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
This commit is contained in:
wmayer
2018-01-14 15:55:01 +01:00
parent 9980b74816
commit 2b5765eb66
3 changed files with 41 additions and 15 deletions

View File

@@ -197,7 +197,7 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
TColgp_Array1OfDir Normals (Nodes.Lower(), Nodes.Upper());
GetNormals(actFace, mesh, Normals);
getNormals(actFace, mesh, Normals);
for (int g=1;g<=nbTriInFace;g++) {
// Get the triangle