+ iPt += edgeUVPtStruct.size() - 1; // to point to the 1st VERTEX of the next EDGE
+ }
+ // update UV on a seam EDGE
+ if ( fHelper.IsRealSeam( myEdgeID[ iE ]))
+ {
+ // check if points lye on the EDGE
+ const UVPtStruct& pm = edgeUVPtStruct[ edgeUVPtStruct.size()/2 ];
+ gp_Pnt pNode = SMESH_TNodeXYZ( pm.node );
+ gp_Pnt pCurv = myC3dAdaptor[ iE ].Value( pm.param );
+ double tol = BRep_Tool::Tolerance( myEdge[ iE ]) * 10;
+ bool isPointOnEdge = ( pNode.SquareDistance( pCurv ) < tol * tol );
+ if ( isPointOnEdge )
+ for ( size_t i = 0; i < edgeUVPtStruct.size(); ++i )
+ pointsPtr[i].SetUV( myC2d[ iE ]->Value( pointsPtr[i].param ).XY() );