1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
|
#include <BOP_Area3dBuilder.ixx>
#include <BOP_Loop.hxx>
// ==================================================================================
// function: BOP_Area3dBuilder::BOP_Area3dBuilder
// purpose:
// ==================================================================================
BOP_Area3dBuilder::BOP_Area3dBuilder()
{
}
// ==================================================================================
// function: BOP_Area3dBuilder::BOP_Area3dBuilder
// purpose:
// ==================================================================================
BOP_Area3dBuilder::BOP_Area3dBuilder(BOP_LoopSet& theLS,
BOP_LoopClassifier& theLC,
const Standard_Boolean theForceClassFlag)
{
InitAreaBuilder(theLS, theLC, theForceClassFlag);
}
// ==================================================================================
// function: InitAreaBuilder
// purpose:
// ==================================================================================
void BOP_Area3dBuilder::InitAreaBuilder(BOP_LoopSet& theLS,
BOP_LoopClassifier& theLC,
const Standard_Boolean theForceClassFlag)
{
TopAbs_State state;
Standard_Boolean Loopinside;
Standard_Boolean loopoutside;
BOP_ListIteratorOfListOfListOfLoop AreaIter;
BOP_ListIteratorOfListOfLoop LoopIter;
// boundaryloops : list of boundary loops out of the areas.
BOP_ListOfLoop boundaryloops;
myArea.Clear(); // Clear the list of Area to be built
for (theLS.InitLoop(); theLS.MoreLoop(); theLS.NextLoop()) {
// process a new loop : L is the new current Loop
const Handle(BOP_Loop)& L = theLS.Loop();
Standard_Boolean boundaryL = L->IsShape();
// L = shape et theForceClassFlag : on traite L comme un block
// L = shape et !theForceClassFlag : on traite L comme un pur shape
// L = !shape : on traite L comme un block
Standard_Boolean traitercommeblock = (!boundaryL) || theForceClassFlag;
if ( ! traitercommeblock ) {
// the loop L is a boundary loop :
// - try to insert it in an existing area, such as L is inside all
// the block loops. Only block loops of the area are compared.
// - if L could not be inserted, store it in list of boundary loops.
Loopinside = Standard_False;
for (AreaIter.Initialize(myArea); AreaIter.More(); AreaIter.Next()) {
BOP_ListOfLoop& aArea = AreaIter.Value();
if ( aArea.IsEmpty() ) continue;
state = CompareLoopWithListOfLoop(theLC,L,aArea,BOP_BLOCK );
if (state == TopAbs_UNKNOWN) Atomize(state,TopAbs_IN);
Loopinside = ( state == TopAbs_IN);
if ( Loopinside ) break;
} // end of Area scan
if ( Loopinside ) {
BOP_ListOfLoop& aArea = AreaIter.Value();
ADD_Loop_TO_LISTOFLoop(L,aArea);
}
else if ( ! Loopinside ) {
ADD_Loop_TO_LISTOFLoop(L, boundaryloops);
}
} // end of boundary loop
else {
// the loop L is a block loop
// if L is IN theArea :
// - stop area scan, insert L in theArea.
// - remove from the area all the loops outside L
// - make a new area with them, unless they are all boundary
// - if they are all boundary put them back in boundaryLoops
// else :
// - create a new area with L.
// - insert boundary loops that are IN the new area
// (and remove them from 'boundaryloops')
Loopinside = Standard_False;
for (AreaIter.Initialize(myArea); AreaIter.More(); AreaIter.Next() ) {
BOP_ListOfLoop& aArea = AreaIter.Value();
if ( aArea.IsEmpty() ) continue;
state = CompareLoopWithListOfLoop(theLC,L,aArea,BOP_ANYLOOP);
if (state == TopAbs_UNKNOWN) Atomize(state,TopAbs_IN);
Loopinside = (state == TopAbs_IN);
if ( Loopinside ) break;
} // end of Area scan
if ( Loopinside) {
BOP_ListOfLoop& aArea = AreaIter.Value();
Standard_Boolean allShape = Standard_True;
BOP_ListOfLoop removedLoops;
LoopIter.Initialize(aArea);
while (LoopIter.More()) {
const Handle(BOP_Loop)& LLI1 = LoopIter.Value();
state = theLC.Compare(LLI1,L);
if (state == TopAbs_UNKNOWN) Atomize(state,TopAbs_IN); // not OUT
loopoutside = ( state == TopAbs_OUT );
if ( loopoutside ) {
const Handle(BOP_Loop)& curL = LoopIter.Value();
// remove the loop from the area
ADD_Loop_TO_LISTOFLoop
(curL,removedLoops);
allShape = allShape && curL->IsShape();
REM_Loop_FROM_LISTOFLoop
(LoopIter, AreaIter.Value());
}
else {
LoopIter.Next();
}
}
// insert the loop in the area
ADD_Loop_TO_LISTOFLoop(L,aArea);
if ( ! removedLoops.IsEmpty() ) {
if ( allShape ) {
ADD_LISTOFLoop_TO_LISTOFLoop(removedLoops, boundaryloops);
}
else {
// make a new area with the removed loops
BOP_ListOfLoop thelistofloop;
myArea.Append(thelistofloop);
ADD_LISTOFLoop_TO_LISTOFLoop(removedLoops, myArea.Last());
}
}
} // Loopinside == True
else {
Standard_Integer ashapeinside,ablockinside;
BOP_ListOfLoop thelistofloop1;
myArea.Append(thelistofloop1);
BOP_ListOfLoop& newArea0 = myArea.Last();
ADD_Loop_TO_LISTOFLoop(L, newArea0);
LoopIter.Initialize(boundaryloops);
while ( LoopIter.More() ) {
ashapeinside = ablockinside = Standard_False;
const Handle(BOP_Loop)& LLI2 = LoopIter.Value();
state = theLC.Compare(LLI2,L);
if (state == TopAbs_UNKNOWN) Atomize(state,TopAbs_IN);
ashapeinside = (state == TopAbs_IN);
if (ashapeinside) {
const Handle(BOP_Loop)& LLI3 = LoopIter.Value();
state = theLC.Compare(L,LLI3);
if (state == TopAbs_UNKNOWN) Atomize(state,TopAbs_IN);
ablockinside = (state == TopAbs_IN);
}
if ( ashapeinside && ablockinside ) {
const Handle(BOP_Loop)& curL = LoopIter.Value();
ADD_Loop_TO_LISTOFLoop(curL, newArea0);
REM_Loop_FROM_LISTOFLoop(LoopIter, boundaryloops);
}
else {
LoopIter.Next();
}
} // end of boundaryloops scan
} // Loopinside == False
} // end of block loop
} // end of LoopSet theLS scan
InitArea();
}
|