// when co-ordinate component definitly equals a knot only.
Standard_Real Tol=Precision::PConfusion()/10;
Standard_Integer i=1;
- while((i<=Arr.Upper())&&(Abs(Coord-Arr(i))>Tol)){
+ while((i <= Arr.Upper()) && (Abs(Coord - Arr(i)) > Tol)){
i++;}
- if(Abs(Coord-Arr(i))<Tol)
+ if(Abs(Coord - Arr(i)) < Tol)
Iloc = i;
else
- if(Abs(Coord-Arr(i)>Tol)) Standard_NotImplemented::Raise("Adaptor3d_CurveOnSurface:Hunt");
+ if(Abs(Coord - Arr(i)) > Tol)
+ Standard_NotImplemented::Raise("Adaptor3d_CurveOnSurface:Hunt");
}
//=======================================================================
Standard_Boolean Aspect_RectangularGrid::CheckAngle(const Standard_Real alpha,
const Standard_Real beta) const {
- return Abs( Sin(alpha)*Cos(beta+Standard_PI/2.) - Cos(alpha)*Sin(beta+Standard_PI/2.) != 0) ;
+ return (Abs( Sin(alpha) * Cos(beta+Standard_PI/2.) - Cos(alpha) * Sin(beta+Standard_PI/2.)) != 0) ;
}
Standard_Real nsuu = N.Dot(Suu), nsuv = N.Dot(Suv), nsvv = N.Dot(Svv);
Standard_Real susu = Su.Dot(Su), susv = Su.Dot(Sv), svsv = Sv.Dot(Sv);
Standard_Real deno = (susu*svsv) - (susv*susv);
- if(Abs(deno < 1.e-16)){
+ if(Abs(deno) < 1.e-16) {
// on embraye sur un calcul approche, c est mieux que rien!?!
gp_Vec temp = Norm(U + 1.e-12);
DN = N.Multiplied(-1.);