while ( fIt->more() )
{
const SMDS_MeshElement* face = fIt->next();
- const int nbN = face->NbCornerNodes();
- const int nInd = face->GetNodeIndex( node );
+ const int nbN = face->NbCornerNodes();
+ const int nInd = face->GetNodeIndex( node );
const int prevInd = myHelper->WrapIndex( nInd - 1, nbN );
const int nextInd = myHelper->WrapIndex( nInd + 1, nbN );
const SMDS_MeshNode* prevNode = face->GetNode( prevInd );
if ( sNode._triangles.empty() )
continue; // not movable node
- // compute a new XYZ
- gp_XYZ newXYZ (0,0,0);
- for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
- newXYZ += sNode._triangles[i]._n1->_xyz;
- newXYZ /= sNode._triangles.size();
-
- // compute a new UV by projection
gp_XY newUV;
- proj.Perform( newXYZ );
- bool isValid = ( proj.IsDone() && proj.NbPoints() > 0 );
- if ( isValid )
+ bool isValid = false;
+ bool use3D = ( iLoop > 2 ); // 3 loops in 2D and 2, in 3D
+
+ if ( use3D )
{
- // check validity of the newUV
- Quantity_Parameter u,v;
- proj.LowerDistanceParameters( u, v );
- newUV.SetCoord( u, v );
- for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
- isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
+ // compute a new XYZ
+ gp_XYZ newXYZ (0,0,0);
+ for ( unsigned i = 0; i < sNode._triangles.size(); ++i )
+ newXYZ += sNode._triangles[i]._n1->_xyz;
+ newXYZ /= sNode._triangles.size();
+
+ // compute a new UV by projection
+ proj.Perform( newXYZ );
+ isValid = ( proj.IsDone() && proj.NbPoints() > 0 );
+ if ( isValid )
+ {
+ // check validity of the newUV
+ Quantity_Parameter u,v;
+ proj.LowerDistanceParameters( u, v );
+ newUV.SetCoord( u, v );
+ for ( unsigned i = 0; i < sNode._triangles.size() && isValid; ++i )
+ isValid = ( sNode._triangles[i].IsForward( newUV ) == refForward );
+ }
}
if ( !isValid )
{