FEM: remove trailing whitespaces

This commit is contained in:
Bernd Hahnebach
2016-04-14 19:43:47 +02:00
committed by wmayer
parent 11a1de07d1
commit 3091fd5973
65 changed files with 217 additions and 217 deletions

View File

@@ -73,7 +73,7 @@ using namespace FemGui;
struct FemFace
{
const SMDS_MeshNode *Nodes[8];
unsigned long ElementNumber;
unsigned long ElementNumber;
const SMDS_MeshElement* Element;
unsigned short Size;
unsigned short FaceNo;
@@ -103,7 +103,7 @@ Base::Vector3d FemFace::set(short size,const SMDS_MeshElement* element,unsigned
Nodes[7] = n8;
Element = element;
ElementNumber = id;
ElementNumber = id;
Size = size;
FaceNo = faceNo;
hide = false;
@@ -135,7 +135,7 @@ public:
//FemFaceGridItem(void){reserve(200);}
};
bool FemFace::isSameFace (FemFace &face)
bool FemFace::isSameFace (FemFace &face)
{
// the same element can not have the same face
if(face.ElementNumber == ElementNumber)
@@ -266,7 +266,7 @@ void ViewProviderFemMesh::attach(App::DocumentObject *pcObj)
SoMaterial *pcAnoMaterial = new SoMaterial;
pcAnoMaterial->diffuseColor.setValue(0,1,0);
pcAnoMaterial->emissiveColor.setValue(0,1,0);
pcAnotRoot->addChild(pcAnoMaterial);
pcAnotRoot->addChild(pcAnoMaterial);
pcAnotRoot->addChild(pcAnoStyle);
pcAnotRoot->addChild(pcAnoCoords);
SoPointSet *pointset = new SoPointSet;
@@ -299,7 +299,7 @@ void ViewProviderFemMesh::attach(App::DocumentObject *pcObj)
// Points
SoGroup* pcPointsRoot = new SoSeparator();
pcPointsRoot->addChild(pcPointMaterial);
pcPointsRoot->addChild(pcPointMaterial);
pcPointsRoot->addChild(pcPointStyle);
pcPointsRoot->addChild(pcCoords);
pointset = new SoPointSet;
@@ -501,7 +501,7 @@ PyObject * ViewProviderFemMesh::getPyObject()
// ref counter is set to 1
PythonObject = Py::Object(new ViewProviderFemMeshPy(this),true);
}
return Py::new_reference_to(PythonObject);
return Py::new_reference_to(PythonObject);
}
void ViewProviderFemMesh::setColorByNodeId(const std::map<long,App::Color> &NodeColorMap)
@@ -519,7 +519,7 @@ void ViewProviderFemMesh::setColorByNodeId(const std::map<long,App::Color> &Node
void ViewProviderFemMesh::setColorByNodeId(const std::vector<long> &NodeIds,const std::vector<App::Color> &NodeColors)
{
long startId = *(std::min_element(NodeIds.begin(), NodeIds.end()));
long startId = *(std::min_element(NodeIds.begin(), NodeIds.end()));
long endId = *(std::max_element(NodeIds.begin(), NodeIds.end()));
std::vector<App::Color> colorVec(endId-startId+2,App::Color(0,1,0));
@@ -574,7 +574,7 @@ void ViewProviderFemMesh::setDisplacementByNodeId(const std::map<long,Base::Vect
void ViewProviderFemMesh::setDisplacementByNodeId(const std::vector<long> &NodeIds,const std::vector<Base::Vector3d> &NodeDisps)
{
long startId = *(std::min_element(NodeIds.begin(), NodeIds.end()));
long startId = *(std::min_element(NodeIds.begin(), NodeIds.end()));
long endId = *(std::max_element(NodeIds.begin(), NodeIds.end()));
std::vector<Base::Vector3d> vecVec(endId-startId+2,Base::Vector3d());
@@ -709,12 +709,12 @@ inline unsigned long ElemFold(unsigned long Element,unsigned long FaceNbr)
return t2;
}
void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
SoCoordinate3* coords,
void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
SoCoordinate3* coords,
SoIndexedFaceSet* faces,
SoIndexedLineSet* lines,
std::vector<unsigned long> &vFaceElementIdx,
std::vector<unsigned long> &vNodeElementIdx,
SoIndexedLineSet* lines,
std::vector<unsigned long> &vFaceElementIdx,
std::vector<unsigned long> &vNodeElementIdx,
bool &onlyEdges,
bool ShowInner) const
{
@@ -726,7 +726,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
int numFaces = data->NbFaces();
int numNodes = data->NbNodes();
int numEdges = data->NbEdges();
if(numFaces+numNodes+numEdges == 0) return;
Base::TimeInfo Start;
Base::Console().Log("Start: ViewProviderFEMMeshBuilder::createMesh() =================================\n");
@@ -734,7 +734,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
const SMDS_MeshInfo& info = data->GetMeshInfo();
int numTria = info.NbTriangles();
int numQuad = info.NbQuadrangles();
int numVolu = info.NbVolumes();
int numTetr = info.NbTetras();
int numHexa = info.NbHexas();
@@ -757,7 +757,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
if (numFaces <= 0 && numVolu <= 0 && numEdges > 0){
onlyEdges = true;
}
std::vector<FemFace> facesHelper(numTries);
Base::Console().Log(" %f: Start build up %i face helper\n",Base::TimeInfo::diffTimeF(Start,Base::TimeInfo()),facesHelper.size());
@@ -841,7 +841,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
BndBox.Add(facesHelper[i++].set(4, aVol, aVol->GetID(), 4, aVol->GetNode(1), aVol->GetNode(4), aVol->GetNode(5), aVol->GetNode(2)));
BndBox.Add(facesHelper[i++].set(4, aVol, aVol->GetID(), 5, aVol->GetNode(2), aVol->GetNode(5), aVol->GetNode(3), aVol->GetNode(0)));
break;
//hexa8 volume
//hexa8 volume
case 8:
// face 1 = N1, N2, N3, N4
// face 2 = N5, N8, N7, N6
@@ -919,7 +919,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
if( FaceSize < 5000){
Base::Console().Log(" %f: Start eliminate internal faces SIMPLE\n",Base::TimeInfo::diffTimeF(Start,Base::TimeInfo()));
// search for double (inside) faces and hide them
if(!ShowInner){
for(int l=0; l< FaceSize;l++){
@@ -972,7 +972,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
if(iX >= NbrX || iY >= NbrY || iZ >= NbrZ)
Base::Console().Log(" Outof range!\n");
Grid[iX + iY*NbrX + iZ*NbrX*NbrY].push_back(&facesHelper[l]);
}
@@ -991,7 +991,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
avg += it->size();
}
avg = avg/Grid.size();
Base::Console().Log(" VoxelSize: Max:%i ,Average:%i\n",max,avg);
} //if( FaceSize < 1000)
@@ -1058,7 +1058,7 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
}
}
Base::Console().Log(" NumTriangles:%i\n",triangleCount);
// edge map collect and sort edges of the faces to be shown.
// edge map collect and sort edges of the faces to be shown.
std::map<int,std::set<int> > EdgeMap;
// handling the corner case beams only, means no faces/triangles only nodes and edges