diff --git a/src/StdMeshers/StdMeshers_ViscousLayers.cxx b/src/StdMeshers/StdMeshers_ViscousLayers.cxx index eec02add7..c875ca104 100644 --- a/src/StdMeshers/StdMeshers_ViscousLayers.cxx +++ b/src/StdMeshers/StdMeshers_ViscousLayers.cxx @@ -3377,6 +3377,15 @@ bool _ViscousBuilder::refine(_SolidData& data) } } + if ( !getMeshDS()->IsEmbeddedMode() ) + // Log node movement + for ( unsigned i = 0; i < data._edges.size(); ++i ) + { + _LayerEdge& edge = *data._edges[i]; + SMESH_TNodeXYZ p ( edge._nodes.back() ); + getMeshDS()->MoveNode( p._node, p.X(), p.Y(), p.Z() ); + } + // TODO: make quadratic prisms and polyhedrons(?) helper.SetElementsOnShape(true); @@ -3465,7 +3474,7 @@ bool _ViscousBuilder::shrink() helper.ToFixNodeParameters( true ); // EDGE's to shrink - map< int, _Shrinker1D > e2shrMap; + map< TGeomID, _Shrinker1D > e2shrMap; // loop on FACES to srink mesh on map< TGeomID, _SolidData* >::iterator f2sd = f2sdMap.begin(); @@ -3635,7 +3644,8 @@ bool _ViscousBuilder::shrink() for ( unsigned i = 0; i < nodesToSmooth.size(); ++i ) { moved |= nodesToSmooth[i].Smooth( badNb,surface,helper,refSign, - /*isCentroidal=*/isConcaveFace,/*set3D=*/false ); + /*isCentroidal=*/isConcaveFace, + /*set3D=*/isConcaveFace); } if ( badNb < oldBadNb ) nbNoImpSteps = 0; @@ -3652,12 +3662,10 @@ bool _ViscousBuilder::shrink() bool highQuality; { const bool hasTria = _mesh->NbTriangles(), hasQuad = _mesh->NbQuadrangles(); - if ( hasTria != hasQuad ) - { + if ( hasTria != hasQuad ) { highQuality = hasQuad; } - else - { + else { set nbNodesSet; SMDS_ElemIteratorPtr fIt = smDS->GetElements(); while ( fIt->more() && nbNodesSet.size() < 2 ) @@ -3678,6 +3686,14 @@ bool _ViscousBuilder::shrink() // Set an event listener to clear FACE sub-mesh together with SOLID sub-mesh _SrinkShapeListener::ToClearSubMeshWithSolid( sm, data._solid ); + if ( !getMeshDS()->IsEmbeddedMode() ) + // Log node movement + for ( unsigned i = 0; i < nodesToSmooth.size(); ++i ) + { + SMESH_TNodeXYZ p ( nodesToSmooth[i]._node ); + getMeshDS()->MoveNode( nodesToSmooth[i]._node, p.X(), p.Y(), p.Z() ); + } + } // loop on FACES to srink mesh on