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if a shape to be rotated is a vertex, and it is located ON the Revolution Axis, then the algorithm builds a circle with null radius. Incorrect, visualization of such shape fails. This case is checked and revolution is not done in this case.
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@ -15,6 +15,8 @@ using namespace std;
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#include <TopExp.hxx>
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#include <gp_Pnt.hxx>
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#include <gp_Lin.hxx>
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#include <gp_Dir.hxx>
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#include <Precision.hxx>
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#include <StdFail_NotDone.hxx>
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#include <Standard_TypeMismatch.hxx>
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@ -75,6 +77,14 @@ Standard_Integer GEOMImpl_RevolutionDriver::Execute(TFunction_Logbook& log) cons
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("End vertices of edge, defining the Revolution Axis, are too close");
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}
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if (aShapeBase.ShapeType() == TopAbs_VERTEX) {
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gp_Lin aL(BRep_Tool::Pnt(V1), gp_Dir(aV));
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Standard_Real d = aL.Distance(BRep_Tool::Pnt(TopoDS::Vertex(aShapeBase)));
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if (d < Precision::Confusion()) {
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Standard_ConstructionError::Raise("Vertex to be rotated is too close to Revolution Axis");
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}
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}
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gp_Ax1 anAxis (BRep_Tool::Pnt(V1), aV);
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BRepPrimAPI_MakeRevol MR (aShapeBase, anAxis, aCI.GetAngle(), Standard_False);
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if (!MR.IsDone()) MR.Build();
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