated EDGE */ //================================================================================ void StdMeshers_Quadrangle_2D::smooth (FaceQuadStruct::Ptr quad) { if ( !myNeedSmooth ) return; // Get nodes to smooth // TODO: do not smooth fixed nodes typedef map< const SMDS_MeshNode*, TSmoothNode, TIDCompare > TNo2SmooNoMap; TNo2SmooNoMap smooNoMap; const TopoDS_Face& geomFace = TopoDS::Face( myHelper->GetSubShape() ); Handle(Geom_Surface) surface = BRep_Tool::Surface( geomFace ); double U1, U2, V1, V2; surface->Bounds(U1, U2, V1, V2); GeomAPI_ProjectPointOnSurf proj; proj.Init( surface, U1, U2, V1, V2, BRep_Tool::Tolerance( geomFace ) ); SMESHDS_Mesh* meshDS = myHelper->GetMeshDS(); SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( geomFace ); SMDS_NodeIteratorPtr nIt = fSubMesh->GetNodes(); while ( nIt->more() ) // loop on nodes bound to a FACE { const SMDS_MeshNode* node = nIt->next(); TSmoothNode & sNode = smooNoMap[ node ]; sNode._uv = myHelper->GetNodeUV( geomFace, node ); sNode._xyz = SMESH_TNodeXYZ( node ); // set sNode._triangles SMDS_ElemIteratorPtr fIt = node->GetInverseElementIterator( SMDSAbs_Face ); while ( fIt->more() ) { const SMDS_MeshElement* face = fIt->next(); const int nbN = face->NbCornerNodes(); const int nInd = face->GetNodeIndex( node ); const int prevInd = myHelper->WrapIndex( nInd - 1, nbN ); const int nextInd = myHelper->WrapIndex( nInd + 1, nbN ); const SMDS_MeshNode* prevNode = face->GetNode( prevInd ); const SMDS_MeshNode* nextNode = face->GetNode( nextInd ); sNode._triangles.push_back( TTriangle( & smooNoMap[ prevNode ], & smooNoMap[ nextNode ])); } } // set _uv of smooth nodes on FACE boundary for ( unsigned i = 0; i < quad->side.size(); ++i ) { const vector& uvVec = quad->side[i].GetUVPtStruct(); for ( unsigned j = 0; j < uvVec.size(); ++j ) { TSmoothNode & sNode = smooNoMap[ uvVec[j].node ]; sNode._uv = uvVec[j].UV(); sNode._xyz = SMESH_TNodeXYZ( uvVec[j].node ); } } // define refernce orientation in 2D TNo2SmooNoMap::iterator n2sn = smooNoMap.begin(); for ( ; n2sn != smooNoMap.end(); ++n2sn ) if ( !n2sn->second._triangles.empty() ) break; if ( n2sn == smooNoMap.end() ) return; const TSmoothNode & sampleNode = n2sn->second; const bool refForward = ( sampleNode._triangles[0].IsForward( sampleNode._uv )); // Smoothing for ( int iLoop = 0; iLoop < 5; ++iLoop ) { for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn ) { TSmoothNode& sNode = n2sn->second; if ( sNode._triangles.empty() ) continue; // not movable node gp_XY newUV; bool isValid = false; bool use3D = ( iLoop > 2 ); // 3 loops in 2D and 2, in 3D if ( use3D ) { // compute a new XYZ gp_XYZ newXYZ (0,0,0); for ( unsigned i = 0; i < sNode._triangles.size(); ++i ) newXYZ += sNode._triangles[i]._n1->_xyz; newXYZ /= sNode._triangles.size(); // compute a new UV by projection proj.Perform( newXYZ ); isValid = ( proj.IsDone() && proj.NbPoints() > 0 ); if ( isValid ) { // check validity of the newUV Quantity_Parameter u,v; proj.LowerDistanceParameters( u, v ); newUV.SetCoord( u, v ); for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i ) isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward ); } } if ( !isValid ) { // compute a new UV by averaging newUV.SetCoord(0.,0.); for ( unsigned i = 0; i < sNode._triangles.size(); ++i ) newUV += sNode._triangles[i]._n1->_uv; newUV /= sNode._triangles.size(); // check validity of the newUV isValid = true; for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i ) isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward ); } if ( isValid ) { sNode._uv = newUV; sNode._xyz = surface->Value( newUV.X(), newUV.Y() ).XYZ(); } } } // Set new XYZ to the smoothed nodes for ( n2sn = smooNoMap.begin(); n2sn != smooNoMap.end(); ++n2sn ) { TSmoothNode& sNode = n2sn->second; if ( sNode._triangles.empty() ) continue; // not movable node SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( n2sn->first ); gp_Pnt xyz = surface->Value( sNode._uv.X(), sNode._uv.Y() ); meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() ); // store the new UV node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( sNode._uv.X(), sNode._uv.Y() ))); } // Move medium nodes in quadratic mesh if ( _quadraticMesh ) { const TLinkNodeMap& links = myHelper->GetTLinkNodeMap(); TLinkNodeMap::const_iterator linkIt = links.begin(); for ( ; linkIt != links.end(); ++linkIt ) { const SMESH_TLink& link = linkIt->first; SMDS_MeshNode* node = const_cast< SMDS_MeshNode*>( linkIt->second ); if ( node->getshapeId() != myHelper->GetSubShapeID() ) continue; // medium node is on EDGE or VERTEX gp_XY uv1 = myHelper->GetNodeUV( geomFace, link.node1(), node ); gp_XY uv2 = myHelper->GetNodeUV( geomFace, link.node2(), node ); gp_XY uv = myHelper->GetMiddleUV( surface, uv1, uv2 ); node->SetPosition( SMDS_PositionPtr( new SMDS_FacePosition( uv.X(), uv.Y() ))); gp_Pnt xyz = surface->Value( uv.X(), uv.Y() ); meshDS->MoveNode( node, xyz.X(), xyz.Y(), xyz.Z() ); } } } //================================================================================ /*! * \brief Checks validity of generated faces */ //================================================================================ bool StdMeshers_Quadrangle_2D::check() { const bool isOK = true; if ( !myCheckOri || myQuadList.empty() || !myQuadList.front() || !myHelper ) return isOK; TopoDS_Face geomFace = TopoDS::Face( myHelper->GetSubShape() ); SMESHDS_Mesh* meshDS = myHelper->GetMeshDS(); SMESHDS_SubMesh* fSubMesh = meshDS->MeshElements( geomFace ); bool toCheckUV; if ( geomFace.Orientation() >= TopAbs_INTERNAL ) geomFace.Orientation( TopAbs_FORWARD ); // Get a reference orientation sign double okSign; { TError err; TSideVector wireVec = StdMeshers_FaceSide::GetFaceWires( geomFace, *myHelper->GetMesh(), true, err ); StdMeshers_FaceSidePtr wire = wireVec[0]; // find a right angle VERTEX int iVertex; double maxAngle = -1e100; for ( int i = 0; i < wire->NbEdges(); ++i ) { int iPrev = myHelper->WrapIndex( i-1, wire->NbEdges() ); const TopoDS_Edge& e1 = wire->Edge( iPrev ); const TopoDS_Edge& e2 = wire->Edge( i ); double angle = myHelper->GetAngle( e1, e2, geomFace ); if (( maxAngle < angle ) && ( 5.* M_PI/180 < angle && angle < 175.* M_PI/180 )) { maxAngle = angle; iVertex = i; } } if ( maxAngle < -2*M_PI ) return isOK; // get a sign of 2D area of a corner face int iPrev = myHelper->WrapIndex( iVertex-1, wire->NbEdges() ); const TopoDS_Edge& e1 = wire->Edge( iPrev ); const TopoDS_Edge& e2 = wire->Edge( iVertex ); gp_Vec2d v1, v2; gp_Pnt2d p; double u[2]; { bool rev = ( e1.Orientation() == TopAbs_REVERSED ); Handle(Geom2d_Curve) c = BRep_Tool::CurveOnSurface( e1, geomFace, u[0], u[1] ); c->D1( u[ !rev ], p, v1 ); if ( !rev ) v1.Reverse(); } { bool rev = ( e2.Orientation() == TopAbs_REVERSED ); Handle(Geom2d_Curve) c = BRep_Tool::CurveOnSurface( e2, geomFace, u[0], u[1] ); c->D1( u[ rev ], p, v2 ); if ( rev ) v2.Reverse(); } okSign = v2 ^ v1; if ( maxAngle < 0 ) okSign *= -1; } // Look for incorrectly oriented faces std::list badFaces; const SMDS_MeshNode* nn [ 8 ]; // 8 is just for safety gp_UV uv [ 8 ]; SMDS_ElemIteratorPtr fIt = fSubMesh->GetElements(); while ( fIt->more() ) // loop on faces bound to a FACE { const SMDS_MeshElement* f = fIt->next(); const int nbN = f->NbCornerNodes(); for ( int i = 0; i < nbN; ++i ) nn[ i ] = f->GetNode( i ); const SMDS_MeshNode* nInFace = 0; if ( myHelper->HasSeam() ) for ( int i = 0; i < nbN && !nInFace; ++i ) if ( !myHelper->IsSeamShape( nn[i]->getshapeId() )) nInFace = nn[i]; for ( int i = 0; i < nbN; ++i ) uv[ i ] = myHelper->GetNodeUV( geomFace, nn[i], nInFace, &toCheckUV ); switch ( nbN ) { case 4: { double sign1 = getArea( uv[0], uv[1], uv[2] ); double sign2 = getArea( uv[0], uv[2], uv[3] ); if ( sign1 * sign2 < 0 ) { sign2 = getArea( uv[1], uv[2], uv[3] ); sign1 = getArea( uv[1], uv[3], uv[0] ); if ( sign1 * sign2 < 0 ) continue; // this should not happen } if ( sign1 * okSign < 0 ) badFaces.push_back ( f ); break; } case 3: { double sign = getArea( uv[0], uv[1], uv[2] ); if ( sign * okSign < 0 ) badFaces.push_back ( f ); break; } default:; } } if ( !badFaces.empty() ) { SMESH_subMesh* fSM = myHelper->GetMesh()->GetSubMesh( geomFace ); SMESH_ComputeErrorPtr& err = fSM->GetComputeError(); err.reset ( new SMESH_ComputeError( COMPERR_ALGO_FAILED, "Inverted elements generated")); err->myBadElements.swap( badFaces ); return !isOK; } return isOK; } /*//================================================================================ /*! * \brief Finds vertices at the most sharp face corners * \param [in] theFace - the FACE * \param [in,out] theWire - the ordered edges of the face. It can be modified to * have the first VERTEX of the first EDGE in \a vertices * \param [out] theVertices - the found corner vertices in the order corresponding to * the order of EDGEs in \a theWire * \param [out] theNbDegenEdges - nb of degenerated EDGEs in theFace * \param [in] theConsiderMesh - if \c true, only meshed VERTEXes are considered * as possible corners * \return int - number of quad sides found: 0, 3 or 4 */ //================================================================================ int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace, SMESH_Mesh & theMesh, std::list& theWire, std::vector& theVertices, int & theNbDegenEdges, const bool theConsiderMesh) { theNbDegenEdges = 0; SMESH_MesherHelper helper( theMesh ); // sort theVertices by angle multimap vertexByAngle; TopTools_DataMapOfShapeReal angleByVertex; TopoDS_Edge prevE = theWire.back(); if ( SMESH_Algo::isDegenerated( prevE )) { list::reverse_iterator edge = ++theWire.rbegin(); while ( SMESH_Algo::isDegenerated( *edge )) ++edge; if ( edge == theWire.rend() ) return false; prevE = *edge; } list::iterator edge = theWire.begin(); for ( ; edge != theWire.end(); ++edge ) { if ( SMESH_Algo::isDegenerated( *edge )) { ++theNbDegenEdges; continue; } TopoDS_Vertex v = helper.IthVertex( 0, *edge ); if ( !theConsiderMesh || SMESH_Algo::VertexNode( v, helper.GetMeshDS() )) { double angle = SMESH_MesherHelper::GetAngle( prevE, *edge, theFace ); vertexByAngle.insert( make_pair( angle, v )); angleByVertex.Bind( v, angle ); } prevE = *edge; } // find out required nb of corners (3 or 4) int nbCorners = 4; TopoDS_Shape triaVertex = helper.GetMeshDS()->IndexToShape( myTriaVertexID ); if ( !triaVertex.IsNull() && triaVertex.ShapeType() == TopAbs_VERTEX && helper.IsSubShape( triaVertex, theFace ) && ( vertexByAngle.size() != 4 || vertexByAngle.begin()->first < 5 * M_PI/180. )) nbCorners = 3; else triaVertex.Nullify(); // check nb of available corners if ( nbCorners == 3 ) { if ( vertexByAngle.size() < 3 ) return error(COMPERR_BAD_SHAPE, TComm("Face must have 3 sides but not ") << vertexByAngle.size() ); } else { if ( vertexByAngle.size() == 3 && theNbDegenEdges == 0 ) { if ( myTriaVertexID < 1 ) return error(COMPERR_BAD_PARMETERS, "No Base vertex provided for a trilateral geometrical face"); TComm comment("Invalid Base vertex: "); comment << myTriaVertexID << " its ID is not among [ "; multimap::iterator a2v = vertexByAngle.begin(); comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++; comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << ", "; a2v++; comment << helper.GetMeshDS()->ShapeToIndex( a2v->second ) << " ]"; return error(COMPERR_BAD_PARMETERS, comment ); } if ( vertexByAngle.size() + ( theNbDegenEdges > 0 ) < 4 && vertexByAngle.size() + theNbDegenEdges != 4 ) return error(COMPERR_BAD_SHAPE, TComm("Face must have 4 sides but not ") << vertexByAngle.size() ); } // put all corner vertices in a map TopTools_MapOfShape vMap; if ( nbCorners == 3 ) vMap.Add( triaVertex ); multimap::reverse_iterator a2v = vertexByAngle.rbegin(); for ( ; a2v != vertexByAngle.rend() && vMap.Extent() < nbCorners; ++a2v ) vMap.Add( (*a2v).second ); // check if there are possible variations in choosing corners bool isThereVariants = false; if ( vertexByAngle.size() > nbCorners ) { double lostAngle = a2v->first; double lastAngle = ( --a2v, a2v->first ); isThereVariants = ( lostAngle * 1.1 >= lastAngle ); } myCheckOri = ( vertexByAngle.size() > nbCorners || vertexByAngle.begin()->first < 5.* M_PI/180 ); // make theWire begin from a corner vertex or triaVertex if ( nbCorners == 3 ) while ( !triaVertex.IsSame( ( helper.IthVertex( 0, theWire.front() ))) || SMESH_Algo::isDegenerated( theWire.front() )) theWire.splice( theWire.end(), theWire, theWire.begin() ); else while ( !vMap.Contains( helper.IthVertex( 0, theWire.front() )) || SMESH_Algo::isDegenerated( theWire.front() )) theWire.splice( theWire.end(), theWire, theWire.begin() ); // fill the result vector and prepare for its refinement theVertices.clear(); vector< double > angles; vector< TopoDS_Edge > edgeVec; vector< int > cornerInd, nbSeg; angles.reserve( vertexByAngle.size() ); edgeVec.reserve( vertexByAngle.size() ); nbSeg.reserve( vertexByAngle.size() ); cornerInd.reserve( nbCorners ); for ( edge = theWire.begin(); edge != theWire.end(); ++edge ) { if ( SMESH_Algo::isDegenerated( *edge )) continue; TopoDS_Vertex v = helper.IthVertex( 0, *edge ); bool isCorner = vMap.Contains( v ); if ( isCorner ) { theVertices.push_back( v ); cornerInd.push_back( angles.size() ); } angles.push_back( angleByVertex.IsBound( v ) ? angleByVertex( v ) : -M_PI ); edgeVec.push_back( *edge ); if ( theConsiderMesh && isThereVariants ) { if ( SMESHDS_SubMesh* sm = helper.GetMeshDS()->MeshElements( *edge )) nbSeg.push_back( sm->NbNodes() + 1 ); else nbSeg.push_back( 0 ); } } // refine the result vector - make sides elual by length if // there are several equal angles if ( isThereVariants ) { if ( nbCorners == 3 ) angles[0] = 2 * M_PI; // not to move the base triangle VERTEX set< int > refinedCorners; for ( size_t iC = 0; iC < cornerInd.size(); ++iC ) { int iV = cornerInd[iC]; if ( !refinedCorners.insert( iV ).second ) continue; list< int > equalVertices; equalVertices.push_back( iV ); int nbC[2] = { 0, 0 }; // find equal angles backward and forward from the iV-th corner vertex for ( int isFwd = 0; isFwd < 2; ++isFwd ) { int dV = isFwd ? +1 : -1; int iCNext = helper.WrapIndex( iC + dV, cornerInd.size() ); int iVNext = helper.WrapIndex( iV + dV, angles.size() ); while ( iVNext != iV ) { bool equal = Abs( angles[iV] - angles[iVNext] ) < 0.1 * angles[iV]; if ( equal ) equalVertices.insert( isFwd ? equalVertices.end() : equalVertices.begin(), iVNext ); if ( iVNext == cornerInd[ iCNext ]) { if ( !equal ) break; nbC[ isFwd ]++; refinedCorners.insert( cornerInd[ iCNext ] ); iCNext = helper.WrapIndex( iCNext + dV, cornerInd.size() ); } iVNext = helper.WrapIndex( iVNext + dV, angles.size() ); } } // move corners to make sides equal by length int nbEqualV = equalVertices.size(); int nbExcessV = nbEqualV - ( 1 + nbC[0] + nbC[1] ); if ( nbExcessV > 0 ) { // calculate normalized length of each side enclosed between neighbor equalVertices vector< double > curLengths; double totalLen = 0; vector< int > evVec( equalVertices.begin(), equalVertices.end() ); int iEV = 0; int iE = cornerInd[ helper.WrapIndex( iC - nbC[0] - 1, cornerInd.size() )]; int iEEnd = cornerInd[ helper.WrapIndex( iC + nbC[1] + 1, cornerInd.size() )]; while ( curLengths.size() < nbEqualV + 1 ) { curLengths.push_back( totalLen ); do { curLengths.back() += SMESH_Algo::EdgeLength( edgeVec[ iE ]); iE = helper.WrapIndex( iE + 1, edgeVec.size()); if ( iEV < evVec.size() && iE == evVec[ iEV++ ] ) break; } while( iE != iEEnd ); totalLen = curLengths.back(); } curLengths.resize( equalVertices.size() ); for ( size_t iS = 0; iS < curLengths.size(); ++iS ) curLengths[ iS ] /= totalLen; // find equalVertices most close to the ideal sub-division of all sides int iBestEV = 0; int iCorner = helper.WrapIndex( iC - nbC[0], cornerInd.size() ); int nbSides = 2 + nbC[0] + nbC[1]; for ( int iS = 1; iS < nbSides; ++iS, ++iBestEV ) { double idealLen = iS / double( nbSides ); double d, bestDist = 1.; for ( iEV = iBestEV; iEV < curLengths.size(); ++iEV ) if (( d = Abs( idealLen - curLengths[ iEV ])) < bestDist ) { bestDist = d; iBestEV = iEV; } if ( iBestEV > iS-1 + nbExcessV ) iBestEV = iS-1 + nbExcessV; theVertices[ iCorner ] = helper.IthVertex( 0, edgeVec[ evVec[ iBestEV ]]); iCorner = helper.WrapIndex( iCorner + 1, cornerInd.size() ); } } } } return nbCorners; } //================================================================================ /*! * \brief Constructor of a side of quad */ //================================================================================ FaceQuadStruct::Side::Side(StdMeshers_FaceSidePtr theGrid) : grid(theGrid), nbNodeOut(0), from(0), to(theGrid ? theGrid->NbPoints() : 0 ), di(1) { } //============================================================================= /*! * \brief Constructor of a quad */ //============================================================================= FaceQuadStruct::FaceQuadStruct(const TopoDS_Face& F, const std::string& theName) : face( F ), name( theName ) { side.reserve(4); } //================================================================================ /*! * \brief Fills myForcedPnts */ //================================================================================ bool StdMeshers_Quadrangle_2D::getEnforcedUV() { myForcedPnts.clear(); if ( !myParams ) return true; // missing hypothesis std::vector< TopoDS_Shape > shapes; std::vector< gp_Pnt > points; myParams->GetEnforcedNodes( shapes, points ); TopTools_IndexedMapOfShape vMap; for ( size_t i = 0; i < shapes.size(); ++i ) if ( !shapes[i].IsNull() ) TopExp::MapShapes( shapes[i], TopAbs_VERTEX, vMap ); size_t nbPoints = points.size(); for ( int i = 1; i <= vMap.Extent(); ++i ) points.push_back( BRep_Tool::Pnt( TopoDS::Vertex( vMap( i )))); // find out if all points must be in the FACE, which is so if // myParams is a local hypothesis on the FACE being meshed bool isStrictCheck = false; { SMESH_HypoFilter paramFilter( SMESH_HypoFilter::Is( myParams )); TopoDS_Shape assignedTo; if ( myHelper->GetMesh()->GetHypothesis( myHelper->GetSubShape(), paramFilter, /*ancestors=*/true, &assignedTo )) isStrictCheck = ( assignedTo.IsSame( myHelper->GetSubShape() )); } multimap< double, ForcedPoint > sortedFP; // sort points by distance from EDGEs Standard_Real u1,u2,v1,v2; const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() ); const double tol = BRep_Tool::Tolerance( face ); Handle(Geom_Surface) surf = BRep_Tool::Surface( face ); surf->Bounds( u1,u2,v1,v2 ); GeomAPI_ProjectPointOnSurf project; project.Init(surf, u1,u2, v1,v2, tol ); Bnd_Box bbox; BRepBndLib::Add( face, bbox ); double farTol = 0.01 * sqrt( bbox.SquareExtent() ); for ( size_t iP = 0; iP < points.size(); ++iP ) { project.Perform( points[ iP ]); if ( !project.IsDone() ) { if ( isStrictCheck && iP < nbPoints ) return error (TComm("Projection of an enforced point to the face failed - (") << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )"); continue; } if ( project.LowerDistance() > farTol ) { if ( isStrictCheck && iP < nbPoints ) return error (COMPERR_BAD_PARMETERS, TComm("An enforced point is too far from the face, dist = ") << project.LowerDistance() << " - (" << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )"); continue; } Quantity_Parameter u, v; project.LowerDistanceParameters(u, v); gp_Pnt2d uv( u, v ); BRepClass_FaceClassifier clsf ( face, uv, tol ); switch ( clsf.State() ) { case TopAbs_IN: { double edgeDist = ( Min( Abs( u - u1 ), Abs( u - u2 )) + Min( Abs( v - v1 ), Abs( v - v2 ))); ForcedPoint fp; fp.uv = uv.XY(); fp.xyz = points[ iP ].XYZ(); if ( iP >= nbPoints ) fp.vertex = TopoDS::Vertex( vMap( iP - nbPoints + 1 )); sortedFP.insert( make_pair( edgeDist, fp )); break; } case TopAbs_OUT: { if ( isStrictCheck && iP < nbPoints ) return error (COMPERR_BAD_PARMETERS, TComm("An enforced point is out of the face boundary - ") << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )"); break; } case TopAbs_ON: { if ( isStrictCheck && iP < nbPoints ) return error (COMPERR_BAD_PARMETERS, TComm("An enforced point is on the face boundary - ") << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )"); break; } default: { if ( isStrictCheck && iP < nbPoints ) return error (TComm("Classification of an enforced point ralative to the face boundary failed - ") << points[ iP ].X() << ", "<< points[ iP ].Y() << ", "<< points[ iP ].Z() << " )"); } } } multimap< double, ForcedPoint >::iterator d2uv = sortedFP.begin(); for ( ; d2uv != sortedFP.end(); ++d2uv ) myForcedPnts.push_back( (*d2uv).second ); return true; } //================================================================================ /*! * \brief Splits quads by adding points of enforced nodes and create nodes on * the sides shared by quads */ //================================================================================ bool StdMeshers_Quadrangle_2D::addEnforcedNodes() { // if ( myForcedPnts.empty() ) // return true; // make a map of quads sharing a side map< StdMeshers_FaceSidePtr, vector< FaceQuadStruct::Ptr > > quadsBySide; list< FaceQuadStruct::Ptr >::iterator quadIt = myQuadList.begin(); for ( ; quadIt != myQuadList.end(); ++quadIt ) for ( size_t iSide = 0; iSide < (*quadIt)->side.size(); ++iSide ) { if ( !setNormalizedGrid( *quadIt )) return false; quadsBySide[ (*quadIt)->side[iSide] ].push_back( *quadIt ); } SMESH_Mesh* mesh = myHelper->GetMesh(); SMESHDS_Mesh* meshDS = myHelper->GetMeshDS(); const TopoDS_Face& face = TopoDS::Face( myHelper->GetSubShape() ); Handle(Geom_Surface) surf = BRep_Tool::Surface( face ); for ( size_t iFP = 0; iFP < myForcedPnts.size(); ++iFP ) { bool isNodeEnforced = false; // look for a quad enclosing a enforced point for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt ) { FaceQuadStruct::Ptr quad = *quadIt; if ( !setNormalizedGrid( *quadIt )) return false; int i,j; if ( !quad->findCell( myForcedPnts[ iFP ], i, j )) continue; // a grid cell is found, select a node of the cell to move // to the enforced point to and to split the quad at multimap< double, pair< int, int > > ijByDist; for ( int di = 0; di < 2; ++di ) for ( int dj = 0; dj < 2; ++dj ) { double dist2 = ( myForcedPnts[ iFP ].uv - quad->UVPt( i+di,j+dj ).UV() ).SquareModulus(); ijByDist.insert( make_pair( dist2, make_pair( di,dj ))); } // try all nodes starting from the closest one set< FaceQuadStruct::Ptr > changedQuads; multimap< double, pair< int, int > >::iterator d2ij = ijByDist.begin(); for ( ; !isNodeEnforced && d2ij != ijByDist.end(); ++d2ij ) { int di = d2ij->second.first; int dj = d2ij->second.second; // check if a node is at a side int iSide = -1; if ( dj== 0 && j == 0 ) iSide = QUAD_BOTTOM_SIDE; else if ( dj == 1 && j+2 == quad->jSize ) iSide = QUAD_TOP_SIDE; else if ( di == 0 && i == 0 ) iSide = QUAD_LEFT_SIDE; else if ( di == 1 && i+2 == quad->iSize ) iSide = QUAD_RIGHT_SIDE; if ( iSide > -1 ) // ----- node is at a side { FaceQuadStruct::Side& side = quad->side[ iSide ]; // check if this node can be moved if ( quadsBySide[ side ].size() < 2 ) continue; // its a face boundary -> can't move the node int quadNodeIndex = ( iSide % 2 ) ? j : i; int sideNodeIndex = side.ToSideIndex( quadNodeIndex ); if ( side.IsForced( sideNodeIndex )) { // the node is already moved to another enforced point isNodeEnforced = quad->isEqual( myForcedPnts[ iFP ], i, j ); continue; } // make a node of a side forced vector& points = (vector&) side.GetUVPtStruct(); points[ sideNodeIndex ].u = myForcedPnts[ iFP ].U(); points[ sideNodeIndex ].v = myForcedPnts[ iFP ].V(); updateSideUV( side, sideNodeIndex, quadsBySide ); // update adjacent sides set< StdMeshers_FaceSidePtr > updatedSides; updatedSides.insert( side ); for ( size_t i = 0; i < side.contacts.size(); ++i ) if ( side.contacts[i].point == sideNodeIndex ) { const vector< FaceQuadStruct::Ptr >& adjQuads = quadsBySide[ *side.contacts[i].other_side ]; if ( adjQuads.size() > 1 && updatedSides.insert( * side.contacts[i].other_side ).second ) { updateSideUV( *side.contacts[i].other_side, side.contacts[i].other_point, quadsBySide ); } changedQuads.insert( adjQuads.begin(), adjQuads.end() ); } const vector< FaceQuadStruct::Ptr >& adjQuads = quadsBySide[ side ]; changedQuads.insert( adjQuads.begin(), adjQuads.end() ); isNodeEnforced = true; } else // ------------------ node is inside the quad { i += di; j += dj; // make a new side passing through IJ node and split the quad int indForced, iNewSide; if ( quad->iSize < quad->jSize ) // split vertically { quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/true ); indForced = j; iNewSide = splitQuad( quad, i, 0 ); } else { quad->updateUV( myForcedPnts[ iFP ].uv, i, j, /*isVert=*/false ); indForced = i; iNewSide = splitQuad( quad, 0, j ); } FaceQuadStruct::Ptr newQuad = myQuadList.back(); FaceQuadStruct::Side& newSide = newQuad->side[ iNewSide ]; newSide.forced_nodes.insert( indForced ); quad->side[( iNewSide+2 ) % 4 ].forced_nodes.insert( indForced ); quadsBySide[ newSide ].push_back( quad ); quadsBySide[ newQuad->side[0] ].push_back( newQuad ); quadsBySide[ newQuad->side[1] ].push_back( newQuad ); quadsBySide[ newQuad->side[2] ].push_back( newQuad ); quadsBySide[ newQuad->side[3] ].push_back( newQuad ); isNodeEnforced = true; } // end of "node is inside the quad" } // loop on nodes of the cell // remove out-of-date uv grid of changedQuads set< FaceQuadStruct::Ptr >::iterator qIt = changedQuads.begin(); for ( ; qIt != changedQuads.end(); ++qIt ) (*qIt)->uv_grid.clear(); if ( isNodeEnforced ) break; } // loop on quads if ( !isNodeEnforced ) { if ( !myForcedPnts[ iFP ].vertex.IsNull() ) return error(TComm("Unable to move any node to vertex #") <GetMeshDS()->ShapeToIndex( myForcedPnts[ iFP ].vertex )); else return error(TComm("Unable to move any node to point ( ") << myForcedPnts[iFP].xyz.X() << ", " << myForcedPnts[iFP].xyz.Y() << ", " << myForcedPnts[iFP].xyz.Z() << " )"); } } // loop on enforced points // Compute nodes on all sides, where not yet present for ( quadIt = myQuadList.begin(); quadIt != myQuadList.end(); ++quadIt ) { FaceQuadStruct::Ptr quad = *quadIt; for ( int iSide = 0; iSide < 4; ++iSide ) { FaceQuadStruct::Side & side = quad->side[ iSide ]; if ( side.nbNodeOut > 0 ) continue; // emulated side vector< FaceQuadStruct::Ptr >& quadVec = quadsBySide[ side ]; if ( quadVec.size() <= 1 ) continue; // outer side bool missedNodesOnSide = false; const vector& points = side.grid->GetUVPtStruct(); for ( size_t iC = 0; iC < side.contacts.size(); ++iC ) { const vector& oGrid = side.contacts[iC].other_side->grid->GetUVPtStruct(); const UVPtStruct& uvPt = points[ side.contacts[iC].point ]; if ( side.contacts[iC].other_point >= oGrid.size() || side.contacts[iC].point >= points.size() ) throw SALOME_Exception( "StdMeshers_Quadrangle_2D::addEnforcedNodes(): wrong contact" ); if ( oGrid[ side.contacts[iC].other_point ].node ) (( UVPtStruct& ) uvPt).node = oGrid[ side.contacts[iC].other_point ].node; } for ( size_t iP = 0; iP < points.size(); ++iP ) if ( !points[ iP ].node ) { UVPtStruct& uvPnt = ( UVPtStruct& ) points[ iP ]; gp_Pnt P = surf->Value( uvPnt.u, uvPnt.v ); uvPnt.node = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace( uvPnt.node, myHelper->GetSubShapeID(), uvPnt.u, uvPnt.v ); missedNodesOnSide = true; } if ( missedNodesOnSide ) { // clear uv_grid where nodes are missing for ( size_t iQ = 0; iQ < quadVec.size(); ++iQ ) quadVec[ iQ ]->uv_grid.clear(); } } } return true; } //================================================================================ /*! * \brief Splits a quad at I or J. Returns an index of a new side in the new quad */ //================================================================================ int StdMeshers_Quadrangle_2D::splitQuad(FaceQuadStruct::Ptr quad, int I, int J) { FaceQuadStruct* newQuad = new FaceQuadStruct( quad->face ); myQuadList.push_back( FaceQuadStruct::Ptr( newQuad )); vector points; if ( I > 0 && I <= quad->iSize-2 ) { points.reserve( quad->jSize ); for ( int jP = 0; jP < quad->jSize; ++jP ) points.push_back( quad->UVPt( I, jP )); newQuad->side.resize( 4 ); newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ]; newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ]; newQuad->side[ QUAD_TOP_SIDE ] = quad->side[ QUAD_TOP_SIDE ]; newQuad->side[ QUAD_LEFT_SIDE ] = StdMeshers_FaceSide::New( points, quad->face ); FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_LEFT_SIDE ]; FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_RIGHT_SIDE ]; quad->side[ QUAD_RIGHT_SIDE ] = newSide; int iBot = quad->side[ QUAD_BOTTOM_SIDE ].ToSideIndex( I ); int iTop = quad->side[ QUAD_TOP_SIDE ].ToSideIndex( I ); newSide.AddContact ( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot ); newSide2.AddContact( 0, & quad->side[ QUAD_BOTTOM_SIDE ], iBot ); newSide.AddContact ( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop ); newSide2.AddContact( quad->jSize - 1, & quad->side[ QUAD_TOP_SIDE ], iTop ); // cout << "Contact: L " << &newSide << " "<< newSide.NbPoints() // << " R " << &newSide2 << " "<< newSide2.NbPoints() // << " B " << &quad->side[ QUAD_BOTTOM_SIDE ] << " "<< quad->side[ QUAD_BOTTOM_SIDE].NbPoints() // << " T " << &quad->side[ QUAD_TOP_SIDE ] << " "<< quad->side[ QUAD_TOP_SIDE].NbPoints()<< endl; newQuad->side[ QUAD_BOTTOM_SIDE ].from = iBot; newQuad->side[ QUAD_TOP_SIDE ].from = iTop; newQuad->name = ( TComm("Right of I=") << I ); quad->side[ QUAD_BOTTOM_SIDE ].to = iBot + 1; quad->side[ QUAD_TOP_SIDE ].to = iTop + 1; quad->uv_grid.clear(); return QUAD_LEFT_SIDE; } else if ( J > 0 && J <= quad->jSize-2 ) //// split horizontally, a new quad is below an old one { points.reserve( quad->iSize ); for ( int iP = 0; iP < quad->iSize; ++iP ) points.push_back( quad->UVPt( iP, J )); newQuad->side.resize( 4 ); newQuad->side[ QUAD_BOTTOM_SIDE ] = quad->side[ QUAD_BOTTOM_SIDE ]; newQuad->side[ QUAD_RIGHT_SIDE ] = quad->side[ QUAD_RIGHT_SIDE ]; newQuad->side[ QUAD_TOP_SIDE ] = StdMeshers_FaceSide::New( points, quad->face ); newQuad->side[ QUAD_LEFT_SIDE ] = quad->side[ QUAD_LEFT_SIDE ]; FaceQuadStruct::Side& newSide = newQuad->side[ QUAD_TOP_SIDE ]; FaceQuadStruct::Side& newSide2 = quad->side [ QUAD_BOTTOM_SIDE ]; quad->side[ QUAD_BOTTOM_SIDE ] = newSide; int iLft = quad->side[ QUAD_LEFT_SIDE ].ToSideIndex( J ); int iRgt = quad->side[ QUAD_RIGHT_SIDE ].ToSideIndex( J ); newSide.AddContact ( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft ); newSide2.AddContact( 0, & quad->side[ QUAD_LEFT_SIDE ], iLft ); newSide.AddContact ( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt ); newSide2.AddContact( quad->iSize - 1, & quad->side[ QUAD_RIGHT_SIDE ], iRgt ); // cout << "Contact: T " << &newSide << " "<< newSide.NbPoints() // << " B " << &newSide2 << " "<< newSide2.NbPoints() // << " L " << &quad->side[ QUAD_LEFT_SIDE ] << " "<< quad->side[ QUAD_LEFT_SIDE].NbPoints() // << " R " << &quad->side[ QUAD_RIGHT_SIDE ] << " "<< quad->side[ QUAD_RIGHT_SIDE].NbPoints()<< endl; newQuad->side[ QUAD_RIGHT_SIDE ].to = iRgt+1; newQuad->side[ QUAD_LEFT_SIDE ].to = iLft+1; newQuad->name = ( TComm("Below J=") << J ); quad->side[ QUAD_RIGHT_SIDE ].from = iRgt; quad->side[ QUAD_LEFT_SIDE ].from = iLft; quad->uv_grid.clear(); return QUAD_TOP_SIDE; } myQuadList.pop_back(); return -1; } //================================================================================ /*! * \brief Updates UV of a side after moving its node */ //================================================================================ void StdMeshers_Quadrangle_2D::updateSideUV( FaceQuadStruct::Side& side, int iForced, const TQuadsBySide& quadsBySide, int * iNext) { if ( !iNext ) { side.forced_nodes.insert( iForced ); // update parts of the side before and after iForced set::iterator iIt = side.forced_nodes.upper_bound( iForced ); int iEnd = Min( side.NbPoints()-1, ( iIt == side.forced_nodes.end() ) ? int(1e7) : *iIt ); if ( iForced + 1 < iEnd ) updateSideUV( side, iForced, quadsBySide, &iEnd ); iIt = side.forced_nodes.lower_bound( iForced ); int iBeg = Max( 0, ( iIt == side.forced_nodes.begin() ) ? 0 : *--iIt ); if ( iForced - 1 > iBeg ) updateSideUV( side, iForced, quadsBySide, &iBeg ); return; } const int iFrom = Min ( iForced, *iNext ); const int iTo = Max ( iForced, *iNext ) + 1; const int sideSize = iTo - iFrom; vector points[4]; // side points of a temporary quad // from the quads get grid points adjacent to the side // to make two sides of a temporary quad vector< FaceQuadStruct::Ptr > quads = quadsBySide.find( side )->second; // copy! for ( int is2nd = 0; is2nd < 2; ++is2nd ) { points[ is2nd ].reserve( sideSize ); int nbLoops = 0; while ( points[is2nd].size() < sideSize ) { int iCur = iFrom + points[is2nd].size() - int( !points[is2nd].empty() ); // look for a quad adjacent to iCur-th point of the side for ( size_t iQ = 0; iQ < quads.size(); ++iQ ) { FaceQuadStruct::Ptr q = quads[ iQ ]; if ( !q ) continue; size_t iS; for ( iS = 0; iS < q->side.size(); ++iS ) if ( side.grid == q->side[ iS ].grid ) break; bool isOut; if ( !q->side[ iS ].IsReversed() ) isOut = ( q->side[ iS ].from > iCur || q->side[ iS ].to-1 <= iCur ); else isOut = ( q->side[ iS ].to >= iCur || q->side[ iS ].from <= iCur ); if ( isOut ) continue; if ( !setNormalizedGrid( q )) continue; // found - copy points int i,j,di,dj,nb; if ( iS % 2 ) // right or left { i = ( iS == QUAD_LEFT_SIDE ) ? 1 : q->iSize-2; j = q->side[ iS ].ToQuadIndex( iCur ); di = 0; dj = ( q->side[ iS ].IsReversed() ) ? -1 : +1; nb = ( q->side[ iS ].IsReversed() ) ? j+1 : q->jSize-j; } else // bottom or top { i = q->side[ iS ].ToQuadIndex( iCur ); j = ( iS == QUAD_BOTTOM_SIDE ) ? 1 : q->jSize-2; di = ( q->side[ iS ].IsReversed() ) ? -1 : +1; dj = 0; nb = ( q->side[ iS ].IsReversed() ) ? i+1 : q->iSize-i; } if ( !points[is2nd].empty() ) { gp_UV lastUV = points[is2nd].back().UV(); gp_UV quadUV = q->UVPt( i, j ).UV(); if ( ( lastUV - quadUV ).SquareModulus() > 1e-10 ) continue; // quad is on the other side of the side i += di; j += dj; --nb; } for ( ; nb > 0 ; --nb ) { points[ is2nd ].push_back( q->UVPt( i, j )); if ( points[is2nd].size() >= sideSize ) break; i += di; j += dj; } quads[ iQ ].reset(); // not to use this quad anymore if ( points[is2nd].size() >= sideSize ) break; } // loop on quads if ( nbLoops++ > quads.size() ) throw SALOME_Exception( "StdMeshers_Quadrangle_2D::updateSideUV() bug: infinite loop" ); } // while ( points[is2nd].size() < sideSize ) } // two loops to fill points[0] and points[1] // points for other pair of opposite sides of the temporary quad enum { L,R,B,T }; // side index of points[] points[B].push_back( points[L].front() ); points[B].push_back( side.GetUVPtStruct()[ iFrom ]); points[B].push_back( points[R].front() ); points[T].push_back( points[L].back() ); points[T].push_back( side.GetUVPtStruct()[ iTo-1 ]); points[T].push_back( points[R].back() ); // make the temporary quad FaceQuadStruct::Ptr tmpQuad ( new FaceQuadStruct( TopoDS::Face( myHelper->GetSubShape() ), "tmpQuad")); tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[B] )); // bottom tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[R] )); // right tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[T] )); tmpQuad->side.push_back( StdMeshers_FaceSide::New( points[L] )); // compute new UV of the side setNormalizedGrid( tmpQuad ); gp_UV uv = tmpQuad->UVPt(1,0).UV(); tmpQuad->updateUV( uv, 1,0, /*isVertical=*/true ); // update UV of the side vector& sidePoints = (vector&) side.GetUVPtStruct(); for ( int i = iFrom; i < iTo; ++i ) { const uvPtStruct& uvPt = tmpQuad->UVPt( 1, i-iFrom ); sidePoints[ i ].u = uvPt.u; sidePoints[ i ].v = uvPt.v; } } //================================================================================ /*! * \brief Finds indices of a grid quad enclosing the given enforced UV */ //================================================================================ bool FaceQuadStruct::findCell( const gp_XY& UV, int & I, int & J ) { // setNormalizedGrid() must be called before! if ( uv_box.IsOut( UV )) return false; // find an approximate position double x = 0.5, y = 0.5; gp_XY t0 = UVPt( iSize - 1, 0 ).UV(); gp_XY t1 = UVPt( 0, jSize - 1 ).UV(); gp_XY t2 = UVPt( 0, 0 ).UV(); SMESH_MeshAlgos::GetBarycentricCoords( UV, t0, t1, t2, x, y ); x = Min( 1., Max( 0., x )); y = Min( 1., Max( 0., y )); // precise the position normPa2IJ( x,y, I,J ); if ( !isNear( UV, I,J )) { // look for the most close IJ by traversing uv_grid in the middle double dist2, minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus(); for ( int isU = 0; isU < 2; ++isU ) { int ind1 = isU ? 0 : iSize / 2; int ind2 = isU ? jSize / 2 : 0; int di1 = isU ? Max( 2, iSize / 20 ) : 0; int di2 = isU ? 0 : Max( 2, jSize / 20 ); int i,nb = isU ? iSize / di1 : jSize / di2; for ( i = 0; i < nb; ++i, ind1 += di1, ind2 += di2 ) if (( dist2 = ( UV - UVPt( ind1,ind2 ).UV() ).SquareModulus() ) < minDist2 ) { I = ind1; J = ind2; if ( isNear( UV, I,J )) return true; minDist2 = ( UV - UVPt( I,J ).UV() ).SquareModulus(); } } if ( !isNear( UV, I,J, Max( iSize, jSize ) /2 )) return false; } return true; } //================================================================================ /*! * \brief Find indices (i,j) of a point in uv_grid by normalized parameters (x,y) */ //================================================================================ void FaceQuadStruct::normPa2IJ(double X, double Y, int & I, int & J ) { I = Min( int ( iSize * X ), iSize - 2 ); J = Min( int ( jSize * Y ), jSize - 2 ); int oldI, oldJ; do { oldI = I, oldJ = J; while ( X <= UVPt( I,J ).x && I != 0 ) --I; while ( X > UVPt( I+1,J ).x && I+2 < iSize ) ++I; while ( Y <= UVPt( I,J ).y && J != 0 ) --J; while ( Y > UVPt( I,J+1 ).y && J+2 < jSize ) ++J; } while ( oldI != I || oldJ != J ); } //================================================================================ /*! * \brief Looks for UV in quads around a given (I,J) and precise (I,J) */ //================================================================================ bool FaceQuadStruct::isNear( const gp_XY& UV, int & I, int & J, int nbLoops ) { if ( I+1 >= iSize ) I = iSize - 2; if ( J+1 >= jSize ) J = jSize - 2; double bcI, bcJ; gp_XY uvI, uvJ, uv0, uv1; for ( int iLoop = 0; iLoop < nbLoops; ++iLoop ) { int oldI = I, oldJ = J; uvI = UVPt( I+1, J ).UV(); uvJ = UVPt( I, J+1 ).UV(); uv0 = UVPt( I, J ).UV(); SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ ); if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.) return true; if ( I > 0 && bcI < 0. ) --I; if ( I+2 < iSize && bcI > 1. ) ++I; if ( J > 0 && bcJ < 0. ) --J; if ( J+2 < jSize && bcJ > 1. ) ++J; uv1 = UVPt( I+1,J+1).UV(); if ( I != oldI || J != oldJ ) { uvI = UVPt( I+1, J ).UV(); uvJ = UVPt( I, J+1 ).UV(); } SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ ); if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.) return true; if ( I > 0 && bcI > 1. ) --I; if ( I+2 < iSize && bcI < 0. ) ++I; if ( J > 0 && bcJ > 1. ) --J; if ( J+2 < jSize && bcJ < 0. ) ++J; if ( I == oldI && J == oldJ ) return false; if ( iLoop+1 == nbLoops ) { uvI = UVPt( I+1, J ).UV(); uvJ = UVPt( I, J+1 ).UV(); uv0 = UVPt( I, J ).UV(); SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv0, bcI, bcJ ); if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.) return true; uv1 = UVPt( I+1,J+1).UV(); SMESH_MeshAlgos::GetBarycentricCoords( UV, uvI, uvJ, uv1, bcI, bcJ ); if ( bcI >= 0. && bcJ >= 0. && bcI + bcJ <= 1.) return true; } } return false; } //================================================================================ /*! * \brief Checks if a given UV is equal to a given grid point */ //================================================================================ bool FaceQuadStruct::isEqual( const gp_XY& UV, int I, int J ) { TopLoc_Location loc; Handle(Geom_Surface) surf = BRep_Tool::Surface( face, loc ); gp_Pnt p1 = surf->Value( UV.X(), UV.Y() ); gp_Pnt p2 = surf->Value( UVPt( I,J ).u, UVPt( I,J ).v ); double dist2 = 1e100; for ( int di = -1; di < 2; di += 2 ) { int i = I + di; if ( i < 0 || i+1 >= iSize ) continue; for ( int dj = -1; dj < 2; dj += 2 ) { int j = J + dj; if ( j < 0 || j+1 >= jSize ) continue; dist2 = Min( dist2, p2.SquareDistance( surf->Value( UVPt( i,j ).u, UVPt( i,j ).v ))); } } double tol2 = dist2 / 1000.; return p1.SquareDistance( p2 ) < tol2; } //================================================================================ /*! * \brief Recompute UV of grid points around a moved point in one direction */ //================================================================================ void FaceQuadStruct::updateUV( const gp_XY& UV, int I, int J, bool isVertical ) { UVPt( I, J ).u = UV.X(); UVPt( I, J ).v = UV.Y(); if ( isVertical ) { // above J if ( J+1 < jSize-1 ) { gp_UV a0 = UVPt( 0, J ).UV(); gp_UV a1 = UVPt( iSize-1, J ).UV(); gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV(); gp_UV a3 = UVPt( 0, jSize-1 ).UV(); gp_UV p0 = UVPt( I, J ).UV(); gp_UV p2 = UVPt( I, jSize-1 ).UV(); const double y0 = UVPt( I, J ).y, dy = 1. - y0; for (int j = J+1; j < jSize-1; j++) { gp_UV p1 = UVPt( iSize-1, j ).UV(); gp_UV p3 = UVPt( 0, j ).UV(); UVPtStruct& uvPt = UVPt( I, j ); gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3); uvPt.u = uv.X(); uvPt.v = uv.Y(); } } // under J if ( J-1 > 0 ) { gp_UV a0 = UVPt( 0, 0 ).UV(); gp_UV a1 = UVPt( iSize-1, 0 ).UV(); gp_UV a2 = UVPt( iSize-1, J ).UV(); gp_UV a3 = UVPt( 0, J ).UV(); gp_UV p0 = UVPt( I, 0 ).UV(); gp_UV p2 = UVPt( I, J ).UV(); const double y0 = 0., dy = UVPt( I, J ).y - y0; for (int j = 1; j < J; j++) { gp_UV p1 = UVPt( iSize-1, j ).UV(); gp_UV p3 = UVPt( 0, j ).UV(); UVPtStruct& uvPt = UVPt( I, j ); gp_UV uv = calcUV( uvPt.x, ( uvPt.y - y0 ) / dy, a0,a1,a2,a3, p0,p1,p2,p3); uvPt.u = uv.X(); uvPt.v = uv.Y(); } } } else // horizontally { // before I if ( I-1 > 0 ) { gp_UV a0 = UVPt( 0, 0 ).UV(); gp_UV a1 = UVPt( I, 0 ).UV(); gp_UV a2 = UVPt( I, jSize-1 ).UV(); gp_UV a3 = UVPt( 0, jSize-1 ).UV(); gp_UV p1 = UVPt( I, J ).UV(); gp_UV p3 = UVPt( 0, J ).UV(); const double x0 = 0., dx = UVPt( I, J ).x - x0; for (int i = 1; i < I; i++) { gp_UV p0 = UVPt( i, 0 ).UV(); gp_UV p2 = UVPt( i, jSize-1 ).UV(); UVPtStruct& uvPt = UVPt( i, J ); gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3); uvPt.u = uv.X(); uvPt.v = uv.Y(); } } // after I if ( I+1 < iSize-1 ) { gp_UV a0 = UVPt( I, 0 ).UV(); gp_UV a1 = UVPt( iSize-1, 0 ).UV(); gp_UV a2 = UVPt( iSize-1, jSize-1 ).UV(); gp_UV a3 = UVPt( I, jSize-1 ).UV(); gp_UV p1 = UVPt( iSize-1, J ).UV(); gp_UV p3 = UVPt( I, J ).UV(); const double x0 = UVPt( I, J ).x, dx = 1. - x0; for (int i = I+1; i < iSize-1; i++) { gp_UV p0 = UVPt( i, 0 ).UV(); gp_UV p2 = UVPt( i, jSize-1 ).UV(); UVPtStruct& uvPt = UVPt( i, J ); gp_UV uv = calcUV(( uvPt.x - x0 ) / dx , uvPt.y, a0,a1,a2,a3, p0,p1,p2,p3); uvPt.u = uv.X(); uvPt.v = uv.Y(); } } } } //================================================================================ /*! * \brief Side copying */ //================================================================================ FaceQuadStruct::Side& FaceQuadStruct::Side::operator=(const Side& otherSide) { grid = otherSide.grid; from = otherSide.from; to = otherSide.to; di = otherSide.di; forced_nodes = otherSide.forced_nodes; contacts = otherSide.contacts; nbNodeOut = otherSide.nbNodeOut; for ( size_t iC = 0; iC < contacts.size(); ++iC ) { FaceQuadStruct::Side* oSide = contacts[iC].other_side; for ( size_t iOC = 0; iOC < oSide->contacts.size(); ++iOC ) if ( oSide->contacts[iOC].other_side == & otherSide ) { // cout << "SHIFT old " << &otherSide << " " << otherSide.NbPoints() // << " -> new " << this << " " << this->NbPoints() << endl; oSide->contacts[iOC].other_side = this; } } return *this; } //================================================================================ /*! * \brief Converts node index of a quad to node index of this side */ //================================================================================ int FaceQuadStruct::Side::ToSideIndex( int quadNodeIndex ) const { return from + di * quadNodeIndex; } //================================================================================ /*! * \brief Converts node index of this side to node index of a quad */ //================================================================================ int FaceQuadStruct::Side::ToQuadIndex( int sideNodeIndex ) const { return ( sideNodeIndex - from ) * di; } //================================================================================ /*! * \brief Reverse the side */ //================================================================================ bool FaceQuadStruct::Side::Reverse(bool keepGrid) { if ( grid ) { if ( keepGrid ) { from -= di; to -= di; std::swap( from, to ); di *= -1; } else { grid->Reverse(); } } return (bool)grid; } //================================================================================ /*! * \brief Checks if a node is enforced * \param [in] nodeIndex - an index of a node in a size * \return bool - \c true if the node is forced */ //================================================================================ bool FaceQuadStruct::Side::IsForced( int nodeIndex ) const { if ( nodeIndex < 0 || nodeIndex >= grid->NbPoints() ) throw SALOME_Exception( " FaceQuadStruct::Side::IsForced(): wrong index" ); if ( forced_nodes.count( nodeIndex ) ) return true; for ( size_t i = 0; i < this->contacts.size(); ++i ) if ( contacts[ i ].point == nodeIndex && contacts[ i ].other_side->forced_nodes.count( contacts[ i ].other_point )) return true; return false; } //================================================================================ /*! * \brief Sets up a contact between this and another side */ //================================================================================ void FaceQuadStruct::Side::AddContact( int ip, Side* side, int iop ) { if ( ip >= GetUVPtStruct().size() || iop >= side->GetUVPtStruct().size() ) throw SALOME_Exception( "FaceQuadStruct::Side::AddContact(): wrong point" ); { contacts.resize( contacts.size() + 1 ); Contact& c = contacts.back(); c.point = ip; c.other_side = side; c.other_point = iop; } { side->contacts.resize( side->contacts.size() + 1 ); Contact& c = side->contacts.back(); c.point = iop; c.other_side = this; c.other_point = ip; } } //================================================================================ /*! * \brief Returns a normalized parameter of a point indexed within a quadrangle */ //================================================================================ double FaceQuadStruct::Side::Param( int i ) const { const vector& points = GetUVPtStruct(); return (( points[ from + i * di ].normParam - points[ from ].normParam ) / ( points[ to - 1 * di ].normParam - points[ from ].normParam )); } //================================================================================ /*! * \brief Returns UV by a parameter normalized within a quadrangle */ //================================================================================ gp_XY FaceQuadStruct::Side::Value2d( double x ) const { const vector& points = GetUVPtStruct(); double u = ( points[ from ].normParam + x * ( points[ to-di ].normParam - points[ from ].normParam )); return grid->Value2d( u ).XY(); } //================================================================================ /*! * \brief Returns side length */ //================================================================================ double FaceQuadStruct::Side::Length(int theFrom, int theTo) const { if ( IsReversed() != ( theTo < theFrom )) std::swap( theTo, theFrom ); const vector& points = GetUVPtStruct(); double r; if ( theFrom == theTo && theTo == -1 ) r = Abs( First().normParam - Last ().normParam ); else if ( IsReversed() ) r = Abs( points[ Max( to, theTo+1 ) ].normParam - points[ Min( from, theFrom ) ].normParam ); else r = Abs( points[ Min( to, theTo-1 ) ].normParam - points[ Max( from, theFrom ) ].normParam ); return r * grid->Length(); }