int NbNodes() const { return myNbNodes; }
inline int NbElements(SMDSAbs_ElementType type=SMDSAbs_All) const;
+ inline int NbEntities(SMDSAbs_EntityType type) const;
int Nb0DElements() const { return myNb0DElements; }
inline int NbEdges (SMDSAbs_ElementOrder order = ORDER_ANY) const;
myNbPolyhedrons(0)
{
// Number of nodes in standard element types
- // n v f e 0
- // o o a d d
- // d l c g
- // e e e
- // --------------
- // 1 *
+ // n v f e 0 n
+ // o o a d d o
+ // d l c g d
+ // e e e e
+ // s
+ // -----------------
+ // 0 *
+ // 1 . *
// 2 *
- // 3 *
- // 4 * * *
+ // 3 . *
+ // 4 * . .
// 5 *
- // 6 * *
+ // 6 * .
// 7
- // 8 * *
+ // 8 * .
// 9
// 10 *
- // 11
- // 12
+ // 11 *
+ // 12 *
// 13 *
- // 14
+ // 14 *
// 15 *
- // 16
+ // 16 *
// 17
// 18
// 19
// 20 *
//
// So to have a unique index for each type basing on nb of nodes, we use a shift:
- myShift.resize(SMDSAbs_Volume + 1, 0);
- myShift[ SMDSAbs_Face ] = +8; // 3->11, 4->12, 6->14, 8->16
- myShift[ SMDSAbs_Edge ] = -2; // 2->0, 4->2
+ myShift.resize(SMDSAbs_NbElementTypes, 0);
+
+ myShift[ SMDSAbs_Face ] = +8; // 3->11, 4->12, 6->14, 8->16
+ myShift[ SMDSAbs_Edge ] = -2; // 2->0, 4->2
+ myShift[ SMDSAbs_0DElement ] = +2; // 1->3
myNb.resize( index( SMDSAbs_Volume,20 ) + 1, NULL);
+
myNb[ index( SMDSAbs_Node,1 )] = & myNbNodes;
myNb[ index( SMDSAbs_0DElement,1 )] = & myNb0DElements;
myNb[ index( SMDSAbs_Volume, 15)] = & myNbQuadPrisms;
myNb[ index( SMDSAbs_Volume, 20)] = & myNbQuadHexas;
}
+
inline void // Clear
SMDS_MeshInfo::Clear()
{ for ( int i=0; i<myNb.size(); ++i ) if ( myNb[i] ) (*myNb[i])=0;
myNbPolygons=myNbPolyhedrons=0;
}
+
inline int // index
SMDS_MeshInfo::index(SMDSAbs_ElementType type, int nbNodes) const
{ return nbNodes + myShift[ type ]; }
case SMDSAbs_Edge:
nb = myNbEdges + myNbQuadEdges;
break;
+ case SMDSAbs_0DElement:
+ nb = myNb0DElements;
+ break;
case SMDSAbs_Node:
nb = myNbNodes;
+ break;
default:;
}
return nb;
}
+
+int // NbEntities
+SMDS_MeshInfo::NbEntities(SMDSAbs_EntityType type) const
+{
+ switch (type) {
+ case SMDSEntity_Node:
+ return myNbNodes;
+ break;
+ case SMDSEntity_0D:
+ return myNb0DElements;
+ break;
+ case SMDSEntity_Edge:
+ return myNbEdges;
+ break;
+ case SMDSEntity_Quad_Edge:
+ return myNbQuadEdges;
+ break;
+ case SMDSEntity_Triangle:
+ return myNbTriangles;
+ break;
+ case SMDSEntity_Quad_Triangle:
+ return myNbQuadTriangles;
+ break;
+ case SMDSEntity_Quadrangle:
+ return myNbQuadrangles;
+ break;
+ case SMDSEntity_Quad_Quadrangle:
+ return myNbQuadQuadrangles;
+ break;
+ case SMDSEntity_Polygon:
+ return myNbPolygons;
+ break;
+ case SMDSEntity_Tetra:
+ return myNbTetras;
+ break;
+ case SMDSEntity_Quad_Tetra:
+ return myNbQuadTetras;
+ break;
+ case SMDSEntity_Pyramid:
+ return myNbPyramids;
+ break;
+ case SMDSEntity_Quad_Pyramid:
+ return myNbQuadPyramids;
+ break;
+ case SMDSEntity_Hexa:
+ return myNbHexas;
+ break;
+ case SMDSEntity_Quad_Hexa:
+ return myNbQuadHexas;
+ break;
+ case SMDSEntity_Penta:
+ return myNbPrisms;
+ break;
+ case SMDSEntity_Quad_Penta:
+ return myNbQuadPrisms;
+ break;
+ case SMDSEntity_Polyhedra:
+ return myNbPolyhedrons;
+ break;
+ case SMDSEntity_Quad_Polygon:
+ case SMDSEntity_Quad_Polyhedra:
+ default:
+ break;
+ }
+ return 0;
+}
+
#endif