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Fix bug of work with ViscousLayers hyp introduced during
"Redesign again to work with composed cube edges"
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@ -424,7 +424,9 @@ bool StdMeshers_Hexa_3D::Compute(SMESH_Mesh & aMesh,
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}
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}
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}
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// check if the loaded grid corresponds to nb of quadrangles
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// check if the loaded grid corresponds to nb of quadrangles
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const int nbQuads = meshDS->MeshElements( F )->NbElements();
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const SMESHDS_SubMesh* faceSubMesh =
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proxymesh ? proxymesh->GetSubMesh( F ) : meshDS->MeshElements( F );
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const int nbQuads = faceSubMesh->NbElements();
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const int nbHor = aCubeSide[i]._u2nodesMap.size() - 1;
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const int nbHor = aCubeSide[i]._u2nodesMap.size() - 1;
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const int nbVer = aCubeSide[i]._u2nodesMap.begin()->second.size() - 1;
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const int nbVer = aCubeSide[i]._u2nodesMap.begin()->second.size() - 1;
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if ( nbQuads != nbHor * nbVer )
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if ( nbQuads != nbHor * nbVer )
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