Compute Progress bar

+  bool DependsOn( const SMESH_subMesh* other ) const;
+  int                   _realComputeCost; // _computeCost depending on presence of needed hypotheses
This commit is contained in:
eap 2013-07-09 11:59:18 +00:00
parent a311b5af11
commit 42d136bcdc
2 changed files with 60 additions and 31 deletions

View File

@ -105,6 +105,7 @@ SMESH_subMesh::SMESH_subMesh(int Id,
_computeState = NOT_READY;
}
_computeCost = 0; // how costly is to compute this sub-mesh
_realComputeCost = 0;
}
//=============================================================================
@ -358,13 +359,26 @@ bool SMESH_subMesh::SubMeshesComputed(bool * isFailedToCompute/*=0*/) const
//================================================================================
/*!
* \brief Return cost of computing this sub-mesh. The cost depends on the shape type
* and number of sub-meshes this one DependsOn().
* \brief Return cost of computing this sub-mesh. If hypotheses are not well defined,
* zero is returned
* \return int - the computation cost in abstract units.
*/
//================================================================================
int SMESH_subMesh::GetComputeCost() const
{
return _realComputeCost;
}
//================================================================================
/*!
* \brief Return cost of computing this sub-mesh. The cost depends on the shape type
* and number of sub-meshes this one DependsOn().
* \return int - the computation cost in abstract units.
*/
//================================================================================
int SMESH_subMesh::computeCost() const
{
if ( !_computeCost )
{
@ -378,7 +392,7 @@ int SMESH_subMesh::GetComputeCost() const
}
SMESH_subMeshIteratorPtr childIt = getDependsOnIterator(/*includeSelf=*/false);
while ( childIt->more() )
computeCost += childIt->next()->GetComputeCost();
computeCost += childIt->next()->computeCost();
((SMESH_subMesh*)this)->_computeCost = computeCost;
}
@ -531,6 +545,23 @@ const map < int, SMESH_subMesh * >& SMESH_subMesh::DependsOn()
return _mapDepend;
}
//================================================================================
/*!
* \brief Return a key for SMESH_subMesh::_mapDepend map
*/
//================================================================================
namespace {
int dependsOnMapKey( const SMESH_subMesh* sm )
{
int type = sm->GetSubShape().ShapeType();
int ordType = 9 - type; // 2 = Vertex, 8 = CompSolid
int cle = sm->GetId();
cle += 10000000 * ordType; // sort map by ordType then index
return cle;
}
}
//=============================================================================
/*!
* For simple Shapes (solid, face, edge): add subMesh into dependence list.
@ -540,10 +571,7 @@ const map < int, SMESH_subMesh * >& SMESH_subMesh::DependsOn()
void SMESH_subMesh::insertDependence(const TopoDS_Shape aSubShape)
{
SMESH_subMesh *aSubMesh = _father->GetSubMesh(aSubShape);
int type = aSubShape.ShapeType();
int ordType = 9 - type; // 2 = Vertex, 8 = CompSolid
int cle = aSubMesh->GetId();
cle += 10000000 * ordType; // sort map by ordType then index
int cle = dependsOnMapKey( aSubMesh );
if ( _mapDepend.find( cle ) == _mapDepend.end())
{
_mapDepend[cle] = aSubMesh;
@ -552,19 +580,28 @@ void SMESH_subMesh::insertDependence(const TopoDS_Shape aSubShape)
}
}
//================================================================================
/*!
* \brief Return \c true if \a this sub-mesh depends on \a other
*/
//================================================================================
bool SMESH_subMesh::DependsOn( const SMESH_subMesh* other ) const
{
return other ? _mapDepend.count( dependsOnMapKey( other )) : false;
}
//=============================================================================
/*!
*
* Return a shape of \a this sub-mesh
*/
//=============================================================================
const TopoDS_Shape & SMESH_subMesh::GetSubShape() const
{
//MESSAGE("SMESH_subMesh::GetSubShape");
return _subShape;
return _subShape;
}
//=======================================================================
//function : CanAddHypothesis
//purpose : return true if theHypothesis can be attached to me:
@ -1104,6 +1141,8 @@ SMESH_Hypothesis::Hypothesis_Status
if (stateChange || modifiedHyp)
ComputeStateEngine(MODIF_ALGO_STATE);
_realComputeCost = ( _algoState == HYP_OK ) ? computeCost() : 0;
return ret;
}
@ -1492,14 +1531,14 @@ bool SMESH_subMesh::ComputeStateEngine(int event)
break;
}
TopoDS_Shape shape = _subShape;
int computeCost = GetComputeCost();
algo->SubMeshesToCompute().assign( 1, this );
// check submeshes needed
if (_father->HasShapeToMesh() ) {
bool subComputed = false, subFailed = false;
if (!algo->OnlyUnaryInput()) {
if ( event == COMPUTE /*&&
( algo->NeedDiscreteBoundary() || algo->SupportSubmeshes() )*/)
shape = getCollection( gen, algo, subComputed, subFailed, computeCost);
shape = getCollection( gen, algo, subComputed, subFailed, algo->SubMeshesToCompute());
else
subComputed = SubMeshesComputed( & subFailed );
}
@ -1532,7 +1571,6 @@ bool SMESH_subMesh::ComputeStateEngine(int event)
OCC_CATCH_SIGNALS;
#endif
algo->InitComputeError();
algo->GetComputeCost() = computeCost;
MemoryReserve aMemoryReserve;
SMDS_Mesh::CheckMemory();
@ -2062,7 +2100,7 @@ TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
SMESH_Algo* theAlgo,
bool & theSubComputed,
bool & theSubFailed,
int & theComputeCost)
std::vector<SMESH_subMesh*>& theSubs)
{
theSubComputed = SubMeshesComputed( & theSubFailed );
@ -2082,15 +2120,14 @@ TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
BRep_Builder aBuilder;
aBuilder.MakeCompound( aCompound );
theComputeCost = 0;
theSubs.clear();
TopExp_Explorer anExplorer( mainShape, _subShape.ShapeType() );
for ( ; anExplorer.More(); anExplorer.Next() )
{
const TopoDS_Shape& S = anExplorer.Current();
SMESH_subMesh* subMesh = _father->GetSubMesh( S );
if ( subMesh->GetComputeState() != NOT_READY )
theComputeCost += subMesh->GetComputeCost();
theSubs.push_back( subMesh );
if ( subMesh == this )
{
aBuilder.Add( aCompound, S );
@ -2104,17 +2141,6 @@ TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
if ( !subMesh->SubMeshesComputed() )
theSubComputed = false;
}
if ( !theAlgo->NeedDiscreteBoundary() )
{
SMESH_subMeshIteratorPtr smIt = subMesh->getDependsOnIterator(/*includeSelf=*/false);
while ( smIt->more() )
{
SMESH_subMesh* sm = smIt->next();
if ( sm->GetComputeState() != NOT_READY &&
sm->IsEmpty() )
theComputeCost += sm->GetComputeCost();
}
}
}
return aCompound;

View File

@ -80,6 +80,7 @@ class SMESH_EXPORT SMESH_subMesh
SMESH_Algo* GetAlgo() const;
const std::map < int, SMESH_subMesh * >& DependsOn();
bool DependsOn( const SMESH_subMesh* other ) const;
/*!
* \brief Return iterator on the sub-meshes this one depends on. By default
* most simple sub-meshes go first.
@ -287,7 +288,7 @@ protected:
SMESH_Algo* theAlgo,
bool & theSubComputed,
bool & theSubFailed,
int & theComputeCost);
std::vector<SMESH_subMesh*>& theSubs);
/*!
* \brief Update compute_state by _computeError
* \retval bool - false if there are errors
@ -307,6 +308,7 @@ protected:
const SMESH_Hypothesis * theHyp,
const int theHypType = 0);
//
int computeCost() const;
protected:
@ -322,7 +324,8 @@ protected:
algo_state _algoState;
compute_state _computeState;
SMESH_ComputeErrorPtr _computeError;
int _computeCost; // how costly is to compute this sub-mesh
int _computeCost; // how costly is to compute this sub-mesh
int _realComputeCost; // _computeCost depending on presence of needed hypotheses
// 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