// Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE // // Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN, // CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com // // 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_Mesh.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 "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), myQuadType(QUAD_STANDARD), myHelper( 0 ) { 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; myQuadStruct.reset(); myHelper = NULL; 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) { const StdMeshers_QuadrangleParams* aHyp1 = (const StdMeshers_QuadrangleParams*)aHyp; myTriaVertexID = aHyp1->GetTriaVertex(); myQuadType = aHyp1->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 ); SMESH_MesherHelper helper (aMesh); myHelper = &helper; myProxyMesh = StdMeshers_ViscousLayers2D::Compute( aMesh, F ); if ( !myProxyMesh ) return false; _quadraticMesh = myHelper->IsQuadraticSubMesh(aShape); myNeedSmooth = false; FaceQuadStruct::Ptr quad = CheckNbEdges( aMesh, F, /*considerMesh=*/true ); if (!quad) return false; myQuadStruct = quad; updateDegenUV( quad ); enum { NOT_COMPUTED = -1, COMPUTE_FAILED = 0, COMPUTE_OK = 1 }; int res = NOT_COMPUTED; if (myQuadranglePreference) { int n1 = quad->side[0]->NbPoints(); int n2 = quad->side[1]->NbPoints(); int n3 = quad->side[2]->NbPoints(); int n4 = quad->side[3]->NbPoints(); int nfull = n1+n2+n3+n4; int ntmp = nfull/2; ntmp = ntmp*2; if (nfull == ntmp && ((n1 != n3) || (n2 != n4))) { // special path genarating only quandrangle faces res = computeQuadPref( aMesh, F, quad ); } } else if (myQuadType == QUAD_REDUCED) { int n1 = quad->side[0]->NbPoints(); int n2 = quad->side[1]->NbPoints(); int n3 = quad->side[2]->NbPoints(); int n4 = quad->side[3]->NbPoints(); 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 ) { res = computeQuadDominant( aMesh, F, quad ); } if ( res == COMPUTE_OK && myNeedSmooth ) smooth( quad ); return ( res == COMPUTE_OK ); } //================================================================================ /*! * \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(aMesh, aFace, quad)) return false; // --- compute 3D values on points, store points & quadrangles int nbdown = quad->side[0]->NbPoints(); int nbup = quad->side[2]->NbPoints(); int nbright = quad->side[1]->NbPoints(); int nbleft = quad->side[3]->NbPoints(); int nbhoriz = Min(nbdown, nbup); int nbvertic = Min(nbright, nbleft); // 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++) { int ij = j * nbhoriz + i; double u = quad->uv_grid[ij].u; double v = quad->uv_grid[ij].v; gp_Pnt P = S->Value(u, v); SMDS_MeshNode * node = meshDS->AddNode(P.X(), P.Y(), P.Z()); meshDS->SetNodeOnFace(node, geomFaceID, u, v); quad->uv_grid[ij].node = node; } } // mesh faces // [2] // --.--.--.--.--.-- nbvertic // | | ^ // | | ^ // [3] | | ^ j [1] // | | ^ // | | ^ // ---.----.----.--- 0 // 0 > > > > > > > > nbhoriz // i // [0] i = 0; int ilow = 0; int iup = nbhoriz - 1; if (quad->isEdgeOut[3]) { ilow++; } else { if (quad->isEdgeOut[1]) iup--; } int jlow = 0; int jup = nbvertic - 1; if (quad->isEdgeOut[0]) { jlow++; } else { if (quad->isEdgeOut[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); } } } const vector& uv_e0 = quad->side[0]->GetUVPtStruct(true,0); const vector& uv_e1 = quad->side[1]->GetUVPtStruct(false,1); const vector& uv_e2 = quad->side[2]->GetUVPtStruct(true,1); const vector& uv_e3 = quad->side[3]->GetUVPtStruct(false,0); if (uv_e0.empty() || uv_e1.empty() || uv_e2.empty() || uv_e3.empty()) return error(COMPERR_BAD_INPUT_MESH); double eps = Precision::Confusion(); // Boundary quadrangles if (quad->isEdgeOut[0]) { // 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->isEdgeOut[1]) stop--; // 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 { splitQuad(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->isEdgeOut[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 int stop = 0; // if left edge is out, we will stop at a second node if (quad->isEdgeOut[3]) stop++; // for each node of the up edge find nearest node // in the first row of the regular grid and link them for (i = nbup - 1; i > stop; i--) { const SMDS_MeshNode *a, *b, *c, *d; 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 { splitQuad(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*(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->isEdgeOut[1]) { // MESSAGE("right edge is out"); int g = 0; // last processed node in the grid int stop = nbright - 1; if (quad->isEdgeOut[2]) stop--; for (i = 0; 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 { splitQuad(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->isEdgeOut[3]) { // MESSAGE("left edge is out"); int g = nbvertic - 1; // last processed node in the grid int stop = 0; if (quad->isEdgeOut[0]) stop++; for (i = nbleft - 1; i > stop; i--) { const SMDS_MeshNode *a, *b, *c, *d; 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 = 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 = uv_e2[1].node; else d = quad->uv_grid[nbhoriz*(near + 1) + 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 { splitQuad(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 = 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; iface.IsSame( aShape )) return myQuadStruct; TopoDS_Face F = TopoDS::Face(aShape); if ( F.Orientation() >= TopAbs_INTERNAL ) F.Orientation( TopAbs_FORWARD ); const bool ignoreMediumNodes = _quadraticMesh; // 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) { 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->uv_grid = 0; 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(new StdMeshers_FaceSide(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].u, UVPSleft[0].v); quad->side.push_back(new StdMeshers_FaceSide(quad->side[1], 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(new StdMeshers_FaceSide(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(new StdMeshers_FaceSide(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( aMesh, TopoDS::Face( aShape ), quad)) quad.reset(); } return quad; } //============================================================================= /*! * */ //============================================================================= faceQuadStruct::~faceQuadStruct() { for (size_t i = 0; i < side.size(); i++) { if (side[i]) { delete side[i]; for (size_t j = i+1; j < side.size(); j++) if ( side[i] == side[j] ) side[j] = 0; } } side.clear(); if (uv_grid) { delete [] uv_grid; uv_grid = 0; } } 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->isEdgeOut[i] ? quad->side[i]->SimulateUVPtStruct(nbSeg,isXConst,constValue) : quad->side[i]->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 (SMESH_Mesh & aMesh, const TopoDS_Face& aFace, FaceQuadStruct::Ptr & quad) { // 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 // int nbhoriz = Min(quad->side[0]->NbPoints(), quad->side[2]->NbPoints()); int nbvertic = Min(quad->side[1]->NbPoints(), quad->side[3]->NbPoints()); quad->isEdgeOut[0] = (quad->side[0]->NbPoints() > quad->side[2]->NbPoints()); quad->isEdgeOut[1] = (quad->side[1]->NbPoints() > quad->side[3]->NbPoints()); quad->isEdgeOut[2] = (quad->side[2]->NbPoints() > quad->side[0]->NbPoints()); quad->isEdgeOut[3] = (quad->side[3]->NbPoints() > quad->side[1]->NbPoints()); UVPtStruct *uv_grid = quad->uv_grid = new UVPtStruct[nbvertic * nbhoriz]; const vector& uv_e0 = getUVPtStructIn(quad, 0, nbhoriz - 1); const vector& uv_e1 = getUVPtStructIn(quad, 1, nbvertic - 1); const vector& uv_e2 = getUVPtStructIn(quad, 2, nbhoriz - 1); const vector& uv_e3 = getUVPtStructIn(quad, 3, nbvertic - 1); 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); // copy data of face boundary { const int j = 0; for (int i = 0; i < nbhoriz; i++) // down uv_grid[ j * nbhoriz + i ] = uv_e0[i]; } { const int i = nbhoriz - 1; for (int j = 0; j < nbvertic; j++) // right uv_grid[ j * nbhoriz + i ] = uv_e1[j]; } { const int j = nbvertic - 1; for (int i = 0; i < nbhoriz; i++) // up uv_grid[ j * nbhoriz + i ] = uv_e2[i]; } { const int i = 0; for (int j = 0; j < nbvertic; j++) // left uv_grid[ j * nbhoriz + i ] = uv_e3[j]; } // normalized 2d parameters on grid for (int i = 0; i < nbhoriz; i++) { for (int j = 0; j < nbvertic; j++) { int ij = j * nbhoriz + i; // --- droite i cste : x = x0 + y(x1-x0) double x0 = uv_e0[i].normParam; // bas - sud double x1 = uv_e2[i].normParam; // haut - nord // --- droite j cste : y = y0 + x(y1-y0) double y0 = uv_e3[j].normParam; // gauche - ouest double y1 = uv_e1[j].normParam; // droite - est // --- 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); uv_grid[ij].x = x; uv_grid[ij].y = y; } } // projection on 2d domain (u,v) gp_UV a0 (uv_e0.front().u, uv_e0.front().v); gp_UV a1 (uv_e0.back().u, uv_e0.back().v ); gp_UV a2 (uv_e2.back().u, uv_e2.back().v ); gp_UV a3 (uv_e2.front().u, uv_e2.front().v); for (int i = 0; i < nbhoriz; i++) { gp_UV p0( uv_e0[i].u, uv_e0[i].v ); gp_UV p2( uv_e2[i].u, uv_e2[i].v ); for (int j = 0; j < nbvertic; j++) { gp_UV p1( uv_e1[j].u, uv_e1[j].v ); gp_UV p3( uv_e3[j].u, uv_e3[j].v ); 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 //======================================================================= static void shiftQuad(FaceQuadStruct::Ptr& quad, const int num) { quad->shift( num, /*ori=*/true ); } //================================================================================ /*! * \brief Rotate sides of a quad by nb * \param nb - number of rotation quartes * \param ori - to keep orientation of sides as in an unit quad or not */ //================================================================================ void FaceQuadStruct::shift( size_t nb, bool ori ) { if ( nb == 0 ) return; StdMeshers_FaceSide* sideArr[4] = { side[0], side[1], side[2], side[3] }; for (int i = QUAD_BOTTOM_SIDE; i < NB_QUAD_SIDES; ++i) { int id = (i + nb) % NB_QUAD_SIDES; bool wasForward = (i < QUAD_TOP_SIDE); bool newForward = (id < QUAD_TOP_SIDE); if (ori && wasForward != newForward) sideArr[ i ]->Reverse(); side[ id ] = sideArr[ i ]; } } //======================================================================= //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]->Value2d(x).XY(); gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ]->Value2d(y).XY(); gp_UV p2 = quad->side[QUAD_TOP_SIDE ]->Value2d(x).XY(); gp_UV p3 = quad->side[QUAD_LEFT_SIDE ]->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]->Value2d(x).XY(); gp_UV p1 = quad->side[QUAD_RIGHT_SIDE ]->Value2d(y).XY(); gp_UV p2 = quad->side[QUAD_TOP_SIDE ]->Value2d(x).XY(); gp_UV p3 = quad->side[QUAD_LEFT_SIDE ]->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) { // Auxilary key in order to keep old variant // of meshing after implementation new variant // for bug 0016220 from Mantis. bool OldVersion = (myQuadType == QUAD_QUADRANGLE_PREF_REVERSED); SMESHDS_Mesh * meshDS = aMesh.GetMeshDS(); Handle(Geom_Surface) S = BRep_Tool::Surface(aFace); bool WisF = true; 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); // 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 ); 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 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); if ( !OldVersion ) { // dh/2, Min(nb,nt), dh - dh/2, dv } // 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 { SMDS_MeshFace* F = myHelper->AddFace(NodesL.Value(i,j), NodesL.Value(i,j+1), NodesL.Value(i+1,j+1), NodesL.Value(i+1,j)); 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 { SMDS_MeshFace* F = myHelper->AddFace(NodesR.Value(i,j), NodesR.Value(i,j+1), NodesR.Value(i+1,j+1), NodesR.Value(i+1,j)); 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 { SMDS_MeshFace* F = myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1), NodesC.Value(i+1,j+1), NodesC.Value(i+1,j)); 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); } else { SMDS_MeshFace* F = myHelper->AddFace(NodesBRD.Value(i,j), NodesBRD.Value(i,j+1), NodesBRD.Value(i+1,j+1), NodesBRD.Value(i+1,j)); 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); } else { SMDS_MeshFace* F = myHelper->AddFace(NodesC.Value(i,j), NodesC.Value(i,j+1), NodesC.Value(i+1,j+1), NodesC.Value(i+1,j)); 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); } else { SMDS_MeshFace* F = myHelper->AddFace(NodesLast.Value(i,1), NodesLast.Value(i,2), NodesLast.Value(i+1,2), NodesLast.Value(i+1,2)); 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]->Value2d( x ).XY(), /*p1=*/UVs[ UV_R ], /*p2=*/quad->side[QUAD_TOP_SIDE ]->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 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 ) { StdMeshers_FaceSide* side = quad->side[i]; const vector& uvVec = side->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; StdMeshers_FaceSide* side2 = quad->side[ i2 ]; const vector& uvVec2 = side2->GetUVPtStruct(); int degenInd2 = -1; if ( uvVec[ degenInd ].node == uvVec2[0].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_FaceSide* degSide = quad->side[i]; if ( !myHelper->IsDegenShape( degSide->EdgeID(0) )) continue; StdMeshers_FaceSide* 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().u, uvVecDegOld.front().v ); gp_Pnt2d p2( uvVecDegOld.back().u, uvVecDegOld.back().v ); delete degSide; quad->side[i] = new StdMeshers_FaceSide( oppSide, 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 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.SetCoord( uvVec[j].u, uvVec[j].v ); 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 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 )) 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 ); } // 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; }