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Fix regressions in QuadTo4Tri() and QuadToTri()
mesh_Quadratic_00/A3 imps_09/K8
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@ -1601,13 +1601,13 @@ void SMESH_MeshEditor::QuadTo4Tri (TIDSortedElemSet & theElems)
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// create 4 triangles
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GetMeshDS()->RemoveFreeElement( quad, subMeshDS, /*fromGroups=*/false );
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helper.SetIsQuadratic ( nodes.size() > 4 );
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helper.SetIsBiQuadratic( nodes.size() == 9 );
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if ( helper.GetIsQuadratic() )
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helper.AddTLinks( static_cast< const SMDS_MeshFace*>( quad ));
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GetMeshDS()->RemoveFreeElement( quad, subMeshDS, /*fromGroups=*/false );
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for ( int i = 0; i < 4; ++i )
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{
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SMDS_MeshElement* tria = helper.AddFace( nodes[ i ],
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@ -2997,30 +2997,27 @@ bool SMESH_MeshEditor::QuadToTri (TIDSortedElemSet & theElems,
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}
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const SMDS_MeshNode* aNodes [8];
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const SMDS_MeshNode* inFaceNode = 0;
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SMDS_ElemIteratorPtr itN = elem->nodesIterator();
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int i = 0;
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for ( int i = 0; itN->more(); ++i )
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aNodes[ i ] = static_cast<const SMDS_MeshNode*>( itN->next() );
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const SMDS_MeshNode* inFaceNode = 0;
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if ( helper.GetNodeUVneedInFaceNode() )
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while ( itN->more() && !inFaceNode ) {
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aNodes[ i++ ] = static_cast<const SMDS_MeshNode*>( itN->next() );
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if ( aNodes[ i-1 ]->GetPosition()->GetTypeOfPosition() == SMDS_TOP_FACE )
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{
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inFaceNode = aNodes[ i-1 ];
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}
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}
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for ( int i = 0; i < 8 && !inFaceNode; ++i )
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if ( aNodes[ i ]->GetPosition()->GetTypeOfPosition() == SMDS_TOP_FACE )
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inFaceNode = aNodes[ i ];
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// find middle point for (0,1,2,3)
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// and create a node in this point;
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gp_XYZ p( 0,0,0 );
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if ( surface.IsNull() ) {
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for(i=0; i<4; i++)
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p += gp_XYZ(aNodes[i]->X(), aNodes[i]->Y(), aNodes[i]->Z() );
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for ( int i = 0; i < 4; i++ ) p += SMESH_TNodeXYZ( aNodes[i] );
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p /= 4;
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}
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else {
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TopoDS_Face geomFace = TopoDS::Face( helper.GetSubShape() );
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gp_XY uv( 0,0 );
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for(i=0; i<4; i++)
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for ( int i = 0; i < 4; i++ )
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uv += helper.GetNodeUV( geomFace, aNodes[i], inFaceNode );
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uv /= 4.;
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p = surface->Value( uv.X(), uv.Y() ).XYZ();
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