// TODO. there are other ways to find out the source FACE:
- // propagation, topological similarity, ect.
+ // propagation, topological similarity, etc...
// simply try to mesh all not meshed SOLIDs
if ( meshedFaces.empty() )
if ( ! fSM->IsMeshComputed() )
{
// Top EDGEs must be projections from the bottom ones
- // to compute stuctured quad mesh on wall FACEs
+ // to compute structured quad mesh on wall FACEs
// ---------------------------------------------------
const TopoDS_Edge& botE = (*quad)->side[ QUAD_BOTTOM_SIDE ].grid->Edge(0);
const TopoDS_Edge& topE = (*quad)->side[ QUAD_TOP_SIDE ].grid->Edge(0);