diff --git a/Geo/GModel.h b/Geo/GModel.h index 03e4272c9fef7351b74530b8c5a46f8ff21d2ef4..e1d5ea5717182fc67fa3d1fbd5d299371ae8b9bd 100644 --- a/Geo/GModel.h +++ b/Geo/GModel.h @@ -363,7 +363,6 @@ class GModel void detectEdges(double _tresholdAngle); void classifyFaces(std::set<GFace*> &_faces); - // glue entities in the model (assume a tolerance eps and merge // vertices that are too close, then merge edges, faces and // regions). Warning: the gluer changes the geometric model, so that @@ -391,10 +390,10 @@ class GModel GEntity *addPipe(GEntity *e, std::vector<GEdge *> edges); void createBoundaryLayer(std::vector<GEntity *> e, double h); - void addRuledFaces (std::vector<std::vector<GEdge *> > edges); - GFace* addFace (std::vector<GEdge *> edges, std::vector< std::vector<double > > points); - GFace* addPlanarFace (std::vector<std::vector<GEdge *> > edges); - GRegion* addVolume (std::vector<std::vector<GFace*> > faces); + void addRuledFaces(std::vector<std::vector<GEdge *> > edges); + GFace *addFace(std::vector<GEdge *> edges, std::vector< std::vector<double > > points); + GFace *addPlanarFace(std::vector<std::vector<GEdge *> > edges); + GRegion *addVolume(std::vector<std::vector<GFace*> > faces); // create solid geometry primitives using the factory GEntity *addSphere(double cx, double cy, double cz, double radius); diff --git a/Geo/GModelIO_Mesh.cpp b/Geo/GModelIO_Mesh.cpp index 4ff3b67f29f94c91bbd1a27ab74285f97d19bf21..da54240a5efe080853a22e7ac0fc13c8fc0245d3 100644 --- a/Geo/GModelIO_Mesh.cpp +++ b/Geo/GModelIO_Mesh.cpp @@ -1078,14 +1078,9 @@ int GModel::readSTL(const std::string &name, double tolerance) } Msg::Info("%d facets in solid %d", points[i].size() / 3, i); // create face - GFace *face = new discreteFace(this, getMaxElementaryNumber(2) + 1); + GFace *face = new discreteFace(this, getMaxElementaryNumber(2) + 1); faces.push_back(face); add(face); - //GRegion *region = new GRegion(this, getMaxElementaryNumber(3) + 1); - //add(region); - //std::list<GFace*> _temp; - //_temp.push_back(face); - //region->set(_temp); } // create triangles using unique vertices