STRING(TOUPPER ${PROJECT_NAME} PROJECT_NAME_UC)
SET(${PROJECT_NAME_UC}_MAJOR_VERSION 7)
-SET(${PROJECT_NAME_UC}_MINOR_VERSION 4)
-SET(${PROJECT_NAME_UC}_PATCH_VERSION 1)
+SET(${PROJECT_NAME_UC}_MINOR_VERSION 5)
+SET(${PROJECT_NAME_UC}_PATCH_VERSION 0)
SET(${PROJECT_NAME_UC}_VERSION
${${PROJECT_NAME_UC}_MAJOR_VERSION}.${${PROJECT_NAME_UC}_MINOR_VERSION}.${${PROJECT_NAME_UC}_PATCH_VERSION})
-SET(${PROJECT_NAME_UC}_VERSION_DEV 1)
+SET(${PROJECT_NAME_UC}_VERSION_DEV 0)
# Find KERNEL
# ===========
underlying geometrical edge. <b>"Reverse Edges"</b> list box allows to
specify the edges for which the splitting should be made in the
direction opposing to their orientation. This list box is enabled only
-if the geometry object is selected for the meshing. In this case the
-user can select edges to be reversed either by directly picking them
+if the geometry object is selected for the meshing. In this case it is
+possible to select edges to be reversed either by directly picking them
in the 3D viewer or by selecting the edges or groups of edges in the
Object Browser.
pairs <b>t - F(t)</b>, where \b t ranges from 0 to 1, and the module computes the
formula, which will rule the change of length of segments and shows
in the plot the density function curve in red and the node
-distribution as blue crosses. The node distribution is computed the
+distribution as blue crosses. The node distribution is computed in the
same way as for
\ref analyticdensity_anchor "Distribution with Analytic Density". You
can select the <b>Conversion mode</b> from\b Exponent and <b>Cut
The direction of the splitting is defined by the orientation of the
underlying geometrical edge. <b>"Reverse Edges"</b> list box allows to
-specify the edges for which the splitting should be made in the
+specify the edges, for which the splitting should be made in the
direction opposing to their orientation. This list box is enabled only
-if the geometry object is selected for the meshing. In this case the
-user can select edges to be reversed either by directly picking them
+if the geometry object is selected for the meshing. In this case it is
+possible to select edges to be reversed either by directly picking them
in the 3D viewer or by selecting the edges or groups of edges in the
Object Browser.
Hexahedral, Tetrahedral, Triangular </b> and \b Quadrilateral (there
can be less items for the geometry of lower dimensions).
- Selection of a mesh type hides all meshing algorithms that can not
+ Selection of a mesh type hides all meshing algorithms that cannot
generate elements of this type.</li>
<li>Apply \subpage basic_meshing_algos_page "meshing algorithms" and
List of sets of hypotheses. Tag <em>[custom]</em> is
automatically added to the sets defined by the user.
- \note \a Automatic in the names of pre-defined sets of
- hypotheses means only that initially \ref
- automatic_length_anchor "Automatic Length" hypothesis was
- included in these sets, and not that these sets are suitable for
+ \note \a "Automatic" in the names of predefined sets of
+ hypotheses came from previous versions of SALOME where
+ \ref automatic_length_anchor "Automatic Length" hypothesis
+ was included in these sets, and not that these sets are suitable for
meshing any geometry.
</li>
</ol>
object, that allows getting a local mesh refinement.
A sub-shape to create a sub-mesh on should be retrieved from the shape
-of the parent mesh one of the following ways: <ul>
+of the parent mesh in one of the following ways: <ul>
<li> In Geometry module, via <em>New Entity > Explode</em> menu.</li>
<li> In Geometry module, by creation of a group (<em>New Entity >
Group > Create Group</em> menu).</li>
Viewer.
Instead of picking an element in the Viewer, you can type its
ID in <b> Element ID</b> field.
-<b> Geometry name </b> field allows defining a name of the sub-shape
+<b> Geometry name </b> field allows defining a name of the sub-shape,
with which the sub-shape will appear in the Object Browser (if not yet
there).
</ul>
In the <b>manual edition</b> mode you can
<ul>
-<li>click the \b Remove button to remove the selected list items from
+<li>click the \b Remove button to remove the selected items from
the list.</li>
<li>click the <b>Sort List</b> button to sort the list of IDs of
mesh elements.</li>
\image html display_entity_choose_item.png Item to call 'Display Entity' dialog box
-and <b>Display Entity</b> dialog box will provide a way to display only some entities at first display instead of displaying all entities long time.
+and <b>Display Entity</b> dialog box will provide a way to display only some entities at the first display instead of displaying all entities, which can take a long time.
\image html display_entity_dlg.png 'Display Entity' dialog allows to select entities before displaying
-\note This menu item is available from popup menu in both Object browser and 3D viewer.
+\note This menu item is available from the context menu in both Object browser and 3D viewer.
*/
\ No newline at end of file
The created flat volumes (or faces) are stored in groups. These groups are named
according to the position of the group in the list of groups: group
"j_n_p" is a group of flat elements that are built between the group \#n
- and the group \#p in the group list. All the flat elements are gathered
- into the group named "joints3D" (correspondingly "joints2D"). The flat element of the multiple
+ and the group \#p in the group list. All flat elements are gathered
+ into the group named "joints3D" (correspondingly "joints2D"). The flat elements of multiple
junctions between the simple junction are stored in a group named
"jointsMultiples".</li>
<li> If <b>On all boundaries</b> option is activated, the volumes (or faces),
+++ /dev/null
-/*!
-
-\page renumbering_nodes_and_elements_page Renumbering nodes and elements
-
-\n In MESH you can renumber the nodes and elements of your mesh.
-
-<ul>
-<li>\ref renumbering_nodes_anchor "Nodes"</li>
-<li>\ref renumbering_elements_anchor "Elements"</li>
-</ul>
-
-<br>
-\anchor renumbering_nodes_anchor
-<h2>Renumbering nodes</h2>
-
-<em>To renumber the nodes of your mesh:</em>
-<ol>
-<li>In the \b Modification menu select \b Renumbering submenu and
-choose the \b Nodes item or click <em>"Renumbering nodes"</em> button
-in the toolbar.
-
-\image html image63.png
-<center><em>"Renumbering nodes" button</em></center>
-
-The following dialog box will appear:
-
-\image html renumbernodes.png
-</li>
-
-<li>Fill the \b Mesh field by selecting your mesh in the Object
-Browser or in the 3D viewer.</li>
-<li>Click the \b Apply or <b>Apply and Close</b> button to perform the operation.</li>
-</ol>
-
-<br>
-\anchor renumbering_elements_anchor
-<h2>Renumbering elements</h2>
-
-<em>To renumber the elements of your mesh:</em>
-<ol>
-<li>In the \b Modification menu select \b Renumbering submenu and
-choose the \b Elements item or click <em>"Renumbering elements"</em>
-button in the toolbar.
-
-\image html image64.png
-<center><em>"Renumbering elements" button</em></center>
-
-The following dialog box will appear:
-
-\image html renumberelements.png
-</li>
-
-<li>Fill the \b Mesh field by selecting your mesh in the Object
-Browser or in the 3D viewer.</li>
-<li>Click the \b Apply or <b>Apply and Close</b> button to perform the operation.</li>
-</ol>
-
-<br><b>See Also</b> a sample TUI Script of a
-\ref tui_renumbering_nodes_and_elements "Renumbering Nodes and Elements" operation.
-
-*/
\ No newline at end of file
\page reorient_faces_page Reorient faces
-\n This operation allows changing orientation of faces two ways.
-<ol>
-<li> To reorient a set of neighboring faces by defining the desired
- orientation by a vector. <br> Since the direction of face normals in
+\n This operation allows changing the orientation of a set faces in the following ways:
+<ul>
+<li>The new orientation of a set of neighboring faces can be defined
+ by a vector. <br> Since the direction of face normals in
the set can be even opposite, it is necessary to specify a control
- face whose normal will be compared with the vector. This face can be
- either <ul>
- <li> found by proximity to a given point or </li>
- <li> specified explicitly. </li>
-</ul> </li>
-<li> To reorient faces with relation to adjacent volumes. </li>
-</ol>
+ face, the normal to which will be compared with the vector. This face can be
+ either:
+ <ul>
+ <li>found by proximity to a given point, or</li>
+ <li>specified explicitly.</li>
+ </ul>
+</li>
+<li>Alternatively, the faces can be oriented relatively to the adjacent volumes.</li>
+</ul>
-Orientation of a face is changed by reverting the order of its nodes.
+The orientation of a face is changed by reverting the order of its nodes.
<em>To change orientation of faces:</em>
<ol>
\image html reorient_faces_face.png
<em>"Reorient faces" button</em>
</center>
+</li>
-The following dialog box will appear:
-
-<center>
-\image html reorient_2d_point.png "First mode: to reorient adjacent faces according to a vector. The control face is found by point."
-<br>
-\image html reorient_2d_face.png "Second mode: to reorient adjacent faces according to a vector. The control face is explicitly given."
-<br>
-\image html reorient_2d_volume.png "Third mode: to reorient faces with relation to adjacent volumes."
-</center>
+<li>In the "Reorient faces" dialog box
-<li>In this dialog
<ul>
-<li>Specify either of the tree operation modes.</li>
<li>Select the \b Object (mesh, sub-mesh or group)
containing faces to reorient, in the Object Browser or in the 3D
Viewer.</li>
-<li>To reorient according to vector: <ul>
+
+<li>To reorient according to vector:
+ <ul>
<li>Specify the coordinates of the \b Point by which the control face
- will be found or the control \b Face itself. You can easy specify the \b
+ will be found. You can easy specify the \b
Point by either picking a node in the 3D Viewer or selecting a vertex
in the Object Browser. It is possible to pick the \b Face by mouse in
the 3D Viewer or enter its ID.</li>
control face. If you pick a node in the 3D Viewer then the \b Direction
vector will go from the coordinate system origin to the selected node.
If you pick two nodes (holding Shift button) then the \b Direction vector
- will go from the first to the second node.</li> </ul> </li>
-<li>To reorient according to volumes: <ul>
+ will go from the first to the second node.</li>
+ </ul>
+
+<br>
+<center>
+\image html reorient_2d_point.png "The orientation of adjacent faces is chosen according to a vector. The control face is found by point."
+</center>
+
+</li>
+
+<li>In the second mode it is possible to directly input the \b Face ID in the corresponding field.
+
+<center>
+\image html reorient_2d_face.png "The orientation of adjacent faces is chosen according to a vector. The control face is explicitly given."
+</center>
+
+</li>
+
+<li>In the third mode, the faces can be reoriented according to volumes:
+ <ul>
<li>Select an object (mesh, sub-mesh or group) containing
reference \b Volumes, in the Object Browser or in the 3D
Viewer.</li>
<li>Specify whether face normals should point outside or inside
the reference volumes using <b>Face normal outside volume</b>
- check-box.</li></ul> </li>
-</ul>
+ check-box.</li>
+ </ul>
+
+<br>
+<center>
+\image html reorient_2d_volume.png "The orientation of faces is chosen with relation to adjacent volumes."
+</center>
+
</li>
+</ul>
<li>Click the \b Apply or <b>Apply and Close</b> button to confirm the operation.</li>
</ol>
</message>
<message>
<source>MEN_CHOOSE</source>
- <translation type="unfinished">Choose...</translation>
+ <translation>Choisir...</translation>
</message>
<message>
<source>MEN_EDIT</source>
<name>SMESHGUI_DisplayEntitiesDlg</name>
<message>
<source>WRN_AT_LEAST_ONE</source>
- <translation type="unfinished">At least one entity type should be chosen!</translation>
+ <translation>Au moins une entité devrait être choisie!</translation>
</message>
</context>
</TS>