// theBetweenNode1 - theBetweenNode2, between theBetweenNode1 and theBetweenNode2.
void ConvertToQuadratic(const bool theForce3d);
+ void ConvertToQuadratic(const bool theForce3d, TIDSortedElemSet& theElements);
// Converts all mesh to quadratic one, deletes old elements, replacing
// them with quadratic ones with the same id.
// If theForce3d = 1; this results in the medium node lying at the
// geometrical edge from which the mesh element is built
bool ConvertFromQuadratic();
+ void ConvertFromQuadratic(TIDSortedElemSet& theElements);
// Converts all mesh from quadratic to ordinary ones, deletes old quadratic elements, replacing
// them with ordinary mesh elements with the same id.
// Returns true in case of success, false otherwise.
enum Bnd_Dimension { BND_2DFROM3D, BND_1DFROM3D, BND_1DFROM2D };
- void MakeBoundaryMesh(const TIDSortedElemSet& elements,
- Bnd_Dimension dimension,
- SMESH_Group* group = 0,
- SMESH_Mesh* targetMesh = 0,
- bool toCopyElements = false,
- bool toCopyExistingBondary = false);
+ int MakeBoundaryMesh(const TIDSortedElemSet& elements,
+ Bnd_Dimension dimension,
+ SMESH_Group* group = 0,
+ SMESH_Mesh* targetMesh = 0,
+ bool toCopyElements = false,
+ bool toCopyExistingBondary = false,
+ bool toAddExistingBondary = false,
+ bool aroundElements = false);
-private:
+
+ private:
/*!
* \brief Convert elements contained in a submesh to quadratic