SMDS_Mesh::_meshList.clear();
MESSAGE(SMDS_Mesh::_meshList.size());
_compute_canceled = false;
- _sm_current = NULL;
//vtkDebugLeaks::SetExitError(0);
}
{
if (_compute_canceled)
return false;
- _sm_current = smToCompute;
+ setCurrentSubMesh( smToCompute );
smToCompute->ComputeStateEngine( computeEvent );
- _sm_current = NULL;
+ setCurrentSubMesh( NULL );
}
// we check all the sub-meshes here and detect if any of them failed to compute
{
if (_compute_canceled)
return false;
- _sm_current = smToCompute;
+ setCurrentSubMesh( smToCompute );
smToCompute->ComputeStateEngine( computeEvent );
- _sm_current = NULL;
+ setCurrentSubMesh( NULL );
if ( aShapesId )
aShapesId->insert( smToCompute->GetId() );
}
if (_compute_canceled)
return false;
- _sm_current = sm;
+ setCurrentSubMesh( sm );
sm->ComputeStateEngine( computeEvent );
- _sm_current = NULL;
+ setCurrentSubMesh( NULL );
if ( aShapesId )
aShapesId->insert( sm->GetId() );
}
const TopoDS_Shape & aShape)
{
_compute_canceled = false;
- _sm_current = NULL;
+ resetCurrentSubMesh();
}
+
//=============================================================================
/*!
* Cancel Compute a mesh
const TopoDS_Shape & aShape)
{
_compute_canceled = true;
- if(_sm_current)
- {
- _sm_current->ComputeStateEngine( SMESH_subMesh::COMPUTE_CANCELED );
- }
+ if ( const SMESH_subMesh* sm = GetCurrentSubMesh() )
+ {
+ const_cast< SMESH_subMesh* >( sm )->ComputeStateEngine( SMESH_subMesh::COMPUTE_CANCELED );
+ }
+ resetCurrentSubMesh();
+}
+
+//================================================================================
+/*!
+ * \brief Returns a sub-mesh being currently computed
+ */
+//================================================================================
+
+const SMESH_subMesh* SMESH_Gen::GetCurrentSubMesh() const
+{
+ return _sm_current.empty() ? 0 : _sm_current.back();
+}
+
+//================================================================================
+/*!
+ * \brief Sets a sub-mesh being currently computed.
+ *
+ * An algorithm can call Compute() for a sub-shape, hence we keep a stack of sub-meshes
+ */
+//================================================================================
+
+void SMESH_Gen::setCurrentSubMesh(SMESH_subMesh* sm)
+{
+ if ( sm )
+ _sm_current.push_back( sm );
+ else
+ _sm_current.pop_back();
+}
+
+void SMESH_Gen::resetCurrentSubMesh()
+{
+ _sm_current.clear();
}
//=============================================================================