myTolReached2d = myTolReached3d = 0.0;
myNbrestr = 0;
sline.Clear();
- Handle(Adaptor3d_TopolTool) dom1 = new Adaptor3d_TopolTool(myHS1);
- Handle(Adaptor3d_TopolTool) dom2 = new Adaptor3d_TopolTool(myHS2);
- myLConstruct.Load(dom1,dom2,myHS1,myHS2);
Standard_Real TolArc = Tol;
Standard_Real TolTang = Tol;
- Standard_Real UVMaxStep = IntPatch_Intersection::DefineUVMaxStep(myHS1, dom1, myHS2, dom2);
Standard_Real Deflection = 0.1;
if (myHS1->GetType() == GeomAbs_BSplineSurface && myHS2->GetType() == GeomAbs_BSplineSurface)
{
Deflection /= 10.;
}
+ Handle(Adaptor3d_TopolTool) dom1 = new Adaptor3d_TopolTool (myHS1);
+ Handle(Adaptor3d_TopolTool) dom2 = new Adaptor3d_TopolTool (myHS2);
- myIntersector.SetTolerances(TolArc,TolTang,UVMaxStep,Deflection);
+ NCollection_Vector< Handle(Adaptor3d_Surface)> aVecHS1;
+ NCollection_Vector< Handle(Adaptor3d_Surface)> aVecHS2;
- if(myHS1 == myHS2) {
- myIntersector.Perform(myHS1,dom1,TolArc,TolTang);
- }
- else if (!useStart) {
- myIntersector.Perform(myHS1,dom1,myHS2,dom2,TolArc,TolTang);
+ if (myHS1 == myHS2)
+ {
+ aVecHS1.Append (myHS1);
+ aVecHS2.Append (myHS2);
}
- else {
- myIntersector.Perform(myHS1,dom1,myHS2,dom2,U1,V1,U2,V2,TolArc,TolTang);
+ else
+ {
+ myIntersector.PrepareSurfaces (myHS1, dom1, myHS2, dom2, Tol, aVecHS1, aVecHS2);
}
- // ============================================================
- if (myIntersector.IsDone()) {
- const Standard_Integer nblin = myIntersector.NbLines();
- for (Standard_Integer i=1; i<= nblin; i++)
+ for (Standard_Integer aNumOfHS1 = 0; aNumOfHS1 < aVecHS1.Length(); aNumOfHS1++)
+ {
+ const Handle(Adaptor3d_Surface)& aHS1 = aVecHS1.Value (aNumOfHS1);
+
+ for (Standard_Integer aNumOfHS2 = 0; aNumOfHS2 < aVecHS2.Length(); aNumOfHS2++)
{
- MakeCurve(i,dom1,dom2,Tol,Approx,ApproxS1,ApproxS2);
+ const Handle(Adaptor3d_Surface)& aHS2 = aVecHS2.Value (aNumOfHS2);
+
+ Handle(Adaptor3d_TopolTool) aDom1 = new Adaptor3d_TopolTool (aHS1);
+ Handle(Adaptor3d_TopolTool) aDom2 = new Adaptor3d_TopolTool (aHS2);
+
+ myLConstruct.Load (aDom1 ,aDom2,
+ Handle(GeomAdaptor_Surface)::DownCast (aHS1),
+ Handle(GeomAdaptor_Surface)::DownCast (aHS2));
+
+ Standard_Real UVMaxStep = IntPatch_Intersection::DefineUVMaxStep (aHS1, aDom1, aHS2, aDom2);
+
+ myIntersector.SetTolerances (TolArc, TolTang, UVMaxStep, Deflection);
+
+ if (aHS1 == aHS2)
+ {
+ myIntersector.Perform (aHS1, aDom1, TolArc, TolTang);
+ }
+ else if (!useStart)
+ {
+ myIntersector.Perform (aHS1, aDom1, aHS2, aDom2, TolArc, TolTang);
+ }
+ else
+ {
+ TopAbs_State aState1 = aDom1->Classify (gp_Pnt2d (U1, V1), Tol);
+ TopAbs_State aState2 = aDom2->Classify (gp_Pnt2d (U2, V2), Tol);
+
+ if ((aState1 == TopAbs_IN || aState1 == TopAbs_ON) &&
+ (aState2 == TopAbs_IN || aState2 == TopAbs_ON))
+ {
+ myIntersector.Perform (aHS1, aDom1, aHS2, aDom2, U1, V1, U2, V2, TolArc, TolTang);
+ }
+ }
+
+ // ============================================================
+ if (myIntersector.IsDone()) {
+ const Standard_Integer nblin = myIntersector.NbLines();
+ for (Standard_Integer i = 1; i <= nblin; i++)
+ {
+ MakeCurve (i, aDom1, aDom2, Tol, Approx, ApproxS1, ApproxS2);
+ }
+ }
}
}
}