inline int NbFaces (SMDSAbs_ElementOrder order = ORDER_ANY) const;
inline int NbTriangles (SMDSAbs_ElementOrder order = ORDER_ANY) const;
inline int NbQuadrangles(SMDSAbs_ElementOrder order = ORDER_ANY) const;
+ int NbBiQuadTriangles() const { return myNbBiQuadTriangles; }
int NbBiQuadQuadrangles() const { return myNbBiQuadQuadrangles; }
int NbPolygons() const { return myNbPolygons; }
int myNb0DElements;
int myNbBalls;
int myNbEdges , myNbQuadEdges ;
- int myNbTriangles , myNbQuadTriangles ;
+ int myNbTriangles , myNbQuadTriangles, myNbBiQuadTriangles ;
int myNbQuadrangles, myNbQuadQuadrangles, myNbBiQuadQuadrangles;
int myNbPolygons;
myNb0DElements (0),
myNbBalls (0),
myNbEdges (0), myNbQuadEdges (0),
- myNbTriangles (0), myNbQuadTriangles (0),
+ myNbTriangles (0), myNbQuadTriangles (0), myNbBiQuadTriangles(0),
myNbQuadrangles(0), myNbQuadQuadrangles(0), myNbBiQuadQuadrangles(0),
myNbPolygons (0),
myNbTetras (0), myNbQuadTetras (0),
// 4 * . .
// 5 *
// 6 * .
- // 7 *
+ // 7 . *
// 8 * .
// 9 . *
// 10 *
// 13 *
// 14
// 15 *
- // 16 *
- // 17 *
- // 18
+ // 16
+ // 17
+ // 18 *
// 19 *
- // 20 *
+ // 20 *
// 21 *
// 22 *
- // 23
- // 24
+ // 23 *
+ // 24 *
// 25
// 26
// 27 *
// So to have a unique index for each type basing on nb of nodes, we use a shift:
myShift.resize(SMDSAbs_NbElementTypes, 0);
- myShift[ SMDSAbs_Face ] = +13;// 3->16, 4->17, 6->19, 8->21, 9->22
- myShift[ SMDSAbs_Edge ] = +5; // 2->7, 4->9
- myShift[ SMDSAbs_0DElement ] = +2; // 1->3
- myShift[ SMDSAbs_Ball ] = +1; // 1->2
+ myShift[ SMDSAbs_Face ] = +15;// 3->18, 4->19, etc.
+ myShift[ SMDSAbs_Edge ] = +5; // 2->7, 4->9
+ myShift[ SMDSAbs_0DElement ] = +2; // 1->3
+ myShift[ SMDSAbs_Ball ] = +1; // 1->2
myNb.resize( index( SMDSAbs_Volume,27 ) + 1, NULL);
myNb[ index( SMDSAbs_Face,3 )] = & myNbTriangles;
myNb[ index( SMDSAbs_Face,4 )] = & myNbQuadrangles;
myNb[ index( SMDSAbs_Face,6 )] = & myNbQuadTriangles;
+ myNb[ index( SMDSAbs_Face,7 )] = & myNbBiQuadTriangles;
myNb[ index( SMDSAbs_Face,8 )] = & myNbQuadQuadrangles;
myNb[ index( SMDSAbs_Face,9 )] = & myNbBiQuadQuadrangles;
inline int // NbTriangles
SMDS_MeshInfo::NbTriangles (SMDSAbs_ElementOrder order) const
-{ return order == ORDER_ANY ? myNbTriangles+myNbQuadTriangles : order == ORDER_LINEAR ? myNbTriangles : myNbQuadTriangles; }
+{ return order == ORDER_ANY ? myNbTriangles+myNbQuadTriangles+myNbBiQuadTriangles : order == ORDER_LINEAR ? myNbTriangles : myNbQuadTriangles+myNbBiQuadTriangles; }
inline int // NbQuadrangles
SMDS_MeshInfo::NbQuadrangles(SMDSAbs_ElementOrder order) const
nb += myNbPolygons + myNbPolyhedrons;
break;
case SMDSAbs_Volume:
- nb = myNbTetras+ myNbPyramids+ myNbPrisms+ myNbHexas+ myNbHexPrism+
- myNbQuadTetras+ myNbQuadPyramids+ myNbQuadPrisms+ myNbQuadHexas+ myNbTriQuadHexas+
- myNbPolyhedrons;
+ nb = ( myNbTetras+ myNbPyramids+ myNbPrisms+ myNbHexas+ myNbHexPrism+
+ myNbQuadTetras+ myNbQuadPyramids+ myNbQuadPrisms+ myNbQuadHexas+ myNbTriQuadHexas+
+ myNbPolyhedrons );
break;
case SMDSAbs_Face:
- nb = myNbTriangles+ myNbQuadrangles+
- myNbQuadTriangles+ myNbQuadQuadrangles+ myNbBiQuadQuadrangles+ myNbPolygons;
+ nb = ( myNbTriangles+ myNbQuadrangles+
+ myNbQuadTriangles+ myNbBiQuadTriangles+
+ myNbQuadQuadrangles+ myNbBiQuadQuadrangles+ myNbPolygons );
break;
case SMDSAbs_Edge:
nb = myNbEdges + myNbQuadEdges;
case SMDSEntity_Quad_Edge: return myNbQuadEdges;
case SMDSEntity_Triangle: return myNbTriangles;
case SMDSEntity_Quad_Triangle: return myNbQuadTriangles;
+ case SMDSEntity_BiQuad_Triangle: return myNbBiQuadTriangles;
case SMDSEntity_Quadrangle: return myNbQuadrangles;
case SMDSEntity_Quad_Quadrangle: return myNbQuadQuadrangles;
case SMDSEntity_BiQuad_Quadrangle:return myNbBiQuadQuadrangles;
myNbQuadEdges);
// 2D:
case SMDSGeom_TRIANGLE: return (myNbTriangles +
- myNbQuadTriangles);
+ myNbQuadTriangles +
+ myNbBiQuadTriangles );
case SMDSGeom_QUADRANGLE: return (myNbQuadrangles +
myNbQuadQuadrangles +
myNbBiQuadQuadrangles );
case SMDSEntity_0D: myNb0DElements = nb; break;
case SMDSEntity_Ball: myNbBalls = nb; break;
case SMDSEntity_BiQuad_Quadrangle:myNbBiQuadQuadrangles = nb; break;
+ case SMDSEntity_BiQuad_Triangle: myNbBiQuadTriangles = nb; break;
case SMDSEntity_Edge: myNbEdges = nb; break;
case SMDSEntity_Hexa: myNbHexas = nb; break;
case SMDSEntity_Hexagonal_Prism: myNbHexPrism = nb; break;