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--- BEFORE PORTING TO QT 4 ---
44 lines
1.3 KiB
Plaintext
44 lines
1.3 KiB
Plaintext
/*!
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\page warping_page Warping
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\image html image24.gif
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\n \b Warping indicates that a face is not planar and is applied only to
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2D elements with 4 nodes. This quality control criterion is based on a
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projection plane created by:
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<ol>
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<li>bisecting the four element edges,</li>
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<li>creating a point on the plane at the vector average of the
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corners, where the x-axis extends from the point to the bisector on
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edge 2.</li>
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</ol>
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The plane normal is in the direction of the cross product of the
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x-axis and the vector from the origin to the bisector of edge 3. Every
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corner of the quad will then be a distance ?h? from the plane. The
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length of each half edge is measured and the shortest length is
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assigned ?l?. The warp angle is the arcsine of the ratio of the
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projection height ?h? to the half edge length ?l?.
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<em>To apply the Warping quality criterion to your mesh:</em>
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<ol>
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<li>Display your mesh in the viewer.</li>
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<li>Choose <b>Controls > Warping Angle</b> or click <em>"Warping angle"</em>
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button of the toolbar.
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\image html image39.gif
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<center><em>"Warping angle" button</em></center>
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Your mesh will be displayed in the viewer with its elements colored
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according to the applied mesh quality control criterion:
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\image html image97.jpg
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</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_warping "Warping quality control" operation.
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*/
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