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#6747 Tensor computations : Use Ez for surface normal calculations
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@@ -120,7 +120,7 @@ RigFemScalarResultFrames* RigFemPartResultCalculatorSurfaceAngles::calculate( in
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cvf::Mat3f rotMx = cvf::GeometryTools::computePlaneHorizontalRotationMx( quadVxs[2] - quadVxs[0],
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quadVxs[3] - quadVxs[1] );
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RiaOffshoreSphericalCoords sphCoord(
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cvf::Vec3f( rotMx.rowCol( 0, 2 ), rotMx.rowCol( 1, 2 ), rotMx.rowCol( 2, 2 ) ) ); // Use Ez
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cvf::Vec3f( rotMx.rowCol( 2, 0 ), rotMx.rowCol( 2, 1 ), rotMx.rowCol( 2, 2 ) ) ); // Use Ez
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// from the
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// matrix
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// as plane
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@@ -459,7 +459,7 @@ void RivIntersectionResultsColoringTools::calculatePlaneAngleTextureCoords( cvf:
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cvf::GeometryTools::computePlaneHorizontalRotationMx( triangle[1] - triangle[0], triangle[2] - triangle[0] );
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RiaOffshoreSphericalCoords sphCoord(
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cvf::Vec3f( rotMx.rowCol( 0, 2 ), rotMx.rowCol( 1, 2 ), rotMx.rowCol( 2, 2 ) ) ); // Use Ez from the matrix
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cvf::Vec3f( rotMx.rowCol( 2, 0 ), rotMx.rowCol( 2, 1 ), rotMx.rowCol( 2, 2 ) ) ); // Use Ez from the matrix
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// as plane normal
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float angle = cvf::Math::toDegrees( operation( sphCoord ) );
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