This commit was generated by cvs2git to create branch 'BR-D5-38-2003'.

Cherrypick from master 2005-12-28 09:17:39 UTC jfa <jfa@opencascade.com> 'Join modifications from branch BR_3_1_0deb':
    INSTALL
    Makefile.in
    adm_local/unix/make_commence.in
    bin/VERSION
    build_configure
    configure.in.base
    doc/salome/Makefile.in
    doc/salome/SMESH_index_v3.1.0.html
    doc/salome/gui/SMESH/about_viewing_meshes.htm
    doc/salome/gui/SMESH/aspect_ratio_3d.htm
    doc/salome/gui/SMESH/borders_at_multi-connection.htm
    doc/salome/gui/SMESH/borders_at_multiconnection_2d.htm
    doc/salome/gui/SMESH/clipping.htm
    doc/salome/gui/SMESH/constructing_meshes.htm
    doc/salome/gui/SMESH/cshdat_robohelp.htm
    doc/salome/gui/SMESH/cshdat_webhelp.htm
    doc/salome/gui/SMESH/default.css
    doc/salome/gui/SMESH/default_ns.css
    doc/salome/gui/SMESH/defining_hypotheses_tui.htm
    doc/salome/gui/SMESH/deleting_groups.htm
    doc/salome/gui/SMESH/display_entity.htm
    doc/salome/gui/SMESH/ehelp.xml
    doc/salome/gui/SMESH/ehlpdhtm.js
    doc/salome/gui/SMESH/extrusion.htm
    doc/salome/gui/SMESH/extrusion_along_a_path.htm
    doc/salome/gui/SMESH/files/about_hypotheses.htm
    doc/salome/gui/SMESH/files/about_meshes.htm
    doc/salome/gui/SMESH/files/about_meshing_algorithms.htm
    doc/salome/gui/SMESH/files/about_quality_controls.htm
    doc/salome/gui/SMESH/files/adding_nodes_and_elements.htm
    doc/salome/gui/SMESH/files/area_of_elements.htm
    doc/salome/gui/SMESH/files/arithmetic_1d.htm
    doc/salome/gui/SMESH/files/aspect_ratio.htm
    doc/salome/gui/SMESH/files/changing_orientation_of_elements.htm
    doc/salome/gui/SMESH/files/constructing_groups_of_specific_elements.htm
    doc/salome/gui/SMESH/files/constructing_meshes.htm
    doc/salome/gui/SMESH/files/constructing_submeshes.htm
    doc/salome/gui/SMESH/files/creating_groups.htm
    doc/salome/gui/SMESH/files/cutting_quadrangles.htm
    doc/salome/gui/SMESH/files/diagonal_iversion_of_elements.htm
    doc/salome/gui/SMESH/files/displacing_nodes.htm
    doc/salome/gui/SMESH/files/displaying_nodes_numbers.htm
    doc/salome/gui/SMESH/files/editing_groups.htm
    doc/salome/gui/SMESH/files/importing_and_exporting_meshes.htm
    doc/salome/gui/SMESH/files/introduction_to_smesh.htm
    doc/salome/gui/SMESH/files/length_of_edges.htm
    doc/salome/gui/SMESH/files/max._element_area_hypothesis.htm
    doc/salome/gui/SMESH/files/max._element_volume_hypothsis.htm
    doc/salome/gui/SMESH/files/merging_nodes.htm
    doc/salome/gui/SMESH/files/minimum_angle.htm
    doc/salome/gui/SMESH/files/non_conform_mesh_allowed_hypothesis.htm
    doc/salome/gui/SMESH/files/reassigning_hypotheses_and_algorithms.htm
    doc/salome/gui/SMESH/files/removing_nodes_and_elements.htm
    doc/salome/gui/SMESH/files/renumbering_nodes_and_elements.htm
    doc/salome/gui/SMESH/files/rotation.htm
    doc/salome/gui/SMESH/files/running_smesh_module.htm
    doc/salome/gui/SMESH/files/sewing_meshes.htm
    doc/salome/gui/SMESH/files/skew.htm
    doc/salome/gui/SMESH/files/smoothing.htm
    doc/salome/gui/SMESH/files/symmetry.htm
    doc/salome/gui/SMESH/files/taper.htm
    doc/salome/gui/SMESH/files/translation.htm
    doc/salome/gui/SMESH/files/uniting_a_set_of_triangles.htm
    doc/salome/gui/SMESH/files/uniting_two_triangles.htm
    doc/salome/gui/SMESH/files/using_operations_on_groups.htm
    doc/salome/gui/SMESH/files/viewing_mesh_info.htm
    doc/salome/gui/SMESH/files/warp.htm
    doc/salome/gui/SMESH/free_borders.htm
    doc/salome/gui/SMESH/free_edges.htm
    doc/salome/gui/SMESH/grouping_elements.htm
    doc/salome/gui/SMESH/image10.jpg
    doc/salome/gui/SMESH/image101.gif
    doc/salome/gui/SMESH/image102.gif
    doc/salome/gui/SMESH/image103.gif
    doc/salome/gui/SMESH/image104.gif
    doc/salome/gui/SMESH/image105.gif
    doc/salome/gui/SMESH/image106.gif
    doc/salome/gui/SMESH/image108.gif
    doc/salome/gui/SMESH/image119.gif
    doc/salome/gui/SMESH/image120.gif
    doc/salome/gui/SMESH/image121.gif
    doc/salome/gui/SMESH/image122.gif
    doc/salome/gui/SMESH/image123.gif
    doc/salome/gui/SMESH/image124.gif
    doc/salome/gui/SMESH/image125.gif
    doc/salome/gui/SMESH/image126.gif
    doc/salome/gui/SMESH/image127.gif
    doc/salome/gui/SMESH/image129.gif
    doc/salome/gui/SMESH/image130.gif
    doc/salome/gui/SMESH/image131.gif
    doc/salome/gui/SMESH/image132.gif
    doc/salome/gui/SMESH/image133.gif
    doc/salome/gui/SMESH/image134.gif
    doc/salome/gui/SMESH/image135.gif
    doc/salome/gui/SMESH/image136.gif
    doc/salome/gui/SMESH/image137.gif
    doc/salome/gui/SMESH/image138.gif
    doc/salome/gui/SMESH/image139.gif
    doc/salome/gui/SMESH/image18.gif
    doc/salome/gui/SMESH/image19.gif
    doc/salome/gui/SMESH/image19.jpg
    doc/salome/gui/SMESH/image20.gif
    doc/salome/gui/SMESH/image21.gif
    doc/salome/gui/SMESH/image23.gif
    doc/salome/gui/SMESH/image27.gif
    doc/salome/gui/SMESH/image30.gif
    doc/salome/gui/SMESH/image37.jpg
    doc/salome/gui/SMESH/image49.gif
    doc/salome/gui/SMESH/image5.jpg
    doc/salome/gui/SMESH/image50.gif
    doc/salome/gui/SMESH/image53.gif
    doc/salome/gui/SMESH/image55.gif
    doc/salome/gui/SMESH/image56.gif
    doc/salome/gui/SMESH/image56.jpg
    doc/salome/gui/SMESH/image58.gif
    doc/salome/gui/SMESH/image7.jpg
    doc/salome/gui/SMESH/image79.jpg
    doc/salome/gui/SMESH/image86.jpg
    doc/salome/gui/SMESH/image88.jpg
    doc/salome/gui/SMESH/image90.jpg
    doc/salome/gui/SMESH/image92.jpg
    doc/salome/gui/SMESH/image93.jpg
    doc/salome/gui/SMESH/image94.jpg
    doc/salome/gui/SMESH/image95.jpg
    doc/salome/gui/SMESH/image96.jpg
    doc/salome/gui/SMESH/image97.jpg
    doc/salome/gui/SMESH/image99.gif
    doc/salome/gui/SMESH/length.htm
    doc/salome/gui/SMESH/modifying_meshes.htm
    doc/salome/gui/SMESH/pattern_mapping.htm
    doc/salome/gui/SMESH/pics/a-advmeshinfo.png
    doc/salome/gui/SMESH/pics/a-arithmetic1d.png
    doc/salome/gui/SMESH/pics/a-averagelength.png
    doc/salome/gui/SMESH/pics/a-clipping2.png
    doc/salome/gui/SMESH/pics/a-creategroup.png
    doc/salome/gui/SMESH/pics/a-createmesh1.png
    doc/salome/gui/SMESH/pics/a-createpolyhedralvolume.png
    doc/salome/gui/SMESH/pics/a-cuttingofquadrangles.png
    doc/salome/gui/SMESH/pics/a-deflection1d.png
    doc/salome/gui/SMESH/pics/a-editmesh.png
    doc/salome/gui/SMESH/pics/a-exportmesh.png
    doc/salome/gui/SMESH/pics/a-extusionalongapath2.png
    doc/salome/gui/SMESH/pics/a-filteronedges.png
    doc/salome/gui/SMESH/pics/a-maxelarea.png
    doc/salome/gui/SMESH/pics/a-maxelvolume.png
    doc/salome/gui/SMESH/pics/a-nbsegments1.png
    doc/salome/gui/SMESH/pics/a-nbsegments2.png
    doc/salome/gui/SMESH/pics/a-nbsegments3.png
    doc/salome/gui/SMESH/pics/a-nbsegments4.png
    doc/salome/gui/SMESH/pics/a-patterntype.png
    doc/salome/gui/SMESH/pics/a-patterntype1.png
    doc/salome/gui/SMESH/pics/a-standmeshinfo.png
    doc/salome/gui/SMESH/pics/a-startendlength.png
    doc/salome/gui/SMESH/pics/a-transparency.png
    doc/salome/gui/SMESH/pics/a-unionoftriangles.png
    doc/salome/gui/SMESH/pics/a-viewgeneral.png
    doc/salome/gui/SMESH/pics/add_edge.png
    doc/salome/gui/SMESH/pics/add_node.png
    doc/salome/gui/SMESH/pics/add_polygone.png
    doc/salome/gui/SMESH/pics/add_polyhedron.png
    doc/salome/gui/SMESH/pics/add_quadrangle.png
    doc/salome/gui/SMESH/pics/add_triangle.png
    doc/salome/gui/SMESH/pics/addedge.png
    doc/salome/gui/SMESH/pics/addhexahedron.png
    doc/salome/gui/SMESH/pics/addnode.png
    doc/salome/gui/SMESH/pics/addpolygon.png
    doc/salome/gui/SMESH/pics/addquadrangle.png
    doc/salome/gui/SMESH/pics/addtetrahedron.png
    doc/salome/gui/SMESH/pics/addtriangle.png
    doc/salome/gui/SMESH/pics/b-art_end_length.png
    doc/salome/gui/SMESH/pics/b-create_group.png
    doc/salome/gui/SMESH/pics/b-erage_length.png
    doc/salome/gui/SMESH/pics/b-flection1d.png
    doc/salome/gui/SMESH/pics/b-ithmetic1d.png
    doc/salome/gui/SMESH/pics/b-mberofsegments.png
    doc/salome/gui/SMESH/pics/b-mesh_infos.png
    doc/salome/gui/SMESH/pics/borders_at_multi_connections1.png
    doc/salome/gui/SMESH/pics/c-createmesh.png
    doc/salome/gui/SMESH/pics/c-editmesh.png
    doc/salome/gui/SMESH/pics/create_group.png
    doc/salome/gui/SMESH/pics/creategroup.png
    doc/salome/gui/SMESH/pics/cut_groups1.png
    doc/salome/gui/SMESH/pics/cut_groups2.png
    doc/salome/gui/SMESH/pics/cut_groups3.png
    doc/salome/gui/SMESH/pics/cutgroups.png
    doc/salome/gui/SMESH/pics/deletegroups.png
    doc/salome/gui/SMESH/pics/diagonalinversion.png
    doc/salome/gui/SMESH/pics/edit_mesh1.png
    doc/salome/gui/SMESH/pics/edit_mesh_change_value_hyp.png
    doc/salome/gui/SMESH/pics/edit_mesh_remove_hyp.png
    doc/salome/gui/SMESH/pics/editgroup.png
    doc/salome/gui/SMESH/pics/editing_groups1.png
    doc/salome/gui/SMESH/pics/editing_groups2.png
    doc/salome/gui/SMESH/pics/extrusionalongaline1.png
    doc/salome/gui/SMESH/pics/extrusionalongaline2.png
    doc/salome/gui/SMESH/pics/free_borders1.png
    doc/salome/gui/SMESH/pics/free_edges.png
    doc/salome/gui/SMESH/pics/importmesh.png
    doc/salome/gui/SMESH/pics/intersect_groups1.png
    doc/salome/gui/SMESH/pics/intersect_groups2.png
    doc/salome/gui/SMESH/pics/intersect_groups3.png
    doc/salome/gui/SMESH/pics/intersectgroups.png
    doc/salome/gui/SMESH/pics/length1.png
    doc/salome/gui/SMESH/pics/length2d.png
    doc/salome/gui/SMESH/pics/max_el_area.png
    doc/salome/gui/SMESH/pics/mergenodes.png
    doc/salome/gui/SMESH/pics/merging_nodes1.png
    doc/salome/gui/SMESH/pics/merging_nodes2.png
    doc/salome/gui/SMESH/pics/movenodes.png
    doc/salome/gui/SMESH/pics/moving_nodes1.png
    doc/salome/gui/SMESH/pics/moving_nodes2.png
    doc/salome/gui/SMESH/pics/orientaation1.png
    doc/salome/gui/SMESH/pics/patternmapping1.png
    doc/salome/gui/SMESH/pics/patternmapping2.png
    doc/salome/gui/SMESH/pics/remove_elements1.png
    doc/salome/gui/SMESH/pics/remove_elements2.png
    doc/salome/gui/SMESH/pics/remove_nodes1.png
    doc/salome/gui/SMESH/pics/remove_nodes2.png
    doc/salome/gui/SMESH/pics/removeelements.png
    doc/salome/gui/SMESH/pics/removenodes.png
    doc/salome/gui/SMESH/pics/renumberelements.png
    doc/salome/gui/SMESH/pics/renumbernodes.png
    doc/salome/gui/SMESH/pics/revolution1.png
    doc/salome/gui/SMESH/pics/revolution2.png
    doc/salome/gui/SMESH/pics/rotation.png
    doc/salome/gui/SMESH/pics/rotation1.png
    doc/salome/gui/SMESH/pics/rotation2.png
    doc/salome/gui/SMESH/pics/selectionfilterlibrary.png
    doc/salome/gui/SMESH/pics/sewing1.png
    doc/salome/gui/SMESH/pics/sewing2.png
    doc/salome/gui/SMESH/pics/sewing3.png
    doc/salome/gui/SMESH/pics/sewing4.png
    doc/salome/gui/SMESH/pics/smoothing.png
    doc/salome/gui/SMESH/pics/smoothing1.png
    doc/salome/gui/SMESH/pics/smoothing2.png
    doc/salome/gui/SMESH/pics/submeshconstruction.png
    doc/salome/gui/SMESH/pics/symmetry1.png
    doc/salome/gui/SMESH/pics/symmetry2.png
    doc/salome/gui/SMESH/pics/symmetry3.png
    doc/salome/gui/SMESH/pics/translation1.png
    doc/salome/gui/SMESH/pics/translation2.png
    doc/salome/gui/SMESH/pics/union_groups1.png
    doc/salome/gui/SMESH/pics/union_groups2.png
    doc/salome/gui/SMESH/pics/union_groups3.png
    doc/salome/gui/SMESH/pics/uniongroups.png
    doc/salome/gui/SMESH/pics/unionoftwotriangles.png
    doc/salome/gui/SMESH/pics/uniting_a_set_of_triangles1.png
    doc/salome/gui/SMESH/pics/uniting_a_set_of_triangles2.png
    doc/salome/gui/SMESH/pics/uniting_two_triangles1.png
    doc/salome/gui/SMESH/pics/uniting_two_triangles2.png
    doc/salome/gui/SMESH/presentation.htm
    doc/salome/gui/SMESH/quality_controls.htm
    doc/salome/gui/SMESH/revolution.htm
    doc/salome/gui/SMESH/selection_filter_library.htm
    doc/salome/gui/SMESH/smesh.htm
    doc/salome/gui/SMESH/smesh.log
    doc/salome/gui/SMESH/smesh_csh.htm
    doc/salome/gui/SMESH/smesh_rhc.htm
    doc/salome/gui/SMESH/transforming_meshes.htm
    doc/salome/gui/SMESH/transparency.htm
    doc/salome/gui/SMESH/viewing_meshes.htm
    doc/salome/gui/SMESH/webhelp.cab
    doc/salome/gui/SMESH/webhelp.jar
    doc/salome/gui/SMESH/whcsh_home.htm
    doc/salome/gui/SMESH/whcshdata.htm
    doc/salome/gui/SMESH/whdata/whftdata.js
    doc/salome/gui/SMESH/whdata/whftdata0.htm
    doc/salome/gui/SMESH/whdata/whfts.htm
    doc/salome/gui/SMESH/whdata/whfts.js
    doc/salome/gui/SMESH/whdata/whfwdata.js
    doc/salome/gui/SMESH/whdata/whfwdata0.htm
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    doc/salome/gui/SMESH/whdata/whgdata0.htm
    doc/salome/gui/SMESH/whdata/whglo.htm
    doc/salome/gui/SMESH/whdata/whglo.js
    doc/salome/gui/SMESH/whdata/whidata.js
    doc/salome/gui/SMESH/whdata/whidx.htm
    doc/salome/gui/SMESH/whdata/whidx.js
    doc/salome/gui/SMESH/whdata/whtdata.js
    doc/salome/gui/SMESH/whdata/whtdata0.htm
    doc/salome/gui/SMESH/whdata/whtoc.htm
    doc/salome/gui/SMESH/whdata/whtoc.js
    doc/salome/gui/SMESH/whfbody.htm
    doc/salome/gui/SMESH/whfdhtml.htm
    doc/salome/gui/SMESH/whfform.htm
    doc/salome/gui/SMESH/whfhost.js
    doc/salome/gui/SMESH/whform.js
    doc/salome/gui/SMESH/whframes.js
    doc/salome/gui/SMESH/whgbody.htm
    doc/salome/gui/SMESH/whgdata/whlstf0.htm
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    doc/salome/gui/SMESH/whgdata/whlstf10.htm
    doc/salome/gui/SMESH/whgdata/whlstf11.htm
    doc/salome/gui/SMESH/whgdata/whlstf12.htm
    doc/salome/gui/SMESH/whgdata/whlstf2.htm
    doc/salome/gui/SMESH/whgdata/whlstf3.htm
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    doc/salome/gui/SMESH/whgdata/whlstf6.htm
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    doc/salome/gui/SMESH/whgdata/whlstfl2.htm
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    doc/salome/gui/SMESH/whihost.js
    doc/salome/gui/SMESH/whlang.js
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    doc/salome/gui/SMESH/whmsg.js
    doc/salome/gui/SMESH/whnjs.htm
    doc/salome/gui/SMESH/whphost.js
    doc/salome/gui/SMESH/whproj.htm
    doc/salome/gui/SMESH/whproj.js
    doc/salome/gui/SMESH/whproj.xml
    doc/salome/gui/SMESH/whproxy.js
    doc/salome/gui/SMESH/whres.xml
    doc/salome/gui/SMESH/whskin_banner.htm
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    doc/salome/gui/SMESH/whskin_frmset010.htm
    doc/salome/gui/SMESH/whskin_homepage.htm
    doc/salome/gui/SMESH/whskin_info.htm
    doc/salome/gui/SMESH/whskin_mbars.htm
    doc/salome/gui/SMESH/whskin_papplet.htm
    doc/salome/gui/SMESH/whskin_pdhtml.htm
    doc/salome/gui/SMESH/whskin_pickup.htm
    doc/salome/gui/SMESH/whskin_plist.htm
    doc/salome/gui/SMESH/whskin_tbars.htm
    doc/salome/gui/SMESH/whskin_tw.htm
    doc/salome/gui/SMESH/whst_topics.xml
    doc/salome/gui/SMESH/whstart.js
    doc/salome/gui/SMESH/whstub.js
    doc/salome/gui/SMESH/wht_abge.jpg
    doc/salome/gui/SMESH/wht_abgi.jpg
    doc/salome/gui/SMESH/wht_abgw.jpg
    doc/salome/gui/SMESH/wht_abte.jpg
    doc/salome/gui/SMESH/wht_abti.jpg
    doc/salome/gui/SMESH/wht_abtw.jpg
    doc/salome/gui/SMESH/whtbar.js
    doc/salome/gui/SMESH/whtdhtml.htm
    doc/salome/gui/SMESH/whthost.js
    doc/salome/gui/SMESH/whtopic.js
    doc/salome/gui/SMESH/whutils.js
    doc/salome/gui/SMESH/whver.js
    doc/salome/gui/SMESH/whxdata/whftdata0.xml
    doc/salome/gui/SMESH/whxdata/whfts.xml
    doc/salome/gui/SMESH/whxdata/whfwdata0.xml
    doc/salome/gui/SMESH/whxdata/whgdata0.xml
    doc/salome/gui/SMESH/whxdata/whglo.xml
    doc/salome/gui/SMESH/whxdata/whidx.xml
    doc/salome/gui/SMESH/whxdata/whtdata0.xml
    doc/salome/gui/SMESH/whxdata/whtoc.xml
    doc/salome/tui/SMESH/doxyfile
    doc/salome/tui/SMESH/doxyfile_py
    doc/salome/tui/SMESH/sources/static/tree.js
    idl/SMESH_BasicHypothesis.idl
    idl/SMESH_Filter.idl
    idl/SMESH_Gen.idl
    idl/SMESH_Mesh.idl
    resources/SMESHCatalog.xml
    resources/StdMeshers.xml
    resources/mesh_volume_3d.png
    src/Controls/SMESH_Controls.cxx
    src/DriverUNV/DriverUNV_R_SMDS_Mesh.cxx
    src/MEFISTO2/Makefile.in
    src/NETGENPlugin/NETGENPlugin_NETGEN_3D.cxx
    src/NETGENPlugin/NETGENPlugin_NETGEN_3D.hxx
    src/SMDS/SMDS_VolumeTool.cxx
    src/SMESH/Makefile.in
    src/SMESH/SMESH_Algo.cxx
    src/SMESH/SMESH_Algo.hxx
    src/SMESH/SMESH_DataMapOfElemPtrSequenceOfElemPtr.hxx
    src/SMESH/SMESH_Gen.cxx
    src/SMESH/SMESH_Gen.hxx
    src/SMESH/SMESH_IndexedDataMapOfShapeIndexedMapOfShape.hxx
    src/SMESH/SMESH_MeshEditor.cxx
    src/SMESH/SMESH_MeshEditor.hxx
    src/SMESH/SMESH_Pattern.cxx
    src/SMESH/SMESH_Pattern.hxx
    src/SMESH/SMESH_SequenceOfElemPtr.hxx
    src/SMESH/SMESH_SequenceOfNode.hxx
    src/SMESH/SMESH_subMesh.cxx
    src/SMESHDS/SMESHDS_Mesh.hxx
    src/SMESHFiltersSelection/SMESH_LogicalFilter.cxx
    src/SMESHFiltersSelection/SMESH_LogicalFilter.hxx
    src/SMESHFiltersSelection/SMESH_NumberFilter.cxx
    src/SMESHFiltersSelection/SMESH_NumberFilter.hxx
    src/SMESHFiltersSelection/SMESH_Type.h
    src/SMESHFiltersSelection/SMESH_TypeFilter.cxx
    src/SMESHFiltersSelection/SMESH_TypeFilter.hxx
    src/SMESHFiltersSelection/SMESH_TypeFilter.jxx
    src/SMESHGUI/Makefile.in
    src/SMESHGUI/SMESHBin.cxx
    src/SMESHGUI/SMESHGUI.h
    src/SMESHGUI/SMESHGUI_AddMeshElementDlg.cxx
    src/SMESHGUI/SMESHGUI_AddMeshElementDlg.h
    src/SMESHGUI/SMESHGUI_ClippingDlg.cxx
    src/SMESHGUI/SMESHGUI_ClippingDlg.h
    src/SMESHGUI/SMESHGUI_CreateHypothesesDlg.cxx
    src/SMESHGUI/SMESHGUI_CreatePatternDlg.cxx
    src/SMESHGUI/SMESHGUI_CreatePatternDlg.h
    src/SMESHGUI/SMESHGUI_CreatePolyhedralVolumeDlg.cxx
    src/SMESHGUI/SMESHGUI_CreatePolyhedralVolumeDlg.h
    src/SMESHGUI/SMESHGUI_DeleteGroupDlg.cxx
    src/SMESHGUI/SMESHGUI_DeleteGroupDlg.h
    src/SMESHGUI/SMESHGUI_Dialog.cxx
    src/SMESHGUI/SMESHGUI_Dialog.h
    src/SMESHGUI/SMESHGUI_Displayer.cxx
    src/SMESHGUI/SMESHGUI_Displayer.h
    src/SMESHGUI/SMESHGUI_EditHypothesesDlg.h
    src/SMESHGUI/SMESHGUI_EditMeshDlg.cxx
    src/SMESHGUI/SMESHGUI_EditMeshDlg.h
    src/SMESHGUI/SMESHGUI_ExtrusionAlongPathDlg.cxx
    src/SMESHGUI/SMESHGUI_ExtrusionAlongPathDlg.h
    src/SMESHGUI/SMESHGUI_ExtrusionDlg.cxx
    src/SMESHGUI/SMESHGUI_ExtrusionDlg.h
    src/SMESHGUI/SMESHGUI_FilterDlg.h
    src/SMESHGUI/SMESHGUI_GroupDlg.h
    src/SMESHGUI/SMESHGUI_GroupOpDlg.cxx
    src/SMESHGUI/SMESHGUI_GroupOpDlg.h
    src/SMESHGUI/SMESHGUI_Hypotheses.cxx
    src/SMESHGUI/SMESHGUI_Hypotheses.h
    src/SMESHGUI/SMESHGUI_HypothesesUtils.cxx
    src/SMESHGUI/SMESHGUI_HypothesesUtils.h
    src/SMESHGUI/SMESHGUI_MergeNodesDlg.cxx
    src/SMESHGUI/SMESHGUI_MergeNodesDlg.h
    src/SMESHGUI/SMESHGUI_MeshDlg.cxx
    src/SMESHGUI/SMESHGUI_MeshDlg.h
    src/SMESHGUI/SMESHGUI_MeshInfosDlg.cxx
    src/SMESHGUI/SMESHGUI_MeshInfosDlg.h
    src/SMESHGUI/SMESHGUI_MeshOp.cxx
    src/SMESHGUI/SMESHGUI_MeshOp.h
    src/SMESHGUI/SMESHGUI_MeshPatternDlg.cxx
    src/SMESHGUI/SMESHGUI_MeshPatternDlg.h
    src/SMESHGUI/SMESHGUI_MoveNodesDlg.cxx
    src/SMESHGUI/SMESHGUI_MoveNodesDlg.h
    src/SMESHGUI/SMESHGUI_MultiEditDlg.h
    src/SMESHGUI/SMESHGUI_NodesDlg.cxx
    src/SMESHGUI/SMESHGUI_NodesDlg.h
    src/SMESHGUI/SMESHGUI_Operation.cxx
    src/SMESHGUI/SMESHGUI_Operation.h
    src/SMESHGUI/SMESHGUI_Preferences_ScalarBarDlg.cxx
    src/SMESHGUI/SMESHGUI_Preferences_ScalarBarDlg.h
    src/SMESHGUI/SMESHGUI_RemoveElementsDlg.h
    src/SMESHGUI/SMESHGUI_RemoveNodesDlg.h
    src/SMESHGUI/SMESHGUI_RenumberingDlg.cxx
    src/SMESHGUI/SMESHGUI_RenumberingDlg.h
    src/SMESHGUI/SMESHGUI_RevolutionDlg.cxx
    src/SMESHGUI/SMESHGUI_RevolutionDlg.h
    src/SMESHGUI/SMESHGUI_RotationDlg.cxx
    src/SMESHGUI/SMESHGUI_RotationDlg.h
    src/SMESHGUI/SMESHGUI_Selection.h
    src/SMESHGUI/SMESHGUI_SelectionOp.cxx
    src/SMESHGUI/SMESHGUI_SelectionOp.h
    src/SMESHGUI/SMESHGUI_SewingDlg.cxx
    src/SMESHGUI/SMESHGUI_SewingDlg.h
    src/SMESHGUI/SMESHGUI_SingleEditDlg.cxx
    src/SMESHGUI/SMESHGUI_SingleEditDlg.h
    src/SMESHGUI/SMESHGUI_SmoothingDlg.cxx
    src/SMESHGUI/SMESHGUI_SmoothingDlg.h
    src/SMESHGUI/SMESHGUI_StandardMeshInfosDlg.cxx
    src/SMESHGUI/SMESHGUI_StandardMeshInfosDlg.h
    src/SMESHGUI/SMESHGUI_SymmetryDlg.cxx
    src/SMESHGUI/SMESHGUI_SymmetryDlg.h
    src/SMESHGUI/SMESHGUI_TranslationDlg.cxx
    src/SMESHGUI/SMESHGUI_TranslationDlg.h
    src/SMESHGUI/SMESHGUI_TransparencyDlg.cxx
    src/SMESHGUI/SMESHGUI_TransparencyDlg.h
    src/SMESHGUI/SMESHGUI_Utils.cxx
    src/SMESHGUI/SMESHGUI_Utils.h
    src/SMESHGUI/SMESHGUI_XmlHandler.cxx
    src/SMESHGUI/SMESHGUI_XmlHandler.h
    src/SMESHGUI/SMESHGUI_aParameter.h
    src/SMESHGUI/SMESH_images.po
    src/SMESHGUI/SMESH_msg_en.po
    src/SMESH_I/SMESH_2smeshpy.cxx
    src/SMESH_I/SMESH_2smeshpy.hxx
    src/SMESH_I/SMESH_DumpPython.cxx
    src/SMESH_I/SMESH_Filter_i.cxx
    src/SMESH_I/SMESH_Filter_i.hxx
    src/SMESH_I/SMESH_Gen_i.cxx
    src/SMESH_I/SMESH_Gen_i.hxx
    src/SMESH_I/SMESH_Group_i.cxx
    src/SMESH_I/SMESH_MeshEditor_i.cxx
    src/SMESH_I/SMESH_MeshEditor_i.hxx
    src/SMESH_I/SMESH_Mesh_i.cxx
    src/SMESH_I/SMESH_Pattern_i.cxx
    src/SMESH_I/SMESH_PythonDump.hxx
    src/SMESH_SWIG/SMESH_reg.py
    src/SMESH_SWIG/smesh.py
    src/StdMeshers/Makefile.in
    src/StdMeshers/StdMeshers_AutomaticLength.cxx
    src/StdMeshers/StdMeshers_AutomaticLength.hxx
    src/StdMeshers/StdMeshers_Distribution.cxx
    src/StdMeshers/StdMeshers_Distribution.hxx
    src/StdMeshers/StdMeshers_NumberOfSegments.cxx
    src/StdMeshers/StdMeshers_NumberOfSegments.hxx
    src/StdMeshers/StdMeshers_QuadranglePreference.cxx
    src/StdMeshers/StdMeshers_QuadranglePreference.hxx
    src/StdMeshers/StdMeshers_Quadrangle_2D.cxx
    src/StdMeshers/StdMeshers_Quadrangle_2D.hxx
    src/StdMeshers/StdMeshers_Regular_1D.cxx
    src/StdMeshers/StdMeshers_Regular_1D.hxx
    src/StdMeshersGUI/Makefile.in
    src/StdMeshersGUI/StdMeshersGUI.cxx
    src/StdMeshersGUI/StdMeshersGUI_DistrPreview.cxx
    src/StdMeshersGUI/StdMeshersGUI_DistrPreview.h
    src/StdMeshersGUI/StdMeshersGUI_DistrTable.cxx
    src/StdMeshersGUI/StdMeshersGUI_DistrTable.h
    src/StdMeshersGUI/StdMeshersGUI_NbSegmentsCreator.cxx
    src/StdMeshersGUI/StdMeshersGUI_NbSegmentsCreator.h
    src/StdMeshersGUI/StdMeshersGUI_StdHypothesisCreator.cxx
    src/StdMeshersGUI/StdMeshersGUI_StdHypothesisCreator.h
    src/StdMeshersGUI/StdMeshers_images.po
    src/StdMeshersGUI/StdMeshers_msg_en.po
    src/StdMeshers_I/Makefile.in
    src/StdMeshers_I/StdMeshers_Arithmetic1D_i.cxx
    src/StdMeshers_I/StdMeshers_AutomaticLength_i.cxx
    src/StdMeshers_I/StdMeshers_AutomaticLength_i.hxx
    src/StdMeshers_I/StdMeshers_Deflection1D_i.cxx
    src/StdMeshers_I/StdMeshers_LocalLength_i.cxx
    src/StdMeshers_I/StdMeshers_MaxElementArea_i.cxx
    src/StdMeshers_I/StdMeshers_MaxElementVolume_i.cxx
    src/StdMeshers_I/StdMeshers_NumberOfSegments_i.cxx
    src/StdMeshers_I/StdMeshers_NumberOfSegments_i.hxx
    src/StdMeshers_I/StdMeshers_QuadranglePreference_i.cxx
    src/StdMeshers_I/StdMeshers_QuadranglePreference_i.hxx
    src/StdMeshers_I/StdMeshers_StartEndLength_i.cxx
    src/StdMeshers_I/StdMeshers_i.cxx
This commit is contained in:
admin 2005-12-28 09:17:41 +00:00
parent 536bbc5090
commit 61d19b5134
586 changed files with 118814 additions and 0 deletions

6
INSTALL Normal file
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This is the version 3.1.0 of SMESH
Compatible with :
- KERNEL 3.1.0
- SALOMEGUI 3.1.0
- GEOM 3.1.0
- MED 3.1.0

209
Makefile.in Normal file
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# -* Makefile *-
#
# Author : Patrick GOLDBRONN (CEA)
# Date : 28/06/2001
# $Header$
#
# source path
top_srcdir=@top_srcdir@
top_builddir=.
srcdir=@srcdir@
VPATH=.:@srcdir@:@top_srcdir@/bin:@top_srcdir@/resources:./bin:@top_srcdir@/idl
@COMMENCE@
SUBDIRS = idl src doc
RESOURCES_FILES = \
delete.png \
mesh_add_sub.png \
mesh_algo_hexa.png \
mesh_algo_mefisto.png \
mesh_algo_quad.png \
mesh_algo_regular.png \
mesh_algo_tetra.png \
mesh_angle.png \
mesh_area.png \
mesh_aspect.png \
mesh_aspect_3d.png \
mesh_compute.png \
mesh_connectivity.png \
mesh_diagonal.png \
mesh_edit.png \
mesh_hexa_n.png \
mesh_hexa.png \
mesh_hypo_area.png \
mesh_hypo_length.png \
mesh_hypo_segment.png \
mesh_hypo_volume.png \
mesh_hypo_edit.png \
mesh_info.png \
advanced_mesh_info.png \
standard_mesh_info.png \
mesh_init.png \
mesh_length.png \
mesh_length_2d.png \
mesh_free_edges.png \
mesh_free_edges_2d.png \
mesh_multi_edges.png \
mesh_multi_edges_2d.png \
mesh_line_n.png \
mesh_line.png \
mesh_move_node.png \
mesh_orientation.png \
mesh.png \
mesh_polygon.png \
mesh_polyhedron.png \
mesh_pyramid_n.png \
mesh_pyramid.png \
mesh_quad_n.png \
mesh_quad.png \
mesh_rem_element.png \
mesh_rem_node.png \
mesh_set_algo.png \
mesh_set_hypo.png \
mesh_shading.png \
mesh_shrink.png \
mesh_skew.png \
mesh_taper.png \
mesh_tetra_n.png \
mesh_tetra.png \
mesh_tree_algo_hexa.png \
mesh_tree_algo_mefisto.png \
mesh_tree_algo.png \
mesh_tree_algo_quad.png \
mesh_tree_algo_regular.png \
mesh_tree_algo_tetra.png \
mesh_tree_hypo_area.png \
mesh_tree_hypo_length.png \
mesh_tree_hypo.png \
mesh_tree_hypo_segment.png \
mesh_tree_hypo_volume.png \
mesh_tree_mesh.png \
mesh_tree_importedmesh.png \
mesh_tree_mesh_warn.png \
mesh_triangle_n.png \
mesh_triangle.png \
mesh_update.png \
mesh_vertex_n.png \
mesh_vertex.png \
mesh_volume_3d.png \
mesh_wireframe.png \
mesh_points.png \
mesh_wrap.png \
mesh_tree_group.png \
mesh_edit_group.png \
mesh_make_group.png \
mesh_union2tri.png \
mesh_uniontri.png \
mesh_cutquad.png \
mesh_smoothing.png \
mesh_renumbering_nodes.png \
mesh_renumbering_elements.png \
mesh_extrusion.png \
mesh_extrusionpath.png \
mesh_revolution.png \
ModuleMesh.png \
mesh_unionGroups.png \
mesh_intersectGroups.png \
mesh_cutGroups.png \
mesh_deleteGroups.png \
mesh_translation_vector.png \
mesh_translation_points.png \
mesh_rotation.png \
mesh_symmetry_point.png \
mesh_symmetry_axis.png \
mesh_symmetry_plane.png \
mesh_sew_freeborders.png \
mesh_sew_conform_freeborders.png \
mesh_sew_bordertoside.png \
mesh_sew_sideelements.png \
mesh_merge_nodes.png \
mesh_merge_elements.png \
select1.png \
SMESH_en.xml \
SMESH.config \
StdMeshers.xml \
SMESHCatalog.xml \
mesh_pattern.png \
pattern_sample_2d.png \
pattern_sample_3D.png \
mesh_add.png \
mesh_remove.png
BIN_SCRIPT= \
VERSION
# copy header files in common directory
ifeq ($(HAVE_SSTREAM),yes)
include_list=include/salome/SALOMEconfig.h
else
include_list=include/salome/SALOMEconfig.h include/salome/sstream
endif
inc: idl $(include_list)
include/salome/SALOMEconfig.h: salome_adm/unix/SALOMEconfig.ref
-$(RM) $@
$(LN_S) ../../$< $@
# test if SALOMEconfig.h has changed (contents)
salome_adm/unix/SALOMEconfig.ref: salome_adm/unix/SALOMEconfig.h
@if ! [ -a $@ ]; then \
cp -p -f $< $@; \
fi; \
if ! cmp $< $@; then \
cp -p -f $< $@; \
fi; \
include/salome/sstream: salome_adm/unix/sstream
-$(RM) $@
$(LN_S) ../../$< $@
depend: depend_idl
depend_idl:
(cd idl ; $(MAKE) $@) || exit 1
# doc is already build : if you want to had documents, go manually to doc and run 'make doc'
#doc:
# (cd doc && $(MAKE) $@) || exit 1
install-end:
# finish libtool install
# @$(LT) --mode=finish $(libdir)
install-include: $(include_list)
$(INSTALL) -d $(includedir)
@for f in X $(include_list); do \
if test $$f != X; then \
($(INSTALL_DATA) -p $$f $(includedir)/. || exit 1); \
fi; \
done
# install script in $(bindir) :
install-bin: $(BIN_SCRIPT)
$(INSTALL) -d $(bindir)
if test $(BIN_SCRIPT)X != X; then \
$(INSTALL_PROGRAM) $^ $(bindir); \
fi
uninstall: uninstall-idl
uninstall-idl:
$(RM) $(idldir)/*.idl
distclean: distclean-other
distclean-other:
-$(RM) salome_adm/unix/*~ salome_adm/unix/*% salome_adm/unix/*.bak salome_adm/unix/*.new salome_adm/unix/*.old
-$(RM) salome_adm/unix/make_*
-$(RM) salome_adm/unix/depend salome_adm/unix/SALOMEconfig.h
-$(RM) config.cache config.log config.status
@MODULE@
install: install-bin install-include install-end

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# common directories to put headerfiles
inc_builddir=$(top_builddir)/include/salome
@SET_MAKE@
SHELL=/bin/sh
# header missing
HAVE_SSTREAM=@HAVE_SSTREAM@
LIBS=@LIBS@
LIBSFORBIN=@LIBS@
LDFLAGS=@LDFLAGS@ -L$(top_builddir)/lib/salome -Xlinker -rpath-link -Xlinker $(top_builddir)/lib/salome
LDFLAGSFORBIN=@LDFLAGS@ -L$(top_builddir)/lib/salome -Xlinker -rpath-link -Xlinker $(top_builddir)/lib/salome
# add libstdc++ to link c++ library with libtool !
LDFLAGS+= -lstdc++
LDFLAGSFORBIN+= -lstdc++
CP=@CP@
# CPP
CPP=@CPP@
CXXCPP=@CXXCPP@
CPPFLAGS=@CPPFLAGS@ -I$(inc_builddir) -I$(srcdir) -I.
# C
CC = @CC@
CFLAGS = @CFLAGS@
C_DEPEND_FLAG = @C_DEPEND_FLAG@
# C++
CXX = @CXX@
CXXFLAGS = @CXXFLAGS@
CXX_DEPEND_FLAG = @CXX_DEPEND_FLAG@
# BOOST Library
BOOST_CPPFLAGS = @BOOST_CPPFLAGS@
# JAVA
JAVA_INCLUDES = @JAVA_INCLUDES@
JAVA_LIBS = @JAVA_LIBS@
JAVA_LDPATH = @JAVA_LDPATH@
# PYTHON
PYTHON = @PYTHON@
PYTHONHOME = @PYTHONHOME@
PYTHON_INCLUDES = @PYTHON_INCLUDES@
PYTHON_LIBS = @PYTHON_LIBS@
PYTHON_VERSION = @PYTHON_VERSION@
PYTHON_SITE = @PYTHON_SITE@
PYTHON_SITE_INSTALL = @PYTHON_SITE_INSTALL@
# QT
QT_ROOT = @QT_ROOT@
QT_INCLUDES = @QT_INCLUDES@
QT_MT_INCLUDES = @QT_INCLUDES@ -DQT_THREAD_SUPPORT
QT_LIBS = @QT_LIBS@
QT_MT_LIBS = @QT_MT_LIBS@
MOC = @MOC@
UIC = @UIC@
MSG2QM = @MSG2QM@
#QWT
QWT_INCLUDES=@QWT_INCLUDES@
QWT_LIBS=@QWT_LIBS@
# SIP
SIP = @SIP@
SIP_INCLUDES = @SIP_INCLUDES@
SIP_LIBS = @SIP_LIBS@
# PYQT
PYQT_SIPS = @PYQT_SIPS@
PYQT_LIBS = @PYQT_LIBS@
# openGL
OGL_INCLUDES=@OGL_INCLUDES@
OGL_LIBS=@OGL_LIBS@
# VTK
VTK_INCLUDES=@VTK_INCLUDES@
VTK_LIBS=@VTK_LIBS@
# HDF5
HDF5_INCLUDES=@HDF5_INCLUDES@
HDF5_LIBS=@HDF5_LIBS@
HDF5_MT_LIBS=@HDF5_MT_LIBS@
# OpenCasCade
OCC_INCLUDES=@CAS_CPPFLAGS@
OCC_CXXFLAGS=@CAS_CXXFLAGS@
OCC_KERNEL_LIBS=@CAS_KERNEL@
OCC_OCAF_LIBS=@CAS_OCAF@
OCC_VIEWER_LIBS=@CAS_VIEWER@
OCC_MODELER_LIBS=@CAS_MODELER@
OCC_DATAEXCHANGE_LIBS=@CAS_DATAEXCHANGE@
OCC_LIBS=@CAS_LDFLAGS@
OCC_LDPATH=@CAS_LDPATH@
# MPICH
MPICH_INCLUDES=@MPICH_INCLUDES@
MPICH_LIBS=@MPICH_LIBS@
# Swig C++ Python
SWIG = @SWIG@
SWIG_FLAGS = @SWIG_FLAGS@ -I$(inc_builddir) -I$(srcdir) -I.
# OMNIORB
OMNIORB_ROOT = @OMNIORB_ROOT@
OMNIORB_INCLUDES = @OMNIORB_INCLUDES@
OMNIORB_LIBS = @OMNIORB_LIBS@
OMNIORB_CXXFLAGS = @OMNIORB_CXXFLAGS@
OMNIORB_IDL = @OMNIORB_IDL@
OMNIORB_IDLCXXFLAGS = @OMNIORB_IDLCXXFLAGS@
OMNIORB_IDLPYFLAGS = @OMNIORB_IDLPYFLAGS@ -I$(top_srcdir)/idl -I$(top_builddir)/idl/salome \
-I$(KERNEL_ROOT_DIR)/idl/salome -I$(GEOM_ROOT_DIR)/idl/salome -I$(MED_ROOT_DIR)/idl/salome
OMNIORB_IDL_CLN_H = @OMNIORB_IDL_CLN_H@
OMNIORB_IDL_CLN_CXX = @OMNIORB_IDL_CLN_CXX@
OMNIORB_IDL_CLN_OBJ = @OMNIORB_IDL_CLN_OBJ@
OMNIORB_IDL_SRV_H = @OMNIORB_IDL_SRV_H@
OMNIORB_IDL_SRV_CXX = @OMNIORB_IDL_SRV_CXX@
OMNIORB_IDL_SRV_OBJ = @OMNIORB_IDL_SRV_OBJ@
# Default ORB
CORBA_ROOT = @CORBA_ROOT@
CORBA_INCLUDES = @CORBA_INCLUDES@
CORBA_LIBS = @CORBA_LIBS@
CORBA_CXXFLAGS = @CORBA_CXXFLAGS@
IDLCXXFLAGS = -bcxx @IDLCXXFLAGS@ -I$(top_srcdir)/idl -I$(top_builddir)/idl/salome \
-I$(KERNEL_ROOT_DIR)/idl/salome -I$(GEOM_ROOT_DIR)/idl/salome -I$(MED_ROOT_DIR)/idl/salome
IDLPYFLAGS = @IDLPYFLAGS@
IDL = @IDL@
IDL_CLN_H = @IDL_CLN_H@
IDL_CLN_CXX = @IDL_CLN_CXX@
IDL_CLN_OBJ = @IDL_CLN_OBJ@
IDL_SRV_H = @IDL_SRV_H@
IDL_SRV_CXX = @IDL_SRV_CXX@
IDL_SRV_OBJ = @IDL_SRV_OBJ@
CPPFLAGS+= $(CORBA_INCLUDES)
CXXFLAGS+= $(CORBA_CXXFLAGS)
# add corba libs when link salome application !
#LDFLAGS+= $(CORBA_LIBS)
LIBS+=$(CORBA_LIBS)
## Shared libraries
LT_STATIC_EXEC=@LT_STATIC_EXEC@
DYNAMIC_DIRS=@DYNAMIC_DIRS@
LT_LIB=libtool
LT=$(top_builddir)/libtool
LT_COMPILE=$(LT) --mode=compile $(CC)
LT_LINK_LIB=$(LT_LIB) --mode=link $(CC) -rpath $(libdir)
LT_LINK_EXE=$(LT) --mode=link $(CC) $(LT_STATIC_EXEC) -dlopen self -rpath $(bindir) $(DYNAMIC_DIRS)
LT_RUN=$(LT) --mode=execute
LT_INSTALL_PROG=$(LT) --mode=install $(INSTALL_PROGRAM)
LT_INSTALL_LIB=$(LT) --mode=install $(INSTALL_DATA)
LT_UNINSTALL=$(LT) --mode=uninstall $(RM)
INSTALL=@INSTALL@
INSTALL_PROGRAM=@INSTALL_PROGRAM@
INSTALL_DATA=@INSTALL_DATA@
# create a symbolic link (or a copie ?)
LN_S=@LN_S@
## Installation points
prefix=@prefix@
exec_prefix=@exec_prefix@
bindir=@bindir@/salome
libdir=@libdir@/salome
# warning : if user give this path in configure we could have salome/salome :-(
includedir=@includedir@/salome
datadir=@datadir@/salome
idldir=$(prefix)/idl/salome
sharedpydir=@libdir@/python$(PYTHON_VERSION)/site-packages/salome/shared_modules
docdir=${prefix}/doc/salome
#
# begin of package rules
#
.PHONY: all lib bin inc resources docs tests install uninstall dep depend depend_idl cleandep mostlyclean clean distclean
.SUFFIXES: .cxx .cc .c .f .o .lo .idl .py .i .ui .po .qm
all:
$(MAKE) inc
$(MAKE) depend_idl
$(MAKE) depend
$(MAKE) lib
$(MAKE) bin
$(MAKE) resources
#
# add target to build administrative files
#
Makefile: $(top_builddir)/config.status $(srcdir)/Makefile.in
cd $(top_builddir) ; ./config.status
$(top_builddir)/config.status: $(top_srcdir)/configure
cd $(top_builddir) ; ./config.status --recheck
# VPATH contain $(srcdir), so make configure is good in top_srcdir and we must add target configure otherwise :-)
ifneq ($(top_srcdir),$(srcdir))
configure: $(top_srcdir)/configure
endif
$(top_srcdir)/configure: $(top_srcdir)/configure.in $(top_srcdir)/aclocal.m4
cd $(top_srcdir) ; autoconf
$(top_srcdir)/configure.in: $(top_srcdir)/configure.in.base
cd $(top_srcdir) && ./build_configure
ACLOCAL_SRC = \
ac_cxx_bool.m4 check_corba.m4 check_vtk.m4 \
ac_cxx_depend_flag.m4 check_hdf5.m4 enable_pthreads.m4 \
ac_cxx_mutable.m4 check_mico.m4 libtool.m4 \
ac_cxx_namespaces.m4 check_omniorb.m4 pyembed.m4 \
ac_cxx_partial_specialization.m4 check_opengl.m4 python.m4 \
ac_cxx_typename.m4 check_pthreads.m4 check_cas.m4 \
ac_cc_warnings.m4 check_qt.m4 check_boost.m4 \
check_swig.m4
$(top_srcdir)/aclocal.m4: $(ACLOCAL_SRC:%=@KERNEL_ROOT_DIR@/salome_adm/unix/config_files/%)
cd $(top_srcdir) ; aclocal --acdir=adm_local/unix/config_files -I @KERNEL_ROOT_DIR@/salome_adm/unix/config_files

1
bin/VERSION Executable file
View File

@ -0,0 +1 @@
THIS IS SALOME - SMESH VERSION: 3.1.0

216
build_configure Executable file
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@ -0,0 +1,216 @@
#!/bin/bash
#
# Tool for updating list of .in file for the SALOME project
# and regenerating configure script
#
# Author : Marc Tajchman - CEA
# Date : 10/10/2002
# $Header$
#
ORIG_DIR=`pwd`
CONF_DIR=`echo $0 | sed -e "s,[^/]*$,,;s,/$,,;s,^$,.,"`
########################################################################
# Test if the KERNEL_ROOT_DIR is set correctly
if test ! -d "${KERNEL_ROOT_DIR}"; then
echo "failed : KERNEL_ROOT_DIR variable is not correct !"
exit
fi
# Test if the KERNEL_SRC is set correctly
#if test ! -d "${KERNEL_SRC}"; then
# echo "failed : KERNEL_SRC variable is not correct !"
# exit
#fi
########################################################################
# find_in - utility function
#
# usage :
# find_in directory filename
#
# Finds files following the *.in pattern, recursively in the
# directory (first argument).
# Results are appended into the file (second argument)
#
# Difference from the standard unix find is that files are tested
# before directories
#
find_in()
{
local i
local f=$2
# if the first argument is not a directory, returns
if [ ! -d "$1" ] ; then
return
fi
# dont look in the CVS directories
case $1 in
*/CVS) return ;;
*/adm_local/*) return ;;
*) ;;
esac
# for each regular file contained in the directory
# test if it's a .in file
for i in "$1"/*
do
if [ -f "$i" ] ; then
case $i in
*.in) echo " "$i" \\" >> $f;;
*) ;;
esac
fi
done
# for each subdirectory of the first argument, proceeds recursively
for i in "$1"/*
do
if [ -d "$i" ] ; then
find_in "$i" "$f"
fi
done
}
#######################################################################
# Generate list of .in files (Makefile.in, config.h.in, etc)
# appending it in file configure.in
cd ${CONF_DIR}
ABS_CONF_DIR=`pwd`
#
# Common part of the configure.in file
#
chmod u+w configure.in.base
if ! \cp -f configure.in.base configure.in_tmp1
then
echo
echo "error : can't create files in" ${CONF_DIR}
echo "aborting ..."
chmod u-w configure.in.base
exit
fi
chmod u-w configure.in.base
if [ -e "${CONF_DIR}/salome_adm" ] ; then
\rm -f ${CONF_DIR}/salome_adm
fi
# make a link allowing AC_OUTPUT to find the salome_adm/.../*.in files
echo "" >> configure.in_tmp1
echo 'ln -fs ${KERNEL_ROOT_DIR}/salome_adm ${ROOT_SRCDIR}/.' >> configure.in_tmp1
echo "" >> configure.in_tmp1
echo "AC_OUTPUT([ \\" >> configure.in_tmp1
#
# List of .in files in the adm/unix directory
# These files MUST be on top of AC_OUTPUT list so we
# put them "manually"
#
echo " ./salome_adm/unix/SALOMEconfig.h \\" >> configure.in_tmp1
echo " ./salome_adm/unix/F77config.h \\" >> configure.in_tmp1
echo " ./salome_adm/unix/sstream \\" >> configure.in_tmp1
echo " ./salome_adm/unix/depend \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_omniorb \\" >> configure.in_tmp1
echo " ./salome_adm/unix/envScript \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_commence \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_conclude \\" >> configure.in_tmp1
echo " ./salome_adm/unix/make_module \\" >> configure.in_tmp1
\rm -f configure.in_tmp2 configure.in_tmp3
touch configure.in_tmp2
find_in . configure.in_tmp2
sed -e '/^...salome_adm/d' configure.in_tmp2 > configure.in_tmp3
sed -e '/^...adm_local.unix.make_omniorb/d' configure.in_tmp3 > configure.in_tmp2
sed -e '/^...adm_local.unix.make_commence/d' configure.in_tmp2 > configure.in_tmp3
sed -e '/configure.in/d' configure.in_tmp3 > configure.in_tmp2
sed -e 's/.in / /' configure.in_tmp2 >> configure.in_tmp1
#sed '/^.salome_adm/d' configure.in_tmp2 > configure.in_tmp3
#sed '/configure.in/d' configure.in_tmp3 > configure.in_tmp2
#sed 's/.in / /' configure.in_tmp2 >> configure.in_tmp1
echo "])" >> configure.in_tmp1
# delete the link created for AC_OUTPUT
echo "" >> configure.in_tmp1
#echo 'rm -f ${ROOT_SRCDIR}/salome_adm' >> configure.in_tmp1
\mv configure.in_tmp1 configure.in_new
\rm -f configure.in_tmp2 configure.in_tmp3
########################################################################
# Create new (or replace old) configure.in file
# Print a message if the file is write protected
#
echo
if test ! -f configure.in
then
echo -n "Creating new file 'configure.in' ... "
if \mv configure.in_new configure.in >& /dev/null
then
echo "done"
else
echo "error, check your file permissions"
fi
else
echo -n "Updating 'configure.in' file ... "
if ! \cp configure.in configure.in_old >& /dev/null
then
echo
echo
echo "Can't backup previous configure.in"
echo -n "Continue (you will not be able to revert) - (Y/N) ? "
read R
case "x$R" in
xn*) exit;;
xN*) exit;;
esac
echo
echo -n " "
fi
if \cp configure.in_new configure.in >& /dev/null
then
echo "done"
else
echo
echo "error, can't update previous configure.in"
fi
fi
########################################################################
# Use autoconf to rebuild the configure script
#
if test -f configure
then
echo -n "Updating 'configure' script ... "
else
echo -n "Creating 'configure' script ... "
fi
aclocal --acdir=adm_local/unix/config_files -I ${KERNEL_ROOT_DIR}/salome_adm/unix/config_files
if autoconf
then
echo "done"
else
echo "failed (check file permissions and/or user quotas ...)"
fi
cd ${ORIG_DIR}
echo

399
configure.in.base Normal file
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@ -0,0 +1,399 @@
#
# PLEASE DO NOT MODIFY configure.in FILE
#
# ALL CHANGES WILL BE DISCARDED BY THE NEXT
# build_configure COMMAND
#
# CHANGES MUST BE MADE IN configure.in.base FILE
#
#
# Author : Marc Tajchman (CEA)
# Date : 28/06/2001
# Modified by : Patrick GOLDBRONN (CEA)
# Modified by : Marc Tajchman (CEA)
#
# Created from configure.in.base
#
AC_INIT(src)
AC_CONFIG_AUX_DIR(${KERNEL_ROOT_DIR}/salome_adm/unix/config_files)
AC_CANONICAL_HOST
PACKAGE=salome
AC_SUBST(PACKAGE)
VERSION=0.0.1
AC_SUBST(VERSION)
dnl
dnl Initialize source and build root directories
dnl
ROOT_BUILDDIR=`pwd`
ROOT_SRCDIR=`echo $0 | sed -e "s,[[^/]]*$,,;s,/$,,;s,^$,.,"`
cd $ROOT_SRCDIR
ROOT_SRCDIR=`pwd`
cd $ROOT_BUILDDIR
AC_SUBST(ROOT_SRCDIR)
AC_SUBST(ROOT_BUILDDIR)
echo
echo Source root directory : $ROOT_SRCDIR
echo Build root directory : $ROOT_BUILDDIR
echo
echo
if test -z "$AR"; then
AC_CHECK_PROGS(AR,ar xar,:,$PATH)
fi
AC_SUBST(AR)
dnl Export the AR macro so that it will be placed in the libtool file
dnl correctly.
export AR
echo
echo ---------------------------------------------
echo testing make
echo ---------------------------------------------
echo
AC_PROG_MAKE_SET
AC_PROG_INSTALL
dnl
dnl libtool macro check for CC, LD, NM, LN_S, RANLIB, STRIP + pour les librairies dynamiques !
AC_ENABLE_DEBUG(yes)
AC_DISABLE_PRODUCTION
echo ---------------------------------------------
echo testing libtool
echo ---------------------------------------------
dnl first, we set static to no!
dnl if we want it, use --enable-static
AC_ENABLE_STATIC(no)
AC_LIBTOOL_DLOPEN
AC_PROG_LIBTOOL
dnl Fix up the INSTALL macro if it s a relative path. We want the
dnl full-path to the binary instead.
case "$INSTALL" in
*install-sh*)
INSTALL='\${KERNEL_ROOT_DIR}'/salome_adm/unix/config_files/install-sh
;;
esac
echo
echo ---------------------------------------------
echo testing C/C++
echo ---------------------------------------------
echo
cc_ok=no
dnl inutil car libtool
dnl AC_PROG_CC
AC_PROG_CXX
AC_DEPEND_FLAG
# AC_CC_WARNINGS([ansi])
cc_ok=yes
dnl Library libdl :
AC_CHECK_LIB(dl,dlopen)
dnl add library libm :
AC_CHECK_LIB(m,ceil)
dnl
dnl Well we use sstream which is not in gcc pre-2.95.3
dnl We must test if it exists. If not, add it in include !
dnl
AC_CXX_HAVE_SSTREAM
echo
echo ---------------------------------------------
echo BOOST Library
echo ---------------------------------------------
echo
CHECK_BOOST
dnl
dnl ---------------------------------------------
dnl testing MPICH
dnl ---------------------------------------------
dnl
CHECK_MPICH
echo
echo ---------------------------------------------
echo testing LEX \& YACC
echo ---------------------------------------------
echo
lex_yacc_ok=no
AC_PROG_YACC
AC_PROG_LEX
lex_yacc_ok=yes
echo
echo ---------------------------------------------
echo testing python
echo ---------------------------------------------
echo
CHECK_PYTHON
echo
echo ---------------------------------------------
echo Testing qwt
echo ---------------------------------------------
echo
CHECK_QWT
dnl echo
dnl echo ---------------------------------------------
dnl echo testing java
dnl echo ---------------------------------------------
dnl echo
dnl CHECK_JAVA
echo
echo ---------------------------------------------
echo testing swig
echo ---------------------------------------------
echo
CHECK_SWIG
echo
echo ---------------------------------------------
echo testing threads
echo ---------------------------------------------
echo
ENABLE_PTHREADS
echo
echo ---------------------------------------------
echo testing omniORB
echo ---------------------------------------------
echo
CHECK_OMNIORB
dnl echo
dnl echo ---------------------------------------------
dnl echo testing mico
dnl echo ---------------------------------------------
dnl echo
dnl CHECK_MICO
echo
echo ---------------------------------------------
echo default ORB : omniORB
echo ---------------------------------------------
echo
DEFAULT_ORB=omniORB
CHECK_CORBA
AC_SUBST_FILE(CORBA)
corba=make_$ORB
CORBA=adm_local/unix/$corba
echo
echo ---------------------------------------------
echo testing openGL
echo ---------------------------------------------
echo
CHECK_OPENGL
echo
echo ---------------------------------------------
echo testing QT
echo ---------------------------------------------
echo
CHECK_QT
echo
echo ---------------------------------------------
echo testing MSG2QM
echo ---------------------------------------------
echo
CHECK_MSG2QM
echo
echo ---------------------------------------------
echo testing VTK
echo ---------------------------------------------
echo
CHECK_VTK
echo
echo ---------------------------------------------
echo testing HDF5
echo ---------------------------------------------
echo
CHECK_HDF5
echo
echo ---------------------------------------------
echo Testing OpenCascade
echo ---------------------------------------------
echo
CHECK_CAS
echo
echo ---------------------------------------------
echo Testing html generators
echo ---------------------------------------------
echo
CHECK_HTML_GENERATORS
echo
echo ---------------------------------------------
echo Testing Kernel
echo ---------------------------------------------
echo
CHECK_KERNEL
echo
echo ---------------------------------------------
echo Testing Geom
echo ---------------------------------------------
echo
CHECK_GEOM
echo
echo ---------------------------------------------
echo Testing Med
echo ---------------------------------------------
echo
CHECK_MED
echo
echo ---------------------------------------------
echo Summary
echo ---------------------------------------------
echo
echo Configure
variables="cc_ok boost_ok lex_yacc_ok python_ok swig_ok threads_ok OpenGL_ok qt_ok vtk_ok hdf5_ok omniORB_ok occ_ok doxygen_ok graphviz_ok qwt_ok Kernel_ok Geom_ok Med_ok"
for var in $variables
do
printf " %10s : " `echo \$var | sed -e "s,_ok,,"`
eval echo \$$var
done
echo
echo "Default ORB : $DEFAULT_ORB"
echo
dnl generals files which could be included in every makefile
AC_SUBST_FILE(COMMENCE) COMMENCE=adm_local/unix/make_commence
AC_SUBST_FILE(CONCLUDE) CONCLUDE=adm_local/unix/make_conclude
AC_SUBST_FILE(MODULE) MODULE=salome_adm/unix/make_module
dnl les dependences
AC_SUBST_FILE(DEPEND) DEPEND=salome_adm/unix/depend
dnl We don t need to say when we re entering directories if we re using
dnl GNU make becuase make does it for us.
if test "X$GMAKE" = "Xyes"; then
AC_SUBST(SETX) SETX=":"
else
AC_SUBST(SETX) SETX="set -x"
fi
# make other build directories
for rep in salome_adm adm_local doc bin/salome include/salome lib/salome share/salome/resources idl
do
# if test ! -d $rep ; then
# eval mkdir $rep
# fi
$INSTALL -d $rep
done
echo
echo ---------------------------------------------
echo copying resource files, shell scripts, and
echo xml files
echo ---------------------------------------------
echo
dnl copy resources directories
#for i in `find $ROOT_SRCDIR -name 'resources' -print`
#do
# local_res=`echo $i | sed -e "s,$ROOT_SRCDIR,.,"`
# local_res_dir=`echo $local_res | sed -e "s,[[^/]]*$,,;s,/$,,;s,^$,.,"`
# mkdir -p $local_res_dir
# cd $local_res_dir
# ln -fs $i
# echo $local_res
# cd $ROOT_BUILDDIR
#done
dnl copy shells and utilities contained in the bin directory
dnl excluding .in files (treated in AC-OUTPUT below) and CVS
dnl directory
mkdir -p bin/salome
cd bin/salome
for i in $ROOT_SRCDIR/bin/*
do
local_bin=`echo $i | sed -e "s,$ROOT_SRCDIR,.,"`
case "$local_bin" in
*.in | *~) ;;
./bin/CVS | ./bin/salome) ;;
*) /usr/bin/install $i .; echo $local_bin ;;
esac
done
cd $ROOT_BUILDDIR
AC_SUBST_FILE(ENVSCRIPT) ENVSCRIPT=salome_adm/unix/envScript
dnl copy xml files to the build tree (lib directory)
dnl pourquoi ????
#cd lib
#for i in `find $ROOT_SRCDIR -name "*.xml" -print`
#do
# ln -fs $i
# echo `echo $i | sed -e "s,$ROOT_SRCDIR,.,"`
#done
#cd $ROOT_BUILDDIR
echo
echo ---------------------------------------------
echo generating Makefiles and configure files
echo ---------------------------------------------
echo
AC_OUTPUT_COMMANDS([ \
chmod +x ./bin/* \
])
## do not delete this line

44
doc/salome/Makefile.in Normal file
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@ -0,0 +1,44 @@
# -* Makefile *-
#
# Author : Patrick GOLDBRONN (CEA)
# Date : 30/11/2001
# $Header$
#
# source path
top_srcdir=@top_srcdir@
top_builddir=../..
srcdir=@srcdir@
VPATH=.:@srcdir@
SUBDIRS= tui gui
@COMMENCE@
docs:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done; \
cp -f $(srcdir)/SMESH_index_v3.1.0.html SMESH_index_v3.1.0.html
clean:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done
distclean: clean
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done
install:
$(MAKE) docs
(cd tui && $(MAKE) install);
(cd gui && $(MAKE) install);
cp -f SMESH_index_v3.1.0.html $(docdir)
uninstall:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done; \
rm -fr $(docdir)/SMESH_index_v3.1.0.html

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<!DOCTYPE doctype PUBLIC "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="GENERATOR"
content="Mozilla/4.73 [en] (WinNT; I) [Netscape]">
<title>Mesh Module Documentation</title>
</head>
<body bgcolor="#cccccc" text="#000000" link="#0000ee" alink="#0000ee"
vlink="#551a8b">
<div align="center"> &nbsp;
<center>
<center>&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;
&nbsp;&nbsp;</center>
<table width="96%" align="center">
<tbody>
<tr>
<td><a href="http://www.opencascade.com"><img
src="tui/SMESH/sources/logocorp.gif" border="0" height="46" width="122">
</a></td>
<td>
<div align="right"><a href="http://www.opencascade.org/SALOME/"><img
src="tui/SMESH/sources/application.gif" border="0" height="46" width="108">
</a></div>
</td>
</tr>
</tbody>
</table>
<div align="center">
<center>
<hr width="100%" size="2">
<h1>Mesh MODULE Documentation</h1>
</center>
</div>
<table width="96%">
<tbody>
</tbody>
</table>
</center>
<div align="center">
<p> <img src="tui/SMESH/sources/Application-About.png"
alt="Application-About.png" width="30%" height="20%">
&nbsp; &nbsp;&nbsp; </p>
</div>
<center>
<table width="96%">
<tbody>
</tbody>
</table>
<br>
<br>
<br>
</center>
<address> </address>
<center><big><a href="gui/SMESH/smesh.htm">GUI Documentation</a></big></center>
<address> </address>
<center></center>
<center><br>
</center>
<address> </address>
<center><big><a href="tui/SMESH/index.html">TUI Documentation</a></big></center>
<address> </address>
<center></center>
<center><br>
<br>
</center>
</div>
<br>
<br>
<br>
</body>
</html>

View File

@ -0,0 +1,150 @@
<!doctype HTML public "-//W3C//DTD HTML 4.0 Frameset//EN">
<html>
<head>
<title>About viewing meshes</title>
<meta http-equiv="content-type" content="text/html; charset=windows-1252">
<meta name="generator" content="RoboHelp by eHelp Corporation www.ehelp.com">
<link rel="stylesheet" href="default_ns.css"><script type="text/javascript" language="JavaScript" title="WebHelpSplitCss">
<!--
if (navigator.appName !="Netscape")
{ document.write("<link rel='stylesheet' href='default.css'>");}
//-->
</script>
<style type="text/css">
<!--
p.whs1 { font-weight:bold; }
p.whs2 { margin-left:40px; }
img_whs3 { border:none; width:327px; height:402px; border-style:none; }
p.whs4 { margin-left:0px; }
-->
</style><script type="text/javascript" language="JavaScript">
<!--
if ((navigator.appName == "Netscape") && (parseInt(navigator.appVersion) == 4))
{
var strNSS = "<style type='text/css'>";
strNSS += "p.whs4 {margin-left:1pt; }";
strNSS +="</style>";
document.write(strNSS);
}
//-->
</script>
<script type="text/javascript" language="JavaScript" title="WebHelpInlineScript">
<!--
function reDo() {
if (innerWidth != origWidth || innerHeight != origHeight)
location.reload();
}
if ((parseInt(navigator.appVersion) == 4) && (navigator.appName == "Netscape")) {
origWidth = innerWidth;
origHeight = innerHeight;
onresize = reDo;
}
onerror = null;
//-->
</script>
<style type="text/css">
<!--
div.WebHelpPopupMenu { position:absolute; left:0px; top:0px; z-index:4; visibility:hidden; }
-->
</style><script type="text/javascript" language="javascript1.2" src="whmsg.js"></script>
<script type="text/javascript" language="javascript" src="whver.js"></script>
<script type="text/javascript" language="javascript1.2" src="whproxy.js"></script>
<script type="text/javascript" language="javascript1.2" src="whutils.js"></script>
<script type="text/javascript" language="javascript1.2" src="whtopic.js"></script>
</head>
<body><script type="text/javascript" language="javascript1.2">
<!--
if (window.gbWhTopic)
{
if (window.addTocInfo)
{
addTocInfo("MESH module\nViewing meshes\nAbout viewing meshes");
addButton("show",BTN_TEXT,"Show","","","","",0,0,"","","");
}
if (window.writeBtnStyle)
writeBtnStyle();
if (window.writeIntopicBar)
writeIntopicBar(1);
if (window.setRelStartPage)
{
setRelStartPage("smesh.htm");
autoSync(1);
sendSyncInfo();
sendAveInfoOut();
}
}
else
if (window.gbIE4)
document.location.reload();
//-->
</script>
<h1>About viewing meshes</h1>
<p>You can get information about your mesh, change its presentation parameters
and access to other useful functionalities by right-clicking on it in
the <span style="font-weight: bold;"><B>Object Browser.</B></span></p>
<p class="whs1"><span style="font-weight: normal;">Then the
following pop-up menu appears:</span> </p>
<p>&nbsp;&nbsp;</p>
<p class="whs2"><img src="image19.jpg" width="327px" height="402px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
<p>The Update button refreshes the presentation of your mesh in the Object
Browser, applying all recent changes.</p>
<p>By clicking on <span style="font-weight: bold;"><B>Standard Mesh Infos</B></span>
and <span style="font-weight: bold;"><B>Advanced</B></span> <span style="font-weight: bold;"><B>Mesh
Infos </B></span>you can learn the <span style="font-weight: bold;"><B><a href="files/viewing_mesh_info.htm">Mesh
Infos</a>.</B></span></p>
<p>Via <span style="font-weight: bold;"><B><a href="files/displaying_nodes_numbers.htm">Numbering</a></B></span>
&nbsp;you can
display the ID numbers of all meshing elements or nodes composing your
mesh in the viewer.</p>
<p>Via <a href="presentation.htm" style="font-weight: bold;">Display Mode</a>, <a href="display_entity.htm" style="font-weight: bold;">Display
Entity</a>, &nbsp;Colors
/ Size, and &nbsp;<a href="transparency.htm" style="font-weight: bold;">Transparency</a>
you can change the way of presentation of your mesh.</p>
<p>In the <a href="clipping.htm" style="font-weight: bold;">Clipping</a> menu you can create
cross-sections of the selected objects.</p>
<p>Quality <a href="files/about_quality_controls.htm" style="font-weight: bold;">Controls</a> are described in
the next chapter. </p>
<p>By clicking on <span style="font-weight: bold;"><B>Display Only</B></span>
you hide all other objects.</p>
<p>The <span style="font-weight: bold;"><B>Erase</B></span> button deletes the
selected object from the session.</p>
<p>Using the <span style="font-weight: bold;"><B>Change background</B></span>
button you can set the background color. By default it is black. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="viewing_meshes.htm">Viewing Mesh Infos</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Aspect ratio 3D</h1>
<p><img src="image86.jpg" width="416px" height="385px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2">This mesh quality criterion resembles to the Aspect ratio
criterion, however, it is applied to 3D mesh elements: tetrahedrons,
pentahedrons, hexahedrons, etc. &nbsp;</p>
<p>There are simple formulas to evaluate directly the value of quality
Qk for simplex in 3D. The formulas are :</p>
<br>
<p>• For tetrahedron :</p>
<p>&nbsp;<img src="image20.gif" width="258px" height="246px" border="0" class="img_whs6"></p>
<p>&nbsp;<img src="image19.gif" width="133px" height="56px" border="0" class="img_whs7"></p>
<p>where :</p>
<p><img src="image18.gif" width="425px" height="192px" border="0" class="img_whs8"> </p>
<p>To calculate Sk , it is needed to sum the area of each of the 3 faces
with the formula given with the triangle.</p>
<p>&nbsp;</p>
<p>For the other types of element like pentahedron and hexahedron
the formula is the following :</p>
<p><img src="image30.gif" width="89px" height="32px" border="0" class="img_whs9"> </p>
<p>Where Qi are the quality of all the possible simplex (of same dimension
as the element) that compose the element.</p>
<p>For example, hexahedron is analysed via 6 tetrahedrons this way:</p>
<p><img src="image139.gif" border="0" class="img_whs10"> </p>
<p>&nbsp;</p>
<p>For 3D elements with quadrangular faces, aspect ratio of such faces
is also analysed and the maximal one over 3D and 2D qualities is taken.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs10"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="quality_controls.htm#bookmark11">Aspect
Ratio quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to several faces. The amount of faces is
specified by user.</p>
<p>&nbsp;</p>
<p><img src="pics/borders_at_multi_connections1.png" x-maintain-ratio="TRUE" width="331px" height="297px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p>In this picture the borders at multi-connection are displayed in white.</p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark2">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection 2D</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of elements
of mesh, consisting of edges belonging to several elements of mesh. </p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="image127.gif" width="420px" height="312px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark6">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Clipping</h1>
<p>Using this menu you can create cross-section views (clipping planes)
of your mesh.</p>
<p>&nbsp;</p>
<p>To start, click on the New button. </p>
<p>&nbsp;</p>
<p><img src="pics/a-clipping2.png" x-maintain-ratio="TRUE" width="332px" height="327px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p>Now you can define the parameters of your cross-section: <span style="font-weight: bold;"><B>Orientation</B></span>
&nbsp;(X-Y, X-Z
or Y-Z); <span style="font-weight: bold;"><B>Distance </B></span>between the
opposite extremities of the object,<span style="font-weight: bold;"> <B></B></span>if
it is set to 0.5 the object is split in two halves; and <span style="font-weight: bold;"><B>Rotation</B></span>
(in angle degrees) <span style="font-weight: bold;"><B>around X (Y to Z)
</B></span>and<span style="font-weight: bold;"><B> around Y (X to Z)</B></span>.
If the <span style="font-weight: bold;"><B>Show preview</B></span> button is
on, you can see the clipping plane in the <span style="font-weight: bold;"><B>Object
window. </B></span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="image79.jpg" width="326px" height="199px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><span style="font-weight: normal;">If the</span>
Auto Apply<span style="font-weight: normal;"> button is on, you can preview
the cross-section in the</span> Object window</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="image99.gif" width="329px" height="210px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><span style="font-weight: normal;">To get
a new object from </span>Clipping, <span style="font-weight: normal;">click</span>
Ok. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Creating Meshes</h1>
<h3><a name=bookmark>Construction of a Mesh</a></h3>
<p class="whs1">import salome</p>
<p class="whs1">import geompy</p>
<p class="whs1">import StdMeshers</p>
<p class="whs1">smesh = salome.lcc.FindOrLoadComponent(&quot;FactoryServer&quot;,
&quot;SMESH&quot;)</p>
<p class="whs1">smeshgui = salome.ImportComponentGUI(&quot;SMESH&quot;)</p>
<p class="whs1">smeshgui.Init(salome.myStudyId);</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create a box</p>
<p class="whs1">box = geompy.MakeBox(0.,
0., 0., 100., 200., 300.)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># add box to the study</p>
<p class="whs1">idbox = geompy.addToStudy(box,
&quot;box&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create a hypothesis</p>
<p class="whs1">print &quot;--------------------------
create Hypothesis&quot;</p>
<p class="whs1">print &quot;--------------------------
NumberOfSegments&quot;</p>
<p class="whs1">numberOfSegments
= 7</p>
<p class="whs1">hypNbSeg = smesh.CreateHypothesis(&quot;NumberOfSegments&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypNbSeg.SetNumberOfSegments(numberOfSegments)</p>
<p class="whs1">print hypNbSeg.GetName()</p>
<p class="whs1">print hypNbSeg.GetId()</p>
<p class="whs1">print hypNbSeg.GetNumberOfSegments()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypNbSeg),
&quot;NumberOfSegments_10&quot;)</p>
<p class="whs1">print &quot;--------------------------
MaxElementArea&quot;</p>
<p class="whs1">maxElementArea =
800</p>
<p class="whs1">hypArea = smesh.CreateHypothesis(&quot;MaxElementArea&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypArea.SetMaxElementArea(maxElementArea)</p>
<p class="whs1">print hypArea.GetName()</p>
<p class="whs1">print hypArea.GetId()</p>
<p class="whs1">print hypArea.GetMaxElementArea()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypArea),
&quot;MaxElementArea_500&quot;)</p>
<p class="whs1">print &quot;--------------------------
MaxElementVolume&quot;</p>
<p class="whs1">maxElementVolume
= 900</p>
<p class="whs1">hypVolume = smesh.CreateHypothesis(&quot;MaxElementVolume&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypVolume.SetMaxElementVolume(maxElementVolume)</p>
<p class="whs1">print hypVolume.GetName()</p>
<p class="whs1">print hypVolume.GetId()</p>
<p class="whs1">print hypVolume.GetMaxElementVolume()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypVolume),
&quot;MaxElementVolume_500&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create algorithms</p>
<p class="whs1">print &quot;--------------------------
create Algorithms&quot;</p>
<p class="whs1">print &quot;--------------------------
Regular_1D&quot;</p>
<p class="whs1">regular1D = smesh.CreateHypothesis(&quot;Regular_1D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(regular1D),
&quot;Wire Discretisation&quot;)</p>
<p class="whs1">print &quot;--------------------------
MEFISTO_2D&quot;</p>
<p class="whs1">mefisto2D = smesh.CreateHypothesis(&quot;MEFISTO_2D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(mefisto2D),
&quot;MEFISTO_2D&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># initialize a mesh with
the box</p>
<p class="whs1">mesh = smesh.CreateMesh(box)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(mesh),
&quot;MeshBox&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># add the hypothesis to
the box</p>
<p class="whs1">print &quot;--------------------------
add hypothesis to the box&quot;</p>
<p class="whs1">mesh.AddHypothesis(box,hypNbSeg)</p>
<p class="whs1">mesh.AddHypothesis(box,hypArea)</p>
<p class="whs1">mesh.AddHypothesis(box,hypVolume)</p>
<p class="whs1">mesh.AddHypothesis(box,regular1D)</p>
<p class="whs1">mesh.AddHypothesis(box,mefisto2D)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># compute the mesh</p>
<p class="whs1">print &quot;--------------------------
compute the mesh of the box&quot;</p>
<p class="whs1">ret = smesh.Compute(mesh,box)</p>
<p class="whs1">print ret</p>
<p class="whs1">if ret == 0:</p>
<p class="whs1">&nbsp;&nbsp;&nbsp;&nbsp;print
&quot;probleme when computing the mesh&quot;</p>
<p class="whs1">salome.sg.updateObjBrowser(1)</p>
<p class="whs1">&nbsp;</p>
<h3><a name=bookmark1>Construction of a Submesh</a></h3>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-family: 'Lucida Console', monospace;">from
geompy import *</span></p>
<p class="whs3">import smesh</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create vertices</p>
<p class="whs3">Point111 = MakeVertex( 0, &nbsp;0,
&nbsp;0)</p>
<p class="whs3">Point211 = MakeVertex(10, &nbsp;0,
&nbsp;0)</p>
<p class="whs3">Point121 = MakeVertex( 0, 10, &nbsp;0)</p>
<p class="whs3">Point221 = MakeVertex(10, 10, &nbsp;0)</p>
<p class="whs3">Point112 = MakeVertex( 0, &nbsp;0,
10)</p>
<p class="whs3">Point212 = MakeVertex(10, &nbsp;0,
10)</p>
<p class="whs3">Point122 = MakeVertex( 0, 10, 10)</p>
<p class="whs3">Point222 = MakeVertex(10, 10, 10)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create edges</p>
<p class="whs3">EdgeX111 = MakeEdge(Point111, Point211)</p>
<p class="whs3">EdgeX121 = MakeEdge(Point121, Point221)</p>
<p class="whs3">EdgeX112 = MakeEdge(Point112, Point212)</p>
<p class="whs3">EdgeX122 = MakeEdge(Point122, Point222)</p>
<p class="whs3">EdgeY11 = MakeEdge(Point111, Point121)</p>
<p class="whs3">EdgeY21 = MakeEdge(Point211, Point221)</p>
<p class="whs3">EdgeY12 = MakeEdge(Point112, Point122)</p>
<p class="whs3">EdgeY22 = MakeEdge(Point212, Point222)</p>
<p class="whs3">EdgeZ111 = MakeEdge(Point111, Point112)</p>
<p class="whs3">EdgeZ211 = MakeEdge(Point211, Point212)</p>
<p class="whs3">EdgeZ121 = MakeEdge(Point121, Point122)</p>
<p class="whs3">EdgeZ221 = MakeEdge(Point221, Point222)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create faces</p>
<p class="whs3">FaceX11 = MakeQuad(EdgeY11, EdgeZ111,
EdgeY12, EdgeZ121)</p>
<p class="whs3">FaceX21 = MakeQuad(EdgeY21, EdgeZ211,
EdgeY22, EdgeZ221)</p>
<p class="whs3">FaceY111 = MakeQuad(EdgeX111, EdgeZ111,
EdgeX112, EdgeZ211)</p>
<p class="whs3">FaceY121 = MakeQuad(EdgeX121, EdgeZ121,
EdgeX122, EdgeZ221)</p>
<p class="whs3">FaceZ11 = MakeQuad(EdgeX111, EdgeY11,
EdgeX121, EdgeY21)</p>
<p class="whs3">FaceZ12 = MakeQuad(EdgeX112, EdgeY12,
EdgeX122, EdgeY22)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create a solid</p>
<p class="whs3">Block = MakeHexa(FaceX11, FaceX21, FaceY111,
FaceY121, FaceZ11, FaceZ12)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create a compound</p>
<p class="whs3">box = MakeCompound([Block])</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># add in the study</p>
<p class="whs3">box_id = addToStudy(box, &quot;Box compound&quot;)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># create hexahedral mesh
on the box</p>
<p class="whs3">hexa = smesh.Mesh(box, &quot;Box compound
: hexahedrical mesh&quot;)</p>
<p class="whs3">algo = hexa.Segment()</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># define &quot;NumberOfSegments&quot;
hypothesis to cut the edge in a fixed number of segments</p>
<p class="whs3">algo.NumberOfSegments(4)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># creates a quadrangle
2D algorithm for the faces</p>
<p class="whs3">hexa.Quadrangle()</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># construct a submesh with
a local hypothesis</p>
<p class="whs3">algo = hexa.Segment(EdgeX111)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># define &quot;Arithmetic1D&quot;
hypothesis to cut an edge in several segments with increasing arithmetic
length </p>
<p class="whs3">algo.Arithmetic1D(1, 4)</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># define &quot;Propagation&quot;
hypothesis that propagates all other hypothesis on all edges on the opposite
side in case of quadrangular faces</p>
<p class="whs3">algo.Propagation()</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"># compute the mesh</p>
<p class="whs3">hexa.Compute() )</p>
<p class="whs3">&nbsp;</p>
<h3><a name=bookmark2>Editing of a mesh</a></h3>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-family: 'Lucida Console', monospace;">import
salome</span></p>
<p class="whs3">import geompy</p>
<p class="whs3">import SMESH</p>
<p class="whs3">import StdMeshers</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">smesh = salome.lcc.FindOrLoadComponent(&quot;FactoryServer&quot;,
&quot;SMESH&quot;)</p>
<p class="whs3">smesh.SetCurrentStudy(salome.myStudy)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">box &nbsp;&nbsp;=
geompy.MakeBox(0., 0., 0., 20., 20., 20.)</p>
<p class="whs3">idbox = geompy.addToStudy(box, &quot;box&quot;)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">subShapeList = geompy.SubShapeAll(box,
geompy.ShapeType[&quot;EDGE&quot;])</p>
<p class="whs3">edge &nbsp;&nbsp;=
subShapeList[0]</p>
<p class="whs3">name &nbsp;&nbsp;=
geompy.SubShapeName(edge, box)</p>
<p class="whs3">idedge = geompy.addToStudyInFather(box,
edge, name)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">box &nbsp;=
salome.IDToObject(idbox)</p>
<p class="whs3">edge = salome.IDToObject(idedge)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">hyp1 = smesh.CreateHypothesis(&quot;NumberOfSegments&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">hyp1.SetNumberOfSegments(3)</p>
<p class="whs3">hyp2 = smesh.CreateHypothesis(&quot;MaxElementArea&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">hyp2.SetMaxElementArea(10)</p>
<p class="whs3">hyp3 = smesh.CreateHypothesis(&quot;Arithmetic1D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">hyp3.SetLength(1,1)</p>
<p class="whs3">hyp3.SetLength(6,0)</p>
<p class="whs3">hyp4 = smesh.CreateHypothesis(&quot;Propagation&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">algo1 = smesh.CreateHypothesis(&quot;Regular_1D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">algo2 = smesh.CreateHypothesis(&quot;MEFISTO_2D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">mesh = smesh.CreateMesh(box)</p>
<p class="whs3">mesh.AddHypothesis(box,hyp1)</p>
<p class="whs3">mesh.AddHypothesis(box,hyp2)</p>
<p class="whs3">mesh.AddHypothesis(box,algo1)</p>
<p class="whs3">mesh.AddHypothesis(box,algo2)</p>
<p class="whs3">mesh.AddHypothesis(edge,hyp3)</p>
<p class="whs3">mesh.AddHypothesis(edge,hyp4)</p>
<p class="whs3">mesh.AddHypothesis(edge,algo1)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">smesh.Compute(mesh,box)</p>
<p class="whs3">salome.sg.updateObjBrowser(1)</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"># remove a hypothesis</p>
<p class="whs3">mesh.RemoveHypothesis(edge,hyp4)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">smesh.Compute(mesh,box)</p>
<p class="whs3">salome.sg.updateObjBrowser(1)</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"># change the value
of the hypothesis</p>
<p class="whs3">hyp2.SetMaxElementArea(2)</p>
<p class="whs3">mesh.AddHypothesis(box,hyp2)</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">smesh.Compute(mesh,box)</p>
<p class="whs3">salome.sg.updateObjBrowser(1) </p>
<p class="whs4">&nbsp;</p>
<h3><a name=bookmark3>Export of a Mesh</a></h3>
<p class="whs4">&nbsp;</p>
<p class="whs1"><span style="font-family: 'Lucida Console', monospace;">import
salome</span></p>
<p class="whs1">import geompy</p>
<p class="whs1">import StdMeshers</p>
<p class="whs1">smesh = salome.lcc.FindOrLoadComponent(&quot;FactoryServer&quot;,
&quot;SMESH&quot;)</p>
<p class="whs1">smeshgui = salome.ImportComponentGUI(&quot;SMESH&quot;)</p>
<p class="whs1">smeshgui.Init(salome.myStudyId);</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create a box</p>
<p class="whs1">box = geompy.MakeBox(0.,
0., 0., 100., 200., 300.)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># add the box to the study</p>
<p class="whs1">idbox = geompy.addToStudy(box,
&quot;box&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create a hypothesis</p>
<p class="whs1">print &quot;--------------------------
create Hypothesis&quot;</p>
<p class="whs1">print &quot;--------------------------
NumberOfSegments&quot;</p>
<p class="whs1">numberOfSegments
= 7</p>
<p class="whs1">hypNbSeg = smesh.CreateHypothesis(&quot;NumberOfSegments&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypNbSeg.SetNumberOfSegments(numberOfSegments)</p>
<p class="whs1">print hypNbSeg.GetName()</p>
<p class="whs1">print hypNbSeg.GetId()</p>
<p class="whs1">print hypNbSeg.GetNumberOfSegments()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypNbSeg),
&quot;NumberOfSegments_10&quot;)</p>
<p class="whs1">print &quot;--------------------------
MaxElementArea&quot;</p>
<p class="whs1">maxElementArea =
800</p>
<p class="whs1">hypArea = smesh.CreateHypothesis(&quot;MaxElementArea&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypArea.SetMaxElementArea(maxElementArea)</p>
<p class="whs1">print hypArea.GetName()</p>
<p class="whs1">print hypArea.GetId()</p>
<p class="whs1">print hypArea.GetMaxElementArea()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypArea),
&quot;MaxElementArea_500&quot;)</p>
<p class="whs1">print &quot;--------------------------
MaxElementVolume&quot;</p>
<p class="whs1">maxElementVolume
= 900</p>
<p class="whs1">hypVolume = smesh.CreateHypothesis(&quot;MaxElementVolume&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">hypVolume.SetMaxElementVolume(maxElementVolume)</p>
<p class="whs1">print hypVolume.GetName()</p>
<p class="whs1">print hypVolume.GetId()</p>
<p class="whs1">print hypVolume.GetMaxElementVolume()</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(hypVolume),
&quot;MaxElementVolume_500&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># create algorithms</p>
<p class="whs1">print &quot;--------------------------
create Algorithms&quot;</p>
<p class="whs1">print &quot;--------------------------
Regular_1D&quot;</p>
<p class="whs1">regular1D = smesh.CreateHypothesis(&quot;Regular_1D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(regular1D),
&quot;Wire Discretisation&quot;)</p>
<p class="whs1">print &quot;--------------------------
MEFISTO_2D&quot;</p>
<p class="whs1">mefisto2D = smesh.CreateHypothesis(&quot;MEFISTO_2D&quot;,
&quot;libStdMeshersEngine.so&quot;)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(mefisto2D),
&quot;MEFISTO_2D&quot;)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># initialize a mesh with
the box</p>
<p class="whs1">mesh = smesh.CreateMesh(box)</p>
<p class="whs1">smeshgui.SetName(salome.ObjectToID(mesh),
&quot;MeshBox&quot;)</p>
<p class="whs1">&nbsp;</p>
<p class="whs2"># add the hypothesis to
the box</p>
<p class="whs1">print &quot;--------------------------
add hypothesis to the box&quot;</p>
<p class="whs1">mesh.AddHypothesis(box,hypNbSeg)</p>
<p class="whs1">mesh.AddHypothesis(box,hypArea)</p>
<p class="whs1">mesh.AddHypothesis(box,hypVolume)</p>
<p class="whs1">mesh.AddHypothesis(box,regular1D)</p>
<p class="whs1">mesh.AddHypothesis(box,mefisto2D)</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"># compute the mesh</p>
<p class="whs1">print &quot;--------------------------
compute the mesh of the box&quot;</p>
<p class="whs1">ret = smesh.Compute(mesh,box)</p>
<p class="whs1">print ret</p>
<p class="whs1">if ret == 0:</p>
<p class="whs1">&nbsp;&nbsp;&nbsp;&nbsp;print
&quot;probleme when computing the mesh&quot;</p>
<p class="whs1">salome.sg.updateObjBrowser(1)</p>
<p class="whs1">mesh.ExportMED(&quot;/tmp/meshMED.med&quot;,0)</p>
<p class="whs2">&nbsp;</p>
<p class="whs4">&nbsp;</p>
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<h1>Deleting Groups</h1>
<p class="whs1">To delete a group in the
<span style="font-weight: bold;"><B>Main Menu</B></span> select <span style="font-weight: bold;"><B>Mesh
</B></span><span style="font-family: Arial, sans-serif;">-&gt;</span><span
style="font-weight: bold;"><B> Delete Groups</B></span> and select one or several
groups you wish to delete in the 3D viewer or in the Object Browser.</p>
<p class="whs1">The selected groups will
be listed in <span style="font-weight: bold;"><B>Delete groups with contents</B></span>
menu. Then click Ok button to remove the selected groups and close the
menu or Apply button to remove them and proceed with the selection. </p>
<p class="whs1">&nbsp;</p>
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<p class="whs1">&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">Please, note that this
operation <span style="font-weight: bold;"><B>removes groups with their elements</B></span>.
To delete a group and leave its elements intact, right-click on the group
in the Object Browser and select <span style="font-weight: bold;"><B>Delete</B></span>
in the pop-up menu or select the group and choose <span style="font-weight: bold;"><B>Edit
-&gt; Delete</B></span> in the <span style="font-weight: bold;"><B>Main Menu.</B></span>
&nbsp;&nbsp;</p>
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<h1>Display Entity</h1>
<p>In this submenu you can choose to display only faces,</p>
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<h1>Extrusion</h1>
<p>Extrusion is a type of surface meshing by generation from discretized
lines. It is used to build mesh elements of plus one dimension than the
swept ones. Each swept 1D element produces one or more quadrangles (or
triangles if one node of a rotated element lays on the revolution axis).</p>
<p>&nbsp;</p>
<p class=TODO>To use extrusion:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion </B></span>item
or click <img src="image91.gif" width="27px" height="24px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="pics/extrusionalongaline1.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"> &nbsp;<img src="pics/extrusionalongaline2.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In this dialog box you should select </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">the type of elements
which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs1">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or select the whole mesh or submesh,</p></li>
<li class=kadov-p><p class="whs1">specify the vector
along which the elements will be extruded,</p></li>
<li class=kadov-p><p class="whs1">number of steps</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="50%" class="whs8">
<p><img src="image77.jpg" width="350px" height="201px" border="0" class="img_whs9"></td>
<td width="50%" class="whs10">
<p><img src="image76.jpg" width="350px" height="201px" border="0" class="img_whs9"></td></tr>
</table>
<p class=TODO>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark9">Extrusion</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Extrusion along a path</h1>
<p>In principle, Extrusion along a path works in the same way as Extrusion,
the main difference is that we define not a vector, but a path of extrusion
which must be a meshed edge or wire. To get an idea of how this algorithm
works, let's see the left image, where we have a 1D circle edge and &nbsp;a
2D hexagon to be extruded along this path (in the picture they are angular
because we show the wireframe of the mesh). And now let's see the right
image, showing the result of the operation. &nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs1">
<col class="whs2">
<col class="whs2">
<tr valign="top" class="whs3">
<td width="50%" class="whs4">
<p><img src="image102.gif" width="335px" height="323px" border="0" class="img_whs5"></td>
<td width="50%" class="whs6">
<p><img src="image104.gif" width="350px" height="323px" border="0" class="img_whs7"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To use Extrusion along a path:</p>
<p class="whs8">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion along
a path </B></span>item or click <img src="image101.gif" width="27px" height="24px" border="0" class="img_whs9"> button in the toolbar. The
following dialog box will appear:</p>
<p class="whs8">&nbsp;</p>
<p class=TODO><img src="pics/a-extusionalongapath2.png" x-maintain-ratio="TRUE" width="434px" height="541px" border="0" class="img_whs10"></p>
<p class="whs8">&nbsp;</p>
<p class="whs8">2. In the dialog box you should &nbsp;</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">select the type of
elements which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs12">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or <span style="font-weight: bold;"><B>Select the whole mesh, submesh or
grou</B></span>p,</p></li>
<li class=kadov-p><p class="whs12">specify the path along
which the elements will be extruded, for this you should specify the <span
style="font-weight: bold;"><B>Mesh</B></span>, the <span style="font-weight: bold;"><B>Shape</B></span>,
and the <span style="font-weight: bold;"><B>Start point</B></span> for the extrusion.
</p></li>
</ul>
<p class="whs8">&nbsp;</p>
<p class="whs8">3. There are two optional parameters, which
can be very useful.</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">If the path of extrusion
is curvilinear, at each iteration the extruded shape is rotated to keep
its initial angularity to the curve. By default, the <span style="font-weight: bold;"><B>Base
point</B></span> around which the shape is rotated is the mass center of the
shape, however, you can specify any point as the <span style="font-weight: bold;"><B>Base
Point</B></span> and the shape will be rotated with respect to this point.</p></li>
<li class=kadov-p><p class="whs12">The shape can also
be rotated around the path to get the resulting mesh in a helical fashion.
At the picture above we see both &quot;oblique-angled&quot; and &quot;right-angled&quot;
mesh elements because <span style="font-weight: bold;"><B>Rotation Angles</B></span>
have not been set for all iterations. You set the values of the angles
at the right and add them to the list of angles at the left by pressing
the <img src="image105.gif" width="26px" height="25px" border="0" class="img_whs13"> button and remove the values from the list by pressing
the <img src="image106.gif" width="29px" height="28px" border="0" class="img_whs14"> button. </p></li>
</ul>
<p class="whs8">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs8">&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark10">Extrusion
along a Path</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>About hypotheses</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Hypotheses</B></span> represent
boundary conditions which will be taken into account at calculations of
meshes or submeshes basing on geometrical objects. These hypotheses allow
you to manage the level of detail of the resulting meshes or submeshes:
when applying different hypotheses with different parameters you can preset
the quantity of meshing elements which will compose your mesh. So, it
will be possible to generate a rough or a more refined mesh or submesh.
</p>
<p>&nbsp;</p>
<p>In <span style="font-weight: bold;"><B>MESH </B></span>there are the following
Basic Hypotheses (to introduce them, you operate numerical values):</p>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm">1D Hypotheses</a> (for meshing of <span style="font-weight: bold;"><B>edges)</B></span>:</p></li>
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Arithmetic
1D</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Average
Length</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Deflection
1D </p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Number
of segments</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Start
and end length</p></li>
</ul>
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3">2D
Hypothesis (for meshing of <span style="font-weight: bold;"><B>faces)</B></span>:
</p></li>
</ul>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm">Max Element Area</a></p></li>
</ul>
</ul>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3">3D
Hypothesis (for meshing of <span style="font-weight: bold;"><B>volumes)</B></span>:
</p></li>
<ul type="disc" class="whs2">
<li class=kadov-p><p><a href="max._element_volume_hypothsis.htm">Max
Element Volume</a></p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>There also exist some <a href="non_conform_mesh_allowed_hypothesis.htm">Additional
Hypotheses</a></p>
<ol type="disc" class="whs4">
<ul type="disc" class="whs2">
<li class=kadov-p><p>Propagation of 1D Hypothesis on opposite edges</p></li>
<li class=kadov-p><p>Length from edges</p></li>
<li class=kadov-p><p>Non conform mesh allowed</p></li>
</ul>
</ol>
<p>&nbsp;</p>
<p>The choice of a hypothesis depends on:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>the geometrical object (shape) which will be meshed</p></li>
<li class=kadov-p><p>the algorithm, which will be selected for meshing
of this geometrical object (shape)</p></li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>About meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>MESH</B></span> represents
a discretization of a geometrical CAD model into a set of entities with
a simple topology. In MESH there are two options of creation of meshes,
you can:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>generate meshes on the basis of geometrical shapes
produced in the GEOM module, </p></li>
<li class=kadov-p><p>create your own meshes using the MESH functions
destined for modification of generated meshes. </p></li>
</ul>
<p>&nbsp;</p>
<p>The topology of a mesh is described by the relationships between its
entities including:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Node</B></span>
0D element of a mesh presented by a point with coordinates (x, y, z).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Edge</B></span>
1D element of a mesh defined by two nodes.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Face</B></span>
2D element of a mesh defined by three or four edges (closed contour).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Volume</B></span>
3D element of a mesh defined by several faces.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs4">These entities are considered as topological
entities and they don't imply any geometric representation. Only <span
style="font-weight: bold;"><B>Nodes</B></span> reference &nbsp;geometric
representations of points with definite coordinates. <span style="text-indent: 8px;">The
node entity will contain &nbsp;additional
information about its position in the space and its relations with the
meshed CAD model. Its position could be described in the following way:</span></p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>2D
position</B></span>. It is a free position defined by only two coordinates
x,y.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>3D
position</B></span>. It is a free position defined by three coordinates x,y
and z.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Surface
position</B></span>. It characterizes the position of a node on a geometric
surface and is defined by the u,v position in the parametric space of
the corresponding surface.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Line
position</B></span>. It characterizes the position of a node on a geometric
curve and is defined by the u parameter and the corresponding curve.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Vertex
position</B></span>. It characterizes the position of a node on a geometric
point of the meshed CAD model and is defined by the x,y,z coordinates
of the corresponding vertex.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h4 class="whs5">Connections</h4>
<p class="whs6">Each mesh entity bounds 0 or more mesh entities
of higher dimension. In the same way each mesh entity is bounded by 0
or more mesh entities of lower dimension:</p>
<p class="whs6">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs6">A node bounds edges,
faces and volumes</p></li>
<li class=kadov-p><p class="whs6">An edge bounds faces,
and volumes</p></li>
<li class=kadov-p><p class="whs6">A face bounds volumes</p></li>
<li class=kadov-p><p class="whs6">A volume is bounded
by faces, edges and nodes</p></li>
<li class=kadov-p><p class="whs6">A face is bounded by
edges, and nodes</p></li>
<li class=kadov-p><p class="whs6">An edge is bounded by
nodes</p></li>
</ul>
<p class="whs6">&nbsp;</p>
<p class="whs6">You can notice that there are two types of
connections: <span style="font-weight: bold;"><B>inverse</B></span> and <span
style="font-weight: bold;"><B>direct</B></span> connections.</p>
<p class="whs6">&nbsp;</p>
<h4 class="whs5">Inverse connections</h4>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounded entities has not a direct meaning. Also the number
of bounded entities is not fixed.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> The edges surrounding a node.
The 3rd edge has no more sense that the 5th one.</p>
<p class="whs6">&nbsp;</p>
<p class="whs8">Direct connections</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounding entities is meaningful. The number of bounding entities
is fixed and depends on the type of the entity (hexahedron, tetrahedron,…).</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> An edge is composed of two
nodes. A face is composed of 3 or 4 edges depending if we are dealing
with triangles or quadrangles.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">The connections are not only restricted to
entities of one dimension higher or lower. For example some algorithms
may be interested to retrieve all the faces surrounding a node.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
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<h1>Defining meshing algorithms</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The MESH module contains a set of meshing algorithms,
which are used for meshing entities (1D, 2D, 3D) composing geometrical
objects. They are as follows:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 1D entities (<span style="font-weight: bold;"><B>edges</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li style="list-style: circle;"
type=circle
class=kadov-p><p>Wire Discretization meshing algorithm</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 2D entities (<span style="font-weight: bold;"><B>faces</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Triangle meshing algorithm - Faces are split
into triangular elements.</p></li>
<li class=kadov-p><p>Quadrangle meshing algorithm - Faces are split
into quadrangular elements.</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="45.771%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="42.826%" class="whs8">
<p class="whs9"><img src="../image123.gif" width="170px" height="170px" border="0" class="img_whs10"></td>
<td width="57.174%" class="whs11">
<p class="whs12"><img src="../image124.gif" width="182px" height="177px" border="0" class="img_whs13"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 3D entities (<span style="font-weight: bold;"><B>volume
objects</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Hexahedron meshing algorithm - Volumes are
split into hexahedral (cubic) elements. </p></li>
<li class=kadov-p><p>Tetrahedron (Netgen) meshing algorithm - Volumes
are split into tetrahedral (pyramidal) elements. </p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="30.595%" class="whs14">
<col class="whs15">
<col class="whs16">
<tr valign="top" class="whs7">
<td width="50.334%" class="whs17">
<p><img src="../image125.gif" width="119px" height="299px" border="0" class="img_whs18"> </td>
<td width="49.666%" class="whs19">
<p><img src="../image126.gif" width="127px" height="298px" border="0" class="img_whs20"></td></tr>
</table>
<p>&nbsp;</p>
<h4>To apply a meshing algorithm:</h4>
<p class="whs21">Select this algorithm in the <span style="font-weight: bold;"><B><a href="constructing_meshes.htm">Create Mesh</a> </B></span>dialog box.</p>
<p class="whs21">&nbsp;</p>
<p class="whs22"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark8">Define
Meshing Algorithm</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>About quality controls</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> <span style="font-weight: bold;"><B>Mesh
quality control</B></span> in MESH is destined for visual control of the generated
mesh.</p>
<p class="whs1">Application of a definite quality control
consists of usage of the corresponding algorithm, which calculates a value
of a definite geometric characteristic (Area, Length of edges, etc) for
all meshing elements, composing your mesh. Then all meshing elements are
colored according the calculated values. The reference between the coloring
of the meshing elements and these calculated values is shown with the
help of a scalar bar, which is displayed near the presentation of your
mesh. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">There are 1D, 2D and 3D quality controls.
</p>
<p class="whs1">&nbsp;&nbsp;</p>
<p class="whs1">1D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_borders.htm">Free
borders</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multi-connection.htm">Borders
at multi-connection</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../length.htm">Length</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">2D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_edges.htm">Free
edges</a></p></li>
</ul>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="length_of_edges.htm">Length
2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multiconnection_2d.htm">Borders
at multi-connection 2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="area_of_elements.htm">Area</a></p></li>
<li class=kadov-p><p class="whs1"><a href="taper.htm">Taper</a></p></li>
<li class=kadov-p><p class="whs1"><a href="aspect_ratio.htm">Aspect
ratio</a></p></li>
<li class=kadov-p><p class="whs1"><a href="minimum_angle.htm">Minimum
angle</a></p></li>
<li class=kadov-p><p class="whs1"><a href="warp.htm">Warping</a></p></li>
<li class=kadov-p><p class="whs1"><a href="skew.htm">Skew</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../aspect_ratio_3d.htm">Aspect
ratio 3D</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
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<h1>Adding nodes and elements</h1>
<p>In SMESH you can add to your mesh different elements such as:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a href="#Adding_nodes">Nodes</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_edges">Edges</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_triangles">Triangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_quadrangles">Quadrangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_tetrahedrons">Tetrahedrons</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_hexahedrons">Hexahedrons</a></p></li>
</ul>
<p>&nbsp;</p>
<p class=TODO>To add a node or an element to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Add </B></span>item,
the following associated submenu will appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image73.gif" width="157px" height="132px" border="0" class="img_whs4"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">From this submenu select the type of element
which you would like to add to your mesh. </p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> sample TUI Scripts of &nbsp;<a href="../modifying_meshes.htm#bookmark">Adding
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operations.
&nbsp;</p>
<p>&nbsp;</p>
<h4><a name=Adding_nodes>Adding nodes</a></h4>
<p class="whs3"><img src="../pics/addnode.png" x-maintain-ratio="TRUE" width="332px" height="222px" border="0" class="img_whs5"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_node.png" x-maintain-ratio="TRUE" width="257px" height="247px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box set coordinates for your
node in the <span style="font-weight: bold;"><B>Coordinates </B></span>set of
fields and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your node will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_edges>Adding edges</a></h4>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/addedge.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_edge.png" x-maintain-ratio="TRUE" width="260px" height="255px" border="0" class="img_whs8"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your edge by selecting them in the 3D viewer with pressed Shift
button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your edge will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_triangles>Adding triangles</a></h4>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/addtriangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_triangle.png" x-maintain-ratio="TRUE" width="275px" height="254px" border="0" class="img_whs10"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your triangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your triangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_quadrangles>Adding quadrangles</a></h4>
<h4 class="whs11"><img src="../pics/addquadrangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_quadrangle.png" x-maintain-ratio="TRUE" width="280px" height="258px" border="0" class="img_whs12"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your quadrangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your quadrangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_quadrangles1>Adding polygons </a></h4>
<h4 class="whs11"><img src="../pics/addpolygon.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polygone.png" x-maintain-ratio="TRUE" width="251px" height="258px" border="0" class="img_whs13"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your polygon by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. </p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_tetrahedrons>Adding tetrahedrons</a></h4>
<p class="whs3"><img src="../pics/addtetrahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your tetrahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your tetrahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image70.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<h4><a name=Adding_hexahedrons>Adding hexahedrons</a></h4>
<p class="whs3"><img src="../pics/addhexahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your hexahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your hexahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image71.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_hexahedrons1>Adding polyhedrons</a></h4>
<p class="whs3"><img src="../pics/a-createpolyhedralvolume.png" x-maintain-ratio="TRUE" width="332px" height="430px" border="0" class="img_whs15"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polyhedron.png" x-maintain-ratio="TRUE" width="369px" height="360px" border="0" class="img_whs16"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">There are two different ways to add polyhedral
volumes. </p>
<p class="whs3">If you select <span style="font-weight: bold;"><B>Node</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span> you will specify
the nodes which will form the faces of your polyhedron by selecting the
nodes in the 3D viewer with pressed Shift button and clicking the <span
style="font-weight: bold;"><B>Add</B></span> button to add the face in the list
of Faces by Nodes, which will form your polyhedron. Note, that it could
be very useful to toggle Polyhedron Preview checkbox to see the results
of your selection. </p>
<p class="whs3">The second way is somewhat simpler, however,
there are cases when it does not provide you with the necessary level
of precision. If you select <span style="font-weight: bold;"><B>Face</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span>, you will be
able to select the faces &nbsp;which
will form your polyhedron in the 3D viewer with pressed Shift button.
If you've managed to </p>
<p class="whs3">obtain the necessary result, click the <span
style="font-weight: bold;"><B>Apply </B></span>or <span style="font-weight: bold;"><B>OK
</B></span><span style="margin-left: 40px;">button. Your hexahedron will be
created.</span></p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
<p class="whs3">&nbsp;</p>
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<h1>Area</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Area </B></span>mesh quality
control is based on the algorithm of area calculation of &nbsp;meshing
elements . It can be applied to meshes consisting of 2D meshing elements
with 3 and 4 nodes (triangles and quadrangles). &nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To apply the Area quality control to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Area </B></span>or click <img src="../image35.gif" width="22px" height="23px" border="0" class="img_whs3"> button. Your mesh will be displayed
in the viewer with its elements colored according to the applied mesh
quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image5.jpg" width="451px" height="308px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark7">Area
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>1D Meshing Hypotheses</h1>
<h3>Arithmetic 1D hypothesis</h3>
<p><span style="font-weight: bold;"><B>Arithmetic 1D</B></span> hypothesis allows
to split edges into segments with a length that changes in arithmetic
progression (Lk = Lk-1 + d) beginning from a given starting length and
up to a given end length.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-arithmetic1d.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-ithmetic1d.png" x-maintain-ratio="TRUE" width="309px" height="316px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark">Defining
Arithmetic 1D hypothesis</a> operation. &nbsp;</p>
<h3><span style="font-weight: bold;"><B>Deflection</B></span> 1D hypothesis</h3>
<p><span style="font-weight: bold;"><B>Deflection ID </B></span>hypothesis can
be applied for meshing curvilinear edges composing your geometrical object.
It uses only one parameter: the value of deflection. &nbsp;</p>
<p>A geometrical edge is divided into equal segments. The maximum distance
between a point on the edge within a segment and the line connecting the
ends of the segment should not exceed the specified value of deflection
. Then mesh nodes are constructed at end segment locations and 1D mesh
elements are constructed on segments.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-deflection1d.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-flection1d.png" x-maintain-ratio="TRUE" width="267px" height="339px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Deflection 1D hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs6"><img src="../image41.gif" x-maintain-ratio="TRUE" width="367px" height="224px" align="right" border="0" class="img_whs7"></p>
<h3>Average Length hypothesis</h3>
<p><span style="font-weight: bold;"><B>Average Length </B></span>hypothesis can
be applied for meshing of edges composing your geometrical object. Definition
of this hypothesis consists of setting the <span style="font-weight: bold;"><B>length</B></span>
of segments, which will split these edges. The points on the edges generated
by these segments will represent nodes of your mesh. Later these nodes
will be used for meshing of the faces abutting to these edges.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-averagelength.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-erage_length.png" x-maintain-ratio="TRUE" width="252px" height="243px" border="0" class="img_whs8"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Average Length hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs9"><img src="../image46.gif" x-maintain-ratio="TRUE" width="431px" height="233px" align="right" border="0" class="img_whs10"></p>
<h3>Number of segments hypothesis </h3>
<p><span style="font-weight: bold;"><B>Number of segments </B></span>hypothesis
can be applied for meshing of edges composing your geometrical object.
Definition of this hypothesis consists of setting the <span style="font-weight: bold;"><B>number</B></span>
of segments, which will split these edges. In other words your edges will
be split into a definite number of segments with approximately the same
length. The points on the edges generated by these segments will represent
nodes of your mesh. Later these nodes will be used for meshing of the
faces abutting to these edges.</p>
<p>&nbsp;</p>
<p class="whs3">You can set the type of distribution for this
hypothesis in the <span style="font-weight: bold;"><B>Hypothesis Construction</B></span>
dialog bog : </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>Equidistant
Distribution</B></span> - all segments will have the same length</p>
<p><img src="../pics/a-nbsegments1.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-mberofsegments.png" x-maintain-ratio="TRUE" width="395px" height="387px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p class="whs6">Scale Distribution - <span style="font-weight: normal;">each
next segment differs from the previous according to the formula:</span>
A<span style="vertical-align: Sub;">i+1</span> = A<span style="vertical-align: Sub;">i
</span>* k, <span style="font-weight: normal;">where</span> k <span style="font-weight: normal;">is</span>
Scale Factor </p>
<p class="whs6"><img src="../pics/a-nbsegments2.png" x-maintain-ratio="TRUE" width="332px" height="264px" border="0" class="img_whs12">\</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">Distribution with Table Density - <span style="font-weight: normal;">you
input a number of pairs</span> t - F(t) <span style="font-weight: normal;">and
the program computes the formula, which will rule the change of length
of segments.</span></p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/a-nbsegments3.png" x-maintain-ratio="TRUE" width="333px" height="386px" border="0" class="img_whs13"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6">Distribution with Analytic Density - <span
style="font-weight: normal;">you input the formula, which will rule the
change of length of segments</span></p>
<h3><img src="../pics/a-nbsegments4.png" x-maintain-ratio="TRUE" width="333px" height="285px" border="0" class="img_whs14"></h3>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Number of Segments hypothesis</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3>Start and End Length hypothesis.</h3>
<p><span style="font-weight: bold;"><B>Start and End Length</B></span> hypothesis
allows to divide a geometrical edge into segments so that the first and
the last segments have a specified length. The length of each but the
first segment differs from length of the previous one by a constant factor.
Then mesh nodes are constructed at segment ends location and 1D mesh elements
are constructed on them.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-startendlength.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-art_end_length.png" x-maintain-ratio="TRUE" width="287px" height="305px" border="0" class="img_whs15"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Start and End Length &nbsp;hypothesis</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Aspect Ratio</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The <span style="font-weight: bold;"><B>Aspect Ratio</B></span>
quality criterion for mesh elements is defined as follows:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For a <span style="font-weight: bold;"><B>triangle</B></span>
2D element consisting of 3 nodes the <span style="font-weight: bold;"><B>Aspect
Ratio</B></span> is calculated by formula:
<p>&nbsp;</p>
<p><img src="../image21.gif" width="158px" height="110px" border="0" class="img_whs3"></p>
<p><img src="../image23.gif" width="120px" height="48px" border="0" class="img_whs4"></p>
<p>where :</p>
<p>&nbsp;</p>
<p><img src="../image27.gif" width="234px" height="96px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</li>
<li class=kadov-p><p class="whs5">For a <span style="font-weight: bold;"><B>quadrangle</B></span>
2D element consisting of 4 nodes &nbsp;the
<span style="font-weight: bold;"><B>Aspect Ratio </B></span>is the
quality of the worst triange which can be built taking three nodes of
the quadrangle. There are four triangles to consider:</p></li>
<p><img src="../image138.gif" width="566px" border="0" class="img_whs6"></p>
</ul>
<p class=TODO>To apply the Aspect Ratio quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs7">1. Display your mesh in the viewer.</p>
<p class="whs7">&nbsp;</p>
<p class="whs7">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Aspect Ratio </B></span>or click <img src="../image37.gif" width="25px" height="24px" border="0" class="img_whs8"> button in the toolbar.
Your mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs7">&nbsp;</p>
<p class="whs7"><img src="../image94.jpg" width="439px" height="313px" border="0" class="img_whs9"></p>
<p class="whs7">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark8">Aspect
Ratio quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Changing orientation of elements</h1>
<p>Orientation of an element is changed by reverting the order of nodes
of the selected elements.</p>
<p>&nbsp;</p>
<p class=TODO>To change orientation of elements:</p>
<p>&nbsp;</p>
<p class="whs1">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Orientation </B></span>item
or click <img src="../image79.gif" width="21px" height="21px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p>&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/orientaation1.png" x-maintain-ratio="TRUE" width="306px" height="425px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>The main list </B></span><span>shall contain the
elements which will be reoriented.</span> You can click on an element
in the 3D viewer and it will be highlighted. After that click the <span
style="font-weight: bold;"><B>Add </B></span>button and the ID of this element
will be added to the list. To remove a selected element or elements from
the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort </B></span>button allows to sort
the list of elements IDs. The <span style="font-weight: bold;"><B>Set filter
</B></span>button allows to apply a definite filter to selection of elements
of your group.</p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Apply to all </B></span><span>radio button allows
to modify the orientation of all elements of the currently displayed mesh
or submesh.</span></p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose elements will be automatically
added to the list.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p>&nbsp;</p>
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<h1>Constructing groups of specific elements</h1>
<p>In MESH you can easily construct groups of specific elements (nodes,
edges, faces or volumes) which will be taken from a definite submesh.</p>
<p>&nbsp;</p>
<p class=TODO>To construct a group of specific elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">Right-click on a submesh in the Object Browser
and choose the <span style="font-weight: bold;"><B>Construct Group </B></span>item
or select your submesh in the Object Browser and in the <span style="font-weight: bold;"><B>Mesh
</B></span>menu choose the <span style="font-weight: bold;"><B>Construct Group
</B></span>item. MESH will construct several groups consisting of elements
of the definite type: nodes, edges, faces or volumes.</p>
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<h1>Constructing meshes</h1>
<p class="whs1">Construction of a mesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying <a href="about_meshing_algorithms.htm">meshing
algorithms</a> and <a href="about_hypotheses.htm">hypotheses</a> which
will be used at computation of this mesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a mesh:</p>
<p class="whs3">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Create Mesh </B></span>or
click <img src="../image32.gif" width="22px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/c-createmesh.png" x-maintain-ratio="TRUE" width="309px" height="296px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs3">2. For example, you need to mesh a 3d object.
</p>
<p class="whs3">First, type the name for your mesh in the
&quot;Name&quot; box, by default, it is &quot;Mesh_1&quot;. Then select
the object you wish to mesh in the Object Browser <img src="../image119.gif" width="173px" height="88px" border="0" class="img_whs7">and click
the <img src="../image120.gif" width="34px" height="29px" border="0" class="img_whs8"> &quot;Add&quot; button. </p>
<p class="whs3">Now you can define 1d Algorithm and 1d Hypotheses,
which will be applied to the edges of your object. (Note that any object
has edges, even if their existence is not apparent, for example, a sphere
has 4 edges). Click the &nbsp;<img src="../image121.gif" width="29px" height="28px" border="0" class="img_whs9"> button to add a hypothesis. Click the <img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs10"> button
to define values for the current hypothesis. The use of additional hypotheses
is optional (i.e. you may leave &quot;None&quot; in this box). &nbsp;&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">Proceed in the same way with 2d and 3d Algorithms
and Hypotheses, note that the choice of hypotheses depends on the algorithm.
There must be one Algorithm and one or several Hypotheses for each dimension
of your object, otherwise you will not get any mesh at all. Of course,
if you wish to mesh a face, which is a 2d object, you don't need to define
3d Algorithm and Hypotheses. </p>
<p class="whs3">In the <span style="font-weight: bold;"><B>Object
Browser</B></span> the structure of the new mesh will be displayed as follows:</p>
<p class="whs3"><img src="../image88.jpg" width="232px" height="142px" align="right" border="0" class="img_whs11">It contains:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the mesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the mesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the mesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">There is an alternative way to create a mesh
on an object simply by clicking <span style="font-weight: bold;"><B>Assign
a set of hypotheses </B></span>button and selecting between Automatic Tetrahedralization
or Hexahedralization. &nbsp;The
program will automatically generate a 3D mesh with the most appropriate
settings. In the same way you can apply this functionality for meshing
2D objects, in which case 3D algorithms are not applied. </p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Now, when everything is ready, select
your mesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>.<span>
</span><span>&nbsp;From
the </span><span style="font-weight: bold;"><B>Mesh </B></span><span>menu select</span><span
style="font-weight: bold;"><B> Compute </B></span><span>or click <img src="../image28.gif" width="25px" height="24px" border="0" class="img_whs12"> button of the toolbar. </span></p>
<p class="whs3">If you've done everything right, you'll obtain
something like this. <img src="../image129.gif" width="293px" height="350px" border="0" class="img_whs13"></p>
<p class="whs3">Consider trying a sample script for construction
of a mesh from our <a href="../constructing_meshes.htm">TUI Scripts</a>
section.</p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Constructing submeshes</h1>
<p class="whs1">Construction of a submesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a mesh which
will encapsulate your submesh</p></li>
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying one or several
previously <a href="about_hypotheses.htm">hypotheses</a> and <a href="about_meshing_algorithms.htm">meshing
algorithms</a> which will be used at computation of this submesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a submesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">From the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Local Hyp. </B></span>or
click <img src="../image33.gif" width="27px" height="25px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/submeshconstruction.png" x-maintain-ratio="TRUE" width="332px" height="300px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs3">In the Object Browser the structure of the
new submesh will be displayed as follows:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image10.jpg" width="224px" height="212px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">It contains:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the submesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the submesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the submesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../constructing_meshes.htm#bookmark1">Construct
Submesh</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Creating groups</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> &nbsp;&nbsp;<span
style="font-weight: normal;">In MESH you
can create groups of elements of different types. To create a group of
elements</span><span style="font-weight: normal; margin-left: 40px;">
in the </span><span style="margin-left: 40px;">Mesh</span><span style="font-weight: normal; margin-left: 40px;">
menu select </span><span style="margin-left: 40px;">Create Group</span><span
style="font-weight: normal; margin-left: 40px;">.</span><span style="margin-left: 40px;">
</span></p>
<p class="whs3">To create any group
you should define the following: &nbsp;&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5">Mesh:
<span style="font-weight: normal;">the name of the mesh whose elements
will form your group. You can select your mesh in the Objet Browser or
in the 3D viewer.</span></p></li>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Elements</B></span> <span style="font-weight: bold;"><B>Type</B></span>
set of radio buttons allows to select the type of elements which will
form your group:</p></li>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs6">Nodes</p></li>
<li class=kadov-p><p class="whs6">Edges
</p></li>
<li class=kadov-p><p class="whs6">Faces</p></li>
<li class=kadov-p><p class="whs6">Volumes</p></li>
</ul>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Name </B></span>field allows to enter the name
of your new group.</p></li>
</ul>
<p class="whs3">SALOME Platform distinguishes
between the two Group types: <span style="font-weight: bold;"><B>Standalone
Group</B></span> and <span style="font-weight: bold;"><B>Group on Geometry</B></span>.
&nbsp;</p>
<h3>Standalone Group </h3>
<p class="whs7">The box for creation of a <span style="font-weight: bold;"><B>Standalone
Group</B></span> appears by default. <span style="font-weight: bold;"><B>Standalone
Group</B></span> consists of mesh elements, which you can define in two possible
ways.</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs8">Choosing them manually
with the mouse in the 3D Viewer. You can click on an element in the 3D
viewer and it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this element will be added to the list. </p></li>
<li class=kadov-p><p class="whs7">Applying Filters. The
<span style="font-weight: bold;"><B>Set filter </B></span>button allows to apply
a definite filter to selection of the elements of your group. See more
about filters on the <a href="../selection_filter_library.htm">Selection
filter library</a> page. &nbsp;&nbsp;</p></li>
</ul>
<p class="whs7">To remove a selected element or elements
from the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort List </B></span>button allows to
sort the list of IDs of mesh elements. </p>
<p class="whs7"><span style="font-weight: bold;"><B>Select from
</B></span>set of fields allows to choose a submesh or an existing group whose
elements of the previously defined type will be added to the list of elements
which will form your group.</p>
<p class="whs7">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs10">
<col class="whs11">
<tr valign="top" class="whs12">
<td width="33.382%" class="whs13">
<p class="whs1"><img src="../pics/creategroup.png" x-maintain-ratio="TRUE" width="312px" height="565px" border="0" class="img_whs14"></td>
<td width="66.618%" class="whs15">
<p class="whs16"><img src="../image130.gif" width="145px" height="150px" align="left" border="0" class="img_whs17"> &nbsp;&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">In this picture the brown cells belong to
a group defined manually.</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;<img src="../image131.gif" width="149px" height="158px" border="0" class="img_whs18"> In this picture the brown cells belong to the group defined
by the criterion <br>
Taper &gt; 0. </p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</td></tr>
</table>
<p class="whs7">&nbsp;</p>
<p class="whs5">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark">Create
a Standalone Group</a> operation. &nbsp;</p>
<h3>Group on Geometry </h3>
<p class="whs3">To create a group on
geometry check <span style="font-weight: bold;"><B>Group on geometry</B></span>
in the <span style="font-weight: bold;"><B>Group type</B></span> field. <span
style="font-weight: bold;"><B>Group on geometry </B></span>contains the elements
of a certain type belonging to the selected<span style="font-weight: bold;">
<B></B></span>geometrical object. To define a group select in the Objet Browser
or in the 3D viewer a geometrical object from which the elements will
be taken. After confirmation of the operation MESH will create a new group
of mesh elements.</p>
<p class="whs3">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs19">
<col class="whs20">
<tr valign="top" class="whs12">
<td width="33.48%" class="whs21">
<p><img src="../pics/a-creategroup.png" x-maintain-ratio="TRUE" width="312px" height="312px" border="0" class="img_whs22"></td>
<td width="66.52%" class="whs23">
<p><img src="../image132.gif" width="135px" height="150px" border="0" class="img_whs24"> In this picture the cells which belong to a certain face
are selected in green. </td></tr>
</table>
<p class="whs3">&nbsp;</p>
<p class="whs6">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark5">Create
a Group on Geometry</a><a href="../grouping_elements.htm#bookmark"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs25">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Cutting quadrangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This operation allows to cut one or several quadrangle
elements by addition of a supplementary edge which will connect two opposite
corners. </p>
<p>&nbsp;</p>
<p class=TODO>To cut quadrangles:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Cutting of quadrangles
</B></span>item or click <img src="../image82.gif" width="25px" height="22px" border="0" class="img_whs3"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/a-cuttingofquadrangles.png" x-maintain-ratio="TRUE" width="306px" height="525px" border="0" class="img_whs4"></p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>The main list </B></span>shall contain the quadrangles
which will be cutted. You can click on an quadrangle in the 3D viewer
and it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this quadrangle will be added to the list.
To remove a selected element or elements from the list click the <span
style="font-weight: bold;"><B>Remove </B></span>button. The <span style="font-weight: bold;"><B>Sort
</B></span>button allows to sort the list of IDs. The <span style="font-weight: bold;"><B>F</B></span><span
style="font-weight: bold;"><B>ilter </B></span>button allows to apply a definite
filter to selection of quadrangles.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all quadrangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Use diagonal 2-4 </B></span>radio button allows
to specify the opposite corners which will be connected by the cutting
edge.</p></li>
<li class=kadov-p><p class="whs7">Preview
</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Criterion</B></span> menu allows to apply the operation
only to those object which meet the chosen criterion (from the list of
Quality Controls, i.e. Skew, Warping, Minimum Angle, etc.)</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose quadrangle elements will be
automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs8">
<col class="whs9">
<col class="whs9">
<tr valign="top" class="whs10">
<td width="50%" class="whs11">
<p><img src="../image52.jpg" width="353px" height="300px" border="0" class="img_whs12"></td>
<td width="50%" class="whs13">
<p><img src="../image51.jpg" width="353px" height="300px" border="0" class="img_whs12"></td></tr>
</table>
<p class="whs14">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark7">Cutting
Quadrangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Diagonal inversion of elements</h1>
<p>&nbsp;In MESH
you can inverse the diagonal (edge) of a pseudo-quadrangle formed by two
neighboring triangles with one common edge.</p>
<p>&nbsp;</p>
<p class=TODO>To inverse the diagonal:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Diagonal inversion
</B></span>item or click <img src="../image70.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/diagonalinversion.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
<col class="whs5">
<col class="whs5">
<tr valign="top" class="whs6">
<td width="50%" class="whs7">
<p><img src="../image38.jpg" width="300px" height="224px" border="0" class="img_whs8"></td>
<td width="50%" class="whs9">
<p><img src="../image36.jpg" width="300px" height="224px" border="0" class="img_whs8"></td></tr>
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<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark4">Diagonal
Inversion of Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Moving nodes</h1>
<p>In MESH you can change the location of any node of your mesh. In this
case all adjacent elements (edges) will be also transformed right after
the displaced node.</p>
<p>&nbsp;</p>
<p class=TODO>To displace a node:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Move node </B></span>item
or click <img src="../image67.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/movenodes.png" x-maintain-ratio="TRUE" width="306px" height="269px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required node in the
<span style="font-weight: bold;"><B>Node ID </B></span>&nbsp;field
or select this node in the 3D viewer. The coordinates of your node will
be automatically displayed in the <span style="font-weight: bold;"><B>Coordinates
</B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Set new coordinates for your node in the
<span style="font-weight: bold;"><B>Coordinates </B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
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<td width="39.706%" class="whs8">
<p class="whs9"><img src="../pics/moving_nodes1.png" x-maintain-ratio="TRUE" width="266px" height="249px" border="0" class="img_whs10"></td>
<td width="60.294%" class="whs11">
<p><img src="../pics/moving_nodes2.png" x-maintain-ratio="TRUE" width="324px" height="250px" border="0" class="img_whs12"></td></tr>
</table>
<p class="whs13">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark3">Moving
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs13">&nbsp;</p>
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<h1>Displaying nodes numbers</h1>
<p>In MESH you can display the ID numbers of all nodes of your mesh in
the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of nodes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Nodes #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image96.jpg" width="429px" height="189px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<h1>Displaying elements numbers</h1>
<p>In MESH you can display the ID numbers of all meshing elements composing
your mesh in the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Elements #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image95.jpg" width="324px" height="278px" border="0" class="img_whs4"></p>
<p class="whs1">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Editing groups</h1>
<p class=TODO
style="margin-left: 0px;">To edit an existing group of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Select your group in the Object Browser
and in the <span style="font-weight: bold;"><B>Mesh </B></span>menu click the
<span style="font-weight: bold;"><B>Edit Group </B></span>item or <img src="../image74.gif" width="21px" height="22px" border="0" class="img_whs2"> icon in the toolbar. The following dialog box will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/editgroup.png" x-maintain-ratio="TRUE" width="312px" height="565px" border="0" class="img_whs3"></p>
<p class="whs4">&nbsp;</p>
<p class="whs1">In this dialog box you can modify the name<span
style="font-weight: bold;"> <B></B></span>of your group and add or remove the
elements forming it. For more information <a href="creating_groups.htm">see
here</a>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Click the <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm modification of the group.</p>
<p class="whs1">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../grouping_elements.htm#bookmark1">Edit
Group</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Importing and exporting meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In MESH there is a functionality allowing importation/exportation
of meshes from <span style="font-weight: bold;"><B>MED</B></span>, <span style="font-weight: bold;"><B>UNV</B></span>
format files. </p>
<p>&nbsp;</p>
<p class=TODO>To import a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Import</B></span> item, from
its sub-menu select the corresponding format (MED, &nbsp;UNV)
of the file containing your mesh.</p>
<p class="whs2">2. In the standard <span style="font-weight: bold;"><B>Search
File </B></span>dialog box find the file for importation. </p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>OK
</B></span>button.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/importmesh.png" x-maintain-ratio="TRUE" width="513px" height="269px" border="0" class="img_whs3"> </p>
<p class="whs2">&nbsp;</p>
<p class=TODO>To export a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Select the object you wish to export.</p>
<p class="whs2">2. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Export</B></span> item, from
its sub-menu select the format (MED, UNV) of the file which will contain
your exported mesh..</p>
<p class="whs2">3. In the standard <span style="font-weight: bold;"><B>Search
File </B></span><span>select a location for the exported file and enter its
name.</span> </p>
<p class="whs2">4. Click the <span style="font-weight: bold;"><B>OK
</B></span>button. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/a-exportmesh.png" x-maintain-ratio="TRUE" width="447px" height="266px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark3">Export
Mesh</a> operation. &nbsp;</p>
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<h1>Introduction to MESH</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"><span style="font-weight: bold;"><B>MESH</B></span> module of
SALOME is destined for: </p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>import and export of meshes in MED format,</p></li>
<li class=kadov-p><p>meshing geometrical models previously created
or imported by the GEOM component. MESH module allows to apply 1D, 2D,
3D meshing algorithms and a set of hypotheses:</p></li>
<ul type="circle" class="whs3">
<li class=kadov-p><p>Local length</p></li>
<li class=kadov-p><p>Number of segments</p></li>
<li class=kadov-p><p>Max Element Area</p></li>
<li class=kadov-p><p>Max Element Volume</p></li>
</ul>
<li class=kadov-p><p>modification of locally generated meshes by</p></li>
<ul type="circle" class="whs3">
<li class=kadov-p><p>Addition/deletion of nodes and elements</p></li>
<li class=kadov-p><p>Moving nodes and elements</p></li>
</ul>
<li class=kadov-p><p>grouping mesh elements and performing operations
on these groups </p></li>
<li class=kadov-p><p>quality control of meshes basing on a set of definite
criteria -</p></li>
</ul>
<p class="whs4"><img src="../image7.jpg" x-maintain-ratio="TRUE" width="472px" height="355px" align="right" border="0" class="img_whs5"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6">for edges:</p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Length of edges </p></li>
<li class=kadov-p><p>Borders at multi-connections</p></li>
<li class=kadov-p><p>Free borders</p></li>
</ul>
</ul>
<p class="whs4">&nbsp;</p>
<p class="whs6">for faces:</p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Area </p></li>
<li class=kadov-p><p>Free edges</p></li>
<li class=kadov-p><p>Borders at multi-connection 2D</p></li>
<li class=kadov-p><p>Length 2D</p></li>
<li class=kadov-p><p>Minimum angle</p></li>
<li class=kadov-p><p>Taper</p></li>
<li class=kadov-p><p>Aspect Ratio</p></li>
<li class=kadov-p><p>Warping </p></li>
<li class=kadov-p><p>Skew</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p class="whs6">for solids:</p>
<p class="whs6">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Aspect ratio 3D</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Length 2D</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This quality control criterion consists of calculation
of length of the edges combining the meshing elements (triangles and quadrangles)
of your mesh. </p>
<p>&nbsp;&nbsp;&nbsp;</p>
<p class=TODO>To apply the Length 2D quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Length 2D </B></span>or click <img src="../image34.gif" width="27px" height="24px" border="0" class="img_whs3"> button in the toolbar. Your
mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/length2d.png" x-maintain-ratio="TRUE" width="450px" height="381px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark5">&nbsp;Length
2D quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Max Element Area hypothesis</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"></B></span> <span style="font-weight: bold;"><B>Max
Element Area </B></span>hypothesis is applied for meshing of 2D faces composing
your geometrical object. Definition of this hypothesis consists of setting
the <span style="font-weight: bold;"><B>maximum area </B></span>of meshing elements
(depending on the chosen meshing algorithm it can be <span style="font-weight: bold;"><B>triangles</B></span>
or <span style="font-weight: bold;"><B>quadrangles</B></span>), which will compose
the mesh of these 2D faces. </p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/a-maxelarea.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark4">Maximum
Element Area hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs5"><img src="../pics/max_el_area.png" x-maintain-ratio="TRUE" width="455px" height="385px" border="0" class="img_whs6"></p>
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<h1>Max Element Volume hypothesis</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"></B></span> <span style="font-weight: bold;"><B>Max
Element Area </B></span>hypothesis is applied for meshing of 3D objects composing
your geometrical object. Definition of this hypothesis consists of setting
the <span style="font-weight: bold;"><B>maximum volume </B></span>of 3D meshing
elements (depending on the chosen meshing algorithm it can be <span style="font-weight: bold;"><B>hexahedrons
</B></span>or <span style="font-weight: bold;"><B>tetrahedrons</B></span>), which
will compose the mesh of these 3D objects. </p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-maxelvolume.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark5">Maximum
Element Volume hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Merging nodes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This functionality allows user to detect groups of coincident
nodes with desirable tolerance, edit these groups and merge.</p>
<p>&nbsp;</p>
<p class=TODO>To merge nodes of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Merge nodes </B></span>item.
The following dialog box shall appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/mergenodes.png" x-maintain-ratio="TRUE" width="312px" height="488px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">This dialog box allows to create groups of
coincident nodes and to merge them. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/merging_nodes1.png" x-maintain-ratio="TRUE" width="341px" height="375px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/merging_nodes2.png" x-maintain-ratio="TRUE" width="347px" height="376px" border="0" class="img_whs5"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark3">Merging
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Minimum angle</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Minimum angle</B></span>
mesh quality criterion consists of calculation of the minimum value of
angle between two adjacent sides of a 2D meshing element (triangle or
quadrangle). </p>
<p>&nbsp;</p>
<p class=TODO>To apply the Minimum angle quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Minimum angle </B></span>or click <img src="../image38.gif" width="24px" height="24px" border="0" class="img_whs3"> button. Your mesh will
be displayed in the viewer with its elements colored according to the
applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image92.jpg" width="443px" height="254px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark9">Minimum
Angle quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Additional Hypotheses</h1>
<p><span style="font-weight: bold;"><B>Additional Hypotheses</B></span> can be
applied as a supplement to the main hypotheses, introducing additional
concepts to mesh creation.</p>
<p>&nbsp;</p>
<p>To define an <span style="font-weight: bold;"><B>Additional Hypothesis</B></span>
simply select it in <span style="font-weight: bold;"><B>Create Mesh</B></span>
menu. These hypotheses are actually changes in the rules of mesh creation
and as such don't possess adjustable values. </p>
<h3>&nbsp;</h3>
<h3>Non Conform mesh allowed hypothesis</h3>
<p><span style="font-weight: bold;"><B>Non Conform mesh allowed</B></span> hypothesis
allows to generate non-conform meshes (that is, meshes having some edges
ending on an edge or face of adjacent elements). </p>
<h3>&nbsp;</h3>
<h3>Propagation of 1D Hypothesis on opposite edges</h3>
<p><span style="font-weight: bold;"><B>P</B></span><span style="font-weight: bold;"><B>ropagation
of 1D Hypothesis on opposite edges </B></span>allows to propagate a set hypothesis
onto an opposite edge. If a local hypothesis and propagation are set on
one of edges of a quadrangular face, the opposite edge will have the same
hypothesis, unless another hypothesis has been locally set on such opposite
edge.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark6">Propagation
hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3>Length from edges hypothesis </h3>
<p><span style="font-weight: bold;"><B>Length from edges</B></span> hypothesis
builds 1D mesh segments having a length calculated as an average edge
length for a given wire. </p>
<p>&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark7">Length
from Edges hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Editing Meshes</h1>
<p>After you have created a mesh or submesh with definite applied hypotheses
and algorithms you can edit your mesh by <span style="font-weight: bold;"><B>assigning</B></span>
new hypotheses and algorithms or <span style="font-weight: bold;"><B>unassigning
</B></span>the applied hypotheses and algorithms. The editing proceeds in
the same way as <span style="font-weight: bold;"><B>Mesh Creation</B></span>.
</p>
<p>&nbsp;</p>
<p class=TODO><img src="../pics/c-editmesh.png" x-maintain-ratio="TRUE" width="309px" height="296px" border="0" class="img_whs1"></p>
<p>You can also change values for the current hypothesis by clicking the
<img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs2"> button. </p>
<p>&nbsp;</p>
<p>See how a mesh constructed on one and the same geometrical object changes
if we apply different algorithms to it. </p>
<p>&nbsp;</p>
<p><img src="../pics/edit_mesh1.png" x-maintain-ratio="TRUE" width="386px" height="336px" border="0" class="img_whs3"> &nbsp;<img src="../pics/edit_mesh_remove_hyp.png" x-maintain-ratio="TRUE" width="386px" height="338px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs6"><img src="../pics/edit_mesh_change_value_hyp.png" x-maintain-ratio="TRUE" width="388px" height="341px" border="0" class="img_whs7"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark2">Edit
Mesh</a> operation. &nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Removing nodes and elements</h1>
<p>In SMESH you can remove nodes and all types of cells of your mesh. </p>
<p>&nbsp;</p>
<p class=TODO>To remove a node:</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
nodes</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs2"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs1"><img src="../pics/removenodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify one or
several nodes (with pressed Shift button) by choosing them in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified nodes.</p>
<p class="whs1">&nbsp;</p>
<p class="whs4"><img src="../note1.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs5">Be careful while removing
nodes because if you remove a definite node of your mesh all adjacent
elements will be also deleted.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs6">
<col class="whs7">
<col class="whs8">
<tr valign="top" class="whs9">
<td width="31.569%" class="whs10">
<p><img src="../pics/remove_nodes1.png" x-maintain-ratio="TRUE" width="245px" height="289px" border="0" class="img_whs11"></td>
<td width="68.431%" class="whs12">
<p><img src="../pics/remove_nodes2.png" x-maintain-ratio="TRUE" width="252px" height="288px" border="0" class="img_whs13"></td></tr>
</table>
<p class="whs4">&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To remove an element:</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
elements</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs2"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs1"><img src="../pics/removeelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify one or
several elements of your mesh (with pressed Shift button) by choosing
them in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified elements.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells width="55.882%" cellspacing="0" class="whs14">
<col class="whs15">
<col class="whs16">
<tr valign="top" class="whs9">
<td width="47.72%" class="whs10">
<p><img src="../pics/remove_elements1.png" x-maintain-ratio="TRUE" width="219px" height="210px" border="0" class="img_whs17"></td>
<td width="52.28%" class="whs12">
<p><img src="../pics/remove_elements2.png" x-maintain-ratio="TRUE" width="240px" height="209px" border="0" class="img_whs18"></td></tr>
</table>
<p class="whs4">&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark1">Removing
Nodes and Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Renumbering nodes and elements</h1>
<p>In SMESH you can renumber the nodes and elements of your mesh.</p>
<p>&nbsp;</p>
<p class=TODO>To renumber the nodes of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Nodes </B></span>item or click
<img src="../image63.gif" width="29px" height="23px" border="0" class="img_whs2"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/renumbernodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class=TODO>To renumber the elements of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Elements </B></span>item or
click <img src="../image64.gif" width="26px" height="25px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/renumberelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark2">Renumbering
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p class="whs1">&nbsp;</p>
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<h1>Rotation</h1>
<p>This geometrical operation allows to rotate in space your mesh or some
of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
rotate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Rotation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/rotation.png" x-maintain-ratio="TRUE" width="390px" height="411px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify the elements
which should be rotated and the rotation parameters:</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Axis:</B></span>
point and vector</p></li>
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Angle
</B></span>of rotation </p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to copy the rotated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark1">Rotation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p><img src="../pics/rotation1.png" x-maintain-ratio="TRUE" width="418px" height="332px" border="0" class="img_whs4"> &nbsp;&nbsp;<img src="../pics/rotation2.png" x-maintain-ratio="TRUE" width="443px" height="331px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
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<h1>Running MESH module</h1>
<p class=TODO
style="font-style: normal;
font-weight: normal;
font-family: 'Times New Roman', serif;">To start MESH <span
class=glossterm>module</span> in SALOME click <img src="../image25.jpg" width="29px" height="28px" border="0" class="img_whs1"> icon in the
bottom toolbar or select <span style="font-weight: bold;"><B>MESH</B></span>
&nbsp;from the
Choose box:<span style="margin-left: 40px;"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">The desktop of the SALOME
platform will be updated with additional toolbars and menus related to
the <span style="font-weight: bold;"><B>MESH</B></span> component . </p>
<p class="whs2">&nbsp;</p>
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<h1>Sewing meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In SMESH you can sew elements of &nbsp;different
meshes. The current functionality allows you to sew:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#free bord">Free
borders </a></p></li>
<li class=kadov-p><p class="whs3"><a href="#conform">Conform
free borders</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#border to side">Border
to side</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#side elements">Side
elements</a></p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class=TODO>To sew elements of different meshes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Transformation
</B></span>item and &nbsp;from
its sub-menu select the <span style="font-weight: bold;"><B>Sewing </B></span>item.
</p>
<p class="whs4">2. Check in the dialog box one of the radio
buttons corresponding to the type of sewing operation you would like to
perform. </p>
<p class="whs4">3. Fill the other fields available in the
dialog box</p>
<p class="whs4">4. Click the <span style="font-weight: bold;"><B>OK
</B></span><span>or </span><span style="font-weight: bold;"><B>Apply </B></span>button
to perform the operation of sewing. </p>
<h3><a name="free bord"></a>Sew free borders<img src="../pics/sewing1.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality allows you to unite two free borders of a 2D mesh.</p>
<p>&nbsp;</p>
<p>For sewing free borders you should define three points on each border:
first, second and the last node: </p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>&nbsp;the
first node specifies beginning of the border ;</p></li>
<li class=kadov-p><p>&nbsp;the
second node specifies the part of the border which should be considered
(as far as the free border usually forms a closed contour);</p></li>
<li class=kadov-p><p>&nbsp;the
last node specifies the end of the border.</p></li>
</ul>
<p>&nbsp;</p>
<p>You can select these nodes in the 3D viewer or define by its id.</p>
<p>&nbsp;</p>
<p>The first and the second nodes should belong to the same link of a face.
The second and the last nodes of a border can be the same. The first and
the last nodes of two borders can be the same. The corresponding end nodes
of two borders will be merged. Intermediate nodes of two borders will
be either merged or inserted into faces of the opposite border.</p>
<p>&nbsp;</p>
<p>The sewing algorithm is as follows:</p>
<p>&nbsp;</p>
<p class="whs4">1. The parameter (U) of each node within
a border is computed. So that the first node has U=0.0, the last node
has U=1.0, for the rest nodes 0.0 &lt; U &lt; 1.0;</p>
<p class="whs4">2. Compare node parameters of the two borders.
If two nodes of the opposite borders have close parameters, they are merged,
i.e. a node of the first border is replaced in all elements by a node
of the second border. If a node has no node with a close parameter in
the opposite border, it is inserted into an edge of element of the opposite
border, an element is split. Two nodes are considered close enough to
merge, if difference of their parameters is less than one fifth of minimum
length of adjacent face edges on the borders.</p>
<p>&nbsp;</p>
<p class="whs4"><img src="../image22.jpg" width="612px" height="225px" border="0" class="img_whs6"></p>
<p class="whs4">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark4">Sew
Free Borders</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<h3><a name=conform></a>Sew conform free borders<img src="../pics/sewing2.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality can be used to unite two free borders of a 2D mesh.
</p>
<p>&nbsp;</p>
<p>The borders of meshes for sewing are defined as for &quot;Sew free borders&quot;
except that the second free border is not limited and can be defined by
the first and the second nodes only. The first nodes of two borders can
be the same.</p>
<p>&nbsp;</p>
<p>The algorithm is following: counting nodes starting at the first ones,
the n-th node of the first border is merged with the n-th node of the
other border, until the end of either of borders. Nodes of the first border
are replaced in all elements with corresponding nodes of the second border.</p>
<p>For sewing conform free borders you should define three points on the
first border and two points on the second one. User can select these nodes
in 3D viewer or define node by its id.<img src="../image23.jpg" width="581px" height="218px" align="left" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark5">Sew
Conform Free Borders</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3><a name="border to side"></a>Sew border to side<img src="../pics/sewing3.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>&quot;Sew border to side&quot; is intended to sew a free border to a
mesh surface.</p>
<p>The free border is defined as for &quot;Sewing of free borders&quot;.
The place where to sew the border is defined by two nodes, between which
the border faces are placed, so that the first border node is merged with
the first node on the side and the last node of the border is merged with
the second specified node on the side.</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<p>The algorithm is following.</p>
<p>1. Find a sequence of linked nodes on the side such that the found links
to be most co-directed with the links of the free border.</p>
<p>2. Sew two sequences of nodes using algorithm of &quot;Sewing of free
berders&quot;.</p>
<p>For sewing border to side you should define three points on the border
and two points on the side. User can select these nodes in 3D viewer or
define node by its id.</p>
<p><img src="../image30.jpg" width="600px" height="227px" border="0" class="img_whs8"></p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark6">Sew
Border to Side</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3>&nbsp;</h3>
<h3><a name="side elements"></a>Sew side elements<img src="../pics/sewing4.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p class="whs9">This operation is intended to unite two mesh
surfaces.</p>
<p class="whs9">&nbsp;</p>
<p>Surfaces may be defined by either 2d or 3d elements. The number of given
elements of the sides must be the same. The sets of given elements must
be topologically equal, i.e. each node of one element set must have a
corresponding node in the other element set and corresponding nodes must
be equally linked. If there are 3d elements in a set, only their free
faces must obey to that rule.</p>
<p>Two corresponding nodes on each side must be specified. They must belong
to one element and must be located on an element set boundary.</p>
<p>&nbsp;</p>
<p>Sewing algorithm finds and merges the corresponding nodes starting from
the specified ones.</p>
<p><img src="../image31.jpg" width="620px" height="228px" border="0" class="img_whs10"></p>
<p class="whs4"><img src="../image32.jpg" width="304px" height="222px" border="0" class="img_whs11"></p>
<p>For sewing side elements you should define elements for sewing and two
nodes for merging on the each side. User can select these elements and
nodes in 3D viewer or define them by its id.</p>
<p>&nbsp;</p>
<p><span style="font-weight: bold;"><B>See Also</B></span> a sample TUI Script
of a <a href="../transforming_meshes.htm#bookmark7">Sew Side Elements</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Skew</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Skew</B></span> mesh quality
criterion reflects the angle between the lines that join opposite sides
of the element. SKEW &nbsp;is
a maximum value of all skew angles. </p>
<p class="whs2">This mesh quality criterion
can be applied to elements composed of 4 and 3 nodes (quadrangles and
triangles)</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../image27.jpg" width="453px" height="411px" border="0" class="img_whs4"></p>
<p class="whs3">&nbsp;</p>
<p class=TODO>To apply the Skew quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Display your mesh in the viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Skew </B></span>or click <img src="../image40.gif" width="24px" height="23px" border="0" class="img_whs5"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image93.jpg" width="448px" height="323px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs7"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark12">Skew
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Smoothing</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> Smoothing is used to adjust the locations of element
corners (nodes) to reduce distortions in these elements.</p>
<p>&nbsp;</p>
<p class=TODO>To apply smoothing to the elements of your mesh:</p>
<p>&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Smoothing </B></span>item
or click <img src="../image84.gif" width="24px" height="25px" border="0" class="img_whs3"> button in the toolbar. The <span style="margin-left: 40px;">dialog
box contains the following fields which should be specified:</span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing.png" x-maintain-ratio="TRUE" width="332px" height="396px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Id Elements </B></span><span>field allows to specify
the elements which should be smoothed by selecting them in the 3D viewer.
Note: to select several elements press </span><span style="font-weight: bold;"><B>Shift
</B></span><span>button.</span></p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs7">Smoothing is applied
to the whole mesh or its part</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Fixed nodes
ids</B></span>: some nodes keep their location during smoothing. If a mesh
is built on a geometry shape, the nodes built on geometrical edges are
always fixed. If smoothing is applied to a part of a mesh then the boundary
nodes of an elements set are also fixed. Any other nodes may be additionally
fixed.</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Smoothing
method</B></span>:</p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p><span style="font-weight: bold;"><B>Laplacian</B></span>
smoothing pulls a node toward the center of surrounding nodes directly
connected to that node along an element edge. Centroidal smoothing pulls
a node toward the element-area-weighted centroid of the surrounding elements.
Typically, the Laplacian method will produce the mesh with the least element
distortion. It is also the faster method. </p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Centroidal</B></span>
smoothing usually produces a mesh that has more uniform element sizes.
Both methods produce good results with &quot;free&quot; meshes.</p></li>
</ul>
</ul>
</ul>
<p>&nbsp;</p>
<p class="whs8"><img src="../image83.gif" width="527px" height="281px" border="0" class="img_whs9"></p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Iteration limit: </B></span>both of the smoothing
methods use an iterative procedure to converge toward a smoothed mesh.
All nodes are smoothed according to one of the techniques shown above.
Then the smoothing is reevaluated with the updated nodal locations. This
process continues until the maximum number of iterations has been exceeded,
or all elements has aspect ratio less or equal than the specified one.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Max. aspect ratio</B></span>.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing1.png" x-maintain-ratio="TRUE" width="353px" height="235px" border="0" class="img_whs10"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/smoothing2.png" x-maintain-ratio="TRUE" width="351px" height="235px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark8">Smoothing</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Symmetry</h1>
<p>This geometrical operation allows to perform a symmetrical copy of your
mesh or some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
apply symmetry to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Symmetry </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry1.png" x-maintain-ratio="TRUE" width="384px" height="375px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry2.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry3.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has three options, you can
symmetrically copy your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">one point</p></li>
<li class=kadov-p><p class="whs1">one axis (point and
vector)</p></li>
<li class=kadov-p><p class="whs1">one plane (point and
normal)</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to keep the initial elements or mesh.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark2">Symmetry</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Taper</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"><span style="font-weight: bold;"><B>Taper</B></span> mesh quality
criterion represents the ratio of the areas of two triangles separated
by a diagonal. So it can be calculated only for elements consisting of
4 nodes.</p>
<p><img src="../image25.gif" width="791px" height="170px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Taper quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Display your mesh in the viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Taper </B></span>or click <img src="../image36.gif" width="24px" height="23px" border="0" class="img_whs4"> button in the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image90.jpg" width="416px" height="316px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark8">Taper
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Translation</h1>
<p>This geometrical operation allows to translate in space your mesh or
some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
translate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Translation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/translation1.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs2"> &nbsp;&nbsp;<img src="../pics/translation2.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has two options, you can translate
in space your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">two points (starting
and ending)</p></li>
<li class=kadov-p><p class="whs1">one vector</p></li>
</ul>
<p class="whs1">Toggle the corresponding checkbox to <span
style="font-weight: bold;"><B>Select whole mesh, submesh or group.</B></span></p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>button allows to copy the translated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark">Translation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting a set of triangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In contrast to <a href="uniting_two_triangles.htm">the
previous operation</a> this one allows to unite at once many triangles
if they have adjacent edges. </p>
<p>&nbsp;</p>
<p class=TODO>To union several triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-unionoftriangles.png" x-maintain-ratio="TRUE" width="306px" height="450px" align="left" border="0" class="img_whs3"></p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Union of triangles
</B></span>item or click <img src="../image80.gif" width="23px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>The main list </B></span>shall contain the triangles
which will be united. You can click on an triangle in the 3D viewer and
it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this triangle will be added to the list. To
remove a selected element or elements from the list click the <span style="font-weight: bold;"><B>Remove
</B></span>button. The <span style="font-weight: bold;"><B>Sort </B></span>button
allows to sort the list of IDs. The <span style="font-weight: bold;"><B>Set
filter </B></span>button allows to apply a definite filter to selection of
triangles.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all triangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Criterion</B></span> menu allows to apply the operation
only to those object which meet the chosen criterion (from the list of
Quality Controls, i.e. Skew, Warping, Minimum Angle, etc.)</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose triangle elements will be
automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs7">&nbsp;</p>
<p class="whs7"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> If some selected triangle
elements have no adjacent edges with one of the others, the operation
on these elements shall take no effect.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p>&nbsp;</p>
<p><img src="../pics/uniting_a_set_of_triangles1.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs8"> &nbsp;&nbsp;&nbsp;<img src="../pics/uniting_a_set_of_triangles2.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs9"></p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
a Set of Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting two triangles</h1>
<p>&nbsp;In MESH
you can union two neighboring triangles (cells) by deletion of the common
edge.</p>
<p>&nbsp;</p>
<p class=TODO>To unite two triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Union of two triangles
</B></span>item or click <img src="../image71.gif" width="23px" height="23px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/unionoftwotriangles.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="37.647%" class="whs8">
<p><img src="../pics/uniting_two_triangles1.png" x-maintain-ratio="TRUE" width="297px" height="204px" border="0" class="img_whs9"></td>
<td width="62.353%" class="whs10">
<p><img src="../pics/uniting_two_triangles2.png" x-maintain-ratio="TRUE" width="318px" height="206px" border="0" class="img_whs11"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
Two Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Using operations on groups</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> </B></span>In MESH you can
perform some Boolean operations on groups, which belong to one and the
same mesh.</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#Union">Union</a>
</p></li>
<li class=kadov-p><p class="whs3"><a href="#Intersection">Intersection</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#Cut">Cut</a></p></li>
</ul>
<p>&nbsp;</p>
<h3><a name=Union></a>Union of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the initial groups will be added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To union two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Union Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
<col class="whs7">
<tr valign="top" class="whs8">
<td width="32.6%" class="whs9">
<p><img src="../pics/uniongroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.4%" class="whs11">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;&nbsp;&nbsp;&nbsp;<img src="../image135.gif" width="133px" height="159px" border="0" class="img_whs14"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Union</B></span> will
be Group12 &nbsp;&nbsp;</td></tr>
</table>
<p class="whs4">&nbsp;&nbsp;</p>
<p>&nbsp;<span style="margin-left: 40px;">In
this dialog box you should specify the name</span><span style="margin-left: 40px; font-weight: bold;">
<B></B></span><span style="margin-left: 40px;">of the resulting group and two
groups which will be united.</span></p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p class="whs15"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../grouping_elements.htm#bookmark2">Union
of two Groups</a> operation. &nbsp;</p>
<p class="whs15">&nbsp;</p>
<p class="whs15">&nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Intersection></a>Intersection of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in both initial groups are added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To intersect two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Intersect Groups
</B></span>item. The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs16">
<col class="whs17">
<tr valign="top" class="whs8">
<td width="32.796%" class="whs18">
<p><img src="../pics/intersectgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.204%" class="whs19">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"><img src="../image136.gif" width="141px" height="157px" border="0" class="img_whs20"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12a</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Intersection</B></span>
will be Group12a &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs15">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be intersected.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="../grouping_elements.htm#bookmark3">&nbsp;Intersection
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Cut></a>Cut of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the main group but are absent in the tool
group are added to the new one.</p>
<p>&nbsp;</p>
<p class=TODO>To cut two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Cut Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs21">
<col class="whs22">
<tr valign="top" class="whs8">
<td width="33.089%" class="whs23">
<p><img src="../pics/cutgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="66.911%" class="whs24">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;<img src="../image137.gif" width="140px" height="146px" border="0" class="img_whs25"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12b</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Cut</B></span> will
be Group12b &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs4">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be cut.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../grouping_elements.htm#bookmark3">&nbsp;Cut
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Mesh infos</h1>
<p>There are two types of information boxes: <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> and <span style="font-weight: bold;"><B>Advanced</B></span>
<span style="font-weight: bold;"><B>Mesh Infos.</B></span></p>
<p>&nbsp;</p>
<p class="whs1">The <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> box gives only the information on the number of 2D elements
of mesh and the number of nodes. However, from this Info you can learn
about groups selected on this mesh. </p>
<p class="whs1">To view the <span style="font-weight: bold;"><B>Standard
Mesh Infos, </B></span>select your mesh or submesh in the <span style="font-weight: bold;"><B>Object
Browser</B></span> and<span style="font-weight: bold;"> <B></B></span>select <span
style="font-weight: bold;"><B>Standard Mesh Infos </B></span>from<span style="font-weight: bold;">
<B></B></span>the <span style="font-weight: bold;"><B>Mesh </B></span>menu or click
<img src="../image49.gif" width="20px" height="26px" border="0" class="img_whs2"> button in the toolbar. The following information will
be displayed:</p>
<p class="whs1">&nbsp;</p>
<p class="whs3"><img src="../pics/a-standmeshinfo.png" x-maintain-ratio="TRUE" width="271px" height="269px" border="0" class="img_whs4"></p>
<p>&nbsp;</p>
<p>The<span style="font-weight: bold;"><B> Advanced</B></span> <span style="font-weight: bold;"><B>Mesh
Infos </B></span>gives more information about the mesh, including the total
number of faces and volumes and their geometrical types.</p>
<p>To view the <span style="font-weight: bold;"><B>Advanced Mesh Infos, </B></span>select
your mesh or submesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>
and<span style="font-weight: bold;"> <B></B></span>select <span style="font-weight: bold;"><B>Advanced
Mesh Infos </B></span>from<span style="font-weight: bold;"> <B></B></span>the <span
style="font-weight: bold;"><B>Mesh </B></span>menu or click <img src="../image50.gif" width="22px" height="27px" border="0" class="img_whs5"> button
in the toolbar. The following information will be displayed:</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-advmeshinfo.png" x-maintain-ratio="TRUE" width="260px" height="485px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In case you get Mesh Infos via a TUI script,
the information is displayed in Python Console.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/b-mesh_infos.png" x-maintain-ratio="TRUE" width="866px" height="287px" border="0" class="img_whs7"></p>
<p>&nbsp;</p>
<p class="whs8">&nbsp;</p>
<p class="whs8">&nbsp;</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">&nbsp;</p>
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<h1>Warping</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Warping</B></span> indicates
that a face is not planar and is applied only to 2D elements with 4 nodes.
This quality control criterion is based on a projection plane created
by:</p>
<p class="whs2">1. bisecting the four element edges, </p>
<p class="whs2">2. creating a point on the plane at the vector
average of the corners, where the x-axis extends from the point to the
bisector on edge 2. </p>
<p class="whs3">The plane normal is in the direction of the
cross product of the x-axis and the vector from the origin to the bisector
of edge 3. Every corner of the quad will then be a distance “h” from the
plane. The length of each half edge is measured and the shortest length
is assigned “l”. The warp angle is the arcsine of the ratio of the projection
height “h” to the half edge length “l”. </p>
<p>&nbsp;</p>
<p class="whs2"><img src="../image24.gif" width="496px" height="336px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Warping quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Warp </B></span>or click <img src="../image39.gif" width="23px" height="23px" border="0" class="img_whs5"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image97.jpg" width="405px" height="308px" border="0" class="img_whs6"></p>
<p class="whs2">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark10">Warping
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Free borders</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to one face only.</p>
<p>&nbsp;</p>
<p><img src="pics/free_borders1.png" x-maintain-ratio="TRUE" width="278px" height="231px" border="0" class="img_whs2"> &nbsp;</p>
<p>&nbsp;</p>
<p>In this picture the free borders are displayed in white. </p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark1">Free
Borders quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Free edges</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> &nbsp;&nbsp;This
mesh quality control highlights borders of &nbsp;elements
of mesh consisting of edges belonging to one element of mesh only.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="pics/free_edges.png" x-maintain-ratio="TRUE" width="395px" height="445px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">In this picture some elements of mesh have
been deleted and the &quot;holes&quot; are outlined in red. </p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark4">Free
Edges quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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