ProMesh User Manual  v4.3.19

Generation of new elements through refinement of selected existing elements. More...

Functions

void Refine (Mesh *mesh)
 Refines selected elements and builds a regular closure. More...
 
void Refine (Mesh *mesh, bool strict_subset_inheritance, bool use_snap_points)
 Refines selected elements and builds a regular closure. More...
 
void RefineWithSnapPoints (Mesh *mesh)
 Refines selected elements so that new edges are built between midpoints of selected edges and selected vertices, if possible. More...
 
void RefineWithSnapPointsOrtho (Mesh *mesh)
 Refines selected elements so that new edges are built between midpoints of selected edges and selected vertices, if possible. New vertices are placed so that their connecting edge to the snap point is orthogonal to their parent edge. More...
 
void RefineSmooth (Mesh *mesh)
 Refines selected elements using piecewise smooth refinement. More...
 
void RefineSmooth (Mesh *mesh, bool strict_subset_inheritance)
 Refines selected elements using piecewise smooth refinement. More...
 
void InsertCenter (Mesh *mesh)
 Inserts a central vertex in all selected elements. More...
 
void InsertCenter (Mesh *mesh, bool strict_subset_inheritance)
 Inserts a central vertex in all selected elements. More...
 
void PlaneCut (Mesh *mesh, const Vec3d *plane_center, const Vec3d *plane_normal)
 Cuts selected edges along the given plane. More...
 
void HangingNodeRefine (Mesh *mesh, bool anisotropic)
 Refines selected elements using hanging nodes. More...
 
void HangingNodeRefine (Mesh *mesh, bool strict_subset_inheritance, bool anisotropic)
 Refines selected elements using hanging nodes. More...
 
void RegularizingRefinement (Mesh *mesh, double aspect_ratio)
 Marks and refines elements with small aspect ratios, trying to improves said aspect ratios. More...
 

Detailed Description

Generation of new elements through refinement of selected existing elements.

Function Documentation

◆ HangingNodeRefine() [1/2]

void HangingNodeRefine ( Mesh mesh,
bool  anisotropic 
)

Refines selected elements using hanging nodes.

◆ HangingNodeRefine() [2/2]

void HangingNodeRefine ( Mesh mesh,
bool  strict_subset_inheritance,
bool  anisotropic 
)

Refines selected elements using hanging nodes.

◆ InsertCenter() [1/2]

void InsertCenter ( Mesh mesh)

Inserts a central vertex in all selected elements.

◆ InsertCenter() [2/2]

void InsertCenter ( Mesh mesh,
bool  strict_subset_inheritance 
)

Inserts a central vertex in all selected elements.

◆ PlaneCut()

void PlaneCut ( Mesh mesh,
const Vec3d plane_center,
const Vec3d plane_normal 
)

Cuts selected edges along the given plane.

◆ Refine() [1/2]

void Refine ( Mesh mesh)

Refines selected elements and builds a regular closure.

◆ Refine() [2/2]

void Refine ( Mesh mesh,
bool  strict_subset_inheritance,
bool  use_snap_points 
)

Refines selected elements and builds a regular closure.

◆ RefineSmooth() [1/2]

void RefineSmooth ( Mesh mesh)

Refines selected elements using piecewise smooth refinement.

◆ RefineSmooth() [2/2]

void RefineSmooth ( Mesh mesh,
bool  strict_subset_inheritance 
)

Refines selected elements using piecewise smooth refinement.

◆ RefineWithSnapPoints()

void RefineWithSnapPoints ( Mesh mesh)

Refines selected elements so that new edges are built between midpoints of selected edges and selected vertices, if possible.

◆ RefineWithSnapPointsOrtho()

void RefineWithSnapPointsOrtho ( Mesh mesh)

Refines selected elements so that new edges are built between midpoints of selected edges and selected vertices, if possible. New vertices are placed so that their connecting edge to the snap point is orthogonal to their parent edge.

◆ RegularizingRefinement()

void RegularizingRefinement ( Mesh mesh,
double  aspect_ratio 
)

Marks and refines elements with small aspect ratios, trying to improves said aspect ratios.