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// Created on: 2019-06-07
// Copyright (c) 2019 OPEN CASCADE SAS
// Created by: Oleg AGASHIN
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _BRepMesh_CustomBaseMeshAlgo_HeaderFile
#define _BRepMesh_CustomBaseMeshAlgo_HeaderFile
#include <BRepMesh_ConstrainedBaseMeshAlgo.hxx>
#include <NCollection_Shared.hxx>
#include <BRepMesh_Delaun.hxx>
#include <BRepMesh_MeshTool.hxx>
//! Class provides base functionality to build face triangulation using custom triangulation
//! algorithm. Performs generation of mesh using raw data from model.
class BRepMesh_CustomBaseMeshAlgo : public BRepMesh_ConstrainedBaseMeshAlgo
{
public:
//! Constructor.
BRepMesh_CustomBaseMeshAlgo() = default;
//! Destructor.
~BRepMesh_CustomBaseMeshAlgo() override = default;
DEFINE_STANDARD_RTTIEXT(BRepMesh_CustomBaseMeshAlgo, BRepMesh_ConstrainedBaseMeshAlgo)
protected:
//! Generates mesh for the contour stored in data structure.
void generateMesh(const Message_ProgressRange& theRange) override
{
const occ::handle<BRepMesh_DataStructureOfDelaun>& aStructure = this->getStructure();
const int aNodesNb = aStructure->NbNodes();
buildBaseTriangulation();
std::pair<int, int> aCellsCount = this->getCellsCount(aStructure->NbNodes());
BRepMesh_Delaun aMesher(aStructure, aCellsCount.first, aCellsCount.second, false);
const int aNewNodesNb = aStructure->NbNodes();
const bool isRemoveAux = aNewNodesNb > aNodesNb;
if (isRemoveAux)
{
IMeshData::VectorOfInteger aAuxVertices(aNewNodesNb - aNodesNb);
for (int aExtNodesIt = aNodesNb + 1; aExtNodesIt <= aNewNodesNb; ++aExtNodesIt)
{
aAuxVertices.Append(aExtNodesIt);
}
// Set aux vertices if there are some to clean up mesh correctly.
aMesher.SetAuxVertices(aAuxVertices);
}
aMesher.ProcessConstraints();
// Destruction of triangles containing aux vertices added (possibly) during base mesh
// computation.
if (isRemoveAux)
{
aMesher.RemoveAuxElements();
}
BRepMesh_MeshTool aCleaner(aStructure);
aCleaner.EraseFreeLinks();
postProcessMesh(aMesher, theRange);
}
protected:
//! Builds base triangulation using custom triangulation algorithm.
Standard_EXPORT virtual void buildBaseTriangulation() = 0;
};
#endif