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Larry Price
gmsh
Commits
e9c1ea87
Commit
e9c1ea87
authored
15 years ago
by
Christophe Geuzaine
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pp
parent
4ac3cc6b
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2 changed files
Mesh/BDS.cpp
+10
-10
10 additions, 10 deletions
Mesh/BDS.cpp
Mesh/meshGFaceQuadrilateralize.cpp
+4
-4
4 additions, 4 deletions
Mesh/meshGFaceQuadrilateralize.cpp
with
14 additions
and
14 deletions
Mesh/BDS.cpp
+
10
−
10
View file @
e9c1ea87
...
@@ -79,7 +79,7 @@ void outputScalarField(std::list<BDS_Face*> t, const char *iii, int param, GFace
...
@@ -79,7 +79,7 @@ void outputScalarField(std::list<BDS_Face*> t, const char *iii, int param, GFace
}
}
BDS_Vector
::
BDS_Vector
(
const
BDS_Point
&
p2
,
const
BDS_Point
&
p1
)
BDS_Vector
::
BDS_Vector
(
const
BDS_Point
&
p2
,
const
BDS_Point
&
p1
)
:
x
(
p2
.
X
-
p1
.
X
),
y
(
p2
.
Y
-
p1
.
Y
),
z
(
p2
.
Z
-
p1
.
Z
)
:
x
(
p2
.
X
-
p1
.
X
),
y
(
p2
.
Y
-
p1
.
Y
),
z
(
p2
.
Z
-
p1
.
Z
)
{
{
}
}
...
@@ -303,20 +303,20 @@ BDS_Edge *BDS_Mesh::recover_edge(int num1, int num2, std::set<EdgeToRecover> *e2
...
@@ -303,20 +303,20 @@ BDS_Edge *BDS_Mesh::recover_edge(int num1, int num2, std::set<EdgeToRecover> *e2
std
::
set
<
EdgeToRecover
>::
iterator
itr2
=
std
::
set
<
EdgeToRecover
>::
iterator
itr2
=
e2r
->
find
(
EdgeToRecover
(
num1
,
num2
,
0
));
e2r
->
find
(
EdgeToRecover
(
num1
,
num2
,
0
));
Msg
::
Debug
(
"edge %d %d on model edge %d cannot be recovered because"
Msg
::
Debug
(
"edge %d %d on model edge %d cannot be recovered because"
" it intersects %d %d on model edge %d"
,
num1
,
num2
,
itr2
->
ge
->
tag
(),
" it intersects %d %d on model edge %d"
,
num1
,
num2
,
itr2
->
ge
->
tag
(),
e
->
p1
->
iD
,
e
->
p2
->
iD
,
itr1
->
ge
->
tag
());
e
->
p1
->
iD
,
e
->
p2
->
iD
,
itr1
->
ge
->
tag
());
// now throw a class that contains the diagnostic
// now throw a class that contains the diagnostic
not_recovered
->
insert
(
EdgeToRecover
(
num1
,
num2
,
itr2
->
ge
));
not_recovered
->
insert
(
EdgeToRecover
(
num1
,
num2
,
itr2
->
ge
));
not_recovered
->
insert
(
EdgeToRecover
(
e
->
p1
->
iD
,
e
->
p2
->
iD
,
itr1
->
ge
));
not_recovered
->
insert
(
EdgeToRecover
(
e
->
p1
->
iD
,
e
->
p2
->
iD
,
itr1
->
ge
));
selfIntersection
=
true
;
selfIntersection
=
true
;
}
}
if
(
e
->
numfaces
()
!=
e
->
numTriangles
())
return
0
;
if
(
e
->
numfaces
()
!=
e
->
numTriangles
())
return
0
;
intersected
.
push_back
(
e
);
intersected
.
push_back
(
e
);
}
}
++
it
;
++
it
;
}
}
if
(
selfIntersection
)
return
0
;
if
(
selfIntersection
)
return
0
;
// if(ix > 300){
// if(ix > 300){
// Msg::Warning("edge %d %d cannot be recovered after %d iterations, trying again",
// Msg::Warning("edge %d %d cannot be recovered after %d iterations, trying again",
...
@@ -564,11 +564,11 @@ void BDS_Mesh::cleanup()
...
@@ -564,11 +564,11 @@ void BDS_Mesh::cleanup()
BDS_Mesh
::~
BDS_Mesh
()
BDS_Mesh
::~
BDS_Mesh
()
{
{
DESTROOOY
(
geom
.
begin
(),
geom
.
end
());
DESTROOOY
(
geom
.
begin
(),
geom
.
end
());
DESTROOOY
(
points
.
begin
(),
points
.
end
());
DESTROOOY
(
points
.
begin
(),
points
.
end
());
cleanup
();
cleanup
();
DESTROOOY
(
edges
.
begin
(),
edges
.
end
());
DESTROOOY
(
edges
.
begin
(),
edges
.
end
());
DESTROOOY
(
triangles
.
begin
(),
triangles
.
end
());
DESTROOOY
(
triangles
.
begin
(),
triangles
.
end
());
}
}
bool
BDS_Mesh
::
split_face
(
BDS_Face
*
f
,
BDS_Point
*
mid
)
bool
BDS_Mesh
::
split_face
(
BDS_Face
*
f
,
BDS_Point
*
mid
)
...
...
This diff is collapsed.
Click to expand it.
Mesh/meshGFaceQuadrilateralize.cpp
+
4
−
4
View file @
e9c1ea87
...
@@ -400,10 +400,10 @@ BDS_Edge *gmshEdgeFront::findOptimalEdge(BDS_Point *p, BDS_Point *avoid)
...
@@ -400,10 +400,10 @@ BDS_Edge *gmshEdgeFront::findOptimalEdge(BDS_Point *p, BDS_Point *avoid)
if
(
!
f
->
e4
){
if
(
!
f
->
e4
){
BDS_Point
*
target
=
f
->
oppositeVertex
(
e
);
BDS_Point
*
target
=
f
->
oppositeVertex
(
e
);
// ONLY WORKS IN 2D for now !!!!!!!!!!!!!!!!!!!
// ONLY WORKS IN 2D for now !!!!!!!!!!!!!!!!!!!
Intersect_Edges_2d
(
e
->
p1
->
X
,
e
->
p1
->
Y
,
Intersect_Edges_2d
(
e
->
p1
->
X
,
e
->
p1
->
Y
,
e
->
p2
->
X
,
e
->
p2
->
Y
,
e
->
p2
->
X
,
e
->
p2
->
Y
,
p
->
X
,
p
->
Y
,
p
->
X
,
p
->
Y
,
p
->
X
+
n
.
x
(),
p
->
Y
+
n
.
y
(),
x
);
p
->
X
+
n
.
x
(),
p
->
Y
+
n
.
y
(),
x
);
if
(
x
[
0
]
>=
0
&&
x
[
0
]
<=
1
){
if
(
x
[
0
]
>=
0
&&
x
[
0
]
<=
1
){
SVector3
d
(
target
->
X
-
p
->
X
,
target
->
Y
-
p
->
Y
,
target
->
Z
-
p
->
Z
);
SVector3
d
(
target
->
X
-
p
->
X
,
target
->
Y
-
p
->
Y
,
target
->
Z
-
p
->
Z
);
d
.
normalize
();
d
.
normalize
();
...
...
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