// Reverse theFaces whose orientation to be same as that of theFace
// oriented according to theDirection. Return nb of reoriented faces
+ int Reorient2DBy3D (TIDSortedElemSet & theFaces,
+ TIDSortedElemSet & theVolumes,
+ const bool theOutsideNormal);
+ // Reorient faces basing on orientation of adjacent volumes.
+ // Return nb of reoriented faces
+
/*!
* \brief Fuse neighbour triangles into quadrangles.
* \param theElems - The triangles to be fused.
* \param nodeGens - nodes making corresponding myLastCreatedNodes
* \param elemGens - elements making corresponding myLastCreatedElems
* \param postfix - to append to names of new groups
+ * \param targetMesh - mesh to create groups in
+ * \param topPresent - is there "top" elements that are created by sweeping
*/
PGroupIDs generateGroups(const SMESH_SequenceOfElemPtr& nodeGens,
const SMESH_SequenceOfElemPtr& elemGens,
const std::string& postfix,
- SMESH_Mesh* targetMesh=0);
+ SMESH_Mesh* targetMesh=0,
+ const bool topPresent=true);
/*!
* \brief Create elements by sweeping an element
* \param elem - element to sweep
std::map< const SMDS_MeshNode*, const SMDS_MeshNode* >& theNodeNodeMap,
const bool theIsDoubleElem );
+ void copyPosition( const SMDS_MeshNode* from,
+ const SMDS_MeshNode* to );
+
private:
SMESH_Mesh * myMesh;