PAL10158. Add clearMesh() where call ComputeStateEngine(CLEANDEP)

This commit is contained in:
eap 2005-11-07 14:34:02 +00:00
parent e292bda630
commit 7a320061b4

View File

@ -3466,6 +3466,35 @@ bool SMESH_Pattern::
return makePoly;
}
//=======================================================================
//function : clearMesh
//purpose : clear mesh elements existing on myShape in theMesh
//=======================================================================
void SMESH_Pattern::clearMesh(SMESH_Mesh* theMesh) const
{
if ( !myShape.IsNull() )
{
if ( SMESH_subMesh * aSubMesh = theMesh->GetSubMesh/*Containing*/( myShape ))
{
aSubMesh->ComputeStateEngine( SMESH_subMesh::CLEANDEP );
}
else {
SMESHDS_Mesh* aMeshDS = theMesh->GetMeshDS();
if ( SMESHDS_SubMesh* aSubMeshDS = aMeshDS->MeshElements( myShape ))
{
SMDS_ElemIteratorPtr eIt = aSubMeshDS->GetElements();
while ( eIt->more() )
aMeshDS->RemoveElement( eIt->next() );
SMDS_NodeIteratorPtr nIt = aSubMeshDS->GetNodes();
while ( nIt->more() )
aMeshDS->RemoveNode( static_cast<const SMDS_MeshNode*>( nIt->next() ));
}
}
}
}
//=======================================================================
//function : MakeMesh
//purpose : Create nodes and elements in <theMesh> using nodes
@ -3485,26 +3514,12 @@ bool SMESH_Pattern::MakeMesh(SMESH_Mesh* theMesh,
SMESHDS_Mesh* aMeshDS = theMesh->GetMeshDS();
// clear elements and nodes existing on myShape
if ( !myShape.IsNull() )
{
SMESH_subMesh * aSubMesh = theMesh->GetSubMeshContaining( myShape );
SMESHDS_SubMesh * aSubMeshDS = aMeshDS->MeshElements( myShape );
if ( aSubMesh )
aSubMesh->ComputeStateEngine( SMESH_subMesh::CLEAN );
else if ( aSubMeshDS )
{
SMDS_ElemIteratorPtr eIt = aSubMeshDS->GetElements();
while ( eIt->more() )
aMeshDS->RemoveElement( eIt->next() );
SMDS_NodeIteratorPtr nIt = aSubMeshDS->GetNodes();
while ( nIt->more() )
aMeshDS->RemoveNode( static_cast<const SMDS_MeshNode*>( nIt->next() ));
}
}
clearMesh(theMesh);
bool onMeshElements = ( !myElements.empty() );
// Create missing nodes
vector< const SMDS_MeshNode* > nodesVector; // i-th point/xyz -> node
if ( onMeshElements )
{