_algoState = NO_ALGO;
_computeState = NOT_READY;
}
+ _computeCost = 0; // how costly is to compute this sub-mesh
}
//=============================================================================
return subMeshesComputed;
}
+//================================================================================
+/*!
+ * \brief Return cost of computing this sub-mesh. The cost depends on the shape type
+ * and number of sub-meshes this one DependsOn().
+ * \return int - the computation cost in abstract units.
+ */
+//================================================================================
+
+int SMESH_subMesh::GetComputeCost() const
+{
+ if ( !_computeCost )
+ {
+ int computeCost;
+ switch ( _subShape.ShapeType() ) {
+ case TopAbs_SOLID:
+ case TopAbs_SHELL: computeCost = 1000; break;
+ case TopAbs_FACE: computeCost = 100; break;
+ case TopAbs_EDGE: computeCost = 10; break;
+ default: computeCost = 1;
+ }
+ SMESH_subMeshIteratorPtr childIt = getDependsOnIterator(/*includeSelf=*/false);
+ while ( childIt->more() )
+ computeCost += childIt->next()->GetComputeCost();
+
+ ((SMESH_subMesh*)this)->_computeCost = computeCost;
+ }
+ return _computeCost;
+}
+
//=============================================================================
/*!
*
break;
}
TopoDS_Shape shape = _subShape;
+ int computeCost = GetComputeCost();
// check submeshes needed
if (_father->HasShapeToMesh() ) {
bool subComputed = false, subFailed = false;
if (!algo->OnlyUnaryInput()) {
if ( event == COMPUTE /*&&
( algo->NeedDiscreteBoundary() || algo->SupportSubmeshes() )*/)
- shape = getCollection( gen, algo, subComputed, subFailed );
+ shape = getCollection( gen, algo, subComputed, subFailed, computeCost);
else
subComputed = SubMeshesComputed( & subFailed );
}
OCC_CATCH_SIGNALS;
#endif
algo->InitComputeError();
+ algo->GetComputeCost() = computeCost;
+
MemoryReserve aMemoryReserve;
SMDS_Mesh::CheckMemory();
Kernel_Utils::Localizer loc;
TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
SMESH_Algo* theAlgo,
bool & theSubComputed,
- bool & theSubFailed)
+ bool & theSubFailed,
+ int & theComputeCost)
{
theSubComputed = SubMeshesComputed( & theSubFailed );
BRep_Builder aBuilder;
aBuilder.MakeCompound( aCompound );
+ theComputeCost = 0;
+
TopExp_Explorer anExplorer( mainShape, _subShape.ShapeType() );
for ( ; anExplorer.More(); anExplorer.Next() )
{
const TopoDS_Shape& S = anExplorer.Current();
SMESH_subMesh* subMesh = _father->GetSubMesh( S );
+ theComputeCost += subMesh->GetComputeCost();
if ( subMesh == this )
{
aBuilder.Add( aCompound, S );
if ( !subMesh->SubMeshesComputed() )
theSubComputed = false;
}
+ if ( !theAlgo->NeedDiscreteBoundary() )
+ {
+ SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(/*includeSelf=*/false);
+ while ( smIt->more() )
+ {
+ SMESH_subMesh* sm = smIt->next();
+ if ( sm->IsEmpty() )
+ theComputeCost += sm->GetComputeCost();
+ }
+ }
}
return aCompound;
const std::map < int, SMESH_subMesh * >& DependsOn();
/*!
- * \brief Return iterator on the submeshes this one depends on
+ * \brief Return iterator on the sub-meshes this one depends on. By default
+ * most simple sub-meshes go first.
*/
SMESH_subMeshIteratorPtr getDependsOnIterator(const bool includeSelf,
- const bool complexShapeFirst) const;
+ const bool complexShapeFirst=false) const;
const TopoDS_Shape & GetSubShape() const;
bool IsEmpty() const;
bool IsMeshComputed() const;
- // check if _subMeshDS contains mesh elements
+ // check if _subMeshDS contains mesh elements unless _alwaysComputed==true
/*!
* \brief Allow algo->Compute() if a subshape of lower dim is meshed but
bool SubMeshesComputed(bool * isFailedToCompute=0) const;
+ int GetComputeCost() const;
+ // how costly is to compute this sub-mesh
/*!
* \brief Find common submeshes (based on shared subshapes with other
TopoDS_Shape getCollection(SMESH_Gen * theGen,
SMESH_Algo* theAlgo,
bool & theSubComputed,
- bool & theSubFailed);
+ bool & theSubFailed,
+ int & theComputeCost);
/*!
* \brief Update compute_state by _computeError
* \retval bool - false if there are errors
algo_state _algoState;
compute_state _computeState;
SMESH_ComputeErrorPtr _computeError;
+ int _computeCost; // how costly is to compute this sub-mesh
// allow algo->Compute() if a sub-shape of lower dim is meshed but
// none mesh entity is bound to it. Eg StdMeshers_CompositeSegment_1D can