http://www.salome-platform.org/forum/forum_9/
975195177
36 files changed:
{
HYP_OK,
HYP_MISSING, // algo misses a hypothesis
{
HYP_OK,
HYP_MISSING, // algo misses a hypothesis
- HYP_CONCURENT, // several applicable hypotheses
+ HYP_CONCURRENT, // several applicable hypotheses
HYP_BAD_PARAMETER,// hypothesis has a bad parameter value
HYP_HIDDEN_ALGO, // an algo is hidden by an upper dim algo generating all-dim elements
HYP_HIDING_ALGO, // an algo hides lower dim algos by generating all-dim elements
HYP_BAD_PARAMETER,// hypothesis has a bad parameter value
HYP_HIDDEN_ALGO, // an algo is hidden by an upper dim algo generating all-dim elements
HYP_HIDING_ALGO, // an algo hides lower dim algos by generating all-dim elements
if(isalpha(str[0]))
{
/* Search which kwd code this string is associated with,
if(isalpha(str[0]))
{
/* Search which kwd code this string is associated with,
- then get its header and save the curent position in file (just before the data) */
+ then get its header and save the current position in file (just before the data) */
for(KwdCod=1; KwdCod<= GmfMaxKwd; KwdCod++)
if(!strcmp(str, GmfKwdFmt[ KwdCod ][0]))
for(KwdCod=1; KwdCod<= GmfMaxKwd; KwdCod++)
if(!strcmp(str, GmfKwdFmt[ KwdCod ][0]))
checkConform = false; // no more check conformity
INFOS( "ERROR: Local <" << algo->GetName() <<
"> would produce not conform mesh: "
checkConform = false; // no more check conformity
INFOS( "ERROR: Local <" << algo->GetName() <<
"> would produce not conform mesh: "
- "<Not Conform Mesh Allowed> hypotesis is missing");
+ "<Not Conform Mesh Allowed> hypothesis is missing");
theErrors.push_back( SMESH_Gen::TAlgoStateError() );
theErrors.back().Set( SMESH_Hypothesis::HYP_NOTCONFORM, algo, false );
}
theErrors.push_back( SMESH_Gen::TAlgoStateError() );
theErrors.back().Set( SMESH_Hypothesis::HYP_NOTCONFORM, algo, false );
}
bool SMESH_HypoFilter::ApplicablePredicate::IsOk(const SMESH_Hypothesis* aHyp,
const TopoDS_Shape& /*aShape*/) const
{
bool SMESH_HypoFilter::ApplicablePredicate::IsOk(const SMESH_Hypothesis* aHyp,
const TopoDS_Shape& /*aShape*/) const
{
- return SMESH_subMesh::IsApplicableHypotesis( aHyp, (TopAbs_ShapeEnum)_shapeType );
+ return SMESH_subMesh::IsApplicableHypothesis( aHyp, (TopAbs_ShapeEnum)_shapeType );
};
//=======================================================================
};
//=======================================================================
{
HYP_OK = 0,
HYP_MISSING, // algo misses a hypothesis
{
HYP_OK = 0,
HYP_MISSING, // algo misses a hypothesis
- HYP_CONCURENT, // several applicable hypotheses assigned to father shapes
+ HYP_CONCURRENT, // several applicable hypotheses assigned to father shapes
HYP_BAD_PARAMETER,// hypothesis has a bad parameter value
HYP_HIDDEN_ALGO, // an algo is hidden by an upper dim algo generating all-dim elements
HYP_HIDING_ALGO, // an algo hides lower dim algos by generating all-dim elements
HYP_BAD_PARAMETER,// hypothesis has a bad parameter value
HYP_HIDDEN_ALGO, // an algo is hidden by an upper dim algo generating all-dim elements
HYP_HIDING_ALGO, // an algo hides lower dim algos by generating all-dim elements
string hypName = anHyp->GetName();
if ( hypName == "NotConformAllowed" )
{
string hypName = anHyp->GetName();
if ( hypName == "NotConformAllowed" )
{
- if(MYDEBUG) MESSAGE( "Hypotesis <NotConformAllowed> can be only global" );
+ if(MYDEBUG) MESSAGE( "Hypothesis <NotConformAllowed> can be only global" );
return SMESH_Hypothesis::HYP_INCOMPATIBLE;
}
}
return SMESH_Hypothesis::HYP_INCOMPATIBLE;
}
}
}
// check concurrent hypotheses on ancestors
}
// check concurrent hypotheses on ancestors
- if (ret < SMESH_Hypothesis::HYP_CONCURENT && !isGlobalHyp )
+ if (ret < SMESH_Hypothesis::HYP_CONCURRENT && !isGlobalHyp )
{
SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(false,false);
while ( smIt->more() ) {
SMESH_subMesh* sm = smIt->next();
{
SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(false,false);
while ( smIt->more() ) {
SMESH_subMesh* sm = smIt->next();
- if ( sm->IsApplicableHypotesis( anHyp )) {
- ret2 = sm->CheckConcurentHypothesis( anHyp->GetType() );
+ if ( sm->IsApplicableHypothesis( anHyp )) {
+ ret2 = sm->CheckConcurrentHypothesis( anHyp->GetType() );
if (ret2 > ret) {
ret = ret2;
break;
if (ret2 > ret) {
ret = ret2;
break;
SMESH_Hypothesis::Hypothesis_Status ret = subMesh->AlgoStateEngine(event, anHyp);
// there may appear concurrent hyps that were covered by the removed hyp
SMESH_Hypothesis::Hypothesis_Status ret = subMesh->AlgoStateEngine(event, anHyp);
// there may appear concurrent hyps that were covered by the removed hyp
- if (ret < SMESH_Hypothesis::HYP_CONCURENT &&
- subMesh->IsApplicableHypotesis( anHyp ) &&
- subMesh->CheckConcurentHypothesis( anHyp->GetType() ) != SMESH_Hypothesis::HYP_OK)
- ret = SMESH_Hypothesis::HYP_CONCURENT;
+ if (ret < SMESH_Hypothesis::HYP_CONCURRENT &&
+ subMesh->IsApplicableHypothesis( anHyp ) &&
+ subMesh->CheckConcurrentHypothesis( anHyp->GetType() ) != SMESH_Hypothesis::HYP_OK)
+ ret = SMESH_Hypothesis::HYP_CONCURRENT;
// sub-shapes
if (!SMESH_Hypothesis::IsStatusFatal(ret) &&
// sub-shapes
if (!SMESH_Hypothesis::IsStatusFatal(ret) &&
ret = ret2;
// check concurrent hypotheses on ancestors
ret = ret2;
// check concurrent hypotheses on ancestors
- if (ret < SMESH_Hypothesis::HYP_CONCURENT && !IsMainShape( aSubShape ) )
+ if (ret < SMESH_Hypothesis::HYP_CONCURRENT && !IsMainShape( aSubShape ) )
{
SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(false,false);
while ( smIt->more() ) {
SMESH_subMesh* sm = smIt->next();
{
SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(false,false);
while ( smIt->more() ) {
SMESH_subMesh* sm = smIt->next();
- if ( sm->IsApplicableHypotesis( anHyp )) {
- ret2 = sm->CheckConcurentHypothesis( anHyp->GetType() );
+ if ( sm->IsApplicableHypothesis( anHyp )) {
+ ret2 = sm->CheckConcurrentHypothesis( anHyp->GetType() );
if (ret2 > ret) {
ret = ret2;
break;
if (ret2 > ret) {
ret = ret2;
break;
SMESH_Hypothesis* hyp = static_cast<SMESH_Hypothesis*>(anHyp);
// check if anHyp can be used to mesh aSubMesh
SMESH_Hypothesis* hyp = static_cast<SMESH_Hypothesis*>(anHyp);
// check if anHyp can be used to mesh aSubMesh
- if ( !aSubMesh || !aSubMesh->IsApplicableHypotesis( hyp ))
+ if ( !aSubMesh || !aSubMesh->IsApplicableHypothesis( hyp ))
return false;
SMESH_Algo *algo = aSubMesh->GetAlgo();
return false;
SMESH_Algo *algo = aSubMesh->GetAlgo();
{
const TopoDS_Shape & aSubShape = aSubMesh->GetSubShape();
{
const TopoDS_Shape & aSubShape = aSubMesh->GetSubShape();
- if (( aSubMesh->IsApplicableHypotesis( hyp )) &&
+ if (( aSubMesh->IsApplicableHypothesis( hyp )) &&
( algo = aSubMesh->GetAlgo() ) &&
( compatibleHypoKind = algo->GetCompatibleHypoFilter( !hyp->IsAuxiliary() )) &&
( compatibleHypoKind->IsOk( hyp, aSubShape )))
( algo = aSubMesh->GetAlgo() ) &&
( compatibleHypoKind = algo->GetCompatibleHypoFilter( !hyp->IsAuxiliary() )) &&
( compatibleHypoKind->IsOk( hyp, aSubShape )))
}
//=======================================================================
}
//=======================================================================
-//function : IsApplicableHypotesis
+//function : IsApplicableHypothesis
//purpose : check if this sub-mesh can be computed using a hypothesis
//=======================================================================
//purpose : check if this sub-mesh can be computed using a hypothesis
//=======================================================================
-bool SMESH_subMesh::IsApplicableHypotesis(const SMESH_Hypothesis* theHypothesis) const
+bool SMESH_subMesh::IsApplicableHypothesis(const SMESH_Hypothesis* theHypothesis) const
{
if ( !_father->HasShapeToMesh() && _subShape.ShapeType() == TopAbs_SOLID )
return true; // true for the PseudoShape
{
if ( !_father->HasShapeToMesh() && _subShape.ShapeType() == TopAbs_SOLID )
return true; // true for the PseudoShape
- return IsApplicableHypotesis( theHypothesis, _subShape.ShapeType() );
+ return IsApplicableHypothesis( theHypothesis, _subShape.ShapeType() );
}
//=======================================================================
}
//=======================================================================
-//function : IsApplicableHypotesis
+//function : IsApplicableHypothesis
//purpose : compare shape type and hypothesis type
//=======================================================================
//purpose : compare shape type and hypothesis type
//=======================================================================
-bool SMESH_subMesh::IsApplicableHypotesis(const SMESH_Hypothesis* theHypothesis,
- const TopAbs_ShapeEnum theShapeType)
+bool SMESH_subMesh::IsApplicableHypothesis(const SMESH_Hypothesis* theHypothesis,
+ const TopAbs_ShapeEnum theShapeType)
{
if ( theHypothesis->GetType() > SMESHDS_Hypothesis::PARAM_ALGO)
{
{
if ( theHypothesis->GetType() > SMESHDS_Hypothesis::PARAM_ALGO)
{
bool modifiedHyp = (event == MODIF_HYP); // if set to true, force event MODIF_ALGO_STATE
SMESH_Algo* algoRequiringCleaning = 0;
bool modifiedHyp = (event == MODIF_HYP); // if set to true, force event MODIF_ALGO_STATE
SMESH_Algo* algoRequiringCleaning = 0;
- bool isApplicableHyp = IsApplicableHypotesis( anHyp );
+ bool isApplicableHyp = IsApplicableHypothesis( anHyp );
if (event == ADD_ALGO || event == ADD_FATHER_ALGO)
{
if (event == ADD_ALGO || event == ADD_FATHER_ALGO)
{
if ( !theAlgo ) return false;
// Suppose that theAlgo is applicable to _subShape, do not check it here
if ( !theAlgo ) return false;
// Suppose that theAlgo is applicable to _subShape, do not check it here
- //if ( !IsApplicableHypotesis( theAlgo )) return false;
+ //if ( !IsApplicableHypothesis( theAlgo )) return false;
// check only algo that doesn't NeedDiscreteBoundary(): because mesh made
// on a sub-shape will be ignored by theAlgo
// check only algo that doesn't NeedDiscreteBoundary(): because mesh made
// on a sub-shape will be ignored by theAlgo
}
//=======================================================================
}
//=======================================================================
-//function : CheckConcurentHypothesis
+//function : CheckConcurrentHypothesis
//purpose : check if there are several applicable hypothesis attached to
// ancestors
//=======================================================================
SMESH_Hypothesis::Hypothesis_Status
//purpose : check if there are several applicable hypothesis attached to
// ancestors
//=======================================================================
SMESH_Hypothesis::Hypothesis_Status
- SMESH_subMesh::CheckConcurentHypothesis (const int theHypType)
+ SMESH_subMesh::CheckConcurrentHypothesis (const int theHypType)
{
// is there local hypothesis on me?
if ( getSimilarAttached( _subShape, 0, theHypType ) )
{
// is there local hypothesis on me?
if ( getSimilarAttached( _subShape, 0, theHypType ) )
aPrevHyp = hyp;
}
else if ( aPrevWithHyp.ShapeType() == ancestor.ShapeType() && aPrevHyp != hyp )
aPrevHyp = hyp;
}
else if ( aPrevWithHyp.ShapeType() == ancestor.ShapeType() && aPrevHyp != hyp )
- return SMESH_Hypothesis::HYP_CONCURENT;
+ return SMESH_Hypothesis::HYP_CONCURRENT;
else
return SMESH_Hypothesis::HYP_OK;
}
else
return SMESH_Hypothesis::HYP_OK;
}
// return true if theHypothesis can be attached to me:
// its dimension is checked
// return true if theHypothesis can be attached to me:
// its dimension is checked
- static bool IsApplicableHypotesis(const SMESH_Hypothesis* theHypothesis,
+ static bool IsApplicableHypothesis(const SMESH_Hypothesis* theHypothesis,
const TopAbs_ShapeEnum theShapeType);
const TopAbs_ShapeEnum theShapeType);
- bool IsApplicableHypotesis(const SMESH_Hypothesis* theHypothesis) const;
+ bool IsApplicableHypothesis(const SMESH_Hypothesis* theHypothesis) const;
// return true if theHypothesis can be used to mesh me:
// its shape type is checked
// return true if theHypothesis can be used to mesh me:
// its shape type is checked
- SMESH_Hypothesis::Hypothesis_Status CheckConcurentHypothesis (const int theHypType);
+ SMESH_Hypothesis::Hypothesis_Status CheckConcurrentHypothesis (const int theHypType);
// check if there are several applicable hypothesis on fathers
/*!
// check if there are several applicable hypothesis on fathers
/*!
{
computeFailed = false;
myPreviewDisplayer->SetData( previewRes );
{
computeFailed = false;
myPreviewDisplayer->SetData( previewRes );
- // append shape indeces with computed mesh entities
+ // append shape indices with computed mesh entities
for ( int i = 0, n = aShapesId->length(); i < n; i++ )
myMapShapeId[ aShapesId[ i ] ] = 0;
}
for ( int i = 0, n = aShapesId->length(); i < n; i++ )
myMapShapeId[ aShapesId[ i ] ] = 0;
}
//=======================================================================
// function : onDeactivate()
//=======================================================================
// function : onDeactivate()
-// purpose : SLOT called when dialog must be deativated
+// purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_CreatePatternDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_CreatePatternDlg::onDeactivate()
{
//=================================================================================
// function : onDeactivate()
//=================================================================================
// function : onDeactivate()
-// purpose : SLOT called when dialog must be deativated
+// purpose : SLOT called when dialog must be deactivated
//=================================================================================
void SMESHGUI_DeleteGroupDlg::onDeactivate()
{
//=================================================================================
void SMESHGUI_DeleteGroupDlg::onDeactivate()
{
- \brief SLOT called when dialog shoud be deativated.
+ \brief SLOT called when dialog should be deactivated.
*/
void SMESHGUI_DuplicateNodesDlg::onDeactivate()
{
*/
void SMESHGUI_DuplicateNodesDlg::onDeactivate()
{
//=======================================================================
// name : SMESHGUI_FilterDlg::onDeactivate
//=======================================================================
// name : SMESHGUI_FilterDlg::onDeactivate
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_FilterDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_FilterDlg::onDeactivate()
{
//=======================================================================
// name : SMESHGUI_FilterLibraryDlg::onDeactivate
//=======================================================================
// name : SMESHGUI_FilterLibraryDlg::onDeactivate
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_FilterLibraryDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_FilterLibraryDlg::onDeactivate()
{
//================================================================
// Function : onBrowse
//================================================================
// Function : onBrowse
-// Purpose : SLOT. Display "Open file" dialog for chosing library name
+// Purpose : SLOT. Display "Open file" dialog for choosing library name
//================================================================
void SMESHGUI_FilterLibraryDlg::onBrowse()
{
//================================================================
void SMESHGUI_FilterLibraryDlg::onBrowse()
{
anActor->SetSufaceColor( aColor.R, aColor.G, aColor.B, delta ); break;
break;
}
anActor->SetSufaceColor( aColor.R, aColor.G, aColor.B, delta ); break;
break;
}
- // update a visible group accoding to a changed contents
+ // update a visible group according to a changed contents
if ( !isConversion && anActor->GetVisibility() )
{
SMESH::Update( anIO, true );
if ( !isConversion && anActor->GetVisibility() )
{
SMESH::Update( anIO, true );
//=================================================================================
// function : SMESHGUI_GroupDlg::onDeactivate
//=================================================================================
// function : SMESHGUI_GroupDlg::onDeactivate
-// purpose : SLOT called when dialog must be deativated
+// purpose : SLOT called when dialog must be deactivated
//=================================================================================
void SMESHGUI_GroupDlg::onDeactivate()
{
//=================================================================================
void SMESHGUI_GroupDlg::onDeactivate()
{
//================================================================================
/*!
//================================================================================
/*!
- * \brief slot to enable/diable [Apply]
+ * \brief slot to enable/disable [Apply]
*/
//================================================================================
*/
//================================================================================
myNodeGeoIDs = goodIds;
}
myNodeGeoIDs = goodIds;
}
- // enable/diable Apply, which can change at selection
+ // enable/disable Apply, which can change at selection
myDlg->updateButtons();
}
myDlg->updateButtons();
}
- \brief SLOT called when dialog must be deativated
+ \brief SLOT called when dialog must be deactivated
*/
void SMESHGUI_GroupOpDlg::onDeactivate()
{
*/
void SMESHGUI_GroupOpDlg::onDeactivate()
{
//================================================================================
/*!
//================================================================================
/*!
- * \brief Sets curent tab
+ * \brief Sets current tab
*/
//================================================================================
void SMESHGUI_MeshDlg::setCurrentTab( const int theId )
*/
//================================================================================
void SMESHGUI_MeshDlg::setCurrentTab( const int theId )
// =========================================================================================
/*!
// =========================================================================================
/*!
- * \brief Clear submesh names and indeces
+ * \brief Clear submesh names and indices
*/
// =========================================================================================
*/
// =========================================================================================
// =========================================================================================
/*!
// =========================================================================================
/*!
- * \brief Set submesh names and indeces
+ * \brief Set submesh names and indices
*/
// =========================================================================================
*/
// =========================================================================================
// =========================================================================================
/*!
// =========================================================================================
/*!
- * \brief cehck that item exists and not a separator
+ * \brief check that item exists and not a separator
*/
// =========================================================================================
*/
// =========================================================================================
// =========================================================================================
/*!
// =========================================================================================
/*!
- * \brief Returns result (ordered by user) mesh indeces
+ * \brief Returns result (ordered by user) mesh indices
*/
// =========================================================================================
*/
// =========================================================================================
//! Clear mesh box
void Clear();
//! Clear mesh box
void Clear();
- //! Set mesh (submesh) names and indeces
+ //! Set mesh (submesh) names and indices
void SetMeshes(const ListListName& theMeshNames,
const ListListId& theMeshIds);
void SetMeshes(const ListListName& theMeshNames,
const ListListId& theMeshIds);
//! Returns result (ordered by user) mesh names
ListListId GetMeshIds() const;
//! Returns result (ordered by user) mesh names
ListListId GetMeshIds() const;
- //! Returns result (ordered by user) mesh indeces
+ //! Returns result (ordered by user) mesh indices
ListListName GetMeshNames() const;
private slots:
ListListName GetMeshNames() const;
private slots:
if ( !myMgr->GetMeshOrder() ) {
SUIT_MessageBox::information(desktop(),
tr("SMESH_INFORMATION"),
if ( !myMgr->GetMeshOrder() ) {
SUIT_MessageBox::information(desktop(),
tr("SMESH_INFORMATION"),
- tr("SMESH_NO_CONCURENT_MESH"));
+ tr("SMESH_NO_CONCURRENT_MESH"));
//================================================================================
/*!
//================================================================================
/*!
- * \brief Check for concurents between submesh objects
+ * \brief Check for concurrents between submesh objects
*/
//================================================================================
*/
//================================================================================
//================================================================================
/*!
//================================================================================
/*!
- * \brief Check for concurents between submesh objects
+ * \brief Check for concurrents between submesh objects
*/
//================================================================================
*/
//================================================================================
- // is it enought to set modifid attribute on root mesh objects only?
- // it is seems that modifaction flag will be set on child submeshes
+ // is it enough to set modified attribute on root mesh objects only?
+ // it is seems that modifcation flag will be set on child submeshes
// automatically (see SMESH::ModifiedMesh for details)
SMESH::ModifiedMesh( aMeshSObj, false, false );
// automatically (see SMESH::ModifiedMesh for details)
SMESH::ModifiedMesh( aMeshSObj, false, false );
virtual ~SMESHGUI_MeshOrderMgr();
//! Set root mesh object
void SetMesh( SMESH::SMESH_Mesh_var& theMesh );
virtual ~SMESHGUI_MeshOrderMgr();
//! Set root mesh object
void SetMesh( SMESH::SMESH_Mesh_var& theMesh );
- //! Check for concurents between submesh objects
+ //! Check for concurrents between submesh objects
- //! Check for concurents between submesh objects
+ //! Check for concurrents between submesh objects
bool GetMeshOrder( ListListId& theIds );
//! Store submesh priority order
bool SetMeshOrder();
bool GetMeshOrder( ListListId& theIds );
//! Store submesh priority order
bool SetMeshOrder();
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onDeactivate
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onDeactivate
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_MeshPatternDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_MeshPatternDlg::onDeactivate()
{
//=======================================================================
// name : SMESHGUI_MultiEditDlg::onDeactivate
//=======================================================================
// name : SMESHGUI_MultiEditDlg::onDeactivate
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_MultiEditDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_MultiEditDlg::onDeactivate()
{
gb->setTitle( tr("TARGET_ELEM_TYPE"));
}
gb->setTitle( tr("TARGET_ELEM_TYPE"));
}
- myToAllChk->setChecked( true ); //aplly to the whole mesh by default
+ myToAllChk->setChecked( true ); //apply to the whole mesh by default
bool hasHexa = true;//myMesh->_is_nil() ? false : myMesh->NbHexas();
if ( hasHexa )
bool hasHexa = true;//myMesh->_is_nil() ? false : myMesh->NbHexas();
if ( hasHexa )
buttonOk->setEnabled(false);
buttonApply->setEnabled(false);
buttonOk->setEnabled(false);
buttonApply->setEnabled(false);
- // hilight entered elements
+ // highlight entered elements
SMDS_Mesh* aMesh = 0;
if (myActor)
aMesh = myActor->GetObject()->GetMesh();
SMDS_Mesh* aMesh = 0;
if (myActor)
aMesh = myActor->GetObject()->GetMesh();
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
-// SMESH SMDS : implementaion of Salome mesh data structure
+// SMESH SMDS : implementation of Salome mesh data structure
// File : SMESHGUI_Operation.h
// Author : Sergey LITONIN, Open CASCADE S.A.S.
//
// File : SMESHGUI_Operation.h
// Author : Sergey LITONIN, Open CASCADE S.A.S.
//
//=======================================================================
// name : onDeactivate()
//=======================================================================
// name : onDeactivate()
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be deactivated
//=======================================================================
void SMESHGUI_SingleEditDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_SingleEditDlg::onDeactivate()
{
//=================================================================================
// function : SetTransparency()
// purpose : Called when value of slider change
//=================================================================================
// function : SetTransparency()
// purpose : Called when value of slider change
-// : or the first time as initilisation
+// : or the first time as initialisation
//=================================================================================
void SMESHGUI_TransparencyDlg::SetTransparency()
{
//=================================================================================
void SMESHGUI_TransparencyDlg::SetTransparency()
{
myPluginName = atts.value("name");
myServerLib = atts.value("server-lib");
myClientLib = atts.value("gui-lib");
myPluginName = atts.value("name");
myServerLib = atts.value("server-lib");
myClientLib = atts.value("gui-lib");
- /* It's Need to tranlate lib name for WIN32 or X platform
+ /* It's Need to translate lib name for WIN32 or X platform
* (only client lib, because server lib translates in SMESH_Gen_i::createHypothesis
* for normal work of *.py files )
*/
* (only client lib, because server lib translates in SMESH_Gen_i::createHypothesis
* for normal work of *.py files )
*/
<name>SMESHGUI_MeshOrderOp</name>
<message>
<source>SMESH_NO_CONCURENT_MESH</source>
<name>SMESHGUI_MeshOrderOp</name>
<message>
<source>SMESH_NO_CONCURENT_MESH</source>
- <translation>No concurent sub-meshes detected</translation>
+ <translation>No concurrent sub-meshes detected</translation>
</message>
</context>
<context>
</message>
</context>
<context>
if ( isLeaf() )
return 1;
if ( isLeaf() )
return 1;
for (int i = 0; i<NB_CHILDREN; i++)
{
int h = myChildren[i]->getHeight( false );
for (int i = 0; i<NB_CHILDREN; i++)
{
int h = myChildren[i]->getHeight( false );
- if ( h > heigth )
- heigth = h;
+ if ( h > height )
+ height = h;
_strings.erase( itLess, ++itMore );
}
_strings.erase( itLess, ++itMore );
}
- else // to few string to make a family fot them
+ else // too few string to make a family for them
{
_strings.insert( itStr, str );
}
{
_strings.insert( itStr, str );
}
switch (theStatus) {
RETURNCASE( HYP_OK );
RETURNCASE( HYP_MISSING );
switch (theStatus) {
RETURNCASE( HYP_OK );
RETURNCASE( HYP_MISSING );
- RETURNCASE( HYP_CONCURENT );
+ RETURNCASE( HYP_CONCURRENT );
RETURNCASE( HYP_BAD_PARAMETER );
RETURNCASE( HYP_HIDDEN_ALGO );
RETURNCASE( HYP_HIDING_ALGO );
RETURNCASE( HYP_BAD_PARAMETER );
RETURNCASE( HYP_HIDDEN_ALGO );
RETURNCASE( HYP_HIDING_ALGO );
reason = hypType + " of the same dimension is already assigned to this shape"
elif status == HYP_BAD_DIM :
reason = hypType + " mismatches the shape"
reason = hypType + " of the same dimension is already assigned to this shape"
elif status == HYP_BAD_DIM :
reason = hypType + " mismatches the shape"
- elif status == HYP_CONCURENT :
+ elif status == HYP_CONCURRENT :
reason = "there are concurrent hypotheses on sub-shapes"
elif status == HYP_BAD_SUBSHAPE :
reason = "the shape is neither the main one, nor its sub-shape, nor a valid group"
reason = "there are concurrent hypotheses on sub-shapes"
elif status == HYP_BAD_SUBSHAPE :
reason = "the shape is neither the main one, nor its sub-shape, nor a valid group"
return true;
}
// -----------------------------------------------------------------------------
return true;
}
// -----------------------------------------------------------------------------
- //! Make mesh on an adge using assigned 1d hyp or default nb of segments
+ //! Make mesh on an edge using assigned 1d hyp or default nb of segments
bool ComputeCircularEdge( SMESH_Mesh& aMesh,
const StdMeshers_FaceSidePtr& aSide )
{
bool ComputeCircularEdge( SMESH_Mesh& aMesh,
const StdMeshers_FaceSidePtr& aSide )
{
return ok;
}
// -----------------------------------------------------------------------------
return ok;
}
// -----------------------------------------------------------------------------
- //! Make mesh on an adge using assigned 1d hyp or default nb of segments
+ //! Make mesh on an edge using assigned 1d hyp or default nb of segments
bool EvaluateCircularEdge(SMESH_Mesh& aMesh,
const StdMeshers_FaceSidePtr aSide,
MapShapeNbElems& aResMap)
bool EvaluateCircularEdge(SMESH_Mesh& aMesh,
const StdMeshers_FaceSidePtr aSide,
MapShapeNbElems& aResMap)
- // // this coice is done only if ( !concaveVertices.empty() ) for Grids/smesh/bugs_19/X1
+ // // this choice is done only if ( !concaveVertices.empty() ) for Grids/smesh/bugs_19/X1
// // where the nodes are smoothed too far along a sphere thus creating
// // inverted _simplices
// double dist[theNbSmooFuns];
// // where the nodes are smoothed too far along a sphere thus creating
// // inverted _simplices
// double dist[theNbSmooFuns];