TopExp::MapShapesAndAncestors( theShape, TopAbs_FACE, TopAbs_SOLID, faceToSolids );
// look for meshed FACEs ("source" FACEs) that must be prism bottoms
- list< TopoDS_Face > meshedFaces, notQuadMeshedFaces;//, notQuadFaces;
+ list< TopoDS_Face > meshedFaces, notQuadMeshedFaces, notQuadFaces;
const bool meshHasQuads = ( theMesh.NbQuadrangles() > 0 );
for ( int iF = 1; iF < faceToSolids.Extent(); ++iF )
{
else
meshedFaces.push_back( face );
}
+ else if ( myHelper->Count( face, TopAbs_EDGE, /*ignoreSame=*/false ) != 4 )
+ {
+ notQuadFaces.push_back( face );
+ }
}
- // notQuadMeshedFaces are of highest priority
+ // notQuadFaces are of medium priority, put them before ordinary meshed faces
+ meshedFaces.splice( meshedFaces.begin(), notQuadFaces );
+ // notQuadMeshedFaces are of highest priority, put them before notQuadFaces
meshedFaces.splice( meshedFaces.begin(), notQuadMeshedFaces );
Prism_3D::TPrismTopo prism;
// TODO. there are other ways to find out the source FACE:
// propagation, topological similarity, ect.
+ // simply try to mesh all not meshed SOLIDs
+ if ( meshedFaces.empty() )
+ {
+ for ( TopExp_Explorer solid( theShape, TopAbs_SOLID ); solid.More(); solid.Next() )
+ {
+ mySetErrorToSM = false;
+ prism.Clear();
+ if ( !meshedSolids.Contains( solid.Current() ) &&
+ initPrism( prism, solid.Current() ))
+ {
+ mySetErrorToSM = true;
+ if ( !compute( prism ))
+ return false;
+ meshedFaces.push_front( prism.myTop );
+ meshedFaces.push_front( prism.myBottom );
+ meshedPrism.push_back( prism );
+ meshedSolids.Add( solid.Current() );
+ }
+ mySetErrorToSM = true;
+ }
+ }
if ( meshedFaces.empty() ) // set same error to 10 not-computed solids
{
SMESH_subMesh* sm = theMesh.GetSubMesh( solid.Current() );
sm->GetComputeError() = err;
}
- return false;
+ return error( err );
}
}
return true;