return isSatisfy;
}
+//================================================================================
+/*!
+ * \brief Check and optionally return a satisfying shape
+ */
+//================================================================================
+
bool ElementsOnShape::IsSatisfy (const SMDS_MeshNode* node,
TopoDS_Shape* okShape)
{
afunctor->SetMesh( actor()->GetObject()->GetMesh() );
QTreeWidgetItem* minEdgeItem = createItem( cntrItem, Bold );
minEdgeItem->setText( 0, tr( "MIN_ELEM_EDGE" ));
- minEdgeItem->setText( 1, QString( "%1" ).arg( afunctor->GetValue( id )) );
+ SMESH::Controls::TSequenceOfXYZ points;
+ afunctor->GetPoints( e, points ); // "non-standard" way, to make it work for all elem types
+ minEdgeItem->setText( 1, QString( "%1" ).arg( afunctor->GetValue( points )) );
// gravity center
XYZ gc = gravityCenter( e );
if ( !assocOrProjBottom2Top( bottomToTopTrsf, thePrism ) ) // it also fills myBotToColumnMap
return false;
+ // If all "vertical" EDGEs are straight, then all nodes of an internal node column
+ // are located on a line connecting the top node and the bottom node.
+ bool isStrightColunm = allVerticalEdgesStraight( thePrism );
+ if ( isStrightColunm )
+ myUseBlock = false;
// Create nodes inside the block
myHelper->SetElementsOnShape( true );
- // If all "vertical" EDGEs are straight, then all nodes of an internal node column
- // are located on a line connecting the top node and the bottom node.
- bool isStrightColunm = allVerticalEdgesStraight( thePrism );
if ( !isStrightColunm )
{
double tol = getSweepTolerance( thePrism );