+ ## Splits each of given quadrangles into 4 triangles. A node is added at the center of
+ # a quadrangle.
+ # @param theElements the faces to be splitted. This can be either mesh, sub-mesh,
+ # group or a list of face IDs. By default all quadrangles are split
+ # @ingroup l2_modif_cutquadr
+ def QuadTo4Tri (self, theElements=[]):
+ if isinstance( theElements, Mesh ):
+ theElements = theElements.mesh
+ elif not theElements:
+ theElements = self.mesh
+ elif isinstance( theElements, list ):
+ theElements = self.GetIDSource( theElements, SMESH.FACE )
+ return self.editor.QuadTo4Tri( theElements )
+