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SALOME_TESTS/Grids/smesh/mesh_Projection_2D_00/A0
Fix getCorners() for a closed split EDGE
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@ -1134,44 +1134,27 @@ FaceQuadStruct::Ptr StdMeshers_Quadrangle_2D::CheckNbEdges(SMESH_Mesh &
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{
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list< TopoDS_Edge > sideEdges;
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TopoDS_Vertex nextSideV = corners[( iSide + 1 - nbUsedDegen ) % corners.size() ];
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while ( edgeIt != edges.end() &&
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!nextSideV.IsSame( myHelper->IthVertex( 0, *edgeIt )))
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bool nextSideVReached = false;
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do
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{
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if ( SMESH_Algo::isDegenerated( *edgeIt ) )
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const TopoDS_Edge& edge = *edgeIt;
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if ( SMESH_Algo::isDegenerated( edge ) && myNeedSmooth )
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{
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if ( myNeedSmooth )
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{
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++edgeIt; // no side on the degenerated EDGE
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// no side on a degenerated EDGE
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}
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else
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{
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if ( sideEdges.empty() )
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{
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++nbUsedDegen;
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sideEdges.push_back( *edgeIt++ ); // a degenerated side
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break;
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}
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else
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{
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break; // do not append a degenerated EDGE to a regular side
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}
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}
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}
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else
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{
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sideEdges.push_back( *edgeIt++ );
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sideEdges.push_back( edge );
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nextSideVReached = nextSideV.IsSame( myHelper->IthVertex( 1, edge ));
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}
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++edgeIt;
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}
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while ( edgeIt != edges.end() && !nextSideVReached );
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if ( !sideEdges.empty() )
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{
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quad->side.push_back( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
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ignoreMediumNodes, myProxyMesh ));
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++iSide;
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}
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else if ( !SMESH_Algo::isDegenerated( *edgeIt ) && // closed EDGE
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myHelper->IthVertex( 0, *edgeIt ).IsSame( myHelper->IthVertex( 1, *edgeIt )))
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{
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quad->side.push_back( StdMeshers_FaceSide::New( F, *edgeIt++, &aMesh, iSide < QUAD_TOP_SIDE,
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quad->side.push_back
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( StdMeshers_FaceSide::New( F, sideEdges, &aMesh, iSide < QUAD_TOP_SIDE,
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ignoreMediumNodes, myProxyMesh ));
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++iSide;
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}
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@ -4281,7 +4264,7 @@ int StdMeshers_Quadrangle_2D::getCorners(const TopoDS_Face& theFace,
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if ( nbCorners == 3 )
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vMap.Add( triaVertex );
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multimap<double, TopoDS_Vertex>::reverse_iterator a2v = vertexByAngle.rbegin();
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for ( ; a2v != vertexByAngle.rend() && vMap.Extent() < nbCorners; ++a2v )
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for ( int iC = 0; a2v != vertexByAngle.rend() && iC < nbCorners; ++a2v, ++iC )
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vMap.Add( (*a2v).second );
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// check if there are possible variations in choosing corners
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