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0025256: Small optimization in Convert comp bezier to BSpline
Optimization and code cleaning of CompBezierCurvesToBSplineCurve::Perform
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@ -160,7 +160,7 @@ void Convert_CompBezierCurvesToBSplineCurve::Perform()
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myDegree = Max( myDegree, (mySequence(i))->Length() -1);
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myDegree = Max( myDegree, (mySequence(i))->Length() -1);
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}
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}
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Standard_Real D1, D2, Lambda, Det=0;
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Standard_Real Det=0;
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gp_Pnt P1, P2, P3;
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gp_Pnt P1, P2, P3;
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Standard_Integer Deg, Inc, MaxDegree = myDegree;
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Standard_Integer Deg, Inc, MaxDegree = myDegree;
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TColgp_Array1OfPnt Points(1, myDegree+1);
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TColgp_Array1OfPnt Points(1, myDegree+1);
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@ -194,18 +194,15 @@ void Convert_CompBezierCurvesToBSplineCurve::Perform()
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P2 = Points(1);
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P2 = Points(1);
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P3 = Points(2);
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P3 = Points(2);
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gp_Vec V1(P1, P2), V2(P2, P3);
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gp_Vec V1(P1, P2), V2(P2, P3);
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D1 = P1.SquareDistance(P2);
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D2 = P3.SquareDistance(P2);
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Lambda = Sqrt(D2/D1);
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// cout << "D1, D2, Lambda : " << D1 << " " << D2 << " " << Lambda << endl;
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// Processing of the tangency between Bezier and the previous.
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// Processing of the tangency between Bezier and the previous.
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// This allows to guarantee at least a C1 continuity if the tangents are
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// This allows to guarantee at least a C1 continuity if the tangents are
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// coherent.
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// coherent.
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if (V1.Magnitude() > gp::Resolution() &&
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Standard_Real D1 = V1.SquareMagnitude();
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V2.Magnitude() > gp::Resolution() &&
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Standard_Real D2 = V2.SquareMagnitude();
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V1.IsParallel(V2, myAngular )) {
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if (D1 > gp::Resolution() && D2 > gp::Resolution() && V1.IsParallel(V2, myAngular )) {
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Standard_Real Lambda = Sqrt(D2/D1);
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if(CurveKnVals(i-1) * Lambda > 10. * Epsilon(Det)) {
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if(CurveKnVals(i-1) * Lambda > 10. * Epsilon(Det)) {
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KnotsMultiplicities.Append(MaxDegree-1);
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KnotsMultiplicities.Append(MaxDegree-1);
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CurveKnVals(i) = CurveKnVals(i-1) * Lambda;
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CurveKnVals(i) = CurveKnVals(i-1) * Lambda;
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