+ default: /////// quadratic quadrangle
+ const SMDS_MeshFace * f = aMesh->FindFace( nodes[0], nodes[2], nodes[4], nodes[6],
+ nodes[1], nodes[3], nodes[5], nodes[7] );
+ if ( !f ||
+ nodes[ 2 ] != f->GetNodeWrap( f->GetNodeIndex( nodes[ 0 ] ) + 2*nextShift ))
+ {
+ const SMDS_MeshNode* newOrder[8] = { nodes[0],
+ nodes[4 - 2*nextShift],
+ nodes[4],
+ nodes[4 + 2*nextShift],
+ nodes[1],
+ nodes[5 - 2*nextShift],
+ nodes[5],
+ nodes[5 + 2*nextShift] };
+ if ( f )
+ aMesh->ChangeElementNodes( f, &newOrder[0], nbn );
+ else
+ myLastCreatedElems.Append(aMesh->AddFace(newOrder[ 0 ], newOrder[ 1 ],
+ newOrder[ 2 ], newOrder[ 3 ],
+ newOrder[ 4 ], newOrder[ 5 ],
+ newOrder[ 6 ], newOrder[ 7 ]));
+ }
+ } // switch ( nbn )
+
+ else { //////// polygon
+
+ vector<const SMDS_MeshNode*> polygon_nodes ( nodes, &nodes[nbn] );
+ const SMDS_MeshFace * f = aMesh->FindFace( polygon_nodes );
+ if ( !f ||
+ nodes[ 1 ] != f->GetNodeWrap( f->GetNodeIndex( nodes[ 0 ] ) + nextShift ))
+ {
+ if ( !vTool.IsForward() )
+ std::reverse( polygon_nodes.begin(), polygon_nodes.end());
+ if ( f )
+ aMesh->ChangeElementNodes( f, &polygon_nodes[0], nbn );
+ else