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Replacing french comments by english one
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@@ -22,8 +22,8 @@
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//=======================================================================
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//function : ConcaveSide
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//purpose : calcule le cote concave au voisinage de la frontiere
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// de 2 faces.
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//purpose : calculate the concave face at the neighborhood of the border of
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// 2 faces.
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//=======================================================================
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Standard_Integer ChFi3d::ConcaveSide(const BRepAdaptor_Surface& S1,
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@@ -111,9 +111,9 @@ Standard_Integer ChFi3d::ConcaveSide(const BRepAdaptor_Surface& S1,
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}
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}
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else {
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//les faces sont localement tangentes on bidouille!!
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//the faces are locally tangent - this is fake!
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if(dint1.Dot(dint2) < 0.){
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//ici c'est une regularite oubliee
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//This is a forgotten regularity
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gp_Vec DDU, DDV, DDUV;
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S1.D2(p2d1.X(),p2d1.Y(),pt1,DU1,DV1,DDU,DDV,DDUV);
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DU1 += ( DU1 * dint1 < 0) ? -DDU : DDU;
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@@ -143,15 +143,15 @@ Standard_Integer ChFi3d::ConcaveSide(const BRepAdaptor_Surface& S1,
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}
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else {
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#ifdef DEB
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cout<<"ConcaveSide : pas de cote concave"<<endl;
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cout<<"ConcaveSide : no concave face"<<endl;
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#endif
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//ce 10 montre que la face en bout est dans le prolongement de l'une des deux faces d'appui
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//This 10 shows that the face at end is in the extension of one of two base faces
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return 10;
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}
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}
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else {
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//ici ca rebrousse, on prend des points dans les faces
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//ni trop pres ni trop loin, comme on peut.
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//here it turns back, the points are taken in faces
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//neither too close nor too far as much as possible.
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Standard_Real u,v;
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#ifdef DEB
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// Standard_Real deport = 1000*BRep_Tool::Tolerance(E);
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