#include <Geom2d_Curve.hxx>
#include <Geom_Curve.hxx>
#include <Geom_Surface.hxx>
+#include <ShapeAnalysis.hxx>
+#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
+#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <TopTools_MapOfShape.hxx>
+#include <TopoDS.hxx>
#include <gp_Pnt2d.hxx>
-#include <ShapeAnalysis.hxx>
-#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <Standard_Failure.hxx>
#include <Standard_ErrorHandler.hxx>
// also we have to fill myNLinkNodeMap
myCreateQuadratic = true;
mySeamShapeIds.clear();
+ myDegenShapeIds.clear();
TopAbs_ShapeEnum subType( aSh.ShapeType()==TopAbs_FACE ? TopAbs_EDGE : TopAbs_FACE );
SMDSAbs_ElementType elemType( subType==TopAbs_FACE ? SMDSAbs_Face : SMDSAbs_Edge );
myShape = aSh;
mySeamShapeIds.clear();
+ myDegenShapeIds.clear();
if ( myShape.IsNull() ) {
myShapeID = -1;
BRepAdaptor_Surface surface( face );
if ( surface.IsUPeriodic() || surface.IsVPeriodic() )
{
- // look for a seam edge
- for ( TopExp_Explorer exp( face, TopAbs_EDGE ); exp.More(); exp.Next()) {
+ for ( TopExp_Explorer exp( face, TopAbs_EDGE ); exp.More(); exp.Next())
+ {
+ // look for a seam edge
const TopoDS_Edge& edge = TopoDS::Edge( exp.Current() );
if ( BRep_Tool::IsClosed( edge, face )) {
// initialize myPar1, myPar2 and myParIndex
}
}
// store shapes indices
- mySeamShapeIds.insert( meshDS->ShapeToIndex( exp.Current() ));
- for ( TopExp_Explorer v( exp.Current(), TopAbs_VERTEX ); v.More(); v.Next() )
+ mySeamShapeIds.insert( meshDS->ShapeToIndex( edge ));
+ for ( TopExp_Explorer v( edge, TopAbs_VERTEX ); v.More(); v.Next() )
mySeamShapeIds.insert( meshDS->ShapeToIndex( v.Current() ));
}
+
+ // look for a degenerated edge
+ if ( BRep_Tool::Degenerated( edge )) {
+ myDegenShapeIds.insert( meshDS->ShapeToIndex( edge ));
+ for ( TopExp_Explorer v( edge, TopAbs_VERTEX ); v.More(); v.Next() )
+ myDegenShapeIds.insert( meshDS->ShapeToIndex( v.Current() ));
+ }
}
}
}
// load nodes from theBaseEdge
- set<const SMDS_MeshNode*> loadedNodes;
+ std::set<const SMDS_MeshNode*> loadedNodes;
const SMDS_MeshNode* nullNode = 0;
- vector<const SMDS_MeshNode*> & nVecf = theParam2ColumnMap[ 0.];
+ std::vector<const SMDS_MeshNode*> & nVecf = theParam2ColumnMap[ 0.];
nVecf.resize( vsize, nullNode );
loadedNodes.insert( nVecf[ 0 ] = smVfb->GetNodes()->next() );
- vector<const SMDS_MeshNode*> & nVecl = theParam2ColumnMap[ 1.];
+ std::vector<const SMDS_MeshNode*> & nVecl = theParam2ColumnMap[ 1.];
nVecl.resize( vsize, nullNode );
loadedNodes.insert( nVecl[ 0 ] = smVlb->GetNodes()->next() );
return false;
}
double u = ( pos->GetUParameter() - f ) / range;
- vector<const SMDS_MeshNode*> & nVec = theParam2ColumnMap[ u ];
+ std::vector<const SMDS_MeshNode*> & nVec = theParam2ColumnMap[ u ];
nVec.resize( vsize, nullNode );
loadedNodes.insert( nVec[ 0 ] = node );
}
// load nodes from e1
- map< double, const SMDS_MeshNode*> sortedNodes; // sort by param on edge
+ std::map< double, const SMDS_MeshNode*> sortedNodes; // sort by param on edge
nIt = sm1->GetNodes();
while ( nIt->more() ) {
node = nIt->next();
if ( !pos ) {
return false;
}
- sortedNodes.insert( make_pair( pos->GetUParameter(), node ));
+ sortedNodes.insert( std::make_pair( pos->GetUParameter(), node ));
}
loadedNodes.insert( nVecf[ vsize - 1 ] = smVft->GetNodes()->next() );
- map< double, const SMDS_MeshNode*>::iterator u_n = sortedNodes.begin();
+ std::map< double, const SMDS_MeshNode*>::iterator u_n = sortedNodes.begin();
int row = rev1 ? vsize - 1 : 0;
int dRow = rev1 ? -1 : +1;
for ( ; u_n != sortedNodes.end(); u_n++ ) {
return true;
}
+
+/**
+ * Check mesh without geometry for: if all elements on this shape are quadratic,
+ * quadratic elements will be created.
+ * Used then generated 3D mesh without geometry.
+ */
+SMESH_MesherHelper:: MType SMESH_MesherHelper::IsQuadraticMesh()
+{
+ int NbAllEdgsAndFaces=0;
+ int NbQuadFacesAndEdgs=0;
+ int NbFacesAndEdges=0;
+ //All faces and edges
+ NbAllEdgsAndFaces = myMesh->NbEdges() + myMesh->NbFaces();
+
+ //Quadratic faces and edges
+ NbQuadFacesAndEdgs = myMesh->NbEdges(ORDER_QUADRATIC) + myMesh->NbFaces(ORDER_QUADRATIC);
+
+ //Linear faces and edges
+ NbFacesAndEdges = myMesh->NbEdges(ORDER_LINEAR) + myMesh->NbFaces(ORDER_LINEAR);
+
+ if (NbAllEdgsAndFaces == NbQuadFacesAndEdgs) {
+ //Quadratic mesh
+ return SMESH_MesherHelper::QUADRATIC;
+ }
+ else if (NbAllEdgsAndFaces == NbFacesAndEdges) {
+ //Linear mesh
+ return SMESH_MesherHelper::LINEAR;
+ }
+ else
+ //Mesh with both type of elements
+ return SMESH_MesherHelper::COMP;
+}
+