0022124: [CEA 763] Projection 1D does not work with Netgen 1D2D

-  bool SubMeshesComputed() const;
+  bool SubMeshesComputed(bool * isFailedToCompute=0) const;

   TopoDS_Shape getCollection(SMESH_Gen * theGen,
                              SMESH_Algo* theAlgo,
                              bool &      theSubComputed,
+                             bool &      theSubFailed);

+  SMESH_Algo *          _algo; // the algorithm found by last *StateEngine() call
This commit is contained in:
eap 2013-02-19 12:02:54 +00:00
parent 54195af1ae
commit 3060a379b0

View File

@ -253,7 +253,7 @@ public:
void SetIsAlwaysComputed(bool isAlCo); void SetIsAlwaysComputed(bool isAlCo);
bool IsAlwaysComputed() { return _alwaysComputed; } bool IsAlwaysComputed() { return _alwaysComputed; }
bool SubMeshesComputed() const; bool SubMeshesComputed(bool * isFailedToCompute=0) const;
/*! /*!
@ -282,7 +282,8 @@ protected:
*/ */
TopoDS_Shape getCollection(SMESH_Gen * theGen, TopoDS_Shape getCollection(SMESH_Gen * theGen,
SMESH_Algo* theAlgo, SMESH_Algo* theAlgo,
bool & theSubComputed); bool & theSubComputed,
bool & theSubFailed);
/*! /*!
* \brief Update compute_state by _computeError * \brief Update compute_state by _computeError
* \retval bool - false if there are errors * \retval bool - false if there are errors
@ -313,11 +314,12 @@ protected:
std::map < int, SMESH_subMesh * >_mapDepend; std::map < int, SMESH_subMesh * >_mapDepend;
bool _dependenceAnalysed; bool _dependenceAnalysed;
SMESH_Algo * _algo; // the algorithm found by last *StateEngine() call
algo_state _algoState; algo_state _algoState;
compute_state _computeState; compute_state _computeState;
SMESH_ComputeErrorPtr _computeError; SMESH_ComputeErrorPtr _computeError;
// allow algo->Compute() if a subshape of lower dim is meshed but // allow algo->Compute() if a sub-shape of lower dim is meshed but
// none mesh entity is bound to it. Eg StdMeshers_CompositeSegment_1D can // none mesh entity is bound to it. Eg StdMeshers_CompositeSegment_1D can
// mesh several edges as a whole and leave some of them without mesh entities // mesh several edges as a whole and leave some of them without mesh entities
bool _alwaysComputed; bool _alwaysComputed;