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IPAL52702: TC7.6.0: Incorrect large name of SMESH group in the Object Browser
Add class toUtf8 IPAL52708: TC7.6.0: name of copied group is wrong when Scale transform Fix gp_Trsf definition in SMESH_MeshEditor_i::scale() IPAL52704: TC7.6.0: "Modification of orientation" don't work on volumes Fix SMESHGUI_MultiEditDlg::isIdValid() + Doc update
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@ -2,62 +2,45 @@
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\page changing_orientation_of_elements_page Changing orientation of elements
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\n Orientation of an element is switched by changing the order of its nodes.
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\n Orientation of an element is changed by changing the order of its nodes.
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<em>To change orientation of elements:</em>
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<ol>
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<li>Select a mesh.</li>
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<li>Display a mesh, a group or a sub-mesh if you plan to select
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elements to reorient in the 3D viewer.</li>
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<li>In the \b Modification menu select the \b Orientation item or click
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<em>Orientation</em> button in the toolbar.
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<li>Select a mesh (and display it in the 3D Viewer if you are going to pick elements by mouse).</li>
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<li>In the \b Modification menu select the \b Orientation item or click
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<em>Orientation</em> button in the toolbar.
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<center>
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<center>
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\image html image79.png
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<em>"Orientation" button</em>
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</center>
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</center>
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The following dialog box will appear:
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The following dialog box will appear:
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<center>
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<center>
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\image html orientaation1.png
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</center>
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<br>
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<ul>
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<li>Select <b>Element Type</b> to reorient: either \b Face or \b
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Volume </li>
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<li><b>The main list</b> shall contain the elements which will be
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reoriented. You can click on an element in the 3D viewer and it will
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be highlighted. After that click the \b Add button and the ID of this
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element will be added to the list. To remove a selected element or
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elements from the list click the \b Remove button. The \b Sort button
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allows to sort the list of elements IDs. <br>
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The <b>Set filter</b> button allows to apply a definite filter to
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selection of elements of your group. Depending on \a Source of
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elements to filter selected in \ref filtering_elements "Filter"
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dialog, the filter will be applied to different sets of elements.<ul>
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<li> To all elements of the mesh - for \a Mesh source. All
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elements satisfying the filter criteria will be highlighted in the
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Viewer. You can adjust the selection and add the selected elements
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to the <b>main list</b>.</li>
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<li> To the elements selected in the Viewer - for <em>Initial
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Selection</em> source. As a result, elements rejected by the
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filter will be deselected.</li>
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<li> To the elemets present in the <b>main list</b> -
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for <em>Current Dialog</em> source. As a result, elements rejected
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by the filter will be remove from the list.</li> </ul>
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</li>
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<li><b>Apply to all</b> radio button allows to modify the orientation
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of all elements of the mesh.</li>
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<li><b>Select from</b> set of fields allows to choose a sub-mesh or a
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group whose elements can be added to the list.</li>
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</ul>
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</center>
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<ul>
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<li>Select type of elements to reorient: \b Face or \b Volume.</li>
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<li><b>The main list</b> shall contain the elements which will be
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reoriented. You can click on an element in the 3D viewer and it will
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be highlighted. After that click the \b Add button and the ID of this
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element will be added to the list. To remove a selected element or
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elements from the list click the \b Remove button. The \b Sort button
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allows to sort the list of elements IDs. The <b>Set filter</b> button
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allows to apply a definite \ref filtering_elements "filter" to
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selection of elements.</li>
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<li><b>Apply to all</b> radio button allows to modify the orientation
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of all elements of the selected mesh.</li>
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<li><b>Select from</b> set of fields allows to choose a sub-mesh or an
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existing group whose elements then can be added to the list.</li>
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</ul>
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</li>
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<li>Click the \b Apply or <b>Apply and Close</b> button to confirm the operation.</li>
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</li>
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<li>Click the \b Apply or <b>Apply and Close</b> button to confirm the operation.</li>
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</ol>
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<br><b>See Also</b> a sample TUI Script of a
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\ref tui_orientation "Change Orientation" operation.
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<br><b>See Also</b> a sample TUI Script of a
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\ref tui_orientation "Change Orientation" operation.
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*/
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@ -400,9 +400,11 @@ failure is provided in \b Errors table.
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After you select an error, <b>Show Sub-shape</b> button allows
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visualizing in magenta the geometrical entity that causes the error.
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<center>
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\image html failed_computation.png
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<em>3D algorithm failed to compute mesh on a box shown using <b>Show
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Sub-shape</b> button</em>
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</center>
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<b>Publish Sub-shape</b> button publishes the sub-shape, whose meshing
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has failed, in the Geometry component as a child of the main shape, which
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@ -420,9 +422,11 @@ the visualization of faces and volumes (if any).
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<b>Bad Mesh to Group</b> button creates groups of bad mesh entities
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to facilitate their analysis.
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<center>
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\image html show_bad_mesh.png
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<em>Edges bounding a hole in the surface are shown in magenta using <b>Show
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bad Mesh</b> button</em>
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</center>
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\note Mesh Computation Information box does not appear if you set
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"Mesh computation/Show a computation result notification" preference
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@ -6,7 +6,7 @@ This operation allows cutting one or several quadrangle elements into two or fou
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<em>To cut quadrangles:</em>
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1) Display a mesh, a 2D sub-mesh or a group of faces in the 3D viewer.
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1) Select a mesh (and display it in the 3D Viewer if you are going to pick elements by mouse).
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2) In the \b Modification menu select the <b>Cutting of quadrangles</b> item or
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click <em>"Cutting of quadrangles"</em> button in the toolbar.
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@ -25,8 +25,9 @@ keyboard button to select several quadrangles):
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- Click \b Add button and the ID of this quadrangle will be added to the list.
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- To remove a selected element or elements from the list click \b Remove button.
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- <b>Sort list</b> button allows sorting the list of IDs.
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- \b Filter button allows applying a definite filter to the selection of quadrangles.
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- <b>Apply to all</b> check box allows cutting all quadrangles of the selected mesh, sub-mesh or group.
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- \b Filter button allows applying a definite \ref filtering_elements "filter"
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to the selection of quadrangles.
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- <b>Apply to all</b> check box allows cutting all quadrangles of the selected mesh.
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- \b Preview provides a preview of cutting in the viewer. It is disabled for <b>Cut into 4 triangles</b> as this cutting way implies no ambiguity.
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- \b Criterion defines the way of cutting:
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- <b>Cut into 4 triangles</b> allows cutting a quadrangle into four triangles by inserting a new node at the center of the quadrangle. The other options allow cutting a quadrangle into two triangles by connecting the nodes of a diagonal.
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@ -36,7 +37,7 @@ keyboard button to select several quadrangles):
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- <b>Aspect Ratio</b> cuts by the diagonal splitting the quadrangle into triangles with \ref aspect_ratio_page "Aspect Ratio" closer to 1
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- <b>Minimum Angle</b> cuts by the diagonal splitting the quadrangle into triangles with \ref minimum_angle_page "Minimum Angle" closer to 60 degrees.
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- <b>Skew</b> cuts by the diagonal splitting the quadrangle into triangles with \ref skew_page "Skew" closer to 0.0 degrees.
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- <b>Select from</b> allows choosing a sub-mesh or an existing group, whose quadrangle elements will be automatically added to the main list.
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- <b>Select from</b> allows choosing a sub-mesh or an existing group, whose quadrangle elements then can be added to the main list.
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3) Click the \b Apply or <b>Apply and Close</b> button to confirm the operation.
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@ -1,6 +1,6 @@
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/*!
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\page diagonal_inversion_of_elements_page Diagonal inversion of elements
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\page diagonal_inversion_of_elements_page Diagonal inversion of two triangles
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\n In MESH you can inverse the diagonal (edge) of a pseudo-quadrangle
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formed by two neighboring triangles with one common edge.
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@ -18,7 +18,7 @@ The following dialog box shall appear:
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\image html diagonalinversion.png
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</li>
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<li>Enter the ID of the required edge in the \b Edge field or select
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<li>Enter IDs of nodes forming the required edge in the \b Edge field (the node IDs must be separated by a dash) or select
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this edge in the 3D viewer.</li>
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<li>Click the \b Apply or <b>Apply and Close</b> button.</li>
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</ol>
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@ -30,4 +30,4 @@ this edge in the 3D viewer.</li>
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<br><b>See Also</b> a sample TUI Script of a
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\ref tui_diagonal_inversion "Diagonal Inversion of Elements" operation.
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*/
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*/
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@ -3,57 +3,62 @@
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\page merging_elements_page Merging Elements
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\n This functionality allows to merge coincident elements of a mesh
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selectable in the dialog box.
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object selectable in the dialog box. Two elements are considered coincident if they are based on the same set of nodes.
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\image html mergeelems_ico.png "Merge elements button"
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\image html mergeelems_ico.png "Merge elements menu button"
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<ol>
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<li>Choose in the main menu \b Modification -> \b Transformation -> <b>Merge elements</b> item. The following dialog box
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shall appear:</li>
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<li>Choose in the main menu \b Modification -> \b Transformation
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-> <b>Merge elements</b> item. The following dialog box shall
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appear:</li>
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\image html mergeelems_auto.png
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<br>
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<ul>
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<li>\b Name is the name of the mesh whose elements will be merged.</li>
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<li>\b Name is the name of the mesh object whose elements will be
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merged.</li>
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<li>\b Automatic or \b Manual Mode allows choosing how the elements
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are processed.
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are processed.
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</ul>
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<li><b>Automatic mode:</b>
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<ul>
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<li>In the \b Automatic Mode the elements created on the same nodes will be merged.</li>
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<li>In the \b Automatic Mode the elements created on the same nodes
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will be merged.</li>
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</ul>
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</li>
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<li>If the \b Manual Mode is selected, additional controls are
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available:
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available:
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\image html mergeelems.png
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<br>
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<ul>
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<li>\b Detect button generates the list of coincident elements for the given \b Tolerance.</li>
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<li>\b Detect button generates the list of coincident elements found
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in the selected object.</li>
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<li><b>Coincident elements</b> is a list of groups of elements for
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merging. All elements of each group will form one after the operation.
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merging. As result of the operation all elements of each group will
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be replaced by the firts element of the group.
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<ul>
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<li>\b Remove button deletes the selected group from the list.</li>
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<li>\b Add button adds to the list a group of elements selected in the
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viewer with pressed "Shift" key.</li>
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viewer with pressed "Shift" key.</li>
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<li><b>Select all</b> checkbox selects all groups.</li>
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<li><b>Show double elements IDs</b> checkbox shows/hides identifiers of
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elements in the 3D viewer.</li>
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elements of selected groups in the 3D viewer.</li>
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</ul></li>
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<li><b>Edit selected group</b> list allows editing the selected group:
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<br><br>
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\image html add.png
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<center>adds to the group the element selected in the viewer.</center>
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<center>adds to the group the elements selected in the viewer.</center>
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<br>
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\image html remove.png
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<center>removes from the group the selected element.</center>
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<center>removes from the group the selected elements.</center>
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<br>
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\image html sort.png
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<center>moves the selected element to the first position in the
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group. This means that all other elements will be merged into this
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one.</center>
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group. This means that all other elements of the group will be
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replaced by this one.</center>
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<br>
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</li>
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<li>To confirm your choice click \b Apply or <b>Apply and Close</b> button.</li>
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with specified tolerance; each group of the coincident nodes can be
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then converted to the single node.
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\image html mergenodes_ico.png "Merge nodes button"
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\image html mergenodes_ico.png "Merge nodes menu button"
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<em>To merge nodes of your mesh:</em>
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<ol>
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<li>From the \b Modification choose \b Transformation and from its
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sub-menu select the <b>Merge nodes</b> item. The following dialog box
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shall appear:</li>
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<li>Choose \b Modification -> \b Transformation -> <b>Merge nodes</b>
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menu item. The following dialog box shall appear:</li>
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<br>
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\image html mergenodes_auto.png
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<br>
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<ul>
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<li>\b Name is the name of the mesh whose nodes will be merged.</li>
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<li>\b Automatic or \b Manual Mode allows choosing how the nodes are
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<li>\b Automatic or \b Manual mode allows choosing how the nodes are
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processed.
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<li>\b Tolerance is a maximum distance between nodes sufficient for
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merging.</li>
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@ -34,20 +33,21 @@ will be merged. The nodes which belong to the groups specified in the
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<b>Exclude Groups</b> will be not taken into account.</li>
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</ul>
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</li><br>
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<li>If the \b Manual Mode is selected, additional controls are available:
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<li> The \b Manual mode gives you full control of what the operation will do.
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In this mode additional controls are available:
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<ul>
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<li>\b Detect button generates the list of coincident nodes for the given
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\b Tolerance.</li>
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<li><b>Coincident nodes</b> is a list of groups of nodes for
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merging. All nodes of each group will form one after the
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operation.
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merging. As result of the operation all nodes of each group will be
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replaces by the firts node of the group.
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<ul>
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<li>\b Remove button deletes the selected group from the list.</li>
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<li>\b Add button adds to the list a group of nodes selected in the
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viewer with pressed "Shift" key.</li>
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<li><b>Select all</b> checkbox selects all groups.</li>
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<li><b>Show double nodes IDs</b> checkbox shows/hides identifiers of
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nodes in the 3D viewer.</li>
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nodes of selected groups in the 3D viewer.</li>
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</ul>
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<br>
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@ -55,18 +55,18 @@ nodes in the 3D viewer.</li>
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<br>
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</li>
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<li><b>Edit selected group</b> list allows editing the selected
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group:
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<br><br>
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\image html add.png
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<center>adds to the group the node selected in the viewer.</center>
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<br>
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\image html remove.png
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<center>removes from the group the selected node.</center>
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<br>
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\image html sort.png
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<center>moves the selected node to the first position in the
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group. This means that all other nodes will be merged into this
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one.</center><br>
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group:
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<br><br>
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\image html add.png
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<center>adds to the group the nodes selected in the viewer.</center>
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<br>
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\image html remove.png
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<center>removes from the group the selected nodes.</center>
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<br>
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\image html sort.png
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<center>moves the selected node to the first position in the
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group. This means that all other nodes of the group will be
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replaced by this one.</center><br>
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</li>
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</ul>
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</li>
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\page mesh_through_point_page Moving nodes
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\n In mesh you can define a node at a certain point either
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by movement of the node closest to the point or by
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movement of any node to the point.
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- by movement of the node closest to the point or
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- by movement of a selected node to the point.
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<em>To displace a node:</em>
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<ol>
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@ -17,19 +17,20 @@ click <em>"Move Node"</em> button in the toolbar.
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The following dialog will appear:
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\image html meshtopass1.png "Manual node selection"
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<br>
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\image html meshtopass2.png "Automatic node selection"
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<br>
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</li>
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<li>Specify the way of node selection: manually (the first radio
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button) or automatically (the second radio button).</li>
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<li>If the manual method is selected, select the necessary node (X, Y,
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Z fields show the original coordinates of the node to move) or type
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<li>If the manual method is selected, select a node to move (X, Y,
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Z fields show the original coordinates of the node) or type
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the node ID.</li>
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<li>Enter the coordinates of the destination point.</li>
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<li>Click <b>Update Destination</b> button to set the coordinates
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of the destination point equal to the coordinates of the node to
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move.</li>
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<li>Enter the coordinates of the destination point. You can
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click <b>Update Destination</b> button to set the coordinates of the
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destination point equal to the coordinates of the node to move.</li>
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<li>Activate \b Preview check-box to show the result of move in the
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viewer.</li>
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<li>Click the \b Apply or <b>Apply and Close</b> button to confirm the
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66
doc/salome/gui/SMESH/input/modifying_meshes.doc
Executable file → Normal file
66
doc/salome/gui/SMESH/input/modifying_meshes.doc
Executable file → Normal file
@ -2,51 +2,57 @@
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\page modifying_meshes_page Modifying meshes
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Salome provides an extremely vast specter of mesh modification and
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Salome provides a vast specter of mesh modification and
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transformation operations, giving the possibility to:
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<ul>
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<li>\subpage adding_nodes_and_elements_page "Add" mesh elements from
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nodes to polyhedrons at an arbitrary place in the mesh.</li>
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nodes to polyhedrons at an arbitrary place in the mesh.</li>
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<li>\subpage adding_quadratic_elements_page "Add quadratic" mesh
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elements (used in quadratic meshes) from quadratic nodes to quadratic polyhedrons at an arbitrary place in the mesh.</li>
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elements from quadratic segments to quadratic hexahedrons at an
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arbitrary place in the mesh.</li>
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<li>\subpage removing_nodes_and_elements_page "Remove" any existing
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mesh elements.</li>
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<li>\subpage translation_page "Translate" in the indicated direction the mesh or some of
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its elements.</li>
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mesh elements and nodes.</li>
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<li>\subpage translation_page "Translate" in the indicated direction
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the mesh or some of its elements.</li>
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<li>\subpage rotation_page "Rotate" by the indicated axis and angle
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the mesh or some of its elements.</li>
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<li>\subpage scale_page "Scale" the mesh or some of its
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elements.</li>
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<li>\subpage symmetry_page "Mirror" the mesh
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through a point or a vector of symmetry.</li>
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<li>\subpage double_nodes_page "Duplicate nodes or/and Elements". Duplication of nodes can be useful to emulate a crack in the model.</li>
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the mesh or some of its elements.</li>
|
||||
<li>\subpage scale_page "Scale" the mesh or some of its elements.</li>
|
||||
<li>\subpage symmetry_page "Mirror" the mesh through a point, a vector
|
||||
or a plane of symmetry.</li>
|
||||
<li>\subpage double_nodes_page "Duplicate nodes or/and Elements".
|
||||
Duplication of nodes can be useful to emulate a crack in the
|
||||
model.</li>
|
||||
<li>Unite meshes by \subpage sewing_meshes_page "sewing" free borders,
|
||||
conform free borders, border to side or side elements.</li>
|
||||
<li>\subpage merging_nodes_page "Merge Nodes", considered coincident
|
||||
within the indicated tolerance.</li>
|
||||
<li>\subpage merging_elements_page "Merge Elements", considered coincident
|
||||
within the indicated tolerance.</li>
|
||||
<li>\subpage mesh_through_point_page "Move Nodes" to an arbitrary location
|
||||
with consequent transformation of all adjacent elements and edges.</li>
|
||||
<li>\subpage diagonal_inversion_of_elements_page "Invert an edge" between neighboring triangles.</li>
|
||||
border to side or side elements.</li>
|
||||
<li>\subpage merging_nodes_page "Merge Nodes", coincident within the
|
||||
indicated tolerance.</li>
|
||||
<li>\subpage merging_elements_page "Merge Elements" based on the same
|
||||
nodes.</li>
|
||||
<li>\subpage mesh_through_point_page "Move Nodes" to an arbitrary
|
||||
location with consequent transformation of all adjacent
|
||||
elements.</li>
|
||||
<li>\subpage diagonal_inversion_of_elements_page "Invert an edge"
|
||||
between neighboring triangles.</li>
|
||||
<li>\subpage uniting_two_triangles_page "Unite two triangles".</li>
|
||||
<li>\subpage uniting_set_of_triangles_page "Unite several adjacent triangles".</li>
|
||||
<li>\subpage changing_orientation_of_elements_page "Change orientation"
|
||||
of the selected elements.</li>
|
||||
<li>\subpage reorient_faces_page "Reorient faces".</li>
|
||||
<li>\subpage cutting_quadrangles_page "Cut a quadrangle" into two triangles.</li>
|
||||
<li>\subpage split_to_tetra_page "Split" volumic elements into tetrahedra or prisms.</li>
|
||||
of the selected elements.</li>
|
||||
<li>\subpage reorient_faces_page "Orient faces" by several means.</li>
|
||||
<li>\subpage cutting_quadrangles_page "Cut a quadrangle" into two
|
||||
triangles.</li>
|
||||
<li>\subpage split_to_tetra_page "Split" volumic elements into
|
||||
tetrahedra or prisms.</li>
|
||||
<li>\subpage smoothing_page "Smooth" elements, reducung distortions in
|
||||
them by adjusting the locations of element corners.</li>
|
||||
them by adjusting the locations of nodes.</li>
|
||||
<li>Create an \subpage extrusion_page "extrusion" along a vector or by
|
||||
normal to a discretized surface.</li>
|
||||
normal to a discretized surface.</li>
|
||||
<li>Create an \subpage extrusion_along_path_page "extrusion along a path".</li>
|
||||
<li>Create an edge or a surface by \subpage revolution_page "revolution"
|
||||
of the selected node or edge.</li>
|
||||
<li>Create elements by \subpage revolution_page "revolution" of the
|
||||
selected nodes and elements.</li>
|
||||
<li>Apply \subpage pattern_mapping_page "pattern mapping".</li>
|
||||
<li>\subpage convert_to_from_quadratic_mesh_page "Convert regular mesh to quadratic",
|
||||
or vice versa.</li>
|
||||
<li>\subpage convert_to_from_quadratic_mesh_page "Convert linear mesh to quadratic",
|
||||
or vice versa.</li>
|
||||
<li>\subpage make_2dmesh_from_3d_page "Generate boundary elements".</li>
|
||||
<li>\subpage generate_flat_elements_page "Generate flat elements on group boundaries or on faces".</li>
|
||||
<li>\subpage cut_mesh_by_plane_page "Cut a tetrahedron mesh by a plane".</li>
|
||||
|
@ -1,14 +1,15 @@
|
||||
/*!
|
||||
|
||||
\page reorient_faces_page Reorient faces
|
||||
\page reorient_faces_page Orient faces
|
||||
|
||||
\n This operation allows changing the orientation of a set faces in the following ways:
|
||||
\n This operation allows fixing the orientation of a set of faces in
|
||||
the following ways:
|
||||
<ul>
|
||||
<li>The new orientation of a set of neighboring faces can be defined
|
||||
by a vector. <br> Since the direction of face normals in
|
||||
the set can be even opposite, it is necessary to specify a control
|
||||
face, the normal to which will be compared with the vector. This face can be
|
||||
either:
|
||||
<li>The desired orientation of a set of neighboring faces can be defined
|
||||
by a vector giving a desired direction of a normal of a certain face. <br>
|
||||
Since the direction of face normals in the set can be even opposite,
|
||||
it is necessary to specify a \a control face, the normal to which
|
||||
will be compared with the vector. This face can be either:
|
||||
<ul>
|
||||
<li>found by proximity to a given point, or</li>
|
||||
<li>specified explicitly.</li>
|
||||
@ -19,7 +20,7 @@
|
||||
|
||||
The orientation of a face is changed by reverting the order of its nodes.
|
||||
|
||||
<em>To change orientation of faces:</em>
|
||||
<em>To set orientation of faces:</em>
|
||||
<ol>
|
||||
<li>In the \b Modification menu select <b>Reorient faces</b>
|
||||
item or click <em>Reorient faces</em> button in the toolbar.
|
||||
@ -37,18 +38,20 @@ The orientation of a face is changed by reverting the order of its nodes.
|
||||
containing faces to reorient, in the Object Browser or in the 3D
|
||||
Viewer.</li>
|
||||
|
||||
<li>To reorient according to vector:
|
||||
<li>To reorient by direction of the face normal:
|
||||
<ul>
|
||||
<li>Specify the coordinates of the \b Point by which the control face
|
||||
will be found. You can easy specify the \b
|
||||
Point by either picking a node in the 3D Viewer or selecting a vertex
|
||||
in the Object Browser. It is possible to pick the \b Face by mouse in
|
||||
the 3D Viewer or enter its ID.</li>
|
||||
will be found. You can specify the \b Point by either picking a
|
||||
node in the 3D Viewer or selecting a vertex in the Object
|
||||
Browser.</li>
|
||||
<li>Set up the \b Direction vector to be compared with the normal of the
|
||||
control face. If you pick a node in the 3D Viewer then the \b Direction
|
||||
vector will go from the coordinate system origin to the selected node.
|
||||
If you pick two nodes (holding Shift button) then the \b Direction vector
|
||||
will go from the first to the second node.</li>
|
||||
control face. There are following options: <ul>
|
||||
<li>adjust vector components directly;</li>
|
||||
<li>select a vertex in the Object Browser or a node in the 3D
|
||||
Viewer; their coordinates will define vector components;</li>
|
||||
<li> pick two nodes (holding Shift button), the \b Direction vector
|
||||
will go from the first to the second node.</li>
|
||||
</ul>
|
||||
</ul>
|
||||
|
||||
<br>
|
||||
@ -58,7 +61,7 @@ The orientation of a face is changed by reverting the order of its nodes.
|
||||
|
||||
</li>
|
||||
|
||||
<li>In the second mode it is possible to directly input the \b Face ID in the corresponding field.
|
||||
<li>In the second mode it is possible to either pick the \b Face by mouse in the 3D Viewer or directly input the \b Face ID in the corresponding field.
|
||||
|
||||
<center>
|
||||
\image html reorient_2d_face.png "The orientation of adjacent faces is chosen according to a vector. The control face is explicitly given."
|
||||
|
@ -16,7 +16,7 @@ a \ref extrusion_struct "structured mesh from scratch".
|
||||
\image html image92.png
|
||||
<center><em>"Revolution" button</em></center>
|
||||
|
||||
The following dialog common for line and planar elements will appear:
|
||||
The following dialog will appear:
|
||||
|
||||
\image html revolution1.png
|
||||
|
||||
@ -79,8 +79,8 @@ The following dialog common for line and planar elements will appear:
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>Specify the \b Tolerance for the operation, which is used to
|
||||
detect nodes lying on the axis of revolution.
|
||||
<li>Specify the \b Tolerance, which is used to detect nodes lying
|
||||
on the axis of revolution.
|
||||
</li>
|
||||
<li>Activate <b>Preview</b> check-box to see the result mesh in
|
||||
the viewer.
|
||||
|
@ -16,28 +16,24 @@ the current study. You can \b Add or \b Delete filters.
|
||||
\n In <b>Filter name</b> box you can specify the name for your
|
||||
filter. By default it is prefixed with the corresponding entity type.
|
||||
|
||||
When we use filters during a group creation or another operation (by
|
||||
clicking <b>Set Filters</b> button in the corresponding dialog), the
|
||||
menu for setting filters looks a bit differently (see the image below).
|
||||
|
||||
\anchor filtering_elements
|
||||
|
||||
Each filter can be applicable to \b Nodes, \b Edges, \b Faces or \b
|
||||
Volumes. You can combine many criteria in one filter, but they all
|
||||
must be of the same <b>Entity type</b>. <br>
|
||||
When we use filters during a group creation or another operation (by
|
||||
clicking <b>Set Filter</b> button in the corresponding dialog), the
|
||||
menu for setting filters looks as shown below.
|
||||
|
||||
The \b Add button creates a new criterion at the end of the list of
|
||||
criteria. The \b Insert button creates a new criterion before the
|
||||
selected criterion. The \b Remove button deletes the selected
|
||||
criterion. The \b Clear button deletes all criteria.
|
||||
\n Each <b>Entity type</b> has its specific list of criteria, however all
|
||||
filters have common syntax. For each criterion you should specify the
|
||||
<b>Threshold Value</b> and whether we search for the elements that should be
|
||||
\b More, \b Less or \b Equal to this \b Value. You can also reverse the
|
||||
sense of a criterion using \b Unary operator Not and you should
|
||||
specify logical relations between criteria using \b Binary operators
|
||||
Or and And.
|
||||
\n Some criteria should have the additional parameter of \b Tolerance.
|
||||
<br>
|
||||
<b>Threshold Value</b> and for numerical criteria whether we search
|
||||
for the elements that should be \b More, \b Less or \b Equal to this
|
||||
\b Value. You can also reverse the sense of a criterion using \b Unary
|
||||
operator \a Not and you should specify logical relations between
|
||||
criteria using \b Binary operators \a Or and \a And.
|
||||
\n Some criteria have the additional parameter of \b Tolerance.<br>
|
||||
Switching on <b>Insert filter in viewer</b> checkbox limits
|
||||
selection of elements in the Viewer to the current filter.
|
||||
<br>
|
||||
@ -64,11 +60,10 @@ created. You have to select the mesh and the button will be enabled.
|
||||
|
||||
Some criteria are applicable to all <b>Entity types</b>:
|
||||
<ul><li>
|
||||
<b>Belong to Geom</b> selects entities whose all nodes
|
||||
lie on the shape defined by <b>Threshold Value</b>.
|
||||
If the threshold shape is a sub-shape of the main shape of the mesh
|
||||
the algorithm works faster, if this is any other
|
||||
shape the algorithm works slower.
|
||||
<b>Belong to Geom</b> selects entities whose all nodes lie on the
|
||||
shape defined by <b>Threshold Value</b>. If the threshold shape is a
|
||||
sub-shape of the main shape of the mesh the algorithm works faster, if
|
||||
this is any other shape the algorithm works slower.
|
||||
</li><li>
|
||||
<b>Lying on Geom</b> selects entities whose at least one node
|
||||
lies on the shape defined by the <b>Threshold Value</b>.
|
||||
@ -76,7 +71,7 @@ If the threshold shape is a sub-shape of the main shape of the mesh the
|
||||
algorithm works faster, if this is any other
|
||||
shape, the algorithm works slower.
|
||||
</li><li>
|
||||
<b>Belong to Mesh Group</b> selects entities included into a mesh group
|
||||
<b>Belong to Mesh Group</b> selects entities included into the mesh group
|
||||
defined by <b>Threshold Value</b>.
|
||||
</li><li>
|
||||
<b>Range of IDs</b> allows selection of entities with the specified
|
||||
@ -97,14 +92,17 @@ other parts. <b>Threshold Value</b> locating any element of the domain can be ei
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
Some criteria are applicable to all <b>Entity types</b>, except for
|
||||
<b>Nodes</b>
|
||||
Some criteria are applicable to all <b>Entity types</b> of dimension
|
||||
more than zero, i.e. to \b Edges, \b Faces and \b Volumes:
|
||||
<ul><li>
|
||||
<b>Linear</b> allows selection of Linear or Quadratic elements (if Unary is set to "Not")
|
||||
</li><li>
|
||||
<b>Geometry type</b> allows selection of elements by their geometric type
|
||||
defined by the <b>Threshold Value</b>. The list of available geometric
|
||||
types depends on the element entity type defined by the <b>Threshold Value</b>.
|
||||
types depends on the current entity type.
|
||||
</li><li>
|
||||
<b>Entity type</b> allows selection of elements by their type defined
|
||||
as combination of geometry type + number of nodes.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
\page sewing_meshes_page Sewing meshes
|
||||
|
||||
\n In SMESH you can sew elements of different meshes. The current
|
||||
\n In SMESH you can sew elements of a mesh. The current
|
||||
functionality allows you to sew:
|
||||
<ul>
|
||||
<li>\ref free_borders_anchor "Free borders"</li>
|
||||
@ -13,7 +13,7 @@ functionality allows you to sew:
|
||||
|
||||
\image html sewing.png "Sewing button"
|
||||
|
||||
<em>To sew elements of different meshes:</em>
|
||||
<em>To sew elements of a mesh:</em>
|
||||
<ol>
|
||||
<li>From the \b Modification menu choose the \b Transformation item
|
||||
and from its sub-menu select the \b Sewing item.</li>
|
||||
@ -158,4 +158,4 @@ nodes in 3D viewer or define them by its id.
|
||||
<b>See Also</b> a sample TUI Script of a
|
||||
\ref tui_sew_side_elements "Sew Side Elements" operation.
|
||||
|
||||
*/
|
||||
*/
|
||||
|
@ -5,7 +5,7 @@
|
||||
\n This geometrical operation allows to perform a symmetrical copy of
|
||||
your mesh or some of its elements.
|
||||
|
||||
<em>To create a symmetrical copy of the mesh:</em>
|
||||
<em>To create a symmetrical copy:</em>
|
||||
|
||||
<ol>
|
||||
<li>From the \b Modification menu choose \b Transformation -> \b Symmetry item or click
|
||||
@ -16,67 +16,72 @@ your mesh or some of its elements.
|
||||
One of the following dialogs will appear:
|
||||
|
||||
It is possible to mirror a mesh or some of its elements through:
|
||||
\image html symmetry1.png "a point (defined by a point and a vector)"
|
||||
\image html symmetry2.png "an axis"
|
||||
\image html symmetry1.png "a point" <br>
|
||||
\image html symmetry2.png "an axis" <br>
|
||||
\image html symmetry3.png "a plane (defined by a point and a normal to the plane)"
|
||||
|
||||
</li>
|
||||
|
||||
<li>In the dialog:
|
||||
<ul>
|
||||
<li>specify the IDs of the elements for the symmetry operation:
|
||||
<li>specify the elements for the symmetry operation:
|
||||
|
||||
<ul>
|
||||
<li><b>Select the whole mesh, submesh or group</b> activating this
|
||||
checkbox; or</li>
|
||||
<li>choose mesh elements with the mouse in the 3D Viewer. It is
|
||||
possible to select a whole area with a mouse frame; or</li>
|
||||
<li>input the element IDs directly in <b>ID Elements</b> field. The selected elements will be highlighted in the
|
||||
viewer; or</li>
|
||||
<li>apply Filters. <b>Set filter</b> button allows to apply a filter to the selection of elements. See more
|
||||
about filters in the \ref selection_filter_library_page "Selection filter library" page.</li>
|
||||
<li>input the element IDs directly in <b>ID Elements</b> field. The
|
||||
selected elements will be highlighted in the viewer; or</li>
|
||||
<li>apply Filters. <b>Set Filter</b> button allows to apply a
|
||||
\ref filtering_elements "filter" to the selection of elements.</li>
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li>depending on the nature of the mirror object:
|
||||
<ul>
|
||||
<li>if the mesh is mirrored through a point, specify the coordinates
|
||||
of the point</li>
|
||||
of the point, either directly or by picking a mesh node;</li>
|
||||
<li>if the mesh is mirrored through an axis:
|
||||
<ul>
|
||||
<li>specify the cooordinates of the start \b Point of the axis vector;</li>
|
||||
<li>specify the axis \b Vector through the coordinates of its
|
||||
end point with respect to the coordinates of the start point;</li>
|
||||
<li>specify the coordinates of the start \b Point of the axis, either
|
||||
directly or by picking a mesh node;</li>
|
||||
<li>specify the components of axis \b Vector, either directly or by
|
||||
picking a mesh node, in which case \b Vector is defined as a shift
|
||||
between the \b Point and the node;</li>
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li>if the mesh is mirrored through a plane:
|
||||
<ul>
|
||||
<li>specify the cooordinates of the \b Point lying on the plane;</li>
|
||||
<li>specify the axis \b Vector through the coordinates of its
|
||||
end point with respect to the coordinates of the start point.</li>
|
||||
<li>specify the cooordinates of the \b Point lying on the plane,
|
||||
either directly or by picking a mesh node;</li>
|
||||
<li>specify the components of plane \b Normal, either directly or by
|
||||
picking a mesh node, in which case \b Normal is defined as a shift
|
||||
between the \b Point and the node.</li>
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li>specify the conditions of symmetry operation:
|
||||
<ul>
|
||||
<li>activate <b>Move elements</b> radio button to create the source
|
||||
mesh (or elements) at the new location and erase it from the previous location;</li>
|
||||
<li>activate <b>Copy elements</b> radio button to create the source
|
||||
mesh (or elements) at the new location, but leave it at the previous
|
||||
location, the source mesh will be considered one and single mesh with the result of the rotation;</li>
|
||||
<li>activate <b>Create as new mesh</b> radio button to leave the
|
||||
source mesh (or elements) at its previous location and create a new
|
||||
mesh at the new location, the new mesh appears in the Object Browser
|
||||
with the default name MeshName_rotated (it is possible to change this
|
||||
name in the adjacent box);</li>
|
||||
<li>activate <b> Copy groups </b> checkbox to copy the groups of elements of the source mesh to the newly created mesh.</li>
|
||||
<li>activate <b>Move elements</b> radio button to change location of
|
||||
the selected elements within the current mesh;</li>
|
||||
<li>activate <b>Copy elements</b> radio button to duplicate the
|
||||
selected elements at the new location within the current mesh;</li>
|
||||
<li>activate <b>Create as new mesh</b> radio button to create new
|
||||
element in a new mesh; the new mesh appears in the Object Browser
|
||||
with the default name MeshName_mirrored (it is possible to change
|
||||
this name in the adjacent box);</li>
|
||||
<li>activate <b> Copy groups </b> checkbox to put new mesh enities
|
||||
into new groups if source entities belongs to some groups. New
|
||||
groups are named by pattern "<old group name>_mirrored".</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<li>activate <b>Preview</b> checkbox to show the result of transformation in the viewer </li>
|
||||
<li>activate <b>Preview</b> checkbox to show the result of
|
||||
transformation in the viewer;</li>
|
||||
<li>click \b Apply or <b> Apply and Close</b> button to confirm the
|
||||
operation.</li>
|
||||
operation.</li>
|
||||
</ul>
|
||||
|
||||
</ol>
|
||||
|
@ -2,14 +2,15 @@
|
||||
|
||||
\page uniting_set_of_triangles_page Uniting a set of triangles
|
||||
|
||||
\n In contrast to the previous operation this one allows to unite at
|
||||
once many triangles if they have adjacent edges.
|
||||
\n In MESH you can union many neighboring triangles (cells) into
|
||||
quadrangles by deletion of the common edge.
|
||||
|
||||
<em>To union several triangles:</em>
|
||||
<ol>
|
||||
<li>Display a mesh or a sub-mesh in the 3D viewer.</li>
|
||||
<li>Select a mesh (and display it in the 3D Viewer if you are going to
|
||||
pick elements by mouse).</li>
|
||||
<li>In the \b Modification menu select the <b>Union of triangles</b>
|
||||
item or click <em>"Union of triangles"</em> button in the toolbar.
|
||||
item or click <em>"Union of triangles"</em> button in the toolbar.
|
||||
|
||||
\image html image80.png
|
||||
<center><em>"Union of triangles" button</em></center>
|
||||
@ -20,20 +21,20 @@ The following dialog box will appear:
|
||||
|
||||
<ul>
|
||||
<li><b>The main list</b> 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 \b Add 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 \b Remove button. The \b Sort button allows
|
||||
to sort the list of IDs. The <b>Set filter</b> button allows to apply a
|
||||
definite filter to selection of triangles.</li>
|
||||
<li><b>Apply to all</b> radio button allows to modify connectivity and
|
||||
type of all triangles of the currently displayed mesh or sub-mesh.</li>
|
||||
united. You can click on a triangle in the 3D viewer and it will be
|
||||
highlighted. After that click the \b Add 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 \b Remove button. The \b Sort button allows
|
||||
to sort the list of IDs. The <b>Filter</b> button allows to apply a
|
||||
definite \ref filtering_elements "filter" to selection of triangles.</li>
|
||||
<li><b>Apply to all</b> radio button allows to apply the operation to
|
||||
all triangles of the selected mesh.</li>
|
||||
<li><b>Preview</b> provides a preview in the viewer.</li>
|
||||
<li>\b Criterion menu allows to choose a quality criterion,
|
||||
which will be optimized to select triangles to unite.</li>
|
||||
which will be optimized to select triangles to unite.</li>
|
||||
<li><b>Select from</b> set of fields allows to choose a sub-mesh or an
|
||||
existing group whose triangle elements will be automatically added to
|
||||
the list.</li>
|
||||
existing group whose triangle elements then can be added to the
|
||||
list.</li>
|
||||
</ul>
|
||||
|
||||
</li>
|
||||
|
@ -19,8 +19,9 @@ The following dialog box shall appear:
|
||||
\image html unionoftwotriangles.png
|
||||
|
||||
</li>
|
||||
<li>Enter the ID of the required edge in the \b Edge field or select
|
||||
this edge in the 3D viewer.</li>
|
||||
<li>Enter IDs of nodes forming the required edge in the \b Edge field
|
||||
(the node IDs must be separated by a dash) or select this edge in
|
||||
the 3D viewer.</li>
|
||||
<li>Click the \b Apply or <b>Apply and Close</b> button.</li>
|
||||
</ol>
|
||||
|
||||
@ -31,4 +32,4 @@ this edge in the 3D viewer.</li>
|
||||
<br><b>See Also</b> a sample TUI Script of a
|
||||
\ref tui_uniting_two_triangles "Uniting Two Triangles" operation.
|
||||
|
||||
*/
|
||||
*/
|
||||
|
@ -645,6 +645,9 @@ void SMESHGUI_MultiEditDlg::onFilterAccepted()
|
||||
//=======================================================================
|
||||
bool SMESHGUI_MultiEditDlg::isIdValid (const int theId) const
|
||||
{
|
||||
if ( !myActor )
|
||||
return true; // filter can't work w/o actor
|
||||
|
||||
SVTK_Selector* aSelector = SMESH::GetSelector();
|
||||
Handle(SMESHGUI_Filter) aFilter =
|
||||
Handle(SMESHGUI_Filter)::DownCast(aSelector->GetFilter(myFilterType));
|
||||
|
@ -391,12 +391,12 @@ namespace SMESH
|
||||
return fromUtf8( txt.c_str() );
|
||||
}
|
||||
|
||||
const char* toUtf8( const QString& txt )
|
||||
toUtf8::toUtf8( const QString& txt )
|
||||
{
|
||||
#ifdef PAL22528_UNICODE
|
||||
return txt.toUtf8().constData();
|
||||
assign( txt.toUtf8().constData() );
|
||||
#else
|
||||
return txt.toLatin1().constData();
|
||||
assign( txt.toLatin1().constData() );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -210,7 +210,11 @@ SMESHGUI_EXPORT
|
||||
|
||||
QString fromUtf8( const char* txt );
|
||||
QString fromUtf8( const std::string& txt );
|
||||
const char* toUtf8( const QString& txt );
|
||||
struct toUtf8: public std::string
|
||||
{
|
||||
toUtf8( const QString& txt );
|
||||
operator const char*() const { return c_str(); }
|
||||
};
|
||||
}
|
||||
|
||||
#endif // SMESHGUI_UTILS_H
|
||||
|
@ -3784,21 +3784,23 @@ SMESH_MeshEditor_i::scale(SMESH::SMESH_IDSource_ptr theObject,
|
||||
(theScaleFact.length() == 1) ? theScaleFact[0] : theScaleFact[1],
|
||||
(theScaleFact.length() == 1) ? theScaleFact[0] : theScaleFact[2],
|
||||
};
|
||||
double tol = std::numeric_limits<double>::max();
|
||||
gp_Trsf aTrsf;
|
||||
|
||||
#if OCC_VERSION_LARGE > 0x06070100
|
||||
// fight against ortagonalization
|
||||
// fight against orthogonalization
|
||||
// aTrsf.SetValues( S[0], 0, 0, thePoint.x * (1-S[0]),
|
||||
// 0, S[1], 0, thePoint.y * (1-S[1]),
|
||||
// 0, 0, S[2], thePoint.z * (1-S[2]) );
|
||||
aTrsf.SetTranslation( gp_Vec( thePoint.x * (1-S[0]),
|
||||
thePoint.y * (1-S[1]),
|
||||
thePoint.z * (1-S[2])));
|
||||
gp_Mat & M = ( gp_Mat& ) aTrsf.HVectorialPart();
|
||||
aTrsf.SetScale( gp::Origin(), 1.0 ); // set form which is used to make group names
|
||||
gp_XYZ & loc = ( gp_XYZ& ) aTrsf.TranslationPart();
|
||||
gp_Mat & M = ( gp_Mat& ) aTrsf.HVectorialPart();
|
||||
loc.SetCoord( thePoint.x * (1-S[0]),
|
||||
thePoint.y * (1-S[1]),
|
||||
thePoint.z * (1-S[2]));
|
||||
M.SetDiagonal( S[0], S[1], S[2] );
|
||||
|
||||
#else
|
||||
double tol = std::numeric_limits<double>::max();
|
||||
aTrsf.SetValues( S[0], 0, 0, thePoint.x * (1-S[0]),
|
||||
0, S[1], 0, thePoint.y * (1-S[1]),
|
||||
0, 0, S[2], thePoint.z * (1-S[2]), tol, tol);
|
||||
|
Loading…
Reference in New Issue
Block a user