algo->myProxyMesh.reset( new SMESH_ProxyMesh( *helper->GetMesh() ));
algo->myQuadList.clear();
+ algo->myHelper = 0;
if ( helper )
algo->_quadraticMesh = helper->GetIsQuadratic();
//=======================================================================
//function : isSimpleQuad
-//purpose : check if the bottom FACE is meshable with nice qudrangles,
+//purpose : check if the bottom FACE is meshable with nice quadrangles,
// if so the block aproach can work rather fast.
// This is a temporary mean caused by problems in StdMeshers_Sweeper
//=======================================================================
if ( side._topEdge.IsNull() )
{
- // find vertical EDGEs --- EGDEs shared with neighbor side FACEs
+ // find vertical EDGEs --- EDGEs shared with neighbor side FACEs
for ( int is2nd = 0; is2nd < 2 && isOK; ++is2nd ) // 2 adjacent neighbors
{
int di = is2nd ? 1 : -1;
if ( !botSM ) // find a proper bottom
{
bool savedSetErrorToSM = mySetErrorToSM;
- mySetErrorToSM = false; // ingore errors in initPrism()
+ mySetErrorToSM = false; // ignore errors in initPrism()
// search among meshed FACEs
list< SMESH_subMesh* >::iterator sm = meshedSubMesh.begin();
const size_t zSrc = 0, zTgt = zSize-1;
if ( zSize < 3 ) return true;
- vector< vector< gp_XYZ > > intPntsOfLayer( zSize ); // node coodinates to compute
+ vector< vector< gp_XYZ > > intPntsOfLayer( zSize ); // node coordinates to compute
// set coordinates of src and tgt nodes
for ( size_t z = 0; z < intPntsOfLayer.size(); ++z )
intPntsOfLayer[ z ].resize( myIntColumns.size() );
prepareTopBotDelaunay();
bool isErrorCorrectable = findDelaunayTriangles();
- // compute coordinates of internal nodes by projecting (transfroming) src and tgt
+ // compute coordinates of internal nodes by projecting (transforming) src and tgt
// nodes towards the central layer
vector< NSProjUtils::TrsfFinder3D > trsfOfLayer( zSize );