+ if ( toNotify )
+ {
+ smToNotify.push_back( aSubMesh );
+ if ( aSubMesh->GetAlgoState() == SMESH_subMesh::MISSING_HYP )
+ allMeshedEdgesNotified = false; // update of algo state needed, not mesh clearing
+ }
+ else
+ {
+ if ( !aSubMesh->IsEmpty() &&
+ aSubMesh->GetSubShape().ShapeType() == TopAbs_EDGE )
+ allMeshedEdgesNotified = false;
+ }
+ }
+ if ( smToNotify.empty() )
+ return;
+
+ // if all meshed EDGEs will be notified then the notification is equivalent
+ // to the whole mesh clearing, which is usually faster
+ if ( allMeshedEdgesNotified && NbNodes() > 0 )
+ {
+ Clear();
+ }
+ else
+ {
+ // notify in reverse order to avoid filling the pool of IDs
+ for ( int i = smToNotify.size()-1; i >= 0; --i )
+ smToNotify[i]->AlgoStateEngine(SMESH_subMesh::MODIF_HYP,
+ const_cast< SMESH_Hypothesis*>( hyp ));