+ SMESH::SMESH_Mesh MakeBoundaryMesh(in SMESH_IDSource elements,
+ in Bnd_Dimension dimension,
+ in string groupName,
+ in string meshName,
+ in boolean toCopyElements,
+ in boolean toCopyExistingBondary,
+ out SMESH_Group group);
## Finds groups of ajacent nodes within Tolerance.
# @param Tolerance the value of tolerance
# @param SubMeshOrGroup SubMesh or Group
+ # @param exceptNodes list of either SubMeshes, Groups or node IDs to exclude from search
# @return the list of groups of nodes
# @ingroup l2_modif_trsf
- def FindCoincidentNodesOnPart (self, SubMeshOrGroup, Tolerance):
+ def FindCoincidentNodesOnPart (self, SubMeshOrGroup, Tolerance, exceptNodes=[]):
## Computes the mesh and returns the status of the computation
+ # @param discardModifs if True and the mesh has been edited since
+ # a last total re-compute and that may prevent successful partial re-compute,
+ # then the mesh is cleaned before Compute()
# @return True or False
# @ingroup l2_construct
- def Compute(self, geom=0):
+ def Compute(self, geom=0, discardModifs=False):
+ ## Defines "QuadrangleParams" hypothesis
+ # @param vertex: vertex of a trilateral geometrical face, around which triangles
+ # will be created while other elements will be quadrangles.
+ # Vertex can be either a GEOM_Object or a vertex ID within the
+ # shape to mesh
+ #
+ def TriangleVertex(self, vertex, UseExisting=0):
2) in FixedPoints1D(), convert geom reversed edges into IDs
0020139: EDF 944 SMESH : Get 2D/3D element with X, Y, Z coordinates
def FindNodeClosestTo(self, x, y, z):
- preview = self.mesh.GetMeshEditPreviewer()
- return preview.MoveClosestNodeToPoint(x, y, z, -1)
+ #preview = self.mesh.GetMeshEditPreviewer()
+ #return preview.MoveClosestNodeToPoint(x, y, z, -1)
+ return self.editor.FindNodeClosestTo(x, y, z)
+ ## Finds the elements where a point lays IN or ON
+ # @param x the X coordinate of a point
+ # @param y the Y coordinate of a point
+ # @param z the Z coordinate of a point
+ # @param elementType type of elements to find (SMESH.ALL type
+ # means elements of any type excluding nodes and 0D elements)
+ # @return list of IDs of found elements
+ # @ingroup l2_modif_throughp
+ def FindElementsByPoint(self, x, y, z, elementType = SMESH.ALL):
+ return self.editor.FindElementsByPoint(x, y, z, elementType)
+