PolyVertex* Delete();
// compare PolyVertex'es by node
- bool operator()(const PolyVertex* a, const PolyVertex* b) const
- {
- return ( a->_nxyz.Node() < b->_nxyz.Node() );
- }
+ bool operator()(const PolyVertex* a, const PolyVertex* b) const
+ {
+ return ( a->_nxyz.Node() < b->_nxyz.Node() );
+ }
// set of PolyVertex sorted by mesh node
typedef boost::container::flat_set< PolyVertex*, PolyVertex > PVSet;
};
// connect nodes into a ring
_pv.resize( nbNodes );
for ( size_t i = 1; i < nbNodes; ++i )
- _pv[i-1].SetNodeAndNext( nodes[i-1], _pv[i], i-1 );
+ _pv[i-1].SetNodeAndNext( nodes[i-1], _pv[i], /*index=*/i-1 );
_pv[ nbNodes-1 ].SetNodeAndNext( nodes[ nbNodes-1 ], _pv[0], nbNodes-1 );
// assure correctness of PolyVertex::_index as a node can encounter more than once
catch ( Standard_Failure ) {
return false;
}
+ double factor = 1.0, modulus = normal.Modulus();
+ if ( modulus < 1e-2 )
+ factor = 1. / sqrt( modulus );
for ( size_t i = 0; i < nbNodes; ++i )
{
gp_XYZ p = _pv[i]._nxyz - p0;
- _pv[i]._xy.SetX( axes.XDirection().XYZ() * p );
- _pv[i]._xy.SetY( axes.YDirection().XYZ() * p );
+ _pv[i]._xy.SetX( axes.XDirection().XYZ() * p * factor);
+ _pv[i]._xy.SetY( axes.YDirection().XYZ() * p * factor );
}
// compute minimal triangle area
double sumArea = 0;
- for ( size_t i = 0; i < nbNodes; ++i )
- sumArea += _pv[i].TriaArea();
+ if ( factor == 1.0 )
+ sumArea = modulus;
+ else
+ for ( size_t i = 0; i < nbNodes; ++i )
+ sumArea += _pv[i].TriaArea();
const double minArea = 1e-6 * sumArea / ( nbNodes - 2 );
// in a loop, find triangles with positive area and having no vertices inside