+ // look for more local algos
+ smIt = sm->getDependsOnIterator(!includeSelf, !complexShapeFirst);
+ while ( smIt->more() )
+ {
+ SMESH_subMesh* smToCompute = smIt->next();
+
+ const TopoDS_Shape& aSubShape = smToCompute->GetSubShape();
+ const int aShapeDim = GetShapeDim( aSubShape );
+ //if ( aSubShape.ShapeType() == TopAbs_VERTEX ) continue;
+ if ( aShapeDim < 1 ) continue;
+
+ // check for preview dimension limitations
+ if ( aShapesId && GetShapeDim( aSubShape.ShapeType() ) > (int)aDim )
+ continue;
+
+ SMESH_HypoFilter filter( SMESH_HypoFilter::IsAlgo() );
+ filter
+ .And( SMESH_HypoFilter::IsApplicableTo( aSubShape ))
+ .And( SMESH_HypoFilter::IsMoreLocalThan( algoShape ));
+
+ if ( SMESH_Algo* subAlgo = (SMESH_Algo*) aMesh.GetHypothesis( aSubShape, filter, true )) {
+ SMESH_Hypothesis::Hypothesis_Status status;
+ if ( subAlgo->CheckHypothesis( aMesh, aSubShape, status ))
+ // mesh a lower smToCompute starting from vertices
+ Compute( aMesh, aSubShape, /*anUpward=*/true, aDim, aShapesId );
+ }
+ }
+ }
+ // ----------------------------------------------------------
+ // apply the algos that do not require descretized boundaries
+ // ----------------------------------------------------------
+ for ( subIt = smWithAlgoSupportingSubmeshes.rbegin(); subIt != subEnd; ++subIt )
+ if ( sm->GetComputeState() == SMESH_subMesh::READY_TO_COMPUTE)
+ {
+ const TopAbs_ShapeEnum aShType = sm->GetSubShape().ShapeType();
+ // check for preview dimension limitations
+ if ( aShapesId && GetShapeDim( aShType ) > (int)aDim )
+ continue;
+
+ sm->ComputeStateEngine( SMESH_subMesh::COMPUTE );
+ if ( aShapesId )
+ aShapesId->insert( sm->GetId() );
+ }