## Converts the mesh to quadratic, deletes old elements, replacing
# them with quadratic with the same id.
# @param theForce3d new node creation method:
- # 0 - the medium node lies at the geometrical edge from which the mesh element is built
+ # 0 - the medium node lies at the geometrical entity from which the mesh element is built
# 1 - the medium node lies at the middle of the line segments connecting start and end node of a mesh element
+ # @param theSubMesh a group or a sub-mesh to convert; WARNING: in this case the mesh can become not conformal
# @ingroup l2_modif_tofromqu
- def ConvertToQuadratic(self, theForce3d):
- self.editor.ConvertToQuadratic(theForce3d)
+ def ConvertToQuadratic(self, theForce3d, theSubMesh=None):
+ if theSubMesh:
+ self.editor.ConvertToQuadraticObject(theForce3d,theSubMesh)
+ else:
+ self.editor.ConvertToQuadratic(theForce3d)
## Converts the mesh from quadratic to ordinary,
# deletes old quadratic elements, \n replacing
# them with ordinary mesh elements with the same id.
- # @return TRUE in case of success, FALSE otherwise.
+ # @param theSubMesh a group or a sub-mesh to convert; WARNING: in this case the mesh can become not conformal
# @ingroup l2_modif_tofromqu
- def ConvertFromQuadratic(self):
- return self.editor.ConvertFromQuadratic()
+ def ConvertFromQuadratic(self, theSubMesh=None):
+ if theSubMesh:
+ self.editor.ConvertFromQuadraticObject(theSubMesh)
+ else:
+ return self.editor.ConvertFromQuadratic()
## Creates 2D mesh as skin on boundary faces of a 3D mesh
# @return TRUE if operation has been completed successfully, FALSE otherwise