switch (Tr1->TransitionType()) { // compute the transition
case IntRes2d_In :
- if (myFEOri == TopAbs_REVERSED) Orie = TopAbs_REVERSED;
- else Orie = TopAbs_FORWARD ; break;
+ Orie = (myFEOri == TopAbs_REVERSED ? TopAbs_REVERSED : TopAbs_FORWARD);
+ break;
case IntRes2d_Out :
- if (myFEOri == TopAbs_REVERSED) Orie = TopAbs_FORWARD ;
- else Orie = TopAbs_REVERSED; break;
+ Orie = (myFEOri == TopAbs_REVERSED ? TopAbs_FORWARD : TopAbs_REVERSED);
+ break;
case IntRes2d_Touch :
switch (Tr1->Situation()) {
case IntRes2d_Inside :
- if (myFEOri == TopAbs_REVERSED) Orie = TopAbs_EXTERNAL;
- else Orie = TopAbs_INTERNAL; break;
+ Orie = (myFEOri == TopAbs_REVERSED ? TopAbs_EXTERNAL : TopAbs_INTERNAL);
+ break;
case IntRes2d_Outside :
- if (myFEOri == TopAbs_REVERSED) Orie = TopAbs_INTERNAL;
- else Orie = TopAbs_EXTERNAL; break;
+ Orie = (myFEOri == TopAbs_REVERSED ? TopAbs_INTERNAL : TopAbs_EXTERNAL);
+ break;
case IntRes2d_Unknown :
return Standard_True;
- } break;
+ }
+ break;
case IntRes2d_Undecided :
return Standard_True;
}