// BRepClass_FaceClassifier is most time consuming, so minimize its usage
const double clsfTol = 1e2 * BRep_Tool::MaxTolerance( geomFace, TopAbs_VERTEX );
BRepTopAdaptor_FClass2d classifier( geomFace, clsfTol ); //Brimless_FaceClassifier classifier;
+
+ const double clsfTolEdge = BRep_Tool::MaxTolerance( geomFace, TopAbs_EDGE );
+ BRepTopAdaptor_FClass2d classifierEdge( geomFace, clsfTolEdge ); //Define specific classifier for edges based on TopAbs_EDGE. Solve issue bos #36783
+
Bnd_B2d bndBox2d;
Bnd_Box bndBox3d;
{
{
if ( nodeState[i] != TopAbs_UNKNOWN ) continue;
gp_XY uv = helper.GetNodeUV( geomFace, newNodes[i] );
- nodeState[i] = classifier.Perform( uv ); //geomFace, uv, clsfTol );
+ nodeState[i] = classifierEdge.Perform( uv ); //geomFace, uv, clsfTolEdge );
//nodeState[i] = classifier.State();
isIn = ( nodeState[i] == TopAbs_IN );
}
Standard_Real U,V;
proj.LowerDistanceParameters(U,V);
gp_XY uv( U,V );
- //classifier.Perform( geomFace, uv, clsfTol );
- TopAbs_State state = classifier.Perform( uv );
+ //classifier.Perform( geomFace, uv, clsfTolEdge );
+ TopAbs_State state = classifierEdge.Perform( uv );
if ( state != TopAbs_IN )
continue;
}