#ifdef _DEBUG_
+// #define DEB_FACES
+// #define DEB_GRID
+// #define DUMP_VERT(msg,V) \
+// { TopoDS_Vertex v = V; gp_Pnt p = BRep_Tool::Pnt(v); \
+// cout << msg << "( "<< p.X()<<", "<<p.Y()<<", "<<p.Z()<<" )"<<endl;}
+#endif
-//#define DEB_FACES
-//#define DEB_GRID
-#define DUMP_VERT(msg,V) \
-// { TopoDS_Vertex v = V; gp_Pnt p = BRep_Tool::Pnt(v);\
-// cout << msg << "( "<< p.X()<<", "<<p.Y()<<", "<<p.Z()<<" )"<<endl;}
-
-#else
-
+#ifndef DUMP_VERT
#define DUMP_VERT(msg,v)
-
#endif
//================================================================================
const _FaceSide& otherSide = other.GetSide( i );
int iMyCommon;
if ( mySides.Contain( otherSide, &iMyCommon ) ) {
- // check if normals of two faces are collinear at all vertices of a otherSide
+ // check if normals of two faces are collinear at all vertices of an otherSide
const double angleTol = M_PI / 180. / 2.;
int iV, nbV = otherSide.NbVertices(), nbCollinear = 0;
for ( iV = 0; iV < nbV; ++iV )
myChildren.push_back( *this );
myFace.Nullify();
}
+
+ // orient new children equally
+ int otherBottomIndex = ( 4 + i - iMyCommon + 2 ) % 4;
if ( other.IsComplex() )
- for ( TChildIterator children = other.GetChildren(); children.more(); )
+ for ( TChildIterator children = other.GetChildren(); children.more(); ) {
myChildren.push_back( children.next() );
- else
+ myChildren.back().SetBottomSide( myChildren.back().GetSide( otherBottomIndex ));
+ }
+ else {
myChildren.push_back( other );
+ myChildren.back().SetBottomSide( myChildren.back().GetSide( otherBottomIndex ));
+ }
myLeftBottomChild = 0;
- //int otherBottomIndex = ( 4 + i - iMyCommon + 2 ) % 4;
- //myChildren.back().SetBottomSide( other.GetSide( otherBottomIndex ));
// collect vertices in mySides
if ( other.IsComplex() )