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Fix Quadrangle and Triangle filters for quadratic elements
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@ -225,7 +225,8 @@ bool SMESHGUI_QuadrangleFilter::IsValid( const int theCellId ) const
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SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
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const SMDS_MeshElement* anElem = aMesh->FindElement( anActor->GetElemObjId( theCellId ) );
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return anElem && anElem->GetType() == SMDSAbs_Face && anElem->NbNodes() == 4;
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return anElem && anElem->GetType() == SMDSAbs_Face &&
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( anElem->NbNodes() == ( anElem->IsQuadratic() ? 8 : 4 ));
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}
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//=======================================================================
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@ -244,7 +245,8 @@ bool SMESHGUI_QuadrangleFilter::IsObjValid( const int theObjId ) const
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SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
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const SMDS_MeshElement* anElem = aMesh->FindElement( theObjId );
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return anElem && anElem->GetType() == SMDSAbs_Face && anElem->NbNodes() == 4;
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return anElem && anElem->GetType() == SMDSAbs_Face &&
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( anElem->NbNodes() == ( anElem->IsQuadratic() ? 8 : 4 ));
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}
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//=======================================================================
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@ -302,7 +304,8 @@ bool SMESHGUI_TriangleFilter::IsValid( const int theCellId ) const
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SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
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const SMDS_MeshElement* anElem = aMesh->FindElement( anActor->GetElemObjId( theCellId ) );
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return anElem && anElem->GetType() == SMDSAbs_Face && anElem->NbNodes() == 3;
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return anElem && anElem->GetType() == SMDSAbs_Face &&
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( anElem->NbNodes() == ( anElem->IsQuadratic() ? 6 : 3 ));
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}
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//=======================================================================
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@ -321,7 +324,8 @@ bool SMESHGUI_TriangleFilter::IsObjValid( const int theObjId ) const
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SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
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const SMDS_MeshElement* anElem = aMesh->FindElement( theObjId );
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return anElem && anElem->GetType() == SMDSAbs_Face && anElem->NbNodes() == 3;
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return anElem && anElem->GetType() == SMDSAbs_Face &&
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( anElem->NbNodes() == ( anElem->IsQuadratic() ? 6 : 3 ));
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}
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//=======================================================================
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