faceBndBox2D.Add( *_polyLineVec[ iPoLine]._segTree->getBox() );
const double boxTol = 1e-3 * sqrt( faceBndBox2D.SquareExtent() );
- if ( _maxThickness * maxLen2dTo3dRatio > sqrt( faceBndBox2D.SquareExtent() ) / 10 )
+ if ( _maxThickness * maxLen2dTo3dRatio > sqrt( faceBndBox2D.SquareExtent() ) / 2 )
{
vector< const _Segment* > foundSegs;
double maxPossibleThick = 0;
foundSegs.clear();
L2._segTree->GetSegmentsNear( L1._lEdges[iLE]._ray, foundSegs );
for ( size_t i = 0; i < foundSegs.size(); ++i )
+ // In this block periodically fining strange intersection with parameter close to 0
+ // to investigate
if ( intersection.Compute( *foundSegs[i], L1._lEdges[iLE]._ray ))
{
double distToL2 = intersection._param2 / L1._lEdges[iLE]._len2dTo3dRatio;