virtual bool Compute(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape);
+ virtual bool Evaluate(SMESH_Mesh & aMesh, const TopoDS_Shape & aShape,
+ MapShapeNbElems& aResMap);
+
FaceQuadStruct* CheckAnd2Dcompute(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape,
const bool CreateQuadratic);
FaceQuadStruct* CheckNbEdges(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape);
+ bool CheckNbEdgesForEvaluate(SMESH_Mesh& aMesh,
+ const TopoDS_Shape & aShape,
+ MapShapeNbElems& aResMap,
+ std::vector<int>& aNbNodes,
+ bool& IsQuadratic);
+
bool SetNormalizedGrid(SMESH_Mesh& aMesh,
const TopoDS_Shape& aShape,
FaceQuadStruct*& quad);
* Special function for creation only quandrangle faces
*/
bool ComputeQuadPref(SMESH_Mesh& aMesh,
-
const TopoDS_Shape& aShape,
FaceQuadStruct* quad);
+ bool EvaluateQuadPref(SMESH_Mesh& aMesh,
+ const TopoDS_Shape& aShape,
+ std::vector<int>& aNbNodes,
+ MapShapeNbElems& aResMap,
+ bool IsQuadratic);
+
UVPtStruct* LoadEdgePoints2(SMESH_Mesh& aMesh,
const TopoDS_Face& F, const TopoDS_Edge& E,
bool IsReverse);
// true if QuadranglePreference hypothesis is assigned that forces
// construction of quadrangles if the number of nodes on opposite edges
- // is not the same in the case where the global number of nodes on edges is even
+ // is not the same in the case where the global number of nodes on edges
+ // is even
bool myQuadranglePreference;
bool myTrianglePreference;
+ int myTriaVertexID;
+
SMESH_MesherHelper* myTool; // tool for working with quadratic elements
};