//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
mySrcMesh = SMESH::SObjectToInterface<SMESH::SMESH_Mesh>( sobj );
//isMesh = !mySrcMesh->_is_nil(); // EAP - it's sometimes necessary to copy to a new mesh
}
mySrcMesh = SMESH::SObjectToInterface<SMESH::SMESH_Mesh>( sobj );
//isMesh = !mySrcMesh->_is_nil(); // EAP - it's sometimes necessary to copy to a new mesh
}
grp = SMESH::SObjectToInterface<SMESH::SMESH_GroupBase>( sobj );
if ( grp->_is_nil() ) {
msg = tr( "SMESH_NOT_ONLY_GROUPS" );
grp = SMESH::SObjectToInterface<SMESH::SMESH_GroupBase>( sobj );
if ( grp->_is_nil() ) {
msg = tr( "SMESH_NOT_ONLY_GROUPS" );
idSource = SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( sobj );
if ( !idSource->_is_nil() ) {
SMESH::array_of_ElementType_var types = idSource->GetTypes();
idSource = SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( sobj );
if ( !idSource->_is_nil() ) {
SMESH::array_of_ElementType_var types = idSource->GetTypes();
SMESH::SMESH_IDSource_var grp = SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( sobj );
SMESH::array_of_ElementType_var types = grp->GetTypes();
if ( types->length() < 1 || types[0] != goodType )
SMESH::SMESH_IDSource_var grp = SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( sobj );
SMESH::array_of_ElementType_var types = grp->GetTypes();
if ( types->length() < 1 || types[0] != goodType )
SMESH::SMESH_Group_var newGrp;
SMESH::SMESH_Mesh_var newMesh;
CORBA::Long nbAdded = aMeshEditor->MakeBoundaryElements( mode,
SMESH::SMESH_Group_var newGrp;
SMESH::SMESH_Mesh_var newMesh;
CORBA::Long nbAdded = aMeshEditor->MakeBoundaryElements( mode,
- groupName.toLatin1().constData(),
- meshName.toLatin1().constData(),
+ groupName.toUtf8().constData(),
+ meshName.toUtf8().constData(),
SMESH::Update(actor->getIO(),actor->GetVisibility());
SMESH::RepaintCurrentView();
}
SMESH::Update(actor->getIO(),actor->GetVisibility());
SMESH::RepaintCurrentView();
}