diff --git a/Mesh/HighOrder.cpp b/Mesh/HighOrder.cpp index 28b16e6471fae64c686a3be5ff69a255a8106fb6..09d969b5b9637b046417d52f695efc5857c32225 100644 --- a/Mesh/HighOrder.cpp +++ b/Mesh/HighOrder.cpp @@ -428,7 +428,7 @@ static void getFaceVertices(GFace *gf, MElement *incomplete, MElement *ele, reparamOK &= reparamMeshVertexOnFace(incomplete->getVertex(k), gf, pts[k]); } } - if(face.getNumVertices() == 3 && nPts > 1){ // triangles + if(face.getNumVertices() == 3 && nPts > 1){ // tri face for(int k = start ; k < points.size1() ; k++){ MVertex *v; const double t1 = points(k, 0); @@ -474,7 +474,7 @@ static void getFaceVertices(GFace *gf, MElement *incomplete, MElement *ele, vf.push_back(v); } } - else if(face.getNumVertices() == 4){ // quadrangles + else if(face.getNumVertices() == 4){ // quad face for(int j = 0; j < nPts; j++){ for(int k = 0; k < nPts; k++){ MVertex *v; @@ -568,7 +568,7 @@ static void getFaceVertices(GRegion *gr, MElement *ele, std::vector<MVertex*> &v faceContainer::iterator fIter = faceVertices.find(face); if (fIter != faceVertices.end()) { std::vector<MVertex*> vtcs = fIter->second; - if(face.getNumVertices() == 3 && nPts > 1){ // triangles + if(face.getNumVertices() == 3 && nPts > 1){ // tri face int orientation; bool swap; if (fIter->first.computeCorrespondence(face, orientation, swap)) @@ -580,14 +580,14 @@ static void getFaceVertices(GRegion *gr, MElement *ele, std::vector<MVertex*> &v blocked.insert(face.getVertex(1)); blocked.insert(face.getVertex(2)); } - else if(face.getNumVertices() == 4){ // quadrangles + else if(face.getNumVertices() == 4){ // quad face // TODO reorient if more than 1 face vertex } vf.insert(vf.end(), vtcs.begin(), vtcs.end()); } else{ std::vector<MVertex*> &vtcs = faceVertices[face]; - if(face.getNumVertices() == 3 && nPts > 1){ // triangles + if(face.getNumVertices() == 3 && nPts > 1){ // tri face // construct incomplete element to take into account curved // edges on surface boundaries std::vector<MVertex*> hoEdgeNodes; @@ -618,7 +618,7 @@ static void getFaceVertices(GRegion *gr, MElement *ele, std::vector<MVertex*> &v vf.push_back(v); } } - else if(face.getNumVertices() == 4){ // quadrangles + else if(face.getNumVertices() == 4){ // quad face for(int j = 0; j < nPts; j++){ for(int k = 0; k < nPts; k++){ // parameters are between -1 and 1