const SMESH_SequenceOfElemPtr& GetLastCreatedNodes() const { return myLastCreatedNodes; }
const SMESH_SequenceOfElemPtr& GetLastCreatedElems() const { return myLastCreatedElems; }
+ void CrearLastCreated();
SMESH_ComputeErrorPtr & GetError() { return myError; }
// Remove a node or an element.
// Modify a compute state of sub-meshes which become empty
+ void Create0DElementsOnAllNodes( const TIDSortedElemSet& elements,
+ TIDSortedElemSet& all0DElems);
+ // Create 0D elements on all nodes of the given object except those
+ // nodes on which a 0D element already exists. \a all0DElems returns
+ // all 0D elements found or created on nodes of \a elements
+
bool InverseDiag (const SMDS_MeshElement * theTria1,
const SMDS_MeshElement * theTria2 );
// Replace two neighbour triangles with ones built on the same 4 nodes