{
B_BOTTOM=0, B_RIGHT, B_TOP, B_LEFT, B_FRONT, B_BACK, NB_BLOCK_SIDES
};
-#ifdef _DEBUG_ // avoid unused variables in release mode
- const char* SBoxSides[] = //!< names of block sides
- {
- "BOTTOM", "RIGHT", "TOP", "LEFT", "FRONT", "BACK", "UNDEFINED"
- };
-#endif
+// const char* SBoxSides[] = //!< names of block sides -- needed for DEBUG only
+// {
+// "BOTTOM", "RIGHT", "TOP", "LEFT", "FRONT", "BACK", "UNDEFINED"
+// };
enum EQuadEdge //!< edges of quadrangle side
{
Q_BOTTOM = 0, Q_RIGHT, Q_TOP, Q_LEFT, NB_QUAD_SIDES
//!< True if all blocks this side belongs to have beem found
bool isBound() const { return _nbBlocksExpected <= _nbBlocksFound; }
//!< Return coordinates of node at XY
- gp_XYZ getXYZ(int x, int y) const { return SMESH_MeshEditor::TNodeXYZ( getNode( x, y )); }
+ gp_XYZ getXYZ(int x, int y) const { return SMESH_TNodeXYZ( getNode( x, y )); }
//!< Return gravity center of the four corners and the middle node
gp_XYZ getGC() const
{
//!< return coordinates by XY
gp_XYZ xyz(int x, int y) const
{
- return SMESH_MeshEditor::TNodeXYZ( _grid_access_(_side, _index( x, y )) );
+ return SMESH_TNodeXYZ( _grid_access_(_side, _index( x, y )) );
}
//!< safely return a node by XY
const SMDS_MeshNode* node(int x, int y) const
gp_Vec p1p2( p1, p2 );
const SMDS_MeshElement* face1 = side1->getCornerFace( n1 );
- gp_XYZ p1Op = SMESH_MeshEditor::TNodeXYZ( oppositeNode( face1, face1->GetNodeIndex(n1)));
+ gp_XYZ p1Op = SMESH_TNodeXYZ( oppositeNode( face1, face1->GetNodeIndex(n1)));
gp_Vec side1Dir( p1, p1Op );
gp_Ax2 pln( p1, p1p2, side1Dir ); // plane with normal p1p2 and X dir side1Dir
_DUMP_(" Select adjacent for "<< side1._side << " - side dir ("
{
_BlockSide* sideI = *sideIt;
const SMDS_MeshElement* faceI = sideI->getCornerFace( n1 );
- gp_XYZ p1Op = SMESH_MeshEditor::TNodeXYZ( oppositeNode( faceI, faceI->GetNodeIndex(n1)));
+ gp_XYZ p1Op = SMESH_TNodeXYZ( oppositeNode( faceI, faceI->GetNodeIndex(n1)));
gp_Vec sideIDir( p1, p1Op );
// compute angle of (sideIDir projection to pln) and (X dir of pln)
gp_Vec2d sideIDirProj( sideIDir * pln.XDirection(), sideIDir * pln.YDirection());