//!< Set of elements sorted by ID, to be used to assure predictability of edition
typedef std::set< const SMDS_MeshElement*, TIDCompare > TIDSortedElemSet;
+typedef std::set< const SMDS_MeshNode*, TIDCompare > TIDSortedNodeSet;
typedef pair< const SMDS_MeshNode*, const SMDS_MeshNode* > NLink;
std::vector< const SMDS_MeshElement* >& foundElems)=0;
virtual TopAbs_State GetPointState(const gp_Pnt& point) = 0;
+
+ /*!
+ * \brief Return elements possibly intersecting the line
+ */
+ virtual void GetElementsNearLine( const gp_Ax1& line,
+ SMDSAbs_ElementType type,
+ std::vector< const SMDS_MeshElement* >& foundElems)=0;
};
//=======================================================================
const bool isPoly,
const int ID = 0);
- bool Remove (const std::list< int >& theElemIDs, const bool isNodes);
+ int Remove (const std::list< int >& theElemIDs, const bool isNodes);
// Remove a node or an element.
// Modify a compute state of sub-meshes which become empty
typedef std::list< std::list< const SMDS_MeshNode* > > TListOfListOfNodes;
- void FindCoincidentNodes (std::set<const SMDS_MeshNode*> & theNodes,
- const double theTolerance,
- TListOfListOfNodes & theGroupsOfNodes);
+ void FindCoincidentNodes (TIDSortedNodeSet & theNodes,
+ const double theTolerance,
+ TListOfListOfNodes & theGroupsOfNodes);
// Return list of group of nodes close to each other within theTolerance.
// Search among theNodes or in the whole mesh if theNodes is empty.
/*!
- * \brief Return SMESH_NodeSearcher
+ * \brief Return SMESH_NodeSearcher. The caller is responsible for deleteing it
*/
SMESH_NodeSearcher* GetNodeSearcher();
/*!
- * \brief Return SMESH_ElementSearcher
+ * \brief Return SMESH_ElementSearcher. The caller is responsible for deleteing it
*/
SMESH_ElementSearcher* GetElementSearcher();
/*!
// theBetweenNode1 - theBetweenNode2, between theBetweenNode1 and theBetweenNode2.
void ConvertToQuadratic(const bool theForce3d);
- //converts all mesh to quadratic one, deletes old elements, replacing
- //them with quadratic ones with the same id.
+ // 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
+ // middle of the line segments connecting start and end node of a mesh
+ // element
+ // If theForce3d = 0; this results in the medium node lying at the
+ // geometrical edge from which the mesh element is built
bool ConvertFromQuadratic();
- //converts all mesh from quadratic to ordinary ones, deletes old quadratic elements, replacing
- //them with ordinary mesh elements with the same id.
+ // 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.
static void AddToSameGroups (const SMDS_MeshElement* elemToAdd,
const SMDS_MeshElement* elemInGroups,