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Avoid modifying x and y when computing z-value for well head pipe
p4#: 22153
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@ -109,7 +109,7 @@ void RivWellHeadPartMgr::buildWellHeadParts(size_t frameIndex)
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whStartPos.transformPoint(m_scaleTransform->worldTransform());
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// Compute well head based on the z position of the top of the K column the well head is part of
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cvf::Vec3d whEndPos;
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cvf::Vec3d whEndPos = whStartPos;
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{
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size_t i, j, k;
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rigReservoir->mainGrid()->ijkFromCellIndex(whCell.mainGridCellIndex(), &i, &j, &k);
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@ -117,9 +117,11 @@ void RivWellHeadPartMgr::buildWellHeadParts(size_t frameIndex)
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const RigCell& topCell = rigReservoir->mainGrid()->cell(topCellIndex);
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whEndPos = topCell.faceCenter(cvf::StructGridInterface::NEG_K);
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whEndPos -= rigReservoir->mainGrid()->displayModelOffset();
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whEndPos.transformPoint(m_scaleTransform->worldTransform());
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cvf::Vec3d topCellPos = topCell.faceCenter(cvf::StructGridInterface::NEG_K);
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topCellPos -= rigReservoir->mainGrid()->displayModelOffset();
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topCellPos.transformPoint(m_scaleTransform->worldTransform());
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whEndPos.z() = topCellPos.z();
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}
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cvf::Vec3d arrowPosition = whEndPos;
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