return None
pass
pass
+ elif CritType == FT_EntityType:
+ # Checks the Threshold
+ try:
+ aCriterion.Threshold = self.EnumToLong(aThreshold)
+ assert( aThreshold in SMESH.EntityType._items )
+ except:
+ if isinstance(aThreshold, int):
+ aCriterion.Threshold = aThreshold
+ else:
+ print "Error: The Threshold should be an integer or SMESH.EntityType."
+ return None
+ pass
+ pass
+
elif CritType == FT_GroupColor:
# Checks the Threshold
try:
def GetElemNbNodes(self, id):
return self.mesh.GetElemNbNodes(id)
- ## Returns the node ID the given index for the given element
+ ## Returns the node ID the given (zero based) index for the given element
# \n If there is no element for the given ID - returns -1
# \n If there is no node for the given index - returns -2
# @return an integer value
return self.editor.SmoothParametricObject(theObject, IDsOfFixedNodes,
MaxNbOfIterations, MaxAspectRatio, Method)
- ## Converts the mesh to quadratic, deletes old elements, replacing
+ ## Converts the mesh to quadratic or bi-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 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
+ # @param theToBiQuad If True, converts the mesh to bi-quadratic
# @ingroup l2_modif_tofromqu
- def ConvertToQuadratic(self, theForce3d, theSubMesh=None):
- if theSubMesh:
- self.editor.ConvertToQuadraticObject(theForce3d,theSubMesh)
+ def ConvertToQuadratic(self, theForce3d, theSubMesh=None, theToBiQuad=False):
+ if theToBiQuad:
+ self.editor.ConvertToBiQuadratic(theForce3d,theSubMesh)
else:
- self.editor.ConvertToQuadratic(theForce3d)
-
+ 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.