-void QuadraticPolygon::ComputeResidual(const QuadraticPolygon& pol1, const std::set<Edge *>& notUsedInPol1, const std::set<Edge *>& edgesInPol2OnBoundary, const std::map<INTERP_KERNEL::Node *,int>& mapp, int offset, int idThis,
- std::vector<double>& addCoordsQuadratic, std::vector<int>& conn, std::vector<int>& connI, std::vector<int>& nb1, std::vector<int>& nb2)
+/*!
+* Compute the remaining parts of the intersection of mesh1 by mesh2.
+* The general algorithm is to :
+* - either return full cells from pol1 that were simply not touched by mesh2
+* - or to:
+* - concatenate pieces from pol1 into consecutive pieces (a bit like zipConsecutiveSegments())
+* - complete those pieces by edges found in edgesInPol2OnBoundary, which are edges from pol2 located on the boundary of the previously built
+* intersecting cells
+*/
+void QuadraticPolygon::ComputeResidual(const QuadraticPolygon& pol1, const std::set<Edge *>& notUsedInPol1, const std::set<Edge *>& edgesInPol2OnBoundary,
+ const std::map<INTERP_KERNEL::Node *,mcIdType>& mapp, mcIdType offset, mcIdType idThis,
+ std::vector<double>& addCoordsQuadratic, std::vector<mcIdType>& conn,
+ std::vector<mcIdType>& connI, std::vector<mcIdType>& nb1, std::vector<mcIdType>& nb2)