Correct minimum distance calculation in SplitFacet

Found via LGTM.
This commit is contained in:
Chris Hennes
2021-02-07 19:59:06 -06:00
committed by wwmayer
parent f0d3e19a4e
commit feb4ffc693

View File

@@ -1148,7 +1148,7 @@ void MeshTopoAlgorithm::SplitFacet(unsigned long ulFacetPos, const Base::Vector3
Base::Vector3f cDir = cEnd - cBase;
float fDist = rP2.DistanceToLine(cBase, cDir);
if ( fMinDist < fDist )
if ( fDist < fMinDist )
{
fMinDist = fDist;
iEdgeNo = i;
@@ -1174,7 +1174,7 @@ void MeshTopoAlgorithm::SplitFacet(unsigned long ulFacetPos, const Base::Vector3
Base::Vector3f cDir = cEnd - cBase;
float fDist = rP1.DistanceToLine(cBase, cDir);
if ( fMinDist < fDist )
if ( fDist < fMinDist )
{
fMinDist = fDist;
iEdgeNo = i;
@@ -1201,13 +1201,13 @@ void MeshTopoAlgorithm::SplitFacet(unsigned long ulFacetPos, const Base::Vector3
Base::Vector3f cDir = cEnd - cBase;
float fDist = rP1.DistanceToLine(cBase, cDir);
if ( fMinDist1 < fDist )
if ( fDist < fMinDist1 )
{
fMinDist1 = fDist;
iEdgeNo1 = i;
}
fDist = rP2.DistanceToLine(cBase, cDir);
if ( fMinDist2 < fDist )
if ( fDist < fMinDist2 )
{
fMinDist2 = fDist;
iEdgeNo2 = i;