#include <TopoDS_Shell.hxx>
#include <TopoDS_Vertex.hxx>
#include <TopoDS_Wire.hxx>
+#include <TopTools_ListIteratorOfListOfShape.hxx>
#include <gp_Ax2.hxx>
#include <gp_Lin2d.hxx>
#include <gp_Pnt2d.hxx>
MESSAGE(" ::Load(volume) " );
Clear();
myIs2D = false;
- SMESHDS_Mesh * aMeshDS = theMesh->GetMeshDS();
+ SMESHDS_SubMesh * aSubMesh;
// load shapes in myShapeIDMap
SMESH_Block block;
for ( shapeID = 1; shapeID <= myShapeIDMap.Extent(); shapeID++ )
{
const TopoDS_Shape& S = myShapeIDMap( shapeID );
- SMESHDS_SubMesh * aSubMesh = aMeshDS->MeshElements( S );
+ aSubMesh = getSubmeshWithElements( theMesh, S );
if ( aSubMesh )
nbNodes += aSubMesh->NbNodes();
}
{
const TopoDS_Shape& S = myShapeIDMap( shapeID );
list< TPoint* > & shapePoints = getShapePoints( shapeID );
- SMESHDS_SubMesh * aSubMesh = aMeshDS->MeshElements( S );
+ aSubMesh = getSubmeshWithElements( theMesh, S );
if ( ! aSubMesh ) continue;
SMDS_NodeIteratorPtr nIt = aSubMesh->GetNodes();
if ( !nIt->more() ) continue;
// load elements
- SMESHDS_SubMesh * aSubMesh = aMeshDS->MeshElements( theBlock );
+ aSubMesh = getSubmeshWithElements( theMesh, theBlock );
if ( aSubMesh )
{
SMDS_ElemIteratorPtr elemIt = aSubMesh->GetElements();
return setErrorCode( ERR_OK );
}
+//=======================================================================
+//function : getSubmeshWithElements
+//purpose : return submesh containing elements bound to theBlock in theMesh
+//=======================================================================
+
+SMESHDS_SubMesh * SMESH_Pattern::getSubmeshWithElements(SMESH_Mesh* theMesh,
+ const TopoDS_Shape& theShape)
+{
+ SMESHDS_SubMesh * aSubMesh = theMesh->GetMeshDS()->MeshElements( theShape );
+ if ( aSubMesh && ( aSubMesh->GetElements()->more() || aSubMesh->GetNodes()->more() ))
+ return aSubMesh;
+
+ if ( theShape.ShapeType() == TopAbs_SHELL )
+ {
+ // look for submesh of VOLUME
+ TopTools_ListIteratorOfListOfShape it( theMesh->GetAncestors( theShape ));
+ for (; it.More(); it.Next()) {
+ aSubMesh = theMesh->GetMeshDS()->MeshElements( it.Value() );
+ if ( aSubMesh && ( aSubMesh->GetElements()->more() || aSubMesh->GetNodes()->more() ))
+ return aSubMesh;
+ }
+ }
+ return 0;
+}
+
+
//=======================================================================
//function : Apply
//purpose : Compute nodes coordinates applying
return makePoly;
}
+//=======================================================================
+//function : clearMesh
+//purpose : clear mesh elements existing on myShape in theMesh
+//=======================================================================
+
+void SMESH_Pattern::clearMesh(SMESH_Mesh* theMesh) const
+{
+
+ if ( !myShape.IsNull() )
+ {
+ if ( SMESH_subMesh * aSubMesh = theMesh->GetSubMesh/*Containing*/( myShape ))
+ {
+ aSubMesh->ComputeStateEngine( SMESH_subMesh::CLEANDEP );
+ }
+ else {
+ SMESHDS_Mesh* aMeshDS = theMesh->GetMeshDS();
+ if ( SMESHDS_SubMesh* aSubMeshDS = aMeshDS->MeshElements( myShape ))
+ {
+ SMDS_ElemIteratorPtr eIt = aSubMeshDS->GetElements();
+ while ( eIt->more() )
+ aMeshDS->RemoveElement( eIt->next() );
+ SMDS_NodeIteratorPtr nIt = aSubMeshDS->GetNodes();
+ while ( nIt->more() )
+ aMeshDS->RemoveNode( static_cast<const SMDS_MeshNode*>( nIt->next() ));
+ }
+ }
+ }
+}
+
//=======================================================================
//function : MakeMesh
//purpose : Create nodes and elements in <theMesh> using nodes
SMESHDS_Mesh* aMeshDS = theMesh->GetMeshDS();
// clear elements and nodes existing on myShape
-
- if ( !myShape.IsNull() )
- {
- SMESH_subMesh * aSubMesh = theMesh->GetSubMeshContaining( myShape );
- SMESHDS_SubMesh * aSubMeshDS = aMeshDS->MeshElements( myShape );
- if ( aSubMesh )
- aSubMesh->ComputeStateEngine( SMESH_subMesh::CLEAN );
- else if ( aSubMeshDS )
- {
- SMDS_ElemIteratorPtr eIt = aSubMeshDS->GetElements();
- while ( eIt->more() )
- aMeshDS->RemoveElement( eIt->next() );
- SMDS_NodeIteratorPtr nIt = aSubMeshDS->GetNodes();
- while ( nIt->more() )
- aMeshDS->RemoveNode( static_cast<const SMDS_MeshNode*>( nIt->next() ));
- }
- }
+ clearMesh(theMesh);
bool onMeshElements = ( !myElements.empty() );
+ // Create missing nodes
+
vector< const SMDS_MeshNode* > nodesVector; // i-th point/xyz -> node
if ( onMeshElements )
{