How to get the adjacent information of surfaces from 3dm file

Hi,

I start to use openNURBS to load the .3dm file. I know how to get each surface and the trims associated with the surface. But I have no idea about how to get the adjacent information. For example, given a trim curve (or loop) of a surface A, how to get the surface on the other side of the trim (if there are adjacent surfaces along this trim)?

Many thanks in advance.

Jingjing

Does ON_Brep::LabelConnectedComponent help you?

Thank you. It might be helpful. But where can I find examples or documents about ON_Brep::LabelConnectedComponent?

Here’s an example of how to dig some of that stuff out of a brep:

// A BrepEdge is connector for joining BrepTrims and representing a 3d location of 
// the seam they form.  An Edge can connect 1 or more trims.
// In the case of a simple "joined edge" there will be 2 trims, one from each adjacent face.
// In a closed face, like a cylinder, the trims will be different on each side of the face, and
// they will both be in the same loop and belong to the same face.

static const ON_BrepFace* GetOtherFace(const ON_BrepTrim* trim)
{
  ON_BrepFace* face = 0;

  if (0 == trim)  return 0;

  ON_Brep* brep = trim->Brep();
  if (0 == brep)  return 0;

  const ON_BrepEdge* edge = trim->Edge();
  if (0 == edge)  return 0;

  // Trim count on a proper joined edge should be 2.
  int trim_count = edge->TrimCount();
  if (trim_count < 2)
    return 0;  // Not joined
  if (trim_count > 2)
    return 0;  // Joined to more than one other surface (non-manifold)

  for (int i = 0; i < trim_count; i++)
  {
    // Look for a trim that's not the same as the input one
    // edge->m_ti is an array of indexes of the trims connected to an edge
    const ON_BrepTrim* other_trim = brep->Trim(edge->m_ti[i]);
    if (0 != other_trim && trim != other_trim)
    {
      // There is another trim on the edge, and its not the same as the input one
      // So get the face it belonge to
      face = other_trim->Face();

      // You can also get the loop on the other side of the edge
      const ON_BrepLoop* other_loop = other_trim->Loop();
      // Or the surface geometry of the face
      const ON_Surface* s = face->SurfaceOf();

      break;
    }
  }
  return face;
}