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https://git.dev.opencascade.org/repos/occt.git
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0022971: TKOpenGl clean up obsolete functionality
Added native handles to OpenGl_Context Removed unused and unimplemented PolygonHoles Removed unimplemented Polygon functions Removed unused QuadrangleMesh functions Removed unused TriangleMesh functions Removed dead Bezier function declarations Redirect Graphic3d_Group::Polyline() to primitives array Move Prs3d_ShadedShape template code to StdPrs_ShadedShape where it is only used before. Remove TriangleSet usage from AIS_TexturedShape Texture coordinates functionality added StdPrs_ShadedShape to eliminate code duplication. Eliminated usage of TriangleSet from QABugs_PresentableObject Eliminated usage of TriangleMesh from StdPrs_ShadedSurface Removed TriangleMesh and TriangleSet support OpenGl_PrimitiveArray - render Edges only for primitives > GL_LINE_STRIP Added vgrid command to show grid in 3D Viewer
This commit is contained in:
@@ -160,9 +160,6 @@ is
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generic class SectionShapeTool;
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generic class ShadedShape;
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---Category: Basis construction elements.
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generic class Vector;
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generic class Datum;
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@@ -1,43 +0,0 @@
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-- Created on: 1993-09-23
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-- Created by: Jean Louis FRENKEL
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-- Copyright (c) 1993-1999 Matra Datavision
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-- Copyright (c) 1999-2012 OPEN CASCADE SAS
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--
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-- The content of this file is subject to the Open CASCADE Technology Public
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-- License Version 6.5 (the "License"). You may not use the content of this file
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-- except in compliance with the License. Please obtain a copy of the License
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-- at http://www.opencascade.org and read it completely before using this file.
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--
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-- The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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-- main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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--
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-- The Original Code and all software distributed under the License is
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-- distributed on an "AS IS" basis, without warranty of any kind, and the
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-- Initial Developer hereby disclaims all such warranties, including without
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-- limitation, any warranties of merchantability, fitness for a particular
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-- purpose or non-infringement. Please see the License for the specific terms
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-- and conditions governing the rights and limitations under the License.
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generic class ShadedShape from Prs3d(anyShape as any;
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anyTopFace as any;
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anyMeshTriangle as any;
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anyMeshEdge as any;
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anyShadedShapeTool as any
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)
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inherits Root from Prs3d
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uses
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Presentation from Prs3d,
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Drawer from Prs3d
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is
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Add(myclass; aPresentation: Presentation from Prs3d;
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aShape : anyShape;
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aDrawer : Drawer from Prs3d);
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---Purpose: Shades <aShape>.
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end ShadedShape from Prs3d;
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@@ -1,351 +0,0 @@
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// Created on: 1993-09-23
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// Created by: Jean-Louis FRENKEL
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// Copyright (c) 1993-1999 Matra Datavision
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// Copyright (c) 1999-2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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//#define BUC60488//GG_081199 Enable the SuppressBackface() ShadingAspect attribute
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#define G005 //ATS,GG 04/01/01 Use ArrayOfPrimitives instead Sets of primitives
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// for performance improvment
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#include <Graphic3d_Vertex.hxx>
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#include <Graphic3d_VertexN.hxx>
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#include <Graphic3d_Array1OfVertexN.hxx>
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#include <Graphic3d_Array1OfVertex.hxx>
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#include <Aspect_Edge.hxx>
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#include <Aspect_Array1OfEdge.hxx>
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#include <gp_Pnt.hxx>
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#include <gp_Dir.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Aspect_TypeOfEdge.hxx>
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#include <Bnd_Box.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <BRepTools.hxx>
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#include <BRep_Tool.hxx>
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#include <BRep_Builder.hxx>
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#include <TopoDS_Compound.hxx>
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#include <Poly_Triangulation.hxx>
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#include <TColgp_HArray1OfPnt.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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#include <TColgp_Array1OfDir.hxx>
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#include <Poly_Connect.hxx>
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#include <TopAbs_Orientation.hxx>
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#include <TColStd_MapOfInteger.hxx>
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#include <TColStd_MapIteratorOfMapOfInteger.hxx>
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#include <BRepMesh_FactoryError.hxx>
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#include <BRepMesh_DiscretRoot.hxx>
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#include <BRepMesh_DiscretFactory.hxx>
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#include <BRepMesh_PDiscretRoot.hxx>
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#include <gp_Vec.hxx>
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#include <StdPrs_WFShape.hxx>
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#include <BRepBndLib.hxx>
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#include <Precision.hxx>
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#ifdef G005
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#endif
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#define MAX2(X, Y) ( Abs(X) > Abs(Y)? Abs(X) : Abs(Y) )
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#define MAX3(X, Y, Z) ( MAX2 ( MAX2(X,Y) , Z) )
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static Standard_Real GetDeflection(const anyShape& aShape,
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const Handle(Prs3d_Drawer)& aDrawer)
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{
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Standard_Real aDeflection = aDrawer->MaximalChordialDeviation();
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if (aDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE) {
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Bnd_Box B;
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BRepBndLib::Add(aShape, B, Standard_False);
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if ( ! B.IsVoid() )
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{
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Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
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B.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
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aDeflection = MAX3( aXmax-aXmin , aYmax-aYmin , aZmax-aZmin)
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* aDrawer->DeviationCoefficient()*4;
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}
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}
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return aDeflection;
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}
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static Standard_Boolean ShadeFromShape(const anyShape& aShape,
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const Standard_Real /*defle*/,
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const Standard_Boolean /*share*/,
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const Handle (Prs3d_Presentation)& aPresentation,
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const Handle (Prs3d_Drawer)& aDrawer)
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{
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anyShadedShapeTool SST;
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Handle(Poly_Triangulation) T;
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TopLoc_Location loc;
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gp_Pnt p;
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Standard_Integer i,j,k,decal ;
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Standard_Integer t[3], n[3];
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Standard_Integer nbTriangles = 0, nbVertices = 0;
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// precision for compare square distances
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double dPreci = Precision::Confusion()*Precision::Confusion();
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if ( !aDrawer->ShadingAspectGlobal() ) {
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Handle(Graphic3d_AspectFillArea3d) Asp = aDrawer->ShadingAspect()->Aspect();
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if(anyShadedShapeTool::IsClosed(aShape)) {
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Asp->SuppressBackFace();
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} else {
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Asp->AllowBackFace();
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}
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Prs3d_Root::CurrentGroup(aPresentation)->SetGroupPrimitivesAspect(Asp);
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}
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#ifdef G005
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if( Graphic3d_ArrayOfPrimitives::IsEnable() ) {
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for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
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const anyTopFace& F = SST.CurrentFace();
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T = SST.Triangulation(F, loc);
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if (!T.IsNull()) {
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nbTriangles += T->NbTriangles();
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nbVertices += T->NbNodes();
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}
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}
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if (nbVertices > 2 && nbTriangles > 0) {
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Handle(Graphic3d_ArrayOfTriangles) parray =
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new Graphic3d_ArrayOfTriangles(nbVertices,3*nbTriangles,
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Standard_True,Standard_False,Standard_False,Standard_True);
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for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
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const anyTopFace& F = SST.CurrentFace();
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T = SST.Triangulation(F, loc);
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if (!T.IsNull()) {
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const gp_Trsf& trsf = loc.Transformation();
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Poly_Connect pc(T);
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// Extracts vertices & normals from nodes
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
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SST.Normal(F, pc, NORMAL);
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decal = parray->VertexNumber();
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for (i= Nodes.Lower(); i<= Nodes.Upper(); i++) {
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p = Nodes(i);
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if( !loc.IsIdentity() ) {
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p.Transform(trsf);
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NORMAL(i).Transform(trsf);
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}
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parray->AddVertex(p,NORMAL(i));
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}
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// Fill parray with vertex and edge visibillity info
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const Poly_Array1OfTriangle& triangles = T->Triangles();
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for (i = 1; i <= T->NbTriangles(); i++) {
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pc.Triangles(i,t[0],t[1],t[2]);
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if (SST.Orientation(F) == TopAbs_REVERSED)
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triangles(i).Get(n[0],n[2],n[1]);
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else
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triangles(i).Get(n[0],n[1],n[2]);
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gp_Pnt P1 = Nodes(n[0]);
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gp_Pnt P2 = Nodes(n[1]);
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gp_Pnt P3 = Nodes(n[2]);
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gp_Vec V1(P1,P2);
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if ( V1.SquareMagnitude() > dPreci ) {
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gp_Vec V2(P2,P3);
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if ( V2.SquareMagnitude() > dPreci ) {
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gp_Vec V3(P3,P1);
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if ( V3.SquareMagnitude() > dPreci ) {
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V1.Normalize();
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V2.Normalize();
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V1.Cross(V2);
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if ( V1.SquareMagnitude() > dPreci ) {
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parray->AddEdge(n[0]+decal,t[0] == 0);
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parray->AddEdge(n[1]+decal,t[1] == 0);
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parray->AddEdge(n[2]+decal,t[2] == 0);
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}
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}
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}
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}
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}
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}
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}
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Prs3d_Root::CurrentGroup(aPresentation)->BeginPrimitives();
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Prs3d_Root::CurrentGroup(aPresentation)->AddPrimitiveArray(parray);
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Prs3d_Root::CurrentGroup(aPresentation)->EndPrimitives();
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}
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return Standard_True;
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}
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#endif
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// phase de comptage:
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Standard_Integer nt, nnn, n1, n2, n3, nnv, EI;
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static Standard_Integer plus1mod3[3] = {1, 2, 0};
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for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
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const anyTopFace& F = SST.CurrentFace();
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T = SST.Triangulation(F, loc);
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if (!T.IsNull()) {
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nnn = T->NbTriangles();
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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const Poly_Array1OfTriangle& triangles = T->Triangles();
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for (nt = 1; nt <= nnn; nt++) {
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if (SST.Orientation(F) == TopAbs_REVERSED)
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triangles(nt).Get(n1,n3,n2);
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else
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triangles(nt).Get(n1,n2,n3);
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const gp_Pnt& P1 = Nodes(n1);
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const gp_Pnt& P2 = Nodes(n2);
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const gp_Pnt& P3 = Nodes(n3);
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gp_Vec V1(P1,P2);
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if ( V1.SquareMagnitude() > dPreci ) {
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gp_Vec V2(P2,P3);
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if (V2.SquareMagnitude() > dPreci ) {
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gp_Vec V3(P3,P1);
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if (V3.SquareMagnitude() > dPreci ) {
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V1.Normalize();
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V2.Normalize();
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V1.Cross(V2);
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if (V1.SquareMagnitude() > dPreci ) {
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nbTriangles++;
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}
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}
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}
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}
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}
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nbVertices += T->NbNodes();
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}
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}
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if (nbVertices > 2 && nbTriangles > 0) {
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Graphic3d_Array1OfVertexN AVN(1, nbVertices);
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Aspect_Array1OfEdge AE(1, 3*nbTriangles);
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EI = 1;
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nnv = 1;
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for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
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const anyTopFace& F = SST.CurrentFace();
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T = SST.Triangulation(F, loc);
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if (!T.IsNull()) {
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Poly_Connect pc(T);
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// 1- les noeuds.
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
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SST.Normal(F, pc, NORMAL);
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decal = nnv-1;
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for (j= Nodes.Lower(); j<= Nodes.Upper(); j++) {
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p = Nodes(j).Transformed(loc.Transformation());
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AVN(nnv).SetCoord(p.X(), p.Y(), p.Z());
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AVN(nnv).SetNormal(NORMAL(j).X(), NORMAL(j).Y(), NORMAL(j).Z());
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nnv++;
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}
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// 2- les edges.
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nbTriangles = T->NbTriangles();
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const Poly_Array1OfTriangle& triangles = T->Triangles();
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for (i = 1; i <= nbTriangles; i++) {
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pc.Triangles(i,t[0],t[1],t[2]);
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if (SST.Orientation(F) == TopAbs_REVERSED)
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triangles(i).Get(n[0],n[2],n[1]);
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else
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triangles(i).Get(n[0],n[1],n[2]);
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const gp_Pnt& P1 = Nodes(n[0]);
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const gp_Pnt& P2 = Nodes(n[1]);
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const gp_Pnt& P3 = Nodes(n[2]);
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gp_Vec V1(P1,P2);
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if (V1.SquareMagnitude() > 1.e-10) {
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gp_Vec V2(P2,P3);
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if (V2.SquareMagnitude() > 1.e-10) {
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gp_Vec V3(P3,P1);
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if (V3.SquareMagnitude() > 1.e-10) {
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V1.Normalize();
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V2.Normalize();
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V1.Cross(V2);
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if (V1.SquareMagnitude() > 1.e-10) {
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for (j = 0; j < 3; j++) {
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k = plus1mod3[j];
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if (t[j] == 0)
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AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_VISIBLE);
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else
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AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_INVISIBLE);
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EI++;
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}
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}
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}
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}
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}
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}
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}
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}
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Prs3d_Root::CurrentGroup(aPresentation)->TriangleSet(AVN, AE);
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}
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return Standard_True;
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}
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void Prs3d_ShadedShape::Add(const Handle (Prs3d_Presentation)& aPresentation,
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const anyShape& aShape,
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const Handle (Prs3d_Drawer)& aDrawer)
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{
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if (aShape.IsNull()) return;
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TopAbs_ShapeEnum E = aShape.ShapeType();
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if (E == TopAbs_COMPOUND) {
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TopExp_Explorer ex;
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ex.Init(aShape, TopAbs_FACE);
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if (ex.More()) {
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TopoDS_Compound CO;
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BRep_Builder B;
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B.MakeCompound(CO);
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Standard_Boolean haselement = Standard_False;
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// il faut presenter les edges isoles.
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for (ex.Init(aShape, TopAbs_EDGE, TopAbs_FACE); ex.More(); ex.Next()) {
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haselement = Standard_True;
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B.Add(CO, ex.Current());
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}
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// il faut presenter les vertex isoles.
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for (ex.Init(aShape, TopAbs_VERTEX, TopAbs_EDGE); ex.More(); ex.Next()) {
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haselement = Standard_True;
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B.Add(CO, ex.Current());
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}
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if (haselement) StdPrs_WFShape::Add(aPresentation, CO, aDrawer);
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}
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else {
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StdPrs_WFShape::Add(aPresentation, aShape, aDrawer);
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}
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}
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Standard_Real aDeflection = GetDeflection(aShape, aDrawer);
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// Check if it is possible to avoid unnecessary recomputation
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// of shape triangulation
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if (!BRepTools::Triangulation (aShape, aDeflection))
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{
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BRepTools::Clean (aShape);
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// retrieve meshing tool from Factory
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Handle(BRepMesh_DiscretRoot) aMeshAlgo = BRepMesh_DiscretFactory::Get().Discret (aShape,
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aDeflection,
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aDrawer->HLRAngle());
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if (!aMeshAlgo.IsNull())
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aMeshAlgo->Perform();
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}
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ShadeFromShape(aShape, aDeflection, Standard_True, aPresentation, aDrawer);
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}
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