return false;
}
+//================================================================================
+/*!
+ * \brief Check if any upper level sub-shape is not computed.
+ * Used to update a sub-mesh icon
+ */
+//================================================================================
+
+bool SMESH_subMesh::IsComputedPartially() const
+{
+ SMESH_subMeshIteratorPtr smIt = getDependsOnIterator(/*includeSelf=*/true,
+ /*SolidFirst=*/true);
+ bool allComputed = true;
+ TopAbs_ShapeEnum readyType = TopAbs_VERTEX; // max value
+ while ( smIt->more() && allComputed )
+ {
+ SMESH_subMesh* sm = smIt->next();
+
+ if ( sm->GetSubShape().ShapeType() > readyType )
+ break; // lower dimension -> stop
+ if ( sm->GetComputeState() != SMESH_subMesh::NOT_READY )
+ readyType = sm->GetSubShape().ShapeType();
+
+ switch ( sm->GetComputeState() )
+ {
+ case SMESH_subMesh::READY_TO_COMPUTE:
+ case SMESH_subMesh::FAILED_TO_COMPUTE:
+ allComputed = false;// sm->IsMeshComputed();
+ break;
+ case SMESH_subMesh::NOT_READY:
+ case SMESH_subMesh::COMPUTE_OK:
+ continue;
+ }
+ }
+ return !allComputed;
+}
+
//=============================================================================
/*!
* Return true if all sub-meshes have been meshed
loadDependentMeshes();
ComputeSubMeshStateEngine( SUBMESH_LOADED );
//break;
+ // fall through
case CHECK_COMPUTE_STATE:
if ( IsMeshComputed() )
_computeState = COMPUTE_OK;
}
break;
}
+ // fall through
case COMPUTE:
case COMPUTE_SUBMESH:
{
loadDependentMeshes();
ComputeSubMeshStateEngine( SUBMESH_LOADED );
//break;
+ // fall through
case CHECK_COMPUTE_STATE:
if ( IsMeshComputed() )
_computeState = COMPUTE_OK;
// meshed at once along with _subShape
//=======================================================================
-TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
+TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * /*theGen*/,
SMESH_Algo* theAlgo,
bool & theSubComputed,
bool & theSubFailed,