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HighRiseTPU: split each segment's load with its height within the story - #436

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concrete-sangminlee:fix-highrisetpu-story-split
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concrete-sangminlee:fix-highrisetpu-story-split

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Fixes #435

addForcesFace() in modules/createEVENT/HighRiseTPU/HighRiseTPU.cpp split each mesh segment's force between the floor above and the floor below with locY, the segment's absolute height, instead of its height within the current story. For every story above the first this gives Rabove > A and Rbelow < 0; the total is conserved, but most of the mean load ends up on the roof (about 99 % for TPU model T111_4 at 0°, see #435).

This change uses the height within story i for the split and keeps locY (absolute) for findNearestTAP(). It is algebraically the same correction that LowRiseTPU.cpp received in 5db635e (lines 685–688 there).

Checked on a build of 12b6f99 with this hunk (the tested build differs from this branch only in the wording of the comment):

🤖 Generated with Claude Code

addForcesFace() used locY, the absolute height of the segment, to split its
force between the floor above and the floor below, so for every story above
the first Rabove > A and Rbelow < 0, and most of the mean load landed on the
roof. Use the height within story i, as LowRiseTPU.cpp does since 5db635e;
locY stays absolute for findNearestTAP().

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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