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Using "long double" instead i"nt"
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@ -746,7 +746,7 @@ double Warping::GetValue( const TSequenceOfXYZ& P )
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if ( P.size() != 4 )
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if ( P.size() != 4 )
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return 0;
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return 0;
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gp_XYZ G = ( P( 1 ) + P( 2 ) + P( 3 ) + P( 4 ) ) / 4;
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gp_XYZ G = ( P( 1 ) + P( 2 ) + P( 3 ) + P( 4 ) ) / 4.;
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double A1 = ComputeA( P( 1 ), P( 2 ), P( 3 ), G );
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double A1 = ComputeA( P( 1 ), P( 2 ), P( 3 ), G );
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double A2 = ComputeA( P( 2 ), P( 3 ), P( 4 ), G );
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double A2 = ComputeA( P( 2 ), P( 3 ), P( 4 ), G );
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@ -777,7 +777,7 @@ double Warping::ComputeA( const gp_XYZ& thePnt1,
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N.Normalize();
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N.Normalize();
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double H = ( thePnt2 - theG ).Dot( N );
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double H = ( thePnt2 - theG ).Dot( N );
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return asin( fabs( H / L ) ) * 180 / PI;
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return asin( fabs( H / L ) ) * 180. / PI;
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}
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}
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double Warping::GetBadRate( double Value, int /*nbNodes*/ ) const
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double Warping::GetBadRate( double Value, int /*nbNodes*/ ) const
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