ASMu3D::evalPoint: use geometry basis
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@ -1389,10 +1389,11 @@ bool ASMu3D::diracPoint (Integrand& integrand, GlobalIntegral& glInt,
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int ASMu3D::evalPoint (const double* xi, double* param, Vec3& X) const
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{
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if (!lrspline) return -3;
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const LR::LRSplineVolume* geo = this->getBasis(ASM::GEOMETRY_BASIS);
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if (!geo) return -3;
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for (int i = 0; i < 3; i++)
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param[i] = (1.0-xi[i])*lrspline->startparam(i) + xi[i]*lrspline->endparam(i);
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param[i] = (1.0-xi[i])*geo->startparam(i) + xi[i]*geo->endparam(i);
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int iel = 0;
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return this->evalPoint(iel,param,X);
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@ -1401,9 +1402,10 @@ int ASMu3D::evalPoint (const double* xi, double* param, Vec3& X) const
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int ASMu3D::evalPoint (int, const double* param, Vec3& X) const
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{
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const LR::LRSplineVolume* geo = this->getBasis(ASM::GEOMETRY_BASIS);
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Go::Point X0;
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lrspline->point(X0,param[0],param[1],param[2]);
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for (int i = 0; i < 3 && i < lrspline->dimension(); i++)
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geo->point(X0,param[0],param[1],param[2]);
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for (int i = 0; i < 3 && i < geo->dimension(); i++)
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X[i] = X0[i];
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return 0;
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