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Thank you Robert, but I can't read German!<br>
I'll try to understand what I can, but I'm considering to use local
coordinates to understand the orientation of elements.<br>
<br>
I would like to understand if what I can say using teh following
piece of (pseudo)code is right.<br>
<br>
e is the element iterator.<br>
outside is the neighbor.<br>
in is the intersection between them.<br>
<br>
const EGeometry & eGeo = e->geometry();<br>
const EGeometry & outsideGeo = outside.geometry();<br>
const ILocalGeometry & ilgeoIN = in.geometryInInside();<br>
const ILocalGeometry & ilgeoOUT = in.geometryInOutside();<br>
const IGeometry & iGeo = in.geometry();<br>
<br>
for(int k = 0; k < ilgeoIN.corners(); ++k)<br>
{<br>
VTXTwists << k << " " <<
eGeo.global(ilgeoIN.corner(k)) << " | " <<
outsideGeo.global(ilgeoOUT.corner(k)) << " | " <<
iGeo.corner(k) << std::endl;<br>
}<br>
<br>
The result is that, for each k, the three world points are exactly
the same point!<br>
I tried it turning one of the two element in several ways and the
result is always the same, no matter the value of the twists.<br>
Am I wrong?<br>
I'm going to use the results of ilgeoIN.corner(k) and
ilgeoOUT.corner(k) (because they are different for different twists)
to understand the position of one element relative to its neighbor.<br>
And then ask for global to get the world coordinates of the points I
need.<br>
<br>
Thanks for any opinion about this.<br>
<br>
Bests,<br>
Marco<br>
<br>
<br>
<br>
Il 20/11/2012 12:00, <a class="moz-txt-link-abbreviated" href="mailto:dune-request@dune-project.org">dune-request@dune-project.org</a> ha scritto:
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<pre wrap="">Today's Topics:
1. intersection twist (Marco Cisternino)
2. twist. (Robert Kloefkorn)
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<pre class="moz-signature" cols="72">--
Marco Cisternino
Optimad Engineering s.r.l.
<a class="moz-txt-link-abbreviated" href="http://www.optimad.it">www.optimad.it</a>
<a class="moz-txt-link-abbreviated" href="mailto:marco.cisternino@optimad.it">marco.cisternino@optimad.it</a>
+3901119719782</pre>
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