// $Header:
#include "SMESHDS_Mesh.hxx"
+
+#include "SMESHDS_Group.hxx"
#include "SMDS_VertexPosition.hxx"
#include "SMDS_EdgePosition.hxx"
#include "SMDS_FacePosition.hxx"
#include <TopExp_Explorer.hxx>
#include <TopExp.hxx>
+#include <TopoDS_Iterator.hxx>
#include "utilities.h"
+
+using namespace std;
+
//=======================================================================
//function : Create
//purpose :
}
//=======================================================================
-//function : AddEdge
+//function : ChangeElementNodes
+//purpose :
+//=======================================================================
+
+bool SMESHDS_Mesh::ChangeElementNodes(const SMDS_MeshElement * elem,
+ const SMDS_MeshNode * nodes[],
+ const int nbnodes)
+{
+ if ( ! SMDS_Mesh::ChangeElementNodes( elem, nodes, nbnodes ))
+ return false;
+
+ ASSERT( nbnodes < 9 );
+ int i, IDs[ 8 ];
+ for ( i = 0; i < nbnodes; i++ )
+ IDs [ i ] = nodes[ i ]->GetID();
+ myScript->ChangeElementNodes( elem->GetID(), IDs, nbnodes);
+
+ return true;
+}
+
+//=======================================================================
+//function : Renumber
+//purpose :
+//=======================================================================
+
+void SMESHDS_Mesh::Renumber (const bool isNodes, const int startID, const int deltaID)
+{
+ SMDS_Mesh::Renumber( isNodes, startID, deltaID );
+ myScript->Renumber( isNodes, startID, deltaID );
+}
+
+//=======================================================================
+//function :AddEdgeWithID
//purpose :
//=======================================================================
SMDS_MeshEdge* SMESHDS_Mesh::AddEdgeWithID(int n1, int n2, int ID)
return anElem;
}
//=======================================================================
-//function : removeFromSubMeshes
+//function : removeFromContainers
//purpose :
//=======================================================================
-static void removeFromSubMeshes (map<int,SMESHDS_SubMesh*> & theSubMeshes,
- list<const SMDS_MeshElement *> & theElems,
- const bool isNode)
+static void removeFromContainers (map<int,SMESHDS_SubMesh*> & theSubMeshes,
+ set<SMESHDS_GroupBase*>& theGroups,
+ list<const SMDS_MeshElement *> & theElems,
+ const bool isNode)
{
if ( theElems.empty() )
return;
-
+
+ // Rm from group
+ // Element can belong to several groups
+ if ( !theGroups.empty() )
+ {
+ set<SMESHDS_GroupBase*>::iterator GrIt = theGroups.begin();
+ for ( ; GrIt != theGroups.end(); GrIt++ )
+ {
+ SMESHDS_Group* group = dynamic_cast<SMESHDS_Group*>( *GrIt );
+ if ( !group || group->IsEmpty() ) continue;
+
+ list<const SMDS_MeshElement *>::iterator elIt = theElems.begin();
+ for ( ; elIt != theElems.end(); elIt++ )
+ {
+ group->SMDSGroup().Remove( *elIt );
+ if ( group->IsEmpty() ) break;
+ }
+ }
+ }
+
+ // Rm from sub-meshes
+ // Element should belong to only one sub-mesh
map<int,SMESHDS_SubMesh*>::iterator SubIt = theSubMeshes.begin();
for ( ; SubIt != theSubMeshes.end(); SubIt++ )
{
+ int size = isNode ? (*SubIt).second->NbNodes() : (*SubIt).second->NbElements();
+ if ( size == 0 ) continue;
+
list<const SMDS_MeshElement *>::iterator elIt = theElems.begin();
while ( elIt != theElems.end() )
{
SMDS_Mesh::RemoveElement( n, removedElems, removedNodes, true );
- removeFromSubMeshes( myShapeIndexToSubMesh, removedElems, false );
- removeFromSubMeshes( myShapeIndexToSubMesh, removedNodes, true );
+ removeFromContainers( myShapeIndexToSubMesh, myGroups, removedElems, false );
+ removeFromContainers( myShapeIndexToSubMesh, myGroups, removedNodes, true );
}
//=======================================================================
SMDS_Mesh::RemoveElement(elt, removedElems, removedNodes, false);
- removeFromSubMeshes( myShapeIndexToSubMesh, removedElems, false );
+ removeFromContainers( myShapeIndexToSubMesh, myGroups, removedElems, false );
}
//=======================================================================
return myShape;
}
+//=======================================================================
+//function : IsGroupOfSubShapes
+//purpose : return true if at least one subshape of theShape is a subshape
+// of myShape or theShape == myShape
+//=======================================================================
+
+bool SMESHDS_Mesh::IsGroupOfSubShapes (const TopoDS_Shape& theShape) const
+{
+ if ( myShape.IsSame( theShape ))
+ return true;
+
+ for ( TopoDS_Iterator it( theShape ); it.More(); it.Next() ) {
+ if (myIndexToShape.Contains( it.Value() ) ||
+ IsGroupOfSubShapes( it.Value() ))
+ return true;
+ }
+
+ return false;
+}
+
///////////////////////////////////////////////////////////////////////////////
/// Return the sub mesh linked to the a given TopoDS_Shape or NULL if the given
/// TopoDS_Shape is unknown
{
if (myShape.IsNull()) MESSAGE("myShape is NULL");
- int Index = myIndexToShape.FindIndex(S);
+ int Index = ShapeToIndex(S);
if (myShapeIndexToSubMesh.find(Index)!=myShapeIndexToSubMesh.end())
return myShapeIndexToSubMesh[Index];
else
//function : NewSubMesh
//purpose :
//=======================================================================
-void SMESHDS_Mesh::NewSubMesh(int Index)
+SMESHDS_SubMesh * SMESHDS_Mesh::NewSubMesh(int Index)
{
- if (myShapeIndexToSubMesh.find(Index)==myShapeIndexToSubMesh.end())
- {
- SMESHDS_SubMesh* SM = new SMESHDS_SubMesh();
- myShapeIndexToSubMesh[Index]=SM;
- }
+ SMESHDS_SubMesh* SM = 0;
+ if (myShapeIndexToSubMesh.find(Index)==myShapeIndexToSubMesh.end())
+ {
+ SM = new SMESHDS_SubMesh();
+ myShapeIndexToSubMesh[Index]=SM;
+ }
+ else
+ SM = myShapeIndexToSubMesh[Index];
+ return SM;
+}
+
+//=======================================================================
+//function : AddCompoundSubmesh
+//purpose :
+//=======================================================================
+
+int SMESHDS_Mesh::AddCompoundSubmesh(const TopoDS_Shape& S,
+ TopAbs_ShapeEnum type)
+{
+ int aMainIndex = 0;
+ if ( IsGroupOfSubShapes( S ))
+ {
+ aMainIndex = myIndexToShape.Add( S );
+ bool all = ( type == TopAbs_SHAPE );
+ if ( all ) // corresponding simple submesh may exist
+ aMainIndex = -aMainIndex;
+ //MESSAGE("AddCompoundSubmesh index = " << aMainIndex );
+ SMESHDS_SubMesh * aNewSub = NewSubMesh( aMainIndex );
+ if ( !aNewSub->IsComplexSubmesh() ) // is empty
+ {
+ int shapeType = all ? myShape.ShapeType() : type;
+ int typeLimit = all ? TopAbs_VERTEX : type;
+ for ( ; shapeType <= typeLimit; shapeType++ )
+ {
+ TopExp_Explorer exp( S, TopAbs_ShapeEnum( shapeType ));
+ for ( ; exp.More(); exp.Next() )
+ {
+ int index = myIndexToShape.FindIndex( exp.Current() );
+ if ( index )
+ aNewSub->AddSubMesh( NewSubMesh( index ));
+ }
+ }
+ }
+ }
+ return aMainIndex;
}
//=======================================================================
//=======================================================================
int SMESHDS_Mesh::ShapeToIndex(const TopoDS_Shape & S)
{
- if (myShape.IsNull()) MESSAGE("myShape is NULL");
- return myIndexToShape.FindIndex(S);
+ if (myShape.IsNull())
+ MESSAGE("myShape is NULL");
+
+ int index = myIndexToShape.FindIndex(S);
+
+ return index;
}
//=======================================================================