// Copyright (C) 2007-2019 CEA/DEN, EDF R&D, OPEN CASCADE // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com // // SMESH SMESH : implementation of SMESH idl descriptions // File : StdMeshers_CompositeBlock_3D.hxx // Module : SMESH // #ifndef _SMESH_CompositeSegment_1D_HXX_ #define _SMESH_CompositeSegment_1D_HXX_ #include "SMESH_StdMeshers.hxx" #include "SMESH_Algo.hxx" class SMESH_Mesh; class StdMeshers_FaceSide; class TopoDS_Edge; class TopoDS_Face; struct _QuadFaceGrid; /*! * \brief Computes hexahedral mesh on a box with composite sides * * The algorithm expects faces of a box to be meshed with quadrangles so that * opposite box sides have equal number of quadrangles. */ class STDMESHERS_EXPORT StdMeshers_CompositeHexa_3D: public SMESH_3D_Algo { public: StdMeshers_CompositeHexa_3D(int hypId, SMESH_Gen* gen); //virtual ~StdMeshers_CompositeHexa_3D(); virtual bool Compute(SMESH_Mesh& aMesh, const TopoDS_Shape& aShape); virtual bool Evaluate(SMESH_Mesh & aMesh, const TopoDS_Shape & aShape, MapShapeNbElems& aResMap); virtual bool CheckHypothesis(SMESH_Mesh& aMesh, const TopoDS_Shape& aShape, Hypothesis_Status& aStatus); private: bool findBoxFaces( const TopoDS_Shape& shape, std::list< _QuadFaceGrid >& boxFaceContainer, SMESH_Mesh& mesh, _QuadFaceGrid * & fBottom, _QuadFaceGrid * & fTop, _QuadFaceGrid * & fFront, _QuadFaceGrid * & fBack, _QuadFaceGrid * & fLeft, _QuadFaceGrid * & fRight); }; #endif