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0024002: Overall code and build procedure refactoring -- automatic
Automatic upgrade of OCCT code by command "occt_upgrade . -nocdl": - WOK-generated header files from inc and sources from drv are moved to src - CDL files removed - All packages are converted to nocdlpack
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src/Graphic3d/Graphic3d_ArrayOfQuadrangles.hxx
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104
src/Graphic3d/Graphic3d_ArrayOfQuadrangles.hxx
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// Created on: 2001-01-04
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// Copyright (c) 2001-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_ArrayOfQuadrangles_HeaderFile
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#define _Graphic3d_ArrayOfQuadrangles_HeaderFile
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#include <Standard.hxx>
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#include <Standard_Type.hxx>
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#include <Graphic3d_ArrayOfPrimitives.hxx>
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#include <Standard_Integer.hxx>
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#include <Standard_Boolean.hxx>
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class Standard_OutOfRange;
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class Graphic3d_ArrayOfQuadrangles;
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DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
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//! Contains quatrangles array definition
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class Graphic3d_ArrayOfQuadrangles : public Graphic3d_ArrayOfPrimitives
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{
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public:
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//! Creates an array of quadrangles,
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//! a quadrangle can be filled as:
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//! 1) creating a set of quadrangles defined with his vertexs.
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//! i.e:
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//! myArray = Graphic3d_ArrayOfQuadrangles(8)
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//! myArray->AddVertex(x1,y1,z1)
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//! ....
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//! myArray->AddVertex(x8,y8,z8)
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//! 3) creating a set of indexed quadrangles defined with his vertex
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//! ans edges.
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//! i.e:
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//! myArray = Graphic3d_ArrayOfQuadrangles(6,8)
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//! myArray->AddVertex(x1,y1,z1)
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//! ....
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//! myArray->AddVertex(x6,y6,z6)
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//! myArray->AddEdge(1)
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//! myArray->AddEdge(2)
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//! myArray->AddEdge(3)
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//! myArray->AddEdge(4)
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//! myArray->AddEdge(3)
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//! myArray->AddEdge(4)
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//! myArray->AddEdge(5)
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//! myArray->AddEdge(6)
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//!
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//! <maxVertexs> defined the maximun allowed vertex number in the array.
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//! <maxEdges> defined the maximun allowed edge number in the array.
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//! Warning:
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//! When <hasVNormals> is TRUE , you must use one of
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//! AddVertex(Point,Normal)
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//! or AddVertex(Point,Normal,Color)
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//! or AddVertex(Point,Normal,Texel) methods.
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//! When <hasVColors> is TRUE , you must use one of
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//! AddVertex(Point,Color)
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//! or AddVertex(Point,Normal,Color) methods.
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//! When <hasTexels> is TRUE , you must use one of
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//! AddVertex(Point,Texel)
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//! or AddVertex(Point,Normal,Texel) methods.
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//! Warning:
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//! the user is responsible about the orientation of the quadrangle
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//! depending of the order of the created vertex or edges and this
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//! orientation must be coherent with the vertex normal optionnaly
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//! given at each vertex (See the Orientate() methods).
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Standard_EXPORT Graphic3d_ArrayOfQuadrangles(const Standard_Integer maxVertexs, const Standard_Integer maxEdges = 0, const Standard_Boolean hasVNormals = Standard_False, const Standard_Boolean hasVColors = Standard_False, const Standard_Boolean hasTexels = Standard_False);
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DEFINE_STANDARD_RTTI(Graphic3d_ArrayOfQuadrangles,Graphic3d_ArrayOfPrimitives)
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protected:
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private:
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};
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#endif // _Graphic3d_ArrayOfQuadrangles_HeaderFile
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