const std::map < int, SMESH_subMesh * >& DependsOn();
bool DependsOn( const SMESH_subMesh* other ) const;
+ bool DependsOn( const int shapeID ) const;
/*!
* \brief Return iterator on the sub-meshes this one depends on. By default
* most simple sub-meshes go first.
protected:
// ==================================================================
- void insertDependence(const TopoDS_Shape aSubShape);
+ void insertDependence(const TopoDS_Shape aShape, TopAbs_ShapeEnum aSubType );
void removeSubMeshElementsAndNodes();
void updateDependantsState(const compute_event theEvent);
int _Id;
std::map < int, SMESH_subMesh * >_mapDepend;
- bool _dependenceAnalysed;
+ bool _dependenceAnalysed;
std::vector< SMESH_subMesh * > _ancestors;
SMESH_Algo * _algo; // the algorithm found by last *StateEngine() call