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ENH: use vector::normalise and VectorSpace::normalised for clarity
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@ -317,11 +317,9 @@ label calcNormalDirection
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const vector& pointOnEdge
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)
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{
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vector cross = (normal ^ edgeDir);
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cross /= mag(cross);
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const vector cross = normalised(normal ^ edgeDir);
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vector fC0tofE0 = faceCentre - pointOnEdge;
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fC0tofE0 /= mag(fC0tofE0);
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const vector fC0tofE0 = normalised(faceCentre - pointOnEdge);
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label nDir = ((cross & fC0tofE0) > 0.0 ? 1 : -1);
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