// Check if node projection to a face is needed
Bnd_B2d uvBox;
SMDS_ElemIteratorPtr faceIt = srcSubMesh->GetSubMeshDS()->GetElements();
- for ( int nbN = 0; nbN < 3 && faceIt->more(); ) {
+ int nbFaceNodes = 0;
+ for ( ; nbFaceNodes < 3 && faceIt->more(); ) {
const SMDS_MeshElement* face = faceIt->next();
SMDS_ElemIteratorPtr nodeIt = face->nodesIterator();
while ( nodeIt->more() ) {
const SMDS_MeshNode* node = static_cast<const SMDS_MeshNode*>( nodeIt->next() );
if ( node->GetPosition()->GetTypeOfPosition() == SMDS_TOP_FACE ) {
- nbN++;
+ nbFaceNodes++;
uvBox.Add( helper.GetNodeUV( srcFace, node ));
}
}
}
- const bool toProjectNodes = ( uvBox.IsVoid() || uvBox.SquareExtent() < DBL_MIN );
+ const bool toProjectNodes =
+ ( nbFaceNodes > 0 && ( uvBox.IsVoid() || uvBox.SquareExtent() < DBL_MIN ));
// Load pattern from the source face
SMESH_Pattern mapper;