add option to compute vertex normals from the triangulation instead of the u,v nodes
This is a workaround for issue #0003180: Wrong normal of part object
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@@ -197,7 +197,7 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
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const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
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TColgp_Array1OfDir Normals (Nodes.Lower(), Nodes.Upper());
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GetNormals(actFace, mesh, Normals);
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getNormals(actFace, mesh, Normals);
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for (int g=1;g<=nbTriInFace;g++) {
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// Get the triangle
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