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(#401) More Simlification of topological rotation of elements
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@ -368,22 +368,7 @@ bool isEclFemCellsMatching(const cvf::Vec3d gomConvertedEclCell[8], bool isEclFa
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femShallowQuad[3] = cvf::Vec3d(femNodes[cornerIndices[localElmNodeIndicesForBotZFace[3]]]);
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}
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cvf::Vec3d eclDeepestQuad[4];
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cvf::Vec3d eclShallowQuad[4];
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{
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eclDeepestQuad[0] = gomConvertedEclCell[4];
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eclDeepestQuad[1] = gomConvertedEclCell[5];
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eclDeepestQuad[2] = gomConvertedEclCell[6];
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eclDeepestQuad[3] = gomConvertedEclCell[7];
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eclShallowQuad[0] = gomConvertedEclCell[0];
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eclShallowQuad[1] = gomConvertedEclCell[1];
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eclShallowQuad[2] = gomConvertedEclCell[2];
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eclShallowQuad[3] = gomConvertedEclCell[3];
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}
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// Now the top/bottom have opposite winding. To make the comparisons and index rotations simpler
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// flip the winding of the top or bottom face depending on whether the eclipse grid is inside-out
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@ -400,12 +385,15 @@ bool isEclFemCellsMatching(const cvf::Vec3d gomConvertedEclCell[8], bool isEclFa
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// Since the start point of the quad always is aligned with the opposite face-quad start
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// we can find the rotation for the top, and apply it to both top and bottom
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int femQuadStartIdx = quadVxClosestToXYOfPoint(eclDeepestQuad[0], femDeepestQuad);
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int femQuadStartIdx = quadVxClosestToXYOfPoint(gomConvertedEclCell[0], femShallowQuad);
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rotateQuad(femDeepestQuad, femQuadStartIdx);
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rotateQuad(femShallowQuad, femQuadStartIdx);
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// Now we should be able to compare vertex for vertex between the ecl and fem quads.
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const cvf::Vec3d* eclDeepestQuad = &(gomConvertedEclCell[4]);
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const cvf::Vec3d* eclShallowQuad = &(gomConvertedEclCell[0]);
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bool isMatching = true;
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for (int i = 0; i < 4 ; ++i)
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