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0024772: Modeling Algorithms - Intersection of cylinder and cone produces incorrect results

GeomInt/GeomInt_IntSS.cxx - handle flat cone case
IntPatch/IntPatch_Intersection.hxx, IntPatch/IntPatch_Intersection.cxx - method for preparing surfaces is added
bugs/lowalgos/intss/bug24772 - test case is changed according new behavior
This commit is contained in:
knosulko
2022-03-16 13:13:15 +03:00
committed by smoskvin
parent 9b337ad8e5
commit 5ae6f08cc6
6 changed files with 219 additions and 63 deletions

View File

@@ -77,38 +77,78 @@ void GeomInt_IntSS::Perform(const Handle(Geom_Surface)& S1,
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);
if (myHS1 == myHS2)
{
aVecHS1.Append (myHS1);
aVecHS2.Append (myHS2);
}
else if (!useStart) {
myIntersector.Perform(myHS1,dom1,myHS2,dom2,TolArc,TolTang);
}
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);
}
}
}
}
}