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0022106: EDF 2464 SMESH : Split quadrangles in 4 triangles
+ def QuadTo4Tri (self, theElements=[]):
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@ -2857,7 +2857,6 @@ class Mesh:
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return self.editor.TriToQuadObject(theObject, Functor, MaxAngle)
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## Splits quadrangles into triangles.
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#
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# @param IDsOfElements the faces to be splitted.
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# @param theCriterion is a numerical functor, in terms of enum SMESH.FunctorType, used to
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# choose a diagonal for splitting. If @a theCriterion is None, which is a default
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@ -2888,6 +2887,20 @@ class Mesh:
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Functor = self.smeshpyD.GetFunctor(theCriterion)
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return self.editor.QuadToTriObject(theObject, Functor)
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## Splits each of given quadrangles into 4 triangles. A node is added at the center of
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# a quadrangle.
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# @param theElements the faces to be splitted. This can be either mesh, sub-mesh,
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# group or a list of face IDs. By default all quadrangles are split
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# @ingroup l2_modif_cutquadr
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def QuadTo4Tri (self, theElements=[]):
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if isinstance( theElements, Mesh ):
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theElements = theElements.mesh
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elif not theElements:
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theElements = self.mesh
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elif isinstance( theElements, list ):
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theElements = self.GetIDSource( theElements, SMESH.FACE )
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return self.editor.QuadTo4Tri( theElements )
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## Splits quadrangles into triangles.
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# @param IDsOfElements the faces to be splitted
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# @param Diag13 is used to choose a diagonal for splitting.
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@ -3150,6 +3163,8 @@ class Mesh:
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# @param theToBiQuad If True, converts the mesh to bi-quadratic
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# @ingroup l2_modif_tofromqu
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def ConvertToQuadratic(self, theForce3d, theSubMesh=None, theToBiQuad=False):
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if isinstance( theSubMesh, Mesh ):
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theSubMesh = theSubMesh.mesh
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if theToBiQuad:
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self.editor.ConvertToBiQuadratic(theForce3d,theSubMesh)
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else:
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@ -3157,6 +3172,9 @@ class Mesh:
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self.editor.ConvertToQuadraticObject(theForce3d,theSubMesh)
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else:
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self.editor.ConvertToQuadratic(theForce3d)
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error = self.editor.GetLastError()
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if error and error.comment:
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print error.comment
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## Converts the mesh from quadratic to ordinary,
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# deletes old quadratic elements, \n replacing
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