-// Copyright (C) 2007-2015 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#include "SMESH_MeshEditor.hxx"
-#include "SMDS_FaceOfNodes.hxx"
-#include "SMDS_VolumeTool.hxx"
+#include "SMDS_Downward.hxx"
#include "SMDS_EdgePosition.hxx"
+#include "SMDS_FaceOfNodes.hxx"
#include "SMDS_FacePosition.hxx"
-#include "SMDS_SpacePosition.hxx"
-#include "SMDS_MeshGroup.hxx"
#include "SMDS_LinearEdge.hxx"
-#include "SMDS_Downward.hxx"
+#include "SMDS_MeshGroup.hxx"
#include "SMDS_SetIterator.hxx"
-
+#include "SMDS_SpacePosition.hxx"
+#include "SMDS_VolumeTool.hxx"
#include "SMESHDS_Group.hxx"
#include "SMESHDS_Mesh.hxx"
-
#include "SMESH_Algo.hxx"
#include "SMESH_ControlsDef.hxx"
#include "SMESH_Group.hxx"
+#include "SMESH_Mesh.hxx"
#include "SMESH_MeshAlgos.hxx"
#include "SMESH_MesherHelper.hxx"
#include "SMESH_OctreeNode.hxx"
#include <TopTools_ListOfShape.hxx>
#include <TopTools_SequenceOfShape.hxx>
#include <TopoDS.hxx>
+#include <TopoDS_Edge.hxx>
#include <TopoDS_Face.hxx>
#include <TopoDS_Solid.hxx>
#include <gp.hxx>
using namespace std;
using namespace SMESH::Controls;
-namespace
-{
- template < class ELEM_SET >
- SMDS_ElemIteratorPtr elemSetIterator( const ELEM_SET& elements )
- {
- typedef SMDS_SetIterator
- < SMDS_pElement, typename ELEM_SET::const_iterator> TSetIterator;
- return SMDS_ElemIteratorPtr( new TSetIterator( elements.begin(), elements.end() ));
- }
-}
-
//=======================================================================
//function : SMESH_MeshEditor
//purpose :
{
}
+//================================================================================
+/*!
+ * \brief Return mesh DS
+ */
+//================================================================================
+
+SMESHDS_Mesh * SMESH_MeshEditor::GetMeshDS()
+{
+ return myMesh->GetMeshDS();
+}
+
+
//================================================================================
/*!
* \brief Clears myLastCreatedNodes and myLastCreatedElems
void SMESH_MeshEditor::ClearLastCreated()
{
- myLastCreatedNodes.Clear();
- myLastCreatedElems.Clear();
+ SMESHUtils::FreeVector( myLastCreatedElems );
+ SMESHUtils::FreeVector( myLastCreatedNodes );
}
//================================================================================
default:;
}
- if ( e ) myLastCreatedElems.Append( e );
+ if ( e ) myLastCreatedElems.push_back( e );
return e;
}
int SMESH_MeshEditor::Remove (const list< int >& theIDs,
const bool isNodes )
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
SMESHDS_Mesh* aMesh = GetMeshDS();
set< SMESH_subMesh *> smmap;
//================================================================================
/*!
- * \brief Create 0D elements on all nodes of the given object except those
- * nodes on which a 0D element already exists.
+ * \brief Create 0D elements on all nodes of the given object.
* \param elements - Elements on whose nodes to create 0D elements; if empty,
* the all mesh is treated
* \param all0DElems - returns all 0D elements found or created on nodes of \a elements
+ * \param duplicateElements - to add one more 0D element to a node or not
*/
//================================================================================
void SMESH_MeshEditor::Create0DElementsOnAllNodes( const TIDSortedElemSet& elements,
- TIDSortedElemSet& all0DElems )
+ TIDSortedElemSet& all0DElems,
+ const bool duplicateElements )
{
SMDS_ElemIteratorPtr elemIt;
- vector< const SMDS_MeshElement* > allNodes;
if ( elements.empty() )
{
- allNodes.reserve( GetMeshDS()->NbNodes() );
elemIt = GetMeshDS()->elementsIterator( SMDSAbs_Node );
- while ( elemIt->more() )
- allNodes.push_back( elemIt->next() );
-
- elemIt = elemSetIterator( allNodes );
}
else
{
- elemIt = elemSetIterator( elements );
+ elemIt = SMESHUtils::elemSetIterator( elements );
}
while ( elemIt->more() )
{
const SMDS_MeshNode* n = cast2Node( nodeIt->next() );
SMDS_ElemIteratorPtr it0D = n->GetInverseElementIterator( SMDSAbs_0DElement );
- if ( it0D->more() )
- all0DElems.insert( it0D->next() );
- else {
- myLastCreatedElems.Append( GetMeshDS()->Add0DElement( n ));
- all0DElems.insert( myLastCreatedElems.Last() );
+ if ( duplicateElements || !it0D->more() )
+ {
+ myLastCreatedElems.push_back( GetMeshDS()->Add0DElement( n ));
+ all0DElems.insert( myLastCreatedElems.back() );
}
+ while ( it0D->more() )
+ all0DElems.insert( it0D->next() );
}
}
}
int SMESH_MeshEditor::FindShape (const SMDS_MeshElement * theElem)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
SMESHDS_Mesh * aMesh = GetMeshDS();
if ( aMesh->ShapeToMesh().IsNull() )
bool SMESH_MeshEditor::InverseDiag (const SMDS_MeshElement * theTria1,
const SMDS_MeshElement * theTria2 )
{
- MESSAGE("InverseDiag");
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if (!theTria1 || !theTria2)
return false;
bool SMESH_MeshEditor::InverseDiag (const SMDS_MeshNode * theNode1,
const SMDS_MeshNode * theNode2)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
-
- MESSAGE( "::InverseDiag()" );
+ ClearLastCreated();
const SMDS_MeshElement *tr1, *tr2;
if ( !findTriangles( theNode1, theNode2, tr1, tr2 ))
bool SMESH_MeshEditor::DeleteDiag (const SMDS_MeshNode * theNode1,
const SMDS_MeshNode * theNode2)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
-
- MESSAGE( "::DeleteDiag()" );
+ ClearLastCreated();
const SMDS_MeshElement *tr1, *tr2;
if ( !findTriangles( theNode1, theNode2, tr1, tr2 ))
const SMDS_MeshElement* newElem = 0;
newElem = aMesh->AddFace( aNodes[0], aNodes[1], aNodes[2], aNodes[3] );
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
- {
- aMesh->SetMeshElementOnShape( newElem, aShapeId );
- }
+ {
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ }
aMesh->RemoveElement( tr1 );
aMesh->RemoveElement( tr2 );
const SMDS_MeshElement* newElem = 0;
newElem = aMesh->AddFace( aNodes[0], aNodes[1], aNodes[2], aNodes[3],
aNodes[4], aNodes[5], aNodes[6], aNodes[7]);
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
- {
- aMesh->SetMeshElementOnShape( newElem, aShapeId );
- }
+ {
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ }
aMesh->RemoveElement( tr1 );
aMesh->RemoveElement( tr2 );
bool SMESH_MeshEditor::Reorient (const SMDS_MeshElement * theElem)
{
- MESSAGE("Reorient");
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if (!theElem)
return false;
if ( theFaces.empty() )
faceIt = GetMeshDS()->elementsIterator( SMDSAbs_Face );
else
- faceIt = elemSetIterator( theFaces );
+ faceIt = SMESHUtils::elemSetIterator( theFaces );
vector< const SMDS_MeshNode* > faceNodes;
TIDSortedElemSet checkedVolumes;
bool SMESH_MeshEditor::QuadToTri (TIDSortedElemSet & theElems,
SMESH::Controls::NumericalFunctorPtr theCrit)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if ( !theCrit.get() )
return false;
- SMESHDS_Mesh * aMesh = GetMeshDS();
-
+ SMESHDS_Mesh * aMesh = GetMeshDS();
Handle(Geom_Surface) surface;
SMESH_MesherHelper helper( *GetMesh() );
+ myLastCreatedElems.reserve( theElems.size() * 2 );
+
TIDSortedElemSet::iterator itElem;
for ( itElem = theElems.begin(); itElem != theElems.end(); itElem++ )
{
// care of a new element
- myLastCreatedElems.Append(newElem1);
- myLastCreatedElems.Append(newElem2);
+ myLastCreatedElems.push_back(newElem1);
+ myLastCreatedElems.push_back(newElem2);
AddToSameGroups( newElem1, elem, aMesh );
AddToSameGroups( newElem2, elem, aMesh );
void SMESH_MeshEditor::QuadTo4Tri (TIDSortedElemSet & theElems)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
+ myLastCreatedElems.reserve( theElems.size() * 4 );
SMESH_MesherHelper helper( *GetMesh() );
helper.SetElementsOnShape( true );
SMDS_ElemIteratorPtr faceIt;
if ( theElems.empty() ) faceIt = GetMeshDS()->elementsIterator(SMDSAbs_Face);
- else faceIt = elemSetIterator( theElems );
+ else faceIt = SMESHUtils::elemSetIterator( theElems );
bool checkUV;
gp_XY uv [9]; uv[8] = gp_XY(0,0);
gp_XYZ xyz[9];
vector< const SMDS_MeshNode* > nodes;
- SMESHDS_SubMesh* subMeshDS;
+ SMESHDS_SubMesh* subMeshDS = 0;
TopoDS_Face F;
Handle(Geom_Surface) surface;
TopLoc_Location loc;
nCentral = helper.AddNode( xyz[8].X(), xyz[8].Y(), xyz[8].Z(), /*id=*/0,
uv[8].X(), uv[8].Y() );
- myLastCreatedNodes.Append( nCentral );
+ myLastCreatedNodes.push_back( nCentral );
}
// create 4 triangles
- GetMeshDS()->RemoveFreeElement( quad, subMeshDS, /*fromGroups=*/false );
-
helper.SetIsQuadratic ( nodes.size() > 4 );
helper.SetIsBiQuadratic( nodes.size() == 9 );
if ( helper.GetIsQuadratic() )
helper.AddTLinks( static_cast< const SMDS_MeshFace*>( quad ));
+ GetMeshDS()->RemoveFreeElement( quad, subMeshDS, /*fromGroups=*/false );
+
for ( int i = 0; i < 4; ++i )
{
SMDS_MeshElement* tria = helper.AddFace( nodes[ i ],
nodes[(i+1)%4],
nCentral );
ReplaceElemInGroups( tria, quad, GetMeshDS() );
- myLastCreatedElems.Append( tria );
+ myLastCreatedElems.push_back( tria );
}
}
}
int SMESH_MeshEditor::BestSplit (const SMDS_MeshElement* theQuad,
SMESH::Controls::NumericalFunctorPtr theCrit)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if (!theCrit.get())
return -1;
// No adjacent prisms. Select a variant with a best aspect ratio.
- double badness[2] = { 0, 0 };
+ double badness[2] = { 0., 0. };
static SMESH::Controls::NumericalFunctorPtr aspectRatio( new SMESH::Controls::AspectRatio);
const SMDS_MeshNode** nodes = vol.GetNodes();
for ( int variant = 0; variant < nbVariants; ++variant )
volTool.GetBaryCenter( bc[0], bc[1], bc[2] );
SMDS_MeshNode* gcNode = helper.AddNode( bc[0], bc[1], bc[2] );
nodes.push_back( gcNode );
- newNodes.Append( gcNode );
+ newNodes.push_back( gcNode );
}
if ( !splitMethod._faceBaryNode.empty() )
{
if ( !f_n->second )
{
volTool.GetFaceBaryCenter( iF_n->first, bc[0], bc[1], bc[2] );
- newNodes.Append( f_n->second = helper.AddNode( bc[0], bc[1], bc[2] ));
+ newNodes.push_back( f_n->second = helper.AddNode( bc[0], bc[1], bc[2] ));
}
nodes.push_back( iF_n->second = f_n->second );
}
const int* volConn = splitMethod._connectivity;
if ( splitMethod._nbCorners == 4 ) // tetra
for ( int i = 0; i < splitMethod._nbSplits; ++i, volConn += splitMethod._nbCorners )
- newElems.Append( splitVols[ i ] = helper.AddVolume( nodes[ volConn[0] ],
- nodes[ volConn[1] ],
- nodes[ volConn[2] ],
- nodes[ volConn[3] ]));
+ newElems.push_back( splitVols[ i ] = helper.AddVolume( nodes[ volConn[0] ],
+ nodes[ volConn[1] ],
+ nodes[ volConn[2] ],
+ nodes[ volConn[3] ]));
else // prisms
for ( int i = 0; i < splitMethod._nbSplits; ++i, volConn += splitMethod._nbCorners )
- newElems.Append( splitVols[ i ] = helper.AddVolume( nodes[ volConn[0] ],
- nodes[ volConn[1] ],
- nodes[ volConn[2] ],
- nodes[ volConn[3] ],
- nodes[ volConn[4] ],
- nodes[ volConn[5] ]));
+ newElems.push_back( splitVols[ i ] = helper.AddVolume( nodes[ volConn[0] ],
+ nodes[ volConn[1] ],
+ nodes[ volConn[2] ],
+ nodes[ volConn[3] ],
+ nodes[ volConn[4] ],
+ nodes[ volConn[5] ]));
ReplaceElemInGroups( elem, splitVols, GetMeshDS() );
gp_XY uv( 1e100, 1e100 );
double distXYZ[4];
if ( !fHelper.CheckNodeUV( TopoDS::Face( s ), baryNode,
- uv, /*tol=*/1e-7, /*force=*/true, distXYZ ) &&
+ uv, /*tol=*/1e-7, /*force=*/true, distXYZ ) &&
uv.X() < 1e100 )
{
// node is too far from the surface
if ( !triangles[ i ]) continue;
if ( fSubMesh )
fSubMesh->AddElement( triangles[ i ]);
- newElems.Append( triangles[ i ]);
+ newElems.push_back( triangles[ i ]);
}
ReplaceElemInGroups( face, triangles, GetMeshDS() );
GetMeshDS()->RemoveFreeElement( face, fSubMesh, /*fromGroups=*/false );
const gp_Ax1& theFacetNormal,
TFacetOfElem & theFacets)
{
- #define THIS_METHOD "SMESH_MeshEditor::GetHexaFacetsToSplit(): "
+#define THIS_METHOD "SMESH_MeshEditor::GetHexaFacetsToSplit(): "
// Find a hexa closest to the location of theFacetNormal
bool SMESH_MeshEditor::QuadToTri (TIDSortedElemSet & theElems,
const bool the13Diag)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
-
- MESSAGE( "::QuadToTri()" );
-
- SMESHDS_Mesh * aMesh = GetMeshDS();
+ ClearLastCreated();
+ myLastCreatedElems.reserve( theElems.size() * 2 );
+ SMESHDS_Mesh * aMesh = GetMeshDS();
Handle(Geom_Surface) surface;
SMESH_MesherHelper helper( *GetMesh() );
newElem1 = aMesh->AddFace( aNodes[3], aNodes[0], aNodes[1] );
newElem2 = aMesh->AddFace( aNodes[3], aNodes[1], aNodes[2] );
}
- myLastCreatedElems.Append(newElem1);
- myLastCreatedElems.Append(newElem2);
+ myLastCreatedElems.push_back(newElem1);
+ myLastCreatedElems.push_back(newElem2);
// put a new triangle on the same shape and add to the same groups
if ( aShapeId )
{
// Quadratic quadrangle
- else if ( elem->NbNodes() == 8 )
+ else if ( elem->NbNodes() >= 8 )
{
// get surface elem is on
int aShapeId = FindShape( elem );
}
}
- const SMDS_MeshNode* aNodes [8];
- const SMDS_MeshNode* inFaceNode = 0;
+ const SMDS_MeshNode* aNodes [9]; aNodes[8] = 0;
SMDS_ElemIteratorPtr itN = elem->nodesIterator();
- int i = 0;
- if ( helper.GetNodeUVneedInFaceNode() )
- while ( itN->more() && !inFaceNode ) {
- aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( itN->next() );
- if ( aNodes[ i-1 ]->GetPosition()->GetTypeOfPosition() == SMDS_TOP_FACE )
- {
- inFaceNode = aNodes[ i-1 ];
- }
- }
+ for ( int i = 0; itN->more(); ++i )
+ aNodes[ i ] = static_cast<const SMDS_MeshNode*>( itN->next() );
- // find middle point for (0,1,2,3)
- // and create a node in this point;
- gp_XYZ p( 0,0,0 );
- if ( surface.IsNull() ) {
- for(i=0; i<4; i++)
- p += gp_XYZ(aNodes[i]->X(), aNodes[i]->Y(), aNodes[i]->Z() );
- p /= 4;
- }
- else {
- TopoDS_Face geomFace = TopoDS::Face( helper.GetSubShape() );
- gp_XY uv( 0,0 );
- for(i=0; i<4; i++)
- uv += helper.GetNodeUV( geomFace, aNodes[i], inFaceNode );
- uv /= 4.;
- p = surface->Value( uv.X(), uv.Y() ).XYZ();
+ const SMDS_MeshNode* centrNode = aNodes[8];
+ if ( centrNode == 0 )
+ {
+ centrNode = helper.GetCentralNode( aNodes[0], aNodes[1], aNodes[2], aNodes[3],
+ aNodes[4], aNodes[5], aNodes[6], aNodes[7],
+ surface.IsNull() );
+ myLastCreatedNodes.push_back(centrNode);
}
- const SMDS_MeshNode* newN = aMesh->AddNode( p.X(), p.Y(), p.Z() );
- myLastCreatedNodes.Append(newN);
// create a new element
const SMDS_MeshElement* newElem1 = 0;
const SMDS_MeshElement* newElem2 = 0;
if ( the13Diag ) {
newElem1 = aMesh->AddFace(aNodes[2], aNodes[3], aNodes[0],
- aNodes[6], aNodes[7], newN );
+ aNodes[6], aNodes[7], centrNode );
newElem2 = aMesh->AddFace(aNodes[2], aNodes[0], aNodes[1],
- newN, aNodes[4], aNodes[5] );
+ centrNode, aNodes[4], aNodes[5] );
}
else {
newElem1 = aMesh->AddFace(aNodes[3], aNodes[0], aNodes[1],
- aNodes[7], aNodes[4], newN );
+ aNodes[7], aNodes[4], centrNode );
newElem2 = aMesh->AddFace(aNodes[3], aNodes[1], aNodes[2],
- newN, aNodes[5], aNodes[6] );
+ centrNode, aNodes[5], aNodes[6] );
}
- myLastCreatedElems.Append(newElem1);
- myLastCreatedElems.Append(newElem2);
+ myLastCreatedElems.push_back(newElem1);
+ myLastCreatedElems.push_back(newElem2);
// put a new triangle on the same shape and add to the same groups
if ( aShapeId )
{
SMESH::Controls::NumericalFunctorPtr theCrit,
const double theMaxAngle)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
-
- MESSAGE( "::TriToQuad()" );
+ ClearLastCreated();
+ myLastCreatedElems.reserve( theElems.size() / 2 );
if ( !theCrit.get() )
return false;
if ( startElem ) {
// Get candidates to be fused
const SMDS_MeshElement *tr1 = startElem, *tr2 = 0, *tr3 = 0;
- const SMESH_TLink *link12, *link13;
+ const SMESH_TLink *link12 = 0, *link13 = 0;
startElem = 0;
ASSERT( mapEl_setLi.find( tr1 ) != mapEl_setLi.end() );
set< SMESH_TLink >& setLi = mapEl_setLi[ tr1 ];
{
const SMDS_MeshElement* newElem = 0;
newElem = aMesh->AddFace(n12[0], n12[1], n12[2], n12[3] );
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
else
newElem = aMesh->AddFace(aNodes[0], aNodes[1], aNodes[2], aNodes[3],
aNodes[4], aNodes[5], aNodes[6], aNodes[7]);
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
if ( tr1->NbNodes() == 3 ) {
const SMDS_MeshElement* newElem = 0;
newElem = aMesh->AddFace(n13[0], n13[1], n13[2], n13[3] );
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
else
newElem = aMesh->AddFace(aNodes[0], aNodes[1], aNodes[2], aNodes[3],
aNodes[4], aNodes[5], aNodes[6], aNodes[7]);
- myLastCreatedElems.Append(newElem);
+ myLastCreatedElems.push_back(newElem);
AddToSameGroups( newElem, tr1, aMesh );
int aShapeId = tr1->getshapeId();
if ( aShapeId )
return true;
}
-
-/*#define DUMPSO(txt) \
-// cout << txt << endl;
-//=============================================================================
-//
-//
-//
-//=============================================================================
-static void swap( int i1, int i2, int idNodes[], gp_Pnt P[] )
-{
-if ( i1 == i2 )
-return;
-int tmp = idNodes[ i1 ];
-idNodes[ i1 ] = idNodes[ i2 ];
-idNodes[ i2 ] = tmp;
-gp_Pnt Ptmp = P[ i1 ];
-P[ i1 ] = P[ i2 ];
-P[ i2 ] = Ptmp;
-DUMPSO( i1 << "(" << idNodes[ i2 ] << ") <-> " << i2 << "(" << idNodes[ i1 ] << ")");
-}
-
-//=======================================================================
-//function : SortQuadNodes
-//purpose : Set 4 nodes of a quadrangle face in a good order.
-// Swap 1<->2 or 2<->3 nodes and correspondingly return
-// 1 or 2 else 0.
-//=======================================================================
-
-int SMESH_MeshEditor::SortQuadNodes (const SMDS_Mesh * theMesh,
-int idNodes[] )
-{
- gp_Pnt P[4];
- int i;
- for ( i = 0; i < 4; i++ ) {
- const SMDS_MeshNode *n = theMesh->FindNode( idNodes[i] );
- if ( !n ) return 0;
- P[ i ].SetCoord( n->X(), n->Y(), n->Z() );
- }
-
- gp_Vec V1(P[0], P[1]);
- gp_Vec V2(P[0], P[2]);
- gp_Vec V3(P[0], P[3]);
-
- gp_Vec Cross1 = V1 ^ V2;
- gp_Vec Cross2 = V2 ^ V3;
-
- i = 0;
- if (Cross1.Dot(Cross2) < 0)
- {
- Cross1 = V2 ^ V1;
- Cross2 = V1 ^ V3;
-
- if (Cross1.Dot(Cross2) < 0)
- i = 2;
- else
- i = 1;
- swap ( i, i + 1, idNodes, P );
-
- // for ( int ii = 0; ii < 4; ii++ ) {
- // const SMDS_MeshNode *n = theMesh->FindNode( idNodes[ii] );
- // DUMPSO( ii << "(" << idNodes[ii] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
- // }
- }
- return i;
-}
-
-//=======================================================================
-//function : SortHexaNodes
-//purpose : Set 8 nodes of a hexahedron in a good order.
-// Return success status
-//=======================================================================
-
-bool SMESH_MeshEditor::SortHexaNodes (const SMDS_Mesh * theMesh,
- int idNodes[] )
-{
- gp_Pnt P[8];
- int i;
- DUMPSO( "INPUT: ========================================");
- for ( i = 0; i < 8; i++ ) {
- const SMDS_MeshNode *n = theMesh->FindNode( idNodes[i] );
- if ( !n ) return false;
- P[ i ].SetCoord( n->X(), n->Y(), n->Z() );
- DUMPSO( i << "(" << idNodes[i] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
- }
- DUMPSO( "========================================");
-
-
- set<int> faceNodes; // ids of bottom face nodes, to be found
- set<int> checkedId1; // ids of tried 2-nd nodes
- Standard_Real leastDist = DBL_MAX; // dist of the 4-th node from 123 plane
- const Standard_Real tol = 1.e-6; // tolerance to find nodes in plane
- int iMin, iLoop1 = 0;
-
- // Loop to try the 2-nd nodes
-
- while ( leastDist > DBL_MIN && ++iLoop1 < 8 )
- {
- // Find not checked 2-nd node
- for ( i = 1; i < 8; i++ )
- if ( checkedId1.find( idNodes[i] ) == checkedId1.end() ) {
- int id1 = idNodes[i];
- swap ( 1, i, idNodes, P );
- checkedId1.insert ( id1 );
- break;
- }
-
- // Find the 3-d node so that 1-2-3 triangle to be on a hexa face,
- // ie that all but meybe one (id3 which is on the same face) nodes
- // lay on the same side from the triangle plane.
-
- bool manyInPlane = false; // more than 4 nodes lay in plane
- int iLoop2 = 0;
- while ( ++iLoop2 < 6 ) {
-
- // get 1-2-3 plane coeffs
- Standard_Real A, B, C, D;
- gp_Vec N = gp_Vec (P[0], P[1]).Crossed( gp_Vec (P[0], P[2]) );
- if ( N.SquareMagnitude() > gp::Resolution() )
- {
- gp_Pln pln ( P[0], N );
- pln.Coefficients( A, B, C, D );
-
- // find the node (iMin) closest to pln
- Standard_Real dist[ 8 ], minDist = DBL_MAX;
- set<int> idInPln;
- for ( i = 3; i < 8; i++ ) {
- dist[i] = A * P[i].X() + B * P[i].Y() + C * P[i].Z() + D;
- if ( fabs( dist[i] ) < minDist ) {
- minDist = fabs( dist[i] );
- iMin = i;
- }
- if ( fabs( dist[i] ) <= tol )
- idInPln.insert( idNodes[i] );
- }
-
- // there should not be more than 4 nodes in bottom plane
- if ( idInPln.size() > 1 )
- {
- DUMPSO( "### idInPln.size() = " << idInPln.size());
- // idInPlane does not contain the first 3 nodes
- if ( manyInPlane || idInPln.size() == 5)
- return false; // all nodes in one plane
- manyInPlane = true;
-
- // set the 1-st node to be not in plane
- for ( i = 3; i < 8; i++ ) {
- if ( idInPln.find( idNodes[ i ] ) == idInPln.end() ) {
- DUMPSO( "### Reset 0-th node");
- swap( 0, i, idNodes, P );
- break;
- }
- }
-
- // reset to re-check second nodes
- leastDist = DBL_MAX;
- faceNodes.clear();
- checkedId1.clear();
- iLoop1 = 0;
- break; // from iLoop2;
- }
-
- // check that the other 4 nodes are on the same side
- bool sameSide = true;
- bool isNeg = dist[ iMin == 3 ? 4 : 3 ] <= 0.;
- for ( i = 3; sameSide && i < 8; i++ ) {
- if ( i != iMin )
- sameSide = ( isNeg == dist[i] <= 0.);
- }
-
- // keep best solution
- if ( sameSide && minDist < leastDist ) {
- leastDist = minDist;
- faceNodes.clear();
- faceNodes.insert( idNodes[ 1 ] );
- faceNodes.insert( idNodes[ 2 ] );
- faceNodes.insert( idNodes[ iMin ] );
- DUMPSO( "loop " << iLoop2 << " id2 " << idNodes[ 1 ] << " id3 " << idNodes[ 2 ]
- << " leastDist = " << leastDist);
- if ( leastDist <= DBL_MIN )
- break;
- }
- }
-
- // set next 3-d node to check
- int iNext = 2 + iLoop2;
- if ( iNext < 8 ) {
- DUMPSO( "Try 2-nd");
- swap ( 2, iNext, idNodes, P );
- }
- } // while ( iLoop2 < 6 )
- } // iLoop1
-
- if ( faceNodes.empty() ) return false;
-
- // Put the faceNodes in proper places
- for ( i = 4; i < 8; i++ ) {
- if ( faceNodes.find( idNodes[ i ] ) != faceNodes.end() ) {
- // find a place to put
- int iTo = 1;
- while ( faceNodes.find( idNodes[ iTo ] ) != faceNodes.end() )
- iTo++;
- DUMPSO( "Set faceNodes");
- swap ( iTo, i, idNodes, P );
- }
- }
-
-
- // Set nodes of the found bottom face in good order
- DUMPSO( " Found bottom face: ");
- i = SortQuadNodes( theMesh, idNodes );
- if ( i ) {
- gp_Pnt Ptmp = P[ i ];
- P[ i ] = P[ i+1 ];
- P[ i+1 ] = Ptmp;
- }
- // else
- // for ( int ii = 0; ii < 4; ii++ ) {
- // const SMDS_MeshNode *n = theMesh->FindNode( idNodes[ii] );
- // DUMPSO( ii << "(" << idNodes[ii] <<") : "<<n->X()<<" "<<n->Y()<<" "<<n->Z());
- // }
-
- // Gravity center of the top and bottom faces
- gp_Pnt aGCb = ( P[0].XYZ() + P[1].XYZ() + P[2].XYZ() + P[3].XYZ() ) / 4.;
- gp_Pnt aGCt = ( P[4].XYZ() + P[5].XYZ() + P[6].XYZ() + P[7].XYZ() ) / 4.;
-
- // Get direction from the bottom to the top face
- gp_Vec upDir ( aGCb, aGCt );
- Standard_Real upDirSize = upDir.Magnitude();
- if ( upDirSize <= gp::Resolution() ) return false;
- upDir / upDirSize;
-
- // Assure that the bottom face normal points up
- gp_Vec Nb = gp_Vec (P[0], P[1]).Crossed( gp_Vec (P[0], P[2]) );
- Nb += gp_Vec (P[0], P[2]).Crossed( gp_Vec (P[0], P[3]) );
- if ( Nb.Dot( upDir ) < 0 ) {
- DUMPSO( "Reverse bottom face");
- swap( 1, 3, idNodes, P );
- }
-
- // Find 5-th node - the one closest to the 1-st among the last 4 nodes.
- Standard_Real minDist = DBL_MAX;
- for ( i = 4; i < 8; i++ ) {
- // projection of P[i] to the plane defined by P[0] and upDir
- gp_Pnt Pp = P[i].Translated( upDir * ( upDir.Dot( gp_Vec( P[i], P[0] ))));
- Standard_Real sqDist = P[0].SquareDistance( Pp );
- if ( sqDist < minDist ) {
- minDist = sqDist;
- iMin = i;
- }
- }
- DUMPSO( "Set 4-th");
- swap ( 4, iMin, idNodes, P );
-
- // Set nodes of the top face in good order
- DUMPSO( "Sort top face");
- i = SortQuadNodes( theMesh, &idNodes[4] );
- if ( i ) {
- i += 4;
- gp_Pnt Ptmp = P[ i ];
- P[ i ] = P[ i+1 ];
- P[ i+1 ] = Ptmp;
- }
-
- // Assure that direction of the top face normal is from the bottom face
- gp_Vec Nt = gp_Vec (P[4], P[5]).Crossed( gp_Vec (P[4], P[6]) );
- Nt += gp_Vec (P[4], P[6]).Crossed( gp_Vec (P[4], P[7]) );
- if ( Nt.Dot( upDir ) < 0 ) {
- DUMPSO( "Reverse top face");
- swap( 5, 7, idNodes, P );
- }
-
- // DUMPSO( "OUTPUT: ========================================");
- // for ( i = 0; i < 8; i++ ) {
- // float *p = ugrid->GetPoint(idNodes[i]);
- // DUMPSO( i << "(" << idNodes[i] << ") : " << p[0] << " " << p[1] << " " << p[2]);
- // }
-
- return true;
-}*/
-
//================================================================================
/*!
* \brief Return nodes linked to the given one
double theTgtAspectRatio,
const bool the2D)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
-
- MESSAGE((theSmoothMethod==LAPLACIAN ? "LAPLACIAN" : "CENTROIDAL") << "--::Smooth()");
+ ClearLastCreated();
if ( theTgtAspectRatio < 1.0 )
theTgtAspectRatio = 1.0;
fToler2 = BRep_Tool::Tolerance( face );
fToler2 *= fToler2 * 10.;
isUPeriodic = surface->IsUPeriodic();
- if ( isUPeriodic )
- surface->UPeriod();
+ // if ( isUPeriodic )
+ // surface->UPeriod();
isVPeriodic = surface->IsVPeriodic();
- if ( isVPeriodic )
- surface->VPeriod();
+ // if ( isVPeriodic )
+ // surface->VPeriod();
surface->Bounds( u1, u2, v1, v2 );
helper.SetSubShape( face );
}
{
// check if all faces around the node are on faceSubMesh
// because a node on edge may be bound to face
- SMDS_ElemIteratorPtr eIt = node->GetInverseElementIterator(SMDSAbs_Face);
bool all = true;
if ( faceSubMesh ) {
+ SMDS_ElemIteratorPtr eIt = node->GetInverseElementIterator(SMDSAbs_Face);
while ( eIt->more() && all ) {
const SMDS_MeshElement* e = eIt->next();
all = faceSubMesh->Contains( e );
// if ( posType != SMDS_TOP_3DSPACE )
// dist2 = pNode.SquareDistance( surface->Value( newUV.X(), newUV.Y() ));
// if ( dist2 < dist1 )
- uv = newUV;
+ uv = newUV;
}
}
// store UV in the map
const size_t nbSteps,
SMESH_SequenceOfElemPtr& srcElements)
{
- //MESSAGE("sweepElement " << nbSteps);
SMESHDS_Mesh* aMesh = GetMeshDS();
const int nbNodes = elem->NbNodes();
break;
}
case SMDSEntity_Triangle: // TRIANGLE --->
- {
- if ( nbDouble > 0 ) break;
- if ( nbSame == 0 ) // ---> pentahedron
- aNewElem = aMesh->AddVolume (prevNod[ 0 ], prevNod[ 1 ], prevNod[ 2 ],
- nextNod[ 0 ], nextNod[ 1 ], nextNod[ 2 ] );
-
- else if ( nbSame == 1 ) // ---> pyramid
- aNewElem = aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iAfterSame ],
- nextNod[ iAfterSame ], nextNod[ iBeforeSame ],
- nextNod[ iSameNode ]);
-
- else // 2 same nodes: ---> tetrahedron
- aNewElem = aMesh->AddVolume (prevNod[ 0 ], prevNod[ 1 ], prevNod[ 2 ],
- nextNod[ iNotSameNode ]);
- break;
- }
+ {
+ if ( nbDouble > 0 ) break;
+ if ( nbSame == 0 ) // ---> pentahedron
+ aNewElem = aMesh->AddVolume (prevNod[ 0 ], prevNod[ 1 ], prevNod[ 2 ],
+ nextNod[ 0 ], nextNod[ 1 ], nextNod[ 2 ] );
+
+ else if ( nbSame == 1 ) // ---> pyramid
+ aNewElem = aMesh->AddVolume (prevNod[ iBeforeSame ], prevNod[ iAfterSame ],
+ nextNod[ iAfterSame ], nextNod[ iBeforeSame ],
+ nextNod[ iSameNode ]);
+
+ else // 2 same nodes: ---> tetrahedron
+ aNewElem = aMesh->AddVolume (prevNod[ 0 ], prevNod[ 1 ], prevNod[ 2 ],
+ nextNod[ iNotSameNode ]);
+ break;
+ }
case SMDSEntity_Quad_Edge: // sweep quadratic EDGE --->
+ {
+ if ( nbSame == 2 )
+ return;
+ if ( nbDouble+nbSame == 2 )
{
- if ( nbSame == 2 )
- return;
- if ( nbDouble+nbSame == 2 )
- {
- if(nbSame==0) { // ---> quadratic quadrangle
- aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1], nextNod[0],
- prevNod[2], midlNod[1], nextNod[2], midlNod[0]);
- }
- else { //(nbSame==1) // ---> quadratic triangle
- if(sames[0]==2) {
- return; // medium node on axis
- }
- else if(sames[0]==0)
- aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1],
- prevNod[2], midlNod[1], nextNod[2] );
- else // sames[0]==1
- aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[0],
- prevNod[2], nextNod[2], midlNod[0]);
- }
+ if(nbSame==0) { // ---> quadratic quadrangle
+ aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1], nextNod[0],
+ prevNod[2], midlNod[1], nextNod[2], midlNod[0]);
}
- else if ( nbDouble == 3 )
- {
- if ( nbSame == 0 ) { // ---> bi-quadratic quadrangle
- aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1], nextNod[0],
- prevNod[2], midlNod[1], nextNod[2], midlNod[0], midlNod[2]);
+ else { //(nbSame==1) // ---> quadratic triangle
+ if(sames[0]==2) {
+ return; // medium node on axis
}
+ else if(sames[0]==0)
+ aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1],
+ prevNod[2], midlNod[1], nextNod[2] );
+ else // sames[0]==1
+ aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[0],
+ prevNod[2], nextNod[2], midlNod[0]);
}
- else
- return;
- break;
}
+ else if ( nbDouble == 3 )
+ {
+ if ( nbSame == 0 ) { // ---> bi-quadratic quadrangle
+ aNewElem = aMesh->AddFace(prevNod[0], prevNod[1], nextNod[1], nextNod[0],
+ prevNod[2], midlNod[1], nextNod[2], midlNod[0], midlNod[2]);
+ }
+ }
+ else
+ return;
+ break;
+ }
case SMDSEntity_Quadrangle: { // sweep QUADRANGLE --->
if ( nbDouble > 0 ) break;
if ( aNewElem ) {
newElems.push_back( aNewElem );
- myLastCreatedElems.Append(aNewElem);
- srcElements.Append( elem );
+ myLastCreatedElems.push_back(aNewElem);
+ srcElements.push_back( elem );
}
// set new prev nodes
if ( !isQuadratic ) {
if ( !aMesh->FindEdge( vecNewNodes[ 0 ]->second.back(),
vecNewNodes[ 1 ]->second.back())) {
- myLastCreatedElems.Append(aMesh->AddEdge(vecNewNodes[ 0 ]->second.back(),
- vecNewNodes[ 1 ]->second.back()));
- srcElements.Append( elem );
+ myLastCreatedElems.push_back(aMesh->AddEdge(vecNewNodes[ 0 ]->second.back(),
+ vecNewNodes[ 1 ]->second.back()));
+ srcElements.push_back( elem );
}
}
else {
if ( !aMesh->FindEdge( vecNewNodes[ 0 ]->second.back(),
vecNewNodes[ 1 ]->second.back(),
vecNewNodes[ 2 ]->second.back())) {
- myLastCreatedElems.Append(aMesh->AddEdge(vecNewNodes[ 0 ]->second.back(),
- vecNewNodes[ 1 ]->second.back(),
- vecNewNodes[ 2 ]->second.back()));
- srcElements.Append( elem );
+ myLastCreatedElems.push_back(aMesh->AddEdge(vecNewNodes[ 0 ]->second.back(),
+ vecNewNodes[ 1 ]->second.back(),
+ vecNewNodes[ 2 ]->second.back()));
+ srcElements.push_back( elem );
}
}
}
// make a new edge and a ceiling for a new edge
const SMDS_MeshElement* edge;
if ( ! ( edge = aMesh->FindEdge( n1, n2 ))) {
- myLastCreatedElems.Append( edge = aMesh->AddEdge( n1, n2 )); // free link edge
- srcElements.Append( myLastCreatedElems.Last() );
+ myLastCreatedElems.push_back( edge = aMesh->AddEdge( n1, n2 )); // free link edge
+ srcElements.push_back( myLastCreatedElems.back() );
}
n1 = vecNewNodes[ iNode ]->second.back();
n2 = vecNewNodes[ iNext ]->second.back();
if ( !aMesh->FindEdge( n1, n2 )) {
- myLastCreatedElems.Append(aMesh->AddEdge( n1, n2 )); // new edge ceiling
- srcElements.Append( edge );
+ myLastCreatedElems.push_back(aMesh->AddEdge( n1, n2 )); // new edge ceiling
+ srcElements.push_back( edge );
}
}
}
// make an edge and a ceiling for a new edge
// find medium node
if ( !aMesh->FindEdge( n1, n2, n3 )) {
- myLastCreatedElems.Append(aMesh->AddEdge( n1, n2, n3 )); // free link edge
- srcElements.Append( elem );
+ myLastCreatedElems.push_back(aMesh->AddEdge( n1, n2, n3 )); // free link edge
+ srcElements.push_back( elem );
}
n1 = vecNewNodes[ iNode ]->second.back();
n2 = vecNewNodes[ iNext ]->second.back();
n3 = vecNewNodes[ iNode+nbn ]->second.back();
if ( !aMesh->FindEdge( n1, n2, n3 )) {
- myLastCreatedElems.Append(aMesh->AddEdge( n1, n2, n3 )); // ceiling edge
- srcElements.Append( elem );
+ myLastCreatedElems.push_back(aMesh->AddEdge( n1, n2, n3 )); // ceiling edge
+ srcElements.push_back( elem );
}
}
}
if ( f )
aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
else
- myLastCreatedElems.Append(aMesh->AddFace( newOrder[ 0 ], newOrder[ 1 ],
- newOrder[ 2 ] ));
+ myLastCreatedElems.push_back(aMesh->AddFace( newOrder[ 0 ], newOrder[ 1 ],
+ newOrder[ 2 ] ));
}
}
else if ( nbn == 4 ) ///// quadrangle
if ( f )
aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
else
- myLastCreatedElems.Append(aMesh->AddFace( newOrder[ 0 ], newOrder[ 1 ],
- newOrder[ 2 ], newOrder[ 3 ]));
+ myLastCreatedElems.push_back(aMesh->AddFace( newOrder[ 0 ], newOrder[ 1 ],
+ newOrder[ 2 ], newOrder[ 3 ]));
}
}
else if ( nbn == 6 && isQuadratic ) /////// quadratic triangle
if ( f )
aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
else
- myLastCreatedElems.Append(aMesh->AddFace( newOrder[ 0 ],
- newOrder[ 1 ],
- newOrder[ 2 ],
- newOrder[ 3 ],
- newOrder[ 4 ],
- newOrder[ 5 ] ));
+ myLastCreatedElems.push_back(aMesh->AddFace( newOrder[ 0 ],
+ newOrder[ 1 ],
+ newOrder[ 2 ],
+ newOrder[ 3 ],
+ newOrder[ 4 ],
+ newOrder[ 5 ] ));
}
}
else if ( nbn == 8 && isQuadratic ) /////// quadratic quadrangle
if ( f )
aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
else
- myLastCreatedElems.Append(aMesh->AddFace(newOrder[ 0 ], newOrder[ 1 ],
- newOrder[ 2 ], newOrder[ 3 ],
- newOrder[ 4 ], newOrder[ 5 ],
- newOrder[ 6 ], newOrder[ 7 ]));
+ myLastCreatedElems.push_back(aMesh->AddFace(newOrder[ 0 ], newOrder[ 1 ],
+ newOrder[ 2 ], newOrder[ 3 ],
+ newOrder[ 4 ], newOrder[ 5 ],
+ newOrder[ 6 ], newOrder[ 7 ]));
}
}
else if ( nbn == 9 && isQuadratic ) /////// bi-quadratic quadrangle
if ( f )
aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
else
- myLastCreatedElems.Append(aMesh->AddFace(newOrder[ 0 ], newOrder[ 1 ],
- newOrder[ 2 ], newOrder[ 3 ],
- newOrder[ 4 ], newOrder[ 5 ],
- newOrder[ 6 ], newOrder[ 7 ],
- newOrder[ 8 ]));
+ myLastCreatedElems.push_back(aMesh->AddFace(newOrder[ 0 ], newOrder[ 1 ],
+ newOrder[ 2 ], newOrder[ 3 ],
+ newOrder[ 4 ], newOrder[ 5 ],
+ newOrder[ 6 ], newOrder[ 7 ],
+ newOrder[ 8 ]));
}
}
else //////// polygon
}
}
- while ( srcElements.Length() < myLastCreatedElems.Length() )
- srcElements.Append( *srcEdge );
+ while ( srcElements.size() < myLastCreatedElems.size() )
+ srcElements.push_back( *srcEdge );
} // loop on free faces
AddElement( nodeVec, anyFace.Init( elem ));
- while ( srcElements.Length() < myLastCreatedElems.Length() )
- srcElements.Append( elem );
+ while ( srcElements.size() < myLastCreatedElems.size() )
+ srcElements.push_back( elem );
}
}
} // loop on swept elements
const bool theMakeGroups,
const bool theMakeWalls)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
+
+ setElemsFirst( theElemSets );
+ myLastCreatedElems.reserve( theElemSets[0].size() * theNbSteps );
+ myLastCreatedNodes.reserve( theElemSets[1].size() * theNbSteps );
// source elements for each generated one
SMESH_SequenceOfElemPtr srcElems, srcNodes;
+ srcElems.reserve( theElemSets[0].size() );
+ srcNodes.reserve( theElemSets[1].size() );
- MESSAGE( "RotationSweep()");
gp_Trsf aTrsf;
aTrsf.SetRotation( theAxis, theAngle );
gp_Trsf aTrsf2;
myMesh->NbFaces(ORDER_QUADRATIC) +
myMesh->NbVolumes(ORDER_QUADRATIC) );
// loop on theElemSets
- setElemsFirst( theElemSets );
TIDSortedElemSet::iterator itElem;
for ( int is2ndSet = 0; is2ndSet < 2; ++is2ndSet )
{
{
aTrsf2.Transforms( coord[0], coord[1], coord[2] );
newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
listNewNodes.push_back( newNode );
aTrsf2.Transforms( coord[0], coord[1], coord[2] );
}
}
// create a corner node
newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
listNewNodes.push_back( newNode );
}
else {
//purpose : standard construction
//=======================================================================
-SMESH_MeshEditor::ExtrusParam::ExtrusParam( const gp_Vec& theStep,
- const int theNbSteps,
- const int theFlags,
- const double theTolerance):
+SMESH_MeshEditor::ExtrusParam::ExtrusParam( const gp_Vec& theStep,
+ const int theNbSteps,
+ const std::list<double>& theScales,
+ const gp_XYZ* theBasePoint,
+ const int theFlags,
+ const double theTolerance):
myDir( theStep ),
+ myBaseP( Precision::Infinite(), 0, 0 ),
myFlags( theFlags ),
myTolerance( theTolerance ),
myElemsToUse( NULL )
for (int i=1; i<=theNbSteps; i++ )
mySteps->Append( stepSize );
+ int nbScales = theScales.size();
+ if ( nbScales > 0 )
+ {
+ if ( IsLinearVariation() && nbScales < theNbSteps )
+ {
+ myScales.reserve( theNbSteps );
+ std::list<double>::const_iterator scale = theScales.begin();
+ double prevScale = 1.0;
+ for ( int iSc = 1; scale != theScales.end(); ++scale, ++iSc )
+ {
+ int iStep = int( iSc / double( nbScales ) * theNbSteps + 0.5 );
+ int stDelta = Max( 1, iStep - myScales.size());
+ double scDelta = ( *scale - prevScale ) / stDelta;
+ for ( int iStep = 0; iStep < stDelta; ++iStep )
+ {
+ myScales.push_back( prevScale + scDelta );
+ prevScale = myScales.back();
+ }
+ prevScale = *scale;
+ }
+ }
+ else
+ {
+ myScales.assign( theScales.begin(), theScales.end() );
+ }
+ }
+ if ( theBasePoint )
+ {
+ myBaseP = *theBasePoint;
+ }
+
if (( theFlags & EXTRUSION_FLAG_SEW ) &&
( theTolerance > 0 ))
{
//=======================================================================
//function : ExtrusParam::SetElementsToUse
//purpose : stores elements to use for extrusion by normal, depending on
-// state of EXTRUSION_FLAG_USE_INPUT_ELEMS_ONLY flag
+// state of EXTRUSION_FLAG_USE_INPUT_ELEMS_ONLY flag;
+// define myBaseP for scaling
//=======================================================================
-void SMESH_MeshEditor::ExtrusParam::SetElementsToUse( const TIDSortedElemSet& elems )
+void SMESH_MeshEditor::ExtrusParam::SetElementsToUse( const TIDSortedElemSet& elems,
+ const TIDSortedElemSet& nodes )
{
myElemsToUse = ToUseInpElemsOnly() ? & elems : 0;
+
+ if ( Precision::IsInfinite( myBaseP.X() )) // myBaseP not defined
+ {
+ myBaseP.SetCoord( 0.,0.,0. );
+ TIDSortedElemSet newNodes;
+
+ const TIDSortedElemSet* elemSets[] = { &elems, &nodes };
+ for ( int is2ndSet = 0; is2ndSet < 2; ++is2ndSet )
+ {
+ const TIDSortedElemSet& elements = *( elemSets[ is2ndSet ]);
+ TIDSortedElemSet::const_iterator itElem = elements.begin();
+ for ( ; itElem != elements.end(); itElem++ )
+ {
+ const SMDS_MeshElement* elem = *itElem;
+ SMDS_ElemIteratorPtr itN = elem->nodesIterator();
+ while ( itN->more() ) {
+ const SMDS_MeshElement* node = itN->next();
+ if ( newNodes.insert( node ).second )
+ myBaseP += SMESH_TNodeXYZ( node );
+ }
+ }
+ }
+ myBaseP /= newNodes.size();
+ }
}
//=======================================================================
const SMDS_MeshNode * newNode = mesh->AddNode( p.X(), p.Y(), p.Z() );
newNodes.push_back( newNode );
}
+
+ if ( !myScales.empty() )
+ {
+ if ( makeMediumNodes && myMediumScales.empty() )
+ {
+ myMediumScales.resize( myScales.size() );
+ double prevFactor = 1.;
+ for ( size_t i = 0; i < myScales.size(); ++i )
+ {
+ myMediumScales[i] = 0.5 * ( prevFactor + myScales[i] );
+ prevFactor = myScales[i];
+ }
+ }
+ typedef std::vector<double>::iterator ScaleIt;
+ ScaleIt scales[] = { myScales.begin(), myMediumScales.begin() };
+
+ size_t iSc = 0, nbScales = myScales.size() + myMediumScales.size();
+
+ gp_XYZ center = myBaseP;
+ std::list<const SMDS_MeshNode*>::iterator nIt = newNodes.begin();
+ size_t iN = 0;
+ for ( beginStepIter( makeMediumNodes ); moreSteps() && ( iN < nbScales ); ++nIt, ++iN )
+ {
+ center += myDir.XYZ() * nextStep();
+
+ iSc += int( makeMediumNodes );
+ ScaleIt& scale = scales[ iSc % 2 ];
+
+ gp_XYZ xyz = SMESH_TNodeXYZ( *nIt );
+ xyz = ( *scale * ( xyz - center )) + center;
+ mesh->MoveNode( *nIt, xyz.X(), xyz.Y(), xyz.Z() );
+
+ ++scale;
+ }
+ }
return nbNodes;
}
P1 += myDir.XYZ() * nextStep();
// try to search in sequence of existing nodes
- // if myNodes.Length()>0 we 'nave to use given sequence
+ // if myNodes.size()>0 we 'nave to use given sequence
// else - use all nodes of mesh
const SMDS_MeshNode * node = 0;
if ( myNodes.Length() > 0 ) {
int i;
- for(i=1; i<=myNodes.Length(); i++) {
+ for ( i = 1; i <= myNodes.Length(); i++ ) {
gp_XYZ P2 = SMESH_TNodeXYZ( myNodes.Value(i) );
if (( P1 - P2 ).SquareModulus() < myTolerance * myTolerance )
{
const int theFlags,
const double theTolerance)
{
- ExtrusParam aParams( theStep, theNbSteps, theFlags, theTolerance );
+ ExtrusParam aParams( theStep, theNbSteps, std::list<double>(), 0, theFlags, theTolerance );
return ExtrusionSweep( theElems, aParams, newElemsMap );
}
ExtrusParam& theParams,
TTElemOfElemListMap& newElemsMap)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
+
+ setElemsFirst( theElemSets );
+ myLastCreatedElems.reserve( theElemSets[0].size() * theParams.NbSteps() );
+ myLastCreatedNodes.reserve( theElemSets[1].size() * theParams.NbSteps() );
// source elements for each generated one
SMESH_SequenceOfElemPtr srcElems, srcNodes;
+ srcElems.reserve( theElemSets[0].size() );
+ srcNodes.reserve( theElemSets[1].size() );
- //SMESHDS_Mesh* aMesh = GetMeshDS();
-
- setElemsFirst( theElemSets );
const int nbSteps = theParams.NbSteps();
- theParams.SetElementsToUse( theElemSets[0] );
+ theParams.SetElementsToUse( theElemSets[0], theElemSets[1] );
- TNodeOfNodeListMap mapNewNodes;
- //TNodeOfNodeVecMap mapNewNodes;
+ TNodeOfNodeListMap mapNewNodes;
TElemOfVecOfNnlmiMap mapElemNewNodes;
- //TElemOfVecOfMapNodesMap mapElemNewNodes;
const bool isQuadraticMesh = bool( myMesh->NbEdges(ORDER_QUADRATIC) +
myMesh->NbFaces(ORDER_QUADRATIC) +
list<const SMDS_MeshNode*>::iterator newNodesIt = listNewNodes.begin();
for ( ; newNodesIt != listNewNodes.end(); ++newNodesIt )
{
- myLastCreatedNodes.Append( *newNodesIt );
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back( *newNodesIt );
+ srcNodes.push_back( node );
}
}
else
const gp_Pnt& theRefPoint,
const bool theMakeGroups)
{
- MESSAGE("ExtrusionAlongTrack");
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
int aNbE;
std::list<double> aPrms;
const gp_Pnt& theRefPoint,
const bool theMakeGroups)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
int aNbE;
std::list<double> aPrms;
// create additional node
gp_XYZ midP = 0.5 * ( aPN1.XYZ() + aPN0.XYZ() );
const SMDS_MeshNode* newNode = aMesh->AddNode( midP.X(), midP.Y(), midP.Z() );
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
listNewNodes.push_back( newNode );
}
const SMDS_MeshNode* newNode = aMesh->AddNode( aPN1.X(), aPN1.Y(), aPN1.Z() );
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
listNewNodes.push_back( newNode );
aPN0 = aPN1;
double y = ( N->Y() + P.Y() )/2.;
double z = ( N->Z() + P.Z() )/2.;
const SMDS_MeshNode* newN = aMesh->AddNode(x,y,z);
- srcNodes.Append( node );
- myLastCreatedNodes.Append(newN);
+ srcNodes.push_back( node );
+ myLastCreatedNodes.push_back(newN);
aNodes[2*i] = newN;
aNodes[2*i+1] = N;
P = gp_XYZ(N->X(),N->Y(),N->Z());
//=======================================================================
//function : LinearAngleVariation
-//purpose : auxilary for ExtrusionAlongTrack
+//purpose : spread values over nbSteps
//=======================================================================
-void SMESH_MeshEditor::LinearAngleVariation(const int nbSteps,
+
+void SMESH_MeshEditor::LinearAngleVariation(const int nbSteps,
list<double>& Angles)
{
int nbAngles = Angles.size();
- if( nbSteps > nbAngles ) {
+ if( nbSteps > nbAngles && nbAngles > 0 )
+ {
vector<double> theAngles(nbAngles);
- list<double>::iterator it = Angles.begin();
- int i = -1;
- for(; it!=Angles.end(); it++) {
- i++;
- theAngles[i] = (*it);
- }
+ theAngles.assign( Angles.begin(), Angles.end() );
+
list<double> res;
double rAn2St = double( nbAngles ) / double( nbSteps );
double angPrev = 0, angle;
- for ( int iSt = 0; iSt < nbSteps; ++iSt ) {
+ for ( int iSt = 0; iSt < nbSteps; ++iSt )
+ {
double angCur = rAn2St * ( iSt+1 );
double angCurFloor = floor( angCur );
double angPrevFloor = floor( angPrev );
res.push_back(angle);
angPrev = angCur;
}
- Angles.clear();
- it = res.begin();
- for(; it!=res.end(); it++)
- Angles.push_back( *it );
+ Angles.swap( res );
}
}
const bool theMakeGroups,
SMESH_Mesh* theTargetMesh)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
+ myLastCreatedElems.reserve( theElems.size() );
bool needReverse = false;
string groupPostfix;
switch ( theTrsf.Form() ) {
case gp_PntMirror:
- MESSAGE("gp_PntMirror");
needReverse = true;
groupPostfix = "mirrored";
break;
case gp_Ax1Mirror:
- MESSAGE("gp_Ax1Mirror");
groupPostfix = "mirrored";
break;
case gp_Ax2Mirror:
- MESSAGE("gp_Ax2Mirror");
needReverse = true;
groupPostfix = "mirrored";
break;
case gp_Rotation:
- MESSAGE("gp_Rotation");
groupPostfix = "rotated";
break;
case gp_Translation:
- MESSAGE("gp_Translation");
groupPostfix = "translated";
break;
case gp_Scale:
- MESSAGE("gp_Scale");
groupPostfix = "scaled";
break;
case gp_CompoundTrsf: // different scale by axis
- MESSAGE("gp_CompoundTrsf");
groupPostfix = "scaled";
break;
default:
- MESSAGE("default");
needReverse = false;
groupPostfix = "transformed";
}
if ( theTargetMesh ) {
const SMDS_MeshNode * newNode = aTgtMesh->AddNode( coord[0], coord[1], coord[2] );
n2n_isnew.first->second = newNode;
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
}
else if ( theCopy ) {
const SMDS_MeshNode * newNode = aMesh->AddNode( coord[0], coord[1], coord[2] );
n2n_isnew.first->second = newNode;
- myLastCreatedNodes.Append(newNode);
- srcNodes.Append( node );
+ myLastCreatedNodes.push_back(newNode);
+ srcNodes.push_back( node );
}
else {
aMesh->MoveNode( node, coord[0], coord[1], coord[2] );
if ( editor ) {
// copy in this or a new mesh
if ( editor->AddElement( nodes, elemType.Init( elem, /*basicOnly=*/false )))
- srcElems.Append( elem );
+ srcElems.push_back( elem );
}
else {
// reverse element as it was reversed by transformation
} // loop on elements
if ( editor && editor != this )
- myLastCreatedElems = editor->myLastCreatedElems;
+ myLastCreatedElems.swap( editor->myLastCreatedElems );
PGroupIDs newGroupIDs;
return newGroupIDs;
}
+//================================================================================
+/*!
+ * \brief Make an offset mesh from a source 2D mesh
+ * \param [in] theElements - source faces
+ * \param [in] theValue - offset value
+ * \param [out] theTgtMesh - a mesh to add offset elements to
+ * \param [in] theMakeGroups - to generate groups
+ * \return PGroupIDs - IDs of created groups
+ */
+//================================================================================
+
+SMESH_MeshEditor::PGroupIDs SMESH_MeshEditor::Offset( TIDSortedElemSet & theElements,
+ const double theValue,
+ SMESH_Mesh* theTgtMesh,
+ const bool theMakeGroups,
+ const bool theFixSelfIntersection)
+{
+ SMESHDS_Mesh* meshDS = GetMeshDS();
+ SMESHDS_Mesh* tgtMeshDS = theTgtMesh->GetMeshDS();
+ SMESH_MeshEditor tgtEditor( theTgtMesh );
+
+ SMDS_ElemIteratorPtr eIt;
+ if ( theElements.empty() ) eIt = meshDS->elementsIterator( SMDSAbs_Face );
+ else eIt = SMESHUtils::elemSetIterator( theElements );
+
+ SMESH_MeshAlgos::TEPairVec new2OldFaces;
+ SMESH_MeshAlgos::TNPairVec new2OldNodes;
+ std::unique_ptr< SMDS_Mesh > offsetMesh
+ ( SMESH_MeshAlgos::MakeOffset( eIt, *meshDS, theValue,
+ theFixSelfIntersection,
+ new2OldFaces, new2OldNodes ));
+
+ offsetMesh->Modified();
+ offsetMesh->CompactMesh(); // make IDs start from 1
+
+ // source elements for each generated one
+ SMESH_SequenceOfElemPtr srcElems, srcNodes;
+ srcElems.reserve( new2OldFaces.size() );
+ srcNodes.reserve( new2OldNodes.size() );
+
+ ClearLastCreated();
+ myLastCreatedElems.reserve( new2OldFaces.size() );
+ myLastCreatedNodes.reserve( new2OldNodes.size() );
+
+ // copy offsetMesh to theTgtMesh
+
+ int idShift = meshDS->MaxNodeID();
+ for ( size_t i = 0; i < new2OldNodes.size(); ++i )
+ if ( const SMDS_MeshNode* n = new2OldNodes[ i ].first )
+ {
+ if ( n->NbInverseElements() > 0 )
+ {
+ const SMDS_MeshNode* n2 =
+ tgtMeshDS->AddNodeWithID( n->X(), n->Y(), n->Z(), idShift + n->GetID() );
+ myLastCreatedNodes.push_back( n2 );
+ srcNodes.push_back( new2OldNodes[ i ].second );
+ }
+ }
+
+ ElemFeatures elemType;
+ for ( size_t i = 0; i < new2OldFaces.size(); ++i )
+ if ( const SMDS_MeshElement* f = new2OldFaces[ i ].first )
+ {
+ elemType.Init( f );
+ elemType.myNodes.clear();
+ for ( SMDS_NodeIteratorPtr nIt = f->nodeIterator(); nIt->more(); )
+ {
+ const SMDS_MeshNode* n2 = nIt->next();
+ elemType.myNodes.push_back( tgtMeshDS->FindNode( idShift + n2->GetID() ));
+ }
+ tgtEditor.AddElement( elemType.myNodes, elemType );
+ srcElems.push_back( new2OldFaces[ i ].second );
+ }
+
+ myLastCreatedElems.swap( tgtEditor.myLastCreatedElems );
+
+ PGroupIDs newGroupIDs;
+ if ( theMakeGroups )
+ newGroupIDs = generateGroups( srcNodes, srcElems, "offset", theTgtMesh, false );
+
+ return newGroupIDs;
+}
+
//=======================================================================
/*!
* \brief Create groups of elements made during transformation
* \param nodeGens - nodes making corresponding myLastCreatedNodes
* \param elemGens - elements making corresponding myLastCreatedElems
- * \param postfix - to append to names of new groups
+ * \param postfix - to push_back to names of new groups
* \param targetMesh - mesh to create groups in
- * \param topPresent - is there "top" elements that are created by sweeping
+ * \param topPresent - is there are "top" elements that are created by sweeping
*/
//=======================================================================
{
const SMESH_SequenceOfElemPtr& gens = isNodes ? nodeGens : elemGens;
const SMESH_SequenceOfElemPtr& elems = isNodes ? myLastCreatedNodes : myLastCreatedElems;
- if ( gens.Length() != elems.Length() )
+ if ( gens.size() != elems.size() )
throw SALOME_Exception("SMESH_MeshEditor::generateGroups(): invalid args");
// loop on created elements
- for (int iElem = 1; iElem <= elems.Length(); ++iElem )
+ for (size_t iElem = 0; iElem < elems.size(); ++iElem )
{
- const SMDS_MeshElement* sourceElem = gens( iElem );
+ const SMDS_MeshElement* sourceElem = gens[ iElem ];
if ( !sourceElem ) {
MESSAGE("generateGroups(): NULL source element");
continue;
}
list< TOldNewGroup > & groupsOldNew = groupsByType[ sourceElem->GetType() ];
if ( groupsOldNew.empty() ) { // no groups of this type at all
- while ( iElem < gens.Length() && gens( iElem+1 ) == sourceElem )
+ while ( iElem+1 < gens.size() && gens[ iElem+1 ] == sourceElem )
++iElem; // skip all elements made by sourceElem
continue;
}
// collect all elements made by the iElem-th sourceElem
resultElems.clear();
- if ( const SMDS_MeshElement* resElem = elems( iElem ))
+ if ( const SMDS_MeshElement* resElem = elems[ iElem ])
if ( resElem != sourceElem )
resultElems.push_back( resElem );
- while ( iElem < gens.Length() && gens( iElem+1 ) == sourceElem )
- if ( const SMDS_MeshElement* resElem = elems( ++iElem ))
+ while ( iElem+1 < gens.size() && gens[ iElem+1 ] == sourceElem )
+ if ( const SMDS_MeshElement* resElem = elems[ ++iElem ])
if ( resElem != sourceElem )
resultElems.push_back( resElem );
{
SMDS_MeshGroup & newTopGroup = gOldNew->get<2>()->SMDSGroup();
newTopGroup.Add( topElem );
- }
+ }
}
}
} // loop on created elements
TListOfListOfNodes & theGroupsOfNodes,
bool theSeparateCornersAndMedium)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if ( myMesh->NbEdges ( ORDER_QUADRATIC ) +
myMesh->NbFaces ( ORDER_QUADRATIC ) +
vector<int>& quantities) const
{
int nbNodes = faceNodes.size();
-
- if (nbNodes < 3)
+ while ( faceNodes[ 0 ] == faceNodes[ nbNodes-1 ] && nbNodes > 2 )
+ --nbNodes;
+ if ( nbNodes < 3 )
return 0;
+ size_t prevNbQuant = quantities.size();
- set<const SMDS_MeshNode*> nodeSet;
-
- // get simple seq of nodes
- vector<const SMDS_MeshNode*> simpleNodes( nbNodes );
- int iSimple = 0;
+ vector< const SMDS_MeshNode* > simpleNodes; simpleNodes.reserve( nbNodes );
+ map< const SMDS_MeshNode*, int > nodeIndices; // indices within simpleNodes
+ map< const SMDS_MeshNode*, int >::iterator nInd;
- simpleNodes[iSimple++] = faceNodes[0];
- for (int iCur = 1; iCur < nbNodes; iCur++) {
- if (faceNodes[iCur] != simpleNodes[iSimple - 1]) {
- simpleNodes[iSimple++] = faceNodes[iCur];
- nodeSet.insert( faceNodes[iCur] );
- }
- }
- int nbUnique = nodeSet.size();
- int nbSimple = iSimple;
- if (simpleNodes[nbSimple - 1] == simpleNodes[0]) {
- nbSimple--;
- iSimple--;
- }
-
- if (nbUnique < 3)
- return 0;
-
- // separate loops
- int nbNew = 0;
- bool foundLoop = (nbSimple > nbUnique);
- while (foundLoop) {
- foundLoop = false;
- set<const SMDS_MeshNode*> loopSet;
- for (iSimple = 0; iSimple < nbSimple && !foundLoop; iSimple++) {
- const SMDS_MeshNode* n = simpleNodes[iSimple];
- if (!loopSet.insert( n ).second) {
- foundLoop = true;
-
- // separate loop
- int iC = 0, curLast = iSimple;
- for (; iC < curLast; iC++) {
- if (simpleNodes[iC] == n) break;
- }
- int loopLen = curLast - iC;
- if (loopLen > 2) {
- // create sub-element
- nbNew++;
- quantities.push_back(loopLen);
- for (; iC < curLast; iC++) {
- poly_nodes.push_back(simpleNodes[iC]);
- }
- }
- // shift the rest nodes (place from the first loop position)
- for (iC = curLast + 1; iC < nbSimple; iC++) {
- simpleNodes[iC - loopLen] = simpleNodes[iC];
+ nodeIndices.insert( make_pair( faceNodes[0], 0 ));
+ simpleNodes.push_back( faceNodes[0] );
+ for ( int iCur = 1; iCur < nbNodes; iCur++ )
+ {
+ if ( faceNodes[ iCur ] != simpleNodes.back() )
+ {
+ int index = simpleNodes.size();
+ nInd = nodeIndices.insert( make_pair( faceNodes[ iCur ], index )).first;
+ int prevIndex = nInd->second;
+ if ( prevIndex < index )
+ {
+ // a sub-loop found
+ int loopLen = index - prevIndex;
+ if ( loopLen > 2 )
+ {
+ // store the sub-loop
+ quantities.push_back( loopLen );
+ for ( int i = prevIndex; i < index; i++ )
+ poly_nodes.push_back( simpleNodes[ i ]);
}
- nbSimple -= loopLen;
- iSimple -= loopLen;
+ simpleNodes.resize( prevIndex+1 );
+ }
+ else
+ {
+ simpleNodes.push_back( faceNodes[ iCur ]);
}
- } // for (iSimple = 0; iSimple < nbSimple; iSimple++)
- } // while (foundLoop)
+ }
+ }
- if (iSimple > 2) {
- nbNew++;
- quantities.push_back(iSimple);
- for (int i = 0; i < iSimple; i++)
- poly_nodes.push_back(simpleNodes[i]);
+ if ( simpleNodes.size() > 2 )
+ {
+ quantities.push_back( simpleNodes.size() );
+ poly_nodes.insert ( poly_nodes.end(), simpleNodes.begin(), simpleNodes.end() );
}
- return nbNew;
+ return quantities.size() - prevNbQuant;
}
//=======================================================================
void SMESH_MeshEditor::MergeNodes (TListOfListOfNodes & theGroupsOfNodes)
{
- MESSAGE("MergeNodes");
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
SMESHDS_Mesh* aMesh = GetMeshDS();
const SMDS_MeshElement* elem = *eIt;
const int nbNodes = elem->NbNodes();
const int aShapeId = FindShape( elem );
+ SMDSAbs_EntityType entity = elem->GetEntityType();
nodeSet.clear();
curNodes.resize( nbNodes );
if ( nnIt_i != nodeNodeMap.end() ) { // n sticks
n = (*nnIt_i).second;
if (!nodesRecur.insert(n).second) {
- // error: recursive dependancy
+ // error: recursive dependency
stopRecur = true;
}
}
int nbUniqueNodes = nodeSet.size();
if ( nbNodes != nbUniqueNodes ) // some nodes stick
{
- if (elem->IsPoly()) // Polygons and Polyhedral volumes
+ if ( elem->IsPoly() ) // Polygons and Polyhedral volumes
{
- if (elem->GetType() == SMDSAbs_Face) // Polygon
+ if ( elem->GetType() == SMDSAbs_Face ) // Polygon
{
elemType.Init( elem );
const bool isQuad = elemType.myIsQuad;
}
elemType.SetPoly(( nbNewNodes / ( elemType.myIsQuad + 1 ) > 4 ));
- SMDS_MeshElement* newElem = AddElement( face_nodes, elemType );
+ SMDS_MeshElement* newElem = AddElement( face_nodes, elemType.SetID(-1));
if ( aShapeId )
aMesh->SetMeshElementOnShape(newElem, aShapeId);
}
} // Polygon
- else if (elem->GetType() == SMDSAbs_Volume) // Polyhedral volume
+ else if ( elem->GetType() == SMDSAbs_Volume ) // Polyhedral volume
{
- if (nbUniqueNodes < 4) {
+ if ( nbUniqueNodes < 4 ) {
rmElemIds.push_back(elem->GetID());
}
else {
// each face has to be analyzed in order to check volume validity
const SMDS_VtkVolume* aPolyedre = dynamic_cast<const SMDS_VtkVolume*>( elem );
- if (aPolyedre)
+ if ( aPolyedre )
{
int nbFaces = aPolyedre->NbFaces();
vector<const SMDS_MeshNode *> poly_nodes;
- vector<int> quantities;
+ vector<int> quantities;
+ vector<const SMDS_MeshNode *> faceNodes;
- for (int iface = 1; iface <= nbFaces; iface++) {
+ for (int iface = 1; iface <= nbFaces; iface++)
+ {
int nbFaceNodes = aPolyedre->NbFaceNodes(iface);
- vector<const SMDS_MeshNode *> faceNodes (nbFaceNodes);
-
- for (int inode = 1; inode <= nbFaceNodes; inode++) {
+ faceNodes.resize( nbFaceNodes );
+ for (int inode = 1; inode <= nbFaceNodes; inode++)
+ {
const SMDS_MeshNode * faceNode = aPolyedre->GetFaceNode(iface, inode);
TNodeNodeMap::iterator nnIt = nodeNodeMap.find(faceNode);
- if (nnIt != nodeNodeMap.end()) { // faceNode sticks
+ if ( nnIt != nodeNodeMap.end() ) // faceNode sticks
faceNode = (*nnIt).second;
- }
faceNodes[inode - 1] = faceNode;
}
-
SimplifyFace(faceNodes, poly_nodes, quantities);
}
- if (quantities.size() > 3) {
- // to be done: remove coincident faces
+ if ( quantities.size() > 3 ) {
+ // TODO: remove coincident faces
}
- if (quantities.size() > 3)
+ if ( quantities.size() > 3 )
{
const SMDS_MeshElement* newElem =
- aMesh->AddPolyhedralVolume(poly_nodes, quantities);
- myLastCreatedElems.Append(newElem);
+ aMesh->AddPolyhedralVolume( poly_nodes, quantities );
+ myLastCreatedElems.push_back( newElem );
if ( aShapeId && newElem )
aMesh->SetMeshElementOnShape( newElem, aShapeId );
- rmElemIds.push_back(elem->GetID());
+ rmElemIds.push_back( elem->GetID() );
}
}
else {
- rmElemIds.push_back(elem->GetID());
+ rmElemIds.push_back( elem->GetID() );
}
}
}
// Regular elements
// TODO not all the possible cases are solved. Find something more generic?
- switch ( nbNodes ) {
- case 2: ///////////////////////////////////// EDGE
- isOk = false; break;
- case 3: ///////////////////////////////////// TRIANGLE
- isOk = false; break;
- case 4:
- if ( elem->GetType() == SMDSAbs_Volume ) // TETRAHEDRON
+ switch ( entity ) {
+ case SMDSEntity_Edge: //////// EDGE
+ case SMDSEntity_Triangle: //// TRIANGLE
+ case SMDSEntity_Quad_Triangle:
+ case SMDSEntity_Tetra:
+ case SMDSEntity_Quad_Tetra: // TETRAHEDRON
+ {
+ isOk = false;
+ break;
+ }
+ case SMDSEntity_Quad_Edge:
+ {
+ isOk = false; // to linear EDGE ???????
+ break;
+ }
+ case SMDSEntity_Quadrangle: //////////////////////////////////// QUADRANGLE
+ {
+ if ( nbUniqueNodes < 3 )
isOk = false;
- else { //////////////////////////////////// QUADRANGLE
- if ( nbUniqueNodes < 3 )
- isOk = false;
- else if ( nbRepl == 2 && iRepl[ 1 ] - iRepl[ 0 ] == 2 )
- isOk = false; // opposite nodes stick
- //MESSAGE("isOk " << isOk);
+ else if ( nbRepl == 1 && curNodes[ iRepl[0]] == curNodes[( iRepl[0]+2 )%4 ])
+ isOk = false; // opposite nodes stick
+ break;
+ }
+ case SMDSEntity_Quad_Quadrangle: // Quadratic QUADRANGLE
+ {
+ // 1 5 2
+ // +---+---+
+ // | |
+ // 4+ +6
+ // | |
+ // +---+---+
+ // 0 7 3
+ if (( nbUniqueNodes == 6 && nbRepl == 2 ) &&
+ (( iRepl[0] == 1 && iRepl[1] == 4 && curNodes[1] == curNodes[0] ) ||
+ ( iRepl[0] == 2 && iRepl[1] == 5 && curNodes[2] == curNodes[1] ) ||
+ ( iRepl[0] == 3 && iRepl[1] == 6 && curNodes[3] == curNodes[2] ) ||
+ ( iRepl[0] == 3 && iRepl[1] == 7 && curNodes[3] == curNodes[0] )))
+ {
+ isOk = true;
}
break;
- case 6: ///////////////////////////////////// PENTAHEDRON
+ }
+ case SMDSEntity_BiQuad_Quadrangle: // Bi-Quadratic QUADRANGLE
+ {
+ // 1 5 2
+ // +---+---+
+ // | |
+ // 4+ 8+ +6
+ // | |
+ // +---+---+
+ // 0 7 3
+ if (( nbUniqueNodes == 7 && nbRepl == 2 && iRepl[1] != 8 ) &&
+ (( iRepl[0] == 1 && iRepl[1] == 4 && curNodes[1] == curNodes[0] ) ||
+ ( iRepl[0] == 2 && iRepl[1] == 5 && curNodes[2] == curNodes[1] ) ||
+ ( iRepl[0] == 3 && iRepl[1] == 6 && curNodes[3] == curNodes[2] ) ||
+ ( iRepl[0] == 3 && iRepl[1] == 7 && curNodes[3] == curNodes[0] )))
+ {
+ isOk = true;
+ }
+ break;
+ }
+ case SMDSEntity_Penta: ///////////////////////////////////// PENTAHEDRON
+ {
+ isOk = false;
if ( nbUniqueNodes == 4 ) {
// ---------------------------------> tetrahedron
- if (nbRepl == 3 &&
- iRepl[ 0 ] > 2 && iRepl[ 1 ] > 2 && iRepl[ 2 ] > 2 ) {
- // all top nodes stick: reverse a bottom
- uniqueNodes[ 0 ] = curNodes [ 1 ];
- uniqueNodes[ 1 ] = curNodes [ 0 ];
+ if ( curNodes[3] == curNodes[4] &&
+ curNodes[3] == curNodes[5] ) {
+ // top nodes stick
+ isOk = true;
}
- else if (nbRepl == 3 &&
- iRepl[ 0 ] < 3 && iRepl[ 1 ] < 3 && iRepl[ 2 ] < 3 ) {
- // all bottom nodes stick: set a top before
+ else if ( curNodes[0] == curNodes[1] &&
+ curNodes[0] == curNodes[2] ) {
+ // bottom nodes stick: set a top before
uniqueNodes[ 3 ] = uniqueNodes [ 0 ];
- uniqueNodes[ 0 ] = curNodes [ 3 ];
+ uniqueNodes[ 0 ] = curNodes [ 5 ];
uniqueNodes[ 1 ] = curNodes [ 4 ];
- uniqueNodes[ 2 ] = curNodes [ 5 ];
+ uniqueNodes[ 2 ] = curNodes [ 3 ];
+ isOk = true;
}
- else if (nbRepl == 4 &&
- iRepl[ 2 ] - iRepl [ 0 ] == 3 && iRepl[ 3 ] - iRepl [ 1 ] == 3 ) {
- // a lateral face turns into a line: reverse a bottom
- uniqueNodes[ 0 ] = curNodes [ 1 ];
- uniqueNodes[ 1 ] = curNodes [ 0 ];
+ else if (( curNodes[0] == curNodes[3] ) +
+ ( curNodes[1] == curNodes[4] ) +
+ ( curNodes[2] == curNodes[5] ) == 2 ) {
+ // a lateral face turns into a line
+ isOk = true;
}
- else
- isOk = false;
}
else if ( nbUniqueNodes == 5 ) {
- // PENTAHEDRON --------------------> 2 tetrahedrons
- if ( nbRepl == 2 && iRepl[ 1 ] - iRepl [ 0 ] == 3 ) {
- // a bottom node sticks with a linked top one
- // 1.
- SMDS_MeshElement* newElem =
- aMesh->AddVolume(curNodes[ 3 ],
- curNodes[ 4 ],
- curNodes[ 5 ],
- curNodes[ iRepl[ 0 ] == 2 ? 1 : 2 ]);
- myLastCreatedElems.Append(newElem);
- if ( aShapeId )
- aMesh->SetMeshElementOnShape( newElem, aShapeId );
- // 2. : reverse a bottom
- uniqueNodes[ 0 ] = curNodes [ 1 ];
- uniqueNodes[ 1 ] = curNodes [ 0 ];
- nbUniqueNodes = 4;
- }
- else
- isOk = false;
- }
- else
- isOk = false;
- break;
- case 8: {
- if(elem->IsQuadratic()) { // Quadratic quadrangle
- // 1 5 2
- // +---+---+
- // | |
- // | |
- // 4+ +6
- // | |
- // | |
- // +---+---+
- // 0 7 3
- isOk = false;
- if(nbRepl==2) {
- MESSAGE("nbRepl=2: " << iRepl[0] << " " << iRepl[1]);
- }
- if(nbRepl==3) {
- MESSAGE("nbRepl=3: " << iRepl[0] << " " << iRepl[1] << " " << iRepl[2]);
- nbUniqueNodes = 6;
- if( iRepl[0]==0 && iRepl[1]==1 && iRepl[2]==4 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[2];
- uniqueNodes[2] = curNodes[3];
- uniqueNodes[3] = curNodes[5];
- uniqueNodes[4] = curNodes[6];
- uniqueNodes[5] = curNodes[7];
- isOk = true;
- }
- if( iRepl[0]==0 && iRepl[1]==3 && iRepl[2]==7 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[1];
- uniqueNodes[2] = curNodes[2];
- uniqueNodes[3] = curNodes[4];
- uniqueNodes[4] = curNodes[5];
- uniqueNodes[5] = curNodes[6];
- isOk = true;
- }
- if( iRepl[0]==0 && iRepl[1]==4 && iRepl[2]==7 ) {
- uniqueNodes[0] = curNodes[1];
- uniqueNodes[1] = curNodes[2];
- uniqueNodes[2] = curNodes[3];
- uniqueNodes[3] = curNodes[5];
- uniqueNodes[4] = curNodes[6];
- uniqueNodes[5] = curNodes[0];
- isOk = true;
- }
- if( iRepl[0]==1 && iRepl[1]==2 && iRepl[2]==5 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[1];
- uniqueNodes[2] = curNodes[3];
- uniqueNodes[3] = curNodes[4];
- uniqueNodes[4] = curNodes[6];
- uniqueNodes[5] = curNodes[7];
- isOk = true;
- }
- if( iRepl[0]==1 && iRepl[1]==4 && iRepl[2]==5 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[2];
- uniqueNodes[2] = curNodes[3];
- uniqueNodes[3] = curNodes[1];
- uniqueNodes[4] = curNodes[6];
- uniqueNodes[5] = curNodes[7];
- isOk = true;
- }
- if( iRepl[0]==2 && iRepl[1]==3 && iRepl[2]==6 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[1];
- uniqueNodes[2] = curNodes[2];
- uniqueNodes[3] = curNodes[4];
- uniqueNodes[4] = curNodes[5];
- uniqueNodes[5] = curNodes[7];
- isOk = true;
- }
- if( iRepl[0]==2 && iRepl[1]==5 && iRepl[2]==6 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[1];
- uniqueNodes[2] = curNodes[3];
- uniqueNodes[3] = curNodes[4];
- uniqueNodes[4] = curNodes[2];
- uniqueNodes[5] = curNodes[7];
- isOk = true;
- }
- if( iRepl[0]==3 && iRepl[1]==6 && iRepl[2]==7 ) {
- uniqueNodes[0] = curNodes[0];
- uniqueNodes[1] = curNodes[1];
- uniqueNodes[2] = curNodes[2];
- uniqueNodes[3] = curNodes[4];
- uniqueNodes[4] = curNodes[5];
- uniqueNodes[5] = curNodes[3];
- isOk = true;
- }
+ // PENTAHEDRON --------------------> pyramid
+ if ( curNodes[0] == curNodes[3] )
+ {
+ uniqueNodes[ 0 ] = curNodes[ 1 ];
+ uniqueNodes[ 1 ] = curNodes[ 4 ];
+ uniqueNodes[ 2 ] = curNodes[ 5 ];
+ uniqueNodes[ 3 ] = curNodes[ 2 ];
+ uniqueNodes[ 4 ] = curNodes[ 0 ];
+ isOk = true;
}
- if(nbRepl==4) {
- MESSAGE("nbRepl=4: " << iRepl[0] << " " << iRepl[1] << " " << iRepl[2] << " " << iRepl[3]);
+ if ( curNodes[1] == curNodes[4] )
+ {
+ uniqueNodes[ 0 ] = curNodes[ 0 ];
+ uniqueNodes[ 1 ] = curNodes[ 2 ];
+ uniqueNodes[ 2 ] = curNodes[ 5 ];
+ uniqueNodes[ 3 ] = curNodes[ 3 ];
+ uniqueNodes[ 4 ] = curNodes[ 1 ];
+ isOk = true;
}
- if(nbRepl==5) {
- MESSAGE("nbRepl=5: " << iRepl[0] << " " << iRepl[1] << " " << iRepl[2] << " " << iRepl[3] << " " << iRepl[4]);
+ if ( curNodes[2] == curNodes[5] )
+ {
+ uniqueNodes[ 0 ] = curNodes[ 0 ];
+ uniqueNodes[ 1 ] = curNodes[ 3 ];
+ uniqueNodes[ 2 ] = curNodes[ 4 ];
+ uniqueNodes[ 3 ] = curNodes[ 1 ];
+ uniqueNodes[ 4 ] = curNodes[ 2 ];
+ isOk = true;
}
- break;
}
+ break;
+ }
+ case SMDSEntity_Hexa:
+ {
//////////////////////////////////// HEXAHEDRON
isOk = false;
SMDS_VolumeTool hexa (elem);
hexa.SetExternalNormal();
if ( nbUniqueNodes == 4 && nbRepl == 4 ) {
- //////////////////////// HEX ---> 1 tetrahedron
+ //////////////////////// HEX ---> tetrahedron
for ( int iFace = 0; iFace < 6; iFace++ ) {
const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
if (curNodes[ind[ 0 ]] == curNodes[ind[ 1 ]] &&
curNodes[ind[ 0 ]] == curNodes[ind[ 2 ]] &&
curNodes[ind[ 0 ]] == curNodes[ind[ 3 ]] ) {
// one face turns into a point ...
+ int pickInd = ind[ 0 ];
int iOppFace = hexa.GetOppFaceIndex( iFace );
ind = hexa.GetFaceNodesIndices( iOppFace );
int nbStick = 0;
+ uniqueNodes.clear();
for ( iCur = 0; iCur < 4 && nbStick < 2; iCur++ ) {
if ( curNodes[ind[ iCur ]] == curNodes[ind[ iCur + 1 ]] )
nbStick++;
+ else
+ uniqueNodes.push_back( curNodes[ind[ iCur ]]);
}
if ( nbStick == 1 ) {
// ... and the opposite one - into a triangle.
// set a top node
- ind = hexa.GetFaceNodesIndices( iFace );
- uniqueNodes[ 3 ] = curNodes[ind[ 0 ]];
+ uniqueNodes.push_back( curNodes[ pickInd ]);
isOk = true;
}
break;
}
}
else if ( nbUniqueNodes == 6 && nbRepl == 2 ) {
- //////////////////////// HEX ---> 1 prism
+ //////////////////////// HEX ---> prism
int nbTria = 0, iTria[3];
const int *ind; // indices of face nodes
// look for triangular faces
// check if triangles are opposite
if ( nbTria == 2 && iTria[0] == hexa.GetOppFaceIndex( iTria[1] ))
{
- isOk = true;
// set nodes of the bottom triangle
ind = hexa.GetFaceNodesIndices( iTria[ 0 ]);
vector<int> indB;
uniqueNodes[ iCur + 3 ] = curNodes[ indT[ j ]];
break;
}
+ isOk = true;
+ break;
}
- break;
}
- else if (nbUniqueNodes == 5 && nbRepl == 4 ) {
- //////////////////// HEXAHEDRON ---> 2 tetrahedrons
+ else if (nbUniqueNodes == 5 && nbRepl == 3 ) {
+ //////////////////// HEXAHEDRON ---> pyramid
for ( int iFace = 0; iFace < 6; iFace++ ) {
const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
if (curNodes[ind[ 0 ]] == curNodes[ind[ 1 ]] &&
// one face turns into a point ...
int iOppFace = hexa.GetOppFaceIndex( iFace );
ind = hexa.GetFaceNodesIndices( iOppFace );
- int nbStick = 0;
- iUnique = 2; // reverse a tetrahedron 1 bottom
- for ( iCur = 0; iCur < 4 && nbStick == 0; iCur++ ) {
+ uniqueNodes.clear();
+ for ( iCur = 0; iCur < 4; iCur++ ) {
if ( curNodes[ind[ iCur ]] == curNodes[ind[ iCur + 1 ]] )
- nbStick++;
- else if ( iUnique >= 0 )
- uniqueNodes[ iUnique-- ] = curNodes[ind[ iCur ]];
+ break;
+ else
+ uniqueNodes.push_back( curNodes[ind[ iCur ]]);
}
- if ( nbStick == 0 ) {
+ if ( uniqueNodes.size() == 4 ) {
// ... and the opposite one is a quadrangle
// set a top node
const int* indTop = hexa.GetFaceNodesIndices( iFace );
- uniqueNodes[ 3 ] = curNodes[indTop[ 0 ]];
- nbUniqueNodes = 4;
- // tetrahedron 2
- SMDS_MeshElement* newElem =
- aMesh->AddVolume(curNodes[ind[ 0 ]],
- curNodes[ind[ 3 ]],
- curNodes[ind[ 2 ]],
- curNodes[indTop[ 0 ]]);
- myLastCreatedElems.Append(newElem);
- if ( aShapeId )
- aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ uniqueNodes.push_back( curNodes[indTop[ 0 ]]);
isOk = true;
}
break;
}
}
}
- else if ( nbUniqueNodes == 6 && nbRepl == 4 ) {
- ////////////////// HEXAHEDRON ---> 2 tetrahedrons or 1 prism
- // find indices of quad and tri faces
- int iQuadFace[ 6 ], iTriFace[ 6 ], nbQuad = 0, nbTri = 0, iFace;
- for ( iFace = 0; iFace < 6; iFace++ ) {
+
+ if ( !isOk && nbUniqueNodes > 4 ) {
+ ////////////////// HEXAHEDRON ---> polyhedron
+ hexa.SetExternalNormal();
+ vector<const SMDS_MeshNode *> poly_nodes; poly_nodes.reserve( 6 * 4 );
+ vector<int> quantities; quantities.reserve( 6 );
+ for ( int iFace = 0; iFace < 6; iFace++ )
+ {
const int *ind = hexa.GetFaceNodesIndices( iFace ); // indices of face nodes
+ if ( curNodes[ind[0]] == curNodes[ind[2]] ||
+ curNodes[ind[1]] == curNodes[ind[3]] )
+ {
+ quantities.clear();
+ break; // opposite nodes stick
+ }
nodeSet.clear();
for ( iCur = 0; iCur < 4; iCur++ )
- nodeSet.insert( curNodes[ind[ iCur ]] );
- nbUniqueNodes = nodeSet.size();
- if ( nbUniqueNodes == 3 )
- iTriFace[ nbTri++ ] = iFace;
- else if ( nbUniqueNodes == 4 )
- iQuadFace[ nbQuad++ ] = iFace;
- }
- if (nbQuad == 2 && nbTri == 4 &&
- hexa.GetOppFaceIndex( iQuadFace[ 0 ] ) == iQuadFace[ 1 ]) {
- // 2 opposite quadrangles stuck with a diagonal;
- // sample groups of merged indices: (0-4)(2-6)
- // --------------------------------------------> 2 tetrahedrons
- const int *ind1 = hexa.GetFaceNodesIndices( iQuadFace[ 0 ]); // indices of quad1 nodes
- const int *ind2 = hexa.GetFaceNodesIndices( iQuadFace[ 1 ]);
- int i0, i1d, i2, i3d, i0t, i2t; // d-daigonal, t-top
- if (curNodes[ind1[ 0 ]] == curNodes[ind2[ 0 ]] &&
- curNodes[ind1[ 2 ]] == curNodes[ind2[ 2 ]]) {
- // stuck with 0-2 diagonal
- i0 = ind1[ 3 ];
- i1d = ind1[ 0 ];
- i2 = ind1[ 1 ];
- i3d = ind1[ 2 ];
- i0t = ind2[ 1 ];
- i2t = ind2[ 3 ];
- }
- else if (curNodes[ind1[ 1 ]] == curNodes[ind2[ 3 ]] &&
- curNodes[ind1[ 3 ]] == curNodes[ind2[ 1 ]]) {
- // stuck with 1-3 diagonal
- i0 = ind1[ 0 ];
- i1d = ind1[ 1 ];
- i2 = ind1[ 2 ];
- i3d = ind1[ 3 ];
- i0t = ind2[ 0 ];
- i2t = ind2[ 1 ];
- }
- else {
- ASSERT(0);
+ {
+ if ( nodeSet.insert( curNodes[ind[ iCur ]] ).second )
+ poly_nodes.push_back( curNodes[ind[ iCur ]]);
}
- // tetrahedron 1
- uniqueNodes[ 0 ] = curNodes [ i0 ];
- uniqueNodes[ 1 ] = curNodes [ i1d ];
- uniqueNodes[ 2 ] = curNodes [ i3d ];
- uniqueNodes[ 3 ] = curNodes [ i0t ];
- nbUniqueNodes = 4;
- // tetrahedron 2
- SMDS_MeshElement* newElem = aMesh->AddVolume(curNodes[ i1d ],
- curNodes[ i2 ],
- curNodes[ i3d ],
- curNodes[ i2t ]);
- myLastCreatedElems.Append(newElem);
- if ( aShapeId )
- aMesh->SetMeshElementOnShape( newElem, aShapeId );
- isOk = true;
+ if ( nodeSet.size() < 3 )
+ poly_nodes.resize( poly_nodes.size() - nodeSet.size() );
+ else
+ quantities.push_back( nodeSet.size() );
}
- else if (( nbTri == 2 && nbQuad == 3 ) || // merged (0-4)(1-5)
- ( nbTri == 4 && nbQuad == 2 )) { // merged (7-4)(1-5)
- // --------------------------------------------> prism
- // find 2 opposite triangles
- nbUniqueNodes = 6;
- for ( iFace = 0; iFace + 1 < nbTri; iFace++ ) {
- if ( hexa.GetOppFaceIndex( iTriFace[ iFace ] ) == iTriFace[ iFace + 1 ]) {
- // find indices of kept and replaced nodes
- // and fill unique nodes of 2 opposite triangles
- const int *ind1 = hexa.GetFaceNodesIndices( iTriFace[ iFace ]);
- const int *ind2 = hexa.GetFaceNodesIndices( iTriFace[ iFace + 1 ]);
- const SMDS_MeshNode** hexanodes = hexa.GetNodes();
- // fill unique nodes
- iUnique = 0;
- isOk = true;
- for ( iCur = 0; iCur < 4 && isOk; iCur++ ) {
- const SMDS_MeshNode* n = curNodes[ind1[ iCur ]];
- const SMDS_MeshNode* nInit = hexanodes[ind1[ iCur ]];
- if ( n == nInit ) {
- // iCur of a linked node of the opposite face (make normals co-directed):
- int iCurOpp = ( iCur == 1 || iCur == 3 ) ? 4 - iCur : iCur;
- // check that correspondent corners of triangles are linked
- if ( !hexa.IsLinked( ind1[ iCur ], ind2[ iCurOpp ] ))
- isOk = false;
- else {
- uniqueNodes[ iUnique ] = n;
- uniqueNodes[ iUnique + 3 ] = curNodes[ind2[ iCurOpp ]];
- iUnique++;
- }
- }
- }
- break;
- }
- }
+ if ( quantities.size() >= 4 )
+ {
+ const SMDS_MeshElement* newElem = aMesh->AddPolyhedralVolume( poly_nodes, quantities );
+ myLastCreatedElems.push_back( newElem );
+ if ( aShapeId && newElem )
+ aMesh->SetMeshElementOnShape( newElem, aShapeId );
+ rmElemIds.push_back( elem->GetID() );
}
- } // if ( nbUniqueNodes == 6 && nbRepl == 4 )
- else
- {
- MESSAGE("MergeNodes() removes hexahedron "<< elem);
}
break;
- } // HEXAHEDRON
+ } // case HEXAHEDRON
default:
isOk = false;
} // if ( nbNodes != nbUniqueNodes ) // some nodes stick
- if ( isOk ) // the non-poly elem remains valid after sticking nodes
+ if ( isOk ) // a non-poly elem remains valid after sticking nodes
{
if ( nbNodes != nbUniqueNodes ||
!aMesh->ChangeElementNodes( elem, & curNodes[0], nbNodes ))
void SMESH_MeshEditor::FindEqualElements(TIDSortedElemSet & theElements,
TListOfListOfElementsID & theGroupsOfElementsID)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
typedef map< SortableElement, int > TMapOfNodeSet;
typedef list<int> TGroupOfElems;
- if ( theElements.empty() )
- { // get all elements in the mesh
- SMDS_ElemIteratorPtr eIt = GetMeshDS()->elementsIterator();
- while ( eIt->more() )
- theElements.insert( theElements.end(), eIt->next() );
- }
+ SMDS_ElemIteratorPtr elemIt;
+ if ( theElements.empty() ) elemIt = GetMeshDS()->elementsIterator();
+ else elemIt = SMESHUtils::elemSetIterator( theElements );
vector< TGroupOfElems > arrayOfGroups;
TGroupOfElems groupOfElems;
TMapOfNodeSet mapOfNodeSet;
- TIDSortedElemSet::iterator elemIt = theElements.begin();
- for ( int i = 0; elemIt != theElements.end(); ++elemIt )
+ for ( int i = 0; elemIt->more(); )
{
- const SMDS_MeshElement* curElem = *elemIt;
+ const SMDS_MeshElement* curElem = elemIt->next();
SortableElement SE(curElem);
// check uniqueness
pair< TMapOfNodeSet::iterator, bool> pp = mapOfNodeSet.insert(make_pair(SE, i));
void SMESH_MeshEditor::MergeElements(TListOfListOfElementsID & theGroupsOfElementsID)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
typedef list<int> TListOfIDs;
TListOfIDs rmElemIds; // IDs of elems to remove
if ( contNodes[0].empty() && contNodes[1].empty() )
return false;
- // append the best free border
+ // push_back the best free border
cNL = & contNodes[ contNodes[0].empty() ? 1 : 0 ];
cFL = & contFaces[ contFaces[0].empty() ? 1 : 0 ];
theNodes.pop_back(); // remove nIgnore
const bool toCreatePolygons,
const bool toCreatePolyedrs)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
- MESSAGE("::SewFreeBorder()");
Sew_Error aResult = SEW_OK;
// ====================================
//const SMDS_MeshNode* faceNodes[ 4 ];
const SMDS_MeshNode* sideNode;
- const SMDS_MeshElement* sideElem;
+ const SMDS_MeshElement* sideElem = 0;
const SMDS_MeshNode* prevSideNode = theSideFirstNode;
const SMDS_MeshNode* prevBordNode = theBordFirstNode;
nBordIt = bordNodes.begin();
{
const SMDS_MeshElement* elem = invElemIt->next();
// prepare data for a loop on links coming to prevSideNode, of a face or a volume
- int iPrevNode, iNode = 0, nbNodes = elem->NbNodes();
+ int iPrevNode = 0, iNode = 0, nbNodes = elem->NbNodes();
vector< const SMDS_MeshNode* > faceNodes( nbNodes, (const SMDS_MeshNode*)0 );
bool isVolume = volume.Set( elem );
const SMDS_MeshNode** nodes = isVolume ? volume.GetNodes() : & faceNodes[0];
// get new segments
TIDSortedElemSet segments;
SMESH_SequenceOfElemPtr newFaces;
- for ( int i = 1; i <= myLastCreatedElems.Length(); ++i )
+ for ( size_t i = 0; i < myLastCreatedElems.size(); ++i )
{
- if ( !myLastCreatedElems(i) ) continue;
- if ( myLastCreatedElems(i)->GetType() == SMDSAbs_Edge )
- segments.insert( segments.end(), myLastCreatedElems(i) );
+ if ( !myLastCreatedElems[i] ) continue;
+ if ( myLastCreatedElems[i]->GetType() == SMDSAbs_Edge )
+ segments.insert( segments.end(), myLastCreatedElems[i] );
else
- newFaces.Append( myLastCreatedElems(i) );
+ newFaces.push_back( myLastCreatedElems[i] );
}
// get segments adjacent to merged nodes
TListOfListOfNodes::iterator groupIt = nodeGroupsToMerge.begin();
myLastCreatedElems = newFaces;
TIDSortedElemSet::iterator seg = segments.begin();
for ( ; seg != segments.end(); ++seg )
- myLastCreatedElems.Append( *seg );
+ myLastCreatedElems.push_back( *seg );
}
return aResult;
if ( newElems[i] )
{
aMesh->SetMeshElementOnShape( newElems[i], theElement->getshapeId() );
- myLastCreatedElems.Append( newElems[i] );
+ myLastCreatedElems.push_back( newElems[i] );
}
ReplaceElemInGroups( theElement, newElems, aMesh );
aMesh->RemoveElement( theElement );
}
// decide how to split a quadrangle: compare possible variants
// and choose which of splits to be a quadrangle
- int i1, i2, iSplit, nbSplits = nbLinkNodes - 1, iBestQuad;
+ int i1, i2, iSplit, nbSplits = nbLinkNodes - 1, iBestQuad = 0;
if ( nbFaceNodes == 3 ) {
iBestQuad = nbSplits;
i4 = i3;
if ( newElems[i] )
{
aMesh->SetMeshElementOnShape( newElems[i], theFace->getshapeId() );
- myLastCreatedElems.Append( newElems[i] );
+ myLastCreatedElems.push_back( newElems[i] );
}
ReplaceElemInGroups( theFace, newElems, aMesh );
aMesh->RemoveElement(theFace);
const SMDS_MeshNode* theBetweenNode2,
list<const SMDS_MeshNode*>& theNodesToInsert)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
SMDS_ElemIteratorPtr invElemIt = theBetweenNode1->GetInverseElementIterator(SMDSAbs_Volume);
while (invElemIt->more()) { // loop on inverse elements of theBetweenNode1
if ( SMDS_MeshElement* newElem = aMesh->AddPolyhedralVolume( poly_nodes, quantities ))
{
aMesh->SetMeshElementOnShape( newElem, elem->getshapeId() );
- myLastCreatedElems.Append( newElem );
+ myLastCreatedElems.push_back( newElem );
ReplaceElemInGroups( elem, newElem, aMesh );
}
aMesh->RemoveElement( elem );
switch( aType )
{
case SMDSAbs_Edge :
- {
- NewElem = theHelper.AddEdge(nodes[0], nodes[1], id, theForce3d);
- break;
- }
+ {
+ NewElem = theHelper.AddEdge(nodes[0], nodes[1], id, theForce3d);
+ break;
+ }
case SMDSAbs_Face :
+ {
+ switch(nbNodes)
{
- switch(nbNodes)
- {
- case 3:
- NewElem = theHelper.AddFace(nodes[0], nodes[1], nodes[2], id, theForce3d);
- break;
- case 4:
- NewElem = theHelper.AddFace(nodes[0], nodes[1], nodes[2], nodes[3], id, theForce3d);
- break;
- default:
- NewElem = theHelper.AddPolygonalFace(nodes, id, theForce3d);
- }
+ case 3:
+ NewElem = theHelper.AddFace(nodes[0], nodes[1], nodes[2], id, theForce3d);
break;
+ case 4:
+ NewElem = theHelper.AddFace(nodes[0], nodes[1], nodes[2], nodes[3], id, theForce3d);
+ break;
+ default:
+ NewElem = theHelper.AddPolygonalFace(nodes, id, theForce3d);
}
+ break;
+ }
case SMDSAbs_Volume :
+ {
+ switch( aGeomType )
{
- switch( aGeomType )
- {
- case SMDSEntity_Tetra:
- NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], id, theForce3d);
- break;
- case SMDSEntity_Pyramid:
- NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], id, theForce3d);
- break;
- case SMDSEntity_Penta:
- NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], nodes[5], id, theForce3d);
- break;
- case SMDSEntity_Hexa:
- case SMDSEntity_Quad_Hexa:
- case SMDSEntity_TriQuad_Hexa:
- NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3],
- nodes[4], nodes[5], nodes[6], nodes[7], id, theForce3d);
- break;
- case SMDSEntity_Hexagonal_Prism:
- default:
- NewElem = theHelper.AddPolyhedralVolume(nodes, nbNodeInFaces, id, theForce3d);
- }
+ case SMDSEntity_Tetra:
+ NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], id, theForce3d);
+ break;
+ case SMDSEntity_Pyramid:
+ NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], id, theForce3d);
+ break;
+ case SMDSEntity_Penta:
+ NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], nodes[5], id, theForce3d);
break;
+ case SMDSEntity_Hexa:
+ case SMDSEntity_Quad_Hexa:
+ case SMDSEntity_TriQuad_Hexa:
+ NewElem = theHelper.AddVolume(nodes[0], nodes[1], nodes[2], nodes[3],
+ nodes[4], nodes[5], nodes[6], nodes[7], id, theForce3d);
+ break;
+ case SMDSEntity_Hexagonal_Prism:
+ default:
+ NewElem = theHelper.AddPolyhedralVolume(nodes, nbNodeInFaces, id, theForce3d);
}
+ break;
+ }
default :
continue;
}
if( newElem && smDS )
smDS->AddElement( newElem );
- // remove central nodes
+ // remove central nodes
for ( size_t i = nodes.size() - nbCentralNodes; i < nodes.size(); ++i )
if ( nodes[i]->NbInverseElements() == 0 )
meshDS->RemoveFreeNode( nodes[i], smDS, /*fromGroups=*/true );
}
// replace given elements by linear ones
- SMDS_ElemIteratorPtr elemIt = elemSetIterator( theElements );
+ SMDS_ElemIteratorPtr elemIt = SMESHUtils::elemSetIterator( theElements );
removeQuadElem( /*theSm=*/0, elemIt, /*theShapeID=*/0 );
// we need to convert remaining elements whose all medium nodes are in mediumNodeIDs
}
}
}
- elemIt = elemSetIterator( moreElemsToConvert );
+ elemIt = SMESHUtils::elemSetIterator( moreElemsToConvert );
removeQuadElem( /*theSm=*/0, elemIt, /*theShapeID=*/0 );
}
const SMDS_MeshNode* theSecondNode1,
const SMDS_MeshNode* theSecondNode2)
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
- MESSAGE ("::::SewSideElements()");
if ( theSide1.size() != theSide2.size() )
return SEW_DIFF_NB_OF_ELEMENTS;
if ( faceSet1.size() != faceSet2.size() ) {
// delete temporary faces: they are in reverseElements of actual nodes
-// SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
-// while ( tmpFaceIt->more() )
-// aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
-// list<const SMDS_MeshElement* >::iterator tmpFaceIt = tempFaceList.begin();
-// for (; tmpFaceIt !=tempFaceList.end(); ++tmpFaceIt)
-// aMesh->RemoveElement(*tmpFaceIt);
+ // SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
+ // while ( tmpFaceIt->more() )
+ // aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
+ // list<const SMDS_MeshElement* >::iterator tmpFaceIt = tempFaceList.begin();
+ // for (; tmpFaceIt !=tempFaceList.end(); ++tmpFaceIt)
+ // aMesh->RemoveElement(*tmpFaceIt);
MESSAGE("Diff nb of faces");
return SEW_TOPO_DIFF_SETS_OF_ELEMENTS;
}
if ( aResult == SEW_OK &&
( //linkIt[0] != linkList[0].end() ||
- !faceSetPtr[0]->empty() || !faceSetPtr[1]->empty() )) {
+ !faceSetPtr[0]->empty() || !faceSetPtr[1]->empty() )) {
MESSAGE( (linkIt[0] != linkList[0].end()) <<" "<< (faceSetPtr[0]->empty()) <<
" " << (faceSetPtr[1]->empty()));
aResult = SEW_TOPO_DIFF_SETS_OF_ELEMENTS;
// ====================================================================
// delete temporary faces
-// SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
-// while ( tmpFaceIt->more() )
-// aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
+ // SMDS_FaceIteratorPtr tmpFaceIt = aTmpFacesMesh.facesIterator();
+ // while ( tmpFaceIt->more() )
+ // aTmpFacesMesh.RemoveElement( tmpFaceIt->next() );
list<const SMDS_MeshElement* >::iterator tmpFaceIt = tempFaceList.begin();
for (; tmpFaceIt !=tempFaceList.end(); ++tmpFaceIt)
aMesh->RemoveElement(*tmpFaceIt);
// get an element type and an iterator over elements
- SMDSAbs_ElementType type;
+ SMDSAbs_ElementType type = SMDSAbs_All;
SMDS_ElemIteratorPtr elemIt;
vector< const SMDS_MeshElement* > allElems;
if ( theElements.empty() )
type = types[i];
break;
}
- // put all elements in the vector <allElems>
- allElems.reserve( mesh->GetMeshInfo().NbElements( type ));
elemIt = mesh->elementsIterator( type );
- while ( elemIt->more() )
- allElems.push_back( elemIt->next());
- elemIt = elemSetIterator( allElems );
}
else
{
type = (*theElements.begin())->GetType();
- elemIt = elemSetIterator( theElements );
+ elemIt = SMESHUtils::elemSetIterator( theElements );
}
// duplicate elements
const TIDSortedElemSet& theNodesNot,
const TIDSortedElemSet& theAffectedElems )
{
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if ( theElems.size() == 0 )
return false;
TNodeNodeMap& theNodeNodeMap,
const bool theIsDoubleElem )
{
- MESSAGE("doubleNodes");
// iterate through element and duplicate them (by nodes duplication)
bool res = false;
std::vector<const SMDS_MeshNode*> newNodes;
aNewNode = theMeshDS->AddNode( aCurrNode->X(), aCurrNode->Y(), aCurrNode->Z() );
copyPosition( aCurrNode, aNewNode );
theNodeNodeMap[ aCurrNode ] = aNewNode;
- myLastCreatedNodes.Append( aNewNode );
+ myLastCreatedNodes.push_back( aNewNode );
}
isDuplicate |= (aCurrNode != aNewNode);
newNodes[ ind++ ] = aNewNode;
bool SMESH_MeshEditor::DoubleNodes( const std::list< int >& theListOfNodes,
const std::list< int >& theListOfModifiedElems )
{
- MESSAGE("DoubleNodes");
- myLastCreatedElems.Clear();
- myLastCreatedNodes.Clear();
+ ClearLastCreated();
if ( theListOfNodes.size() == 0 )
return false;
{
copyPosition( aNode, aNewNode );
anOldNodeToNewNode[ aNode ] = aNewNode;
- myLastCreatedNodes.Append( aNewNode );
+ myLastCreatedNodes.push_back( aNewNode );
}
}
const SMDS_MeshElement* anElem = anElemToNodesIter->first;
vector<const SMDS_MeshNode*> aNodeArr = anElemToNodesIter->second;
if ( anElem )
- {
- MESSAGE("ChangeElementNodes");
+ {
aMeshDS->ChangeElementNodes( anElem, &aNodeArr[ 0 ], anElem->NbNodes() );
- }
+ }
}
return true;
//================================================================================
/*!
- \brief Check if element located inside shape
- \return TRUE if IN or ON shape, FALSE otherwise
+ \brief Check if element located inside shape
+ \return TRUE if IN or ON shape, FALSE otherwise
*/
//================================================================================
// --- iterates on elements to be replicated and get elements by back references from their nodes
TIDSortedElemSet::const_iterator elemItr = theElems.begin();
- int ielem;
- for ( ielem=1; elemItr != theElems.end(); ++elemItr )
+ for ( ; elemItr != theElems.end(); ++elemItr )
{
SMDS_MeshElement* anElem = (SMDS_MeshElement*)*elemItr;
if (!anElem || (anElem->GetType() != SMDSAbs_Face))
continue;
gp_XYZ normal;
SMESH_MeshAlgos::FaceNormal( anElem, normal, /*normalized=*/true );
- MESSAGE("element " << ielem++ << " normal " << normal.X() << " " << normal.Y() << " " << normal.Z());
std::set<const SMDS_MeshNode*> nodesElem;
nodesElem.clear();
SMDS_ElemIteratorPtr nodeItr = anElem->nodesIterator();
std::set<const SMDS_MeshNode*>::iterator nodit = nodesElem.begin();
for (; nodit != nodesElem.end(); nodit++)
{
- MESSAGE(" noeud ");
const SMDS_MeshNode* aNode = *nodit;
if ( !aNode || theNodesNot.find(aNode) != theNodesNot.end() )
continue;
SMDS_ElemIteratorPtr backElemItr = aNode->GetInverseElementIterator();
while ( backElemItr->more() )
{
- MESSAGE(" backelem ");
const SMDS_MeshElement* curElem = backElemItr->next();
if (alreadyCheckedElems.find(curElem) != alreadyCheckedElems.end())
continue;
p.SetCoord( x/nb -aNode->X(),
y/nb -aNode->Y(),
z/nb -aNode->Z() );
- MESSAGE(" check " << p.X() << " " << p.Y() << " " << p.Z());
if (normal*p > 0)
{
- MESSAGE(" --- inserted")
theAffectedElems.insert( curElem );
}
else if (curElem->GetType() == SMDSAbs_Edge)
}
if (onside)
{
- MESSAGE(" --- edge onside inserted")
theAffectedElems.insert(anEdge);
}
}
// iterates on indicated elements and get elements by back references from their nodes
TIDSortedElemSet::const_iterator elemItr = theElems.begin();
- int ielem;
- for ( ielem = 1; elemItr != theElems.end(); ++elemItr )
+ for ( ; elemItr != theElems.end(); ++elemItr )
{
- MESSAGE("element " << ielem++);
SMDS_MeshElement* anElem = (SMDS_MeshElement*)*elemItr;
if (!anElem)
continue;
SMDS_ElemIteratorPtr nodeItr = anElem->nodesIterator();
while ( nodeItr->more() )
{
- MESSAGE(" noeud ");
const SMDS_MeshNode* aNode = cast2Node(nodeItr->next());
if ( !aNode || theNodesNot.find(aNode) != theNodesNot.end() )
continue;
SMDS_ElemIteratorPtr backElemItr = aNode->GetInverseElementIterator();
while ( backElemItr->more() )
{
- MESSAGE(" backelem ");
const SMDS_MeshElement* curElem = backElemItr->next();
if ( curElem && theElems.find(curElem) == theElems.end() &&
( bsc3d.get() ?
*/
double SMESH_MeshEditor::OrientedAngle(const gp_Pnt& p0, const gp_Pnt& p1, const gp_Pnt& g1, const gp_Pnt& g2)
{
-// MESSAGE(" p0: " << p0.X() << " " << p0.Y() << " " << p0.Z());
-// MESSAGE(" p1: " << p1.X() << " " << p1.Y() << " " << p1.Z());
-// MESSAGE(" g1: " << g1.X() << " " << g1.Y() << " " << g1.Z());
-// MESSAGE(" g2: " << g2.X() << " " << g2.Y() << " " << g2.Z());
gp_Vec vref(p0, p1);
gp_Vec v1(p0, g1);
gp_Vec v2(p0, g2);
}
meshDS->CleanDownWardConnectivity(); // Mesh has been modified, downward connectivity is no more usable, free memory
- grid->BuildLinks();
+ grid->DeleteLinks();
CHRONOSTOP(50);
counters::stats();
SMDS_ElemIteratorPtr eIt;
if (elements.empty()) eIt = aMesh->elementsIterator(elemType);
- else eIt = elemSetIterator( elements );
+ else eIt = SMESHUtils::elemSetIterator( elements );
while (eIt->more())
{
else // store present elements to add them to a group
for ( size_t i = 0 ; i < presentBndElems.size(); ++i )
{
- presentEditor->myLastCreatedElems.Append( presentBndElems[ i ]);
+ presentEditor->myLastCreatedElems.push_back( presentBndElems[ i ]);
}
} // loop on given elements
if ( group )
{
if ( SMESHDS_Group* g = dynamic_cast<SMESHDS_Group*>( group->GetGroupDS() ))
- for ( int i = 0; i < tgtEditor.myLastCreatedElems.Size(); ++i )
- g->SMDSGroup().Add( tgtEditor.myLastCreatedElems( i+1 ));
+ for ( size_t i = 0; i < tgtEditor.myLastCreatedElems.size(); ++i )
+ g->SMDSGroup().Add( tgtEditor.myLastCreatedElems[ i ]);
}
- tgtEditor.myLastCreatedElems.Clear();
- tgtEditor2.myLastCreatedElems.Clear();
+ tgtEditor.myLastCreatedElems.clear();
+ tgtEditor2.myLastCreatedElems.clear();
// -----------------------
// 5. Copy given elements
if ( toCopyElements && targetMesh != myMesh )
{
if (elements.empty()) eIt = aMesh->elementsIterator(elemType);
- else eIt = elemSetIterator( elements );
+ else eIt = SMESHUtils::elemSetIterator( elements );
while (eIt->more())
{
const SMDS_MeshElement* elem = eIt->next();
tgtNodes[inode] = getNodeWithSameID( tgtMeshDS, elem->GetNode(inode) );
tgtEditor.AddElement( tgtNodes, elemToCopy.Init( elem ));
- tgtEditor.myLastCreatedElems.Clear();
+ tgtEditor.myLastCreatedElems.clear();
}
}
return nbAddedBnd;