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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

Integration of OCCT 6.5.0 from SVN

This commit is contained in:
bugmaster
2011-03-16 07:30:28 +00:00
committed by bugmaster
parent 4903637061
commit 7fd59977df
16375 changed files with 3882564 additions and 0 deletions

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// File Graphic3d_Group_9.cxx (Quadrangle)
// Created Fevrier 1992
// Author NW,JPB,CAL
// Modified
// 27/08/97 ; PCT : ajout coordonnee texture
//-Copyright MatraDatavision 1991,1992
//-Version
//-Design Declaration des variables specifiques aux groupes
// de primitives
//-Warning Un groupe est defini dans une structure
// Il s'agit de la plus petite entite editable
//-References
//-Language C++ 2.0
//-Declarations
// for the class
#include <Graphic3d_Group.jxx>
#include <Graphic3d_Group.pxx>
#include <Graphic3d_VertexN.hxx>
#include <Graphic3d_VertexC.hxx>
#include <Graphic3d_VertexNT.hxx>
//-Methods, in order
void Graphic3d_Group::QuadrangleMesh (const Graphic3d_Array2OfVertex& ListVertex, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Real X, Y, Z;
// Min-Max Update
if (EvalMinMax) {
Standard_Integer i, j;
Standard_Integer LowerRow = ListVertex.LowerRow ();
Standard_Integer UpperRow = ListVertex.UpperRow ();
Standard_Integer LowerCol = ListVertex.LowerCol ();
Standard_Integer UpperCol = ListVertex.UpperCol ();
// Parcours des sommets
for (i=LowerRow; i<=UpperRow; i++)
for (j=LowerCol; j<=UpperCol; j++) {
ListVertex (i, j).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleMesh (MyCGroup, ListVertex, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleMesh (const Graphic3d_Array2OfVertexN& ListVertex, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Real X, Y, Z;
Standard_Integer i, j;
Standard_Integer LowerRow = ListVertex.LowerRow ();
Standard_Integer UpperRow = ListVertex.UpperRow ();
Standard_Integer LowerCol = ListVertex.LowerCol ();
Standard_Integer UpperCol = ListVertex.UpperCol ();
// Min-Max Update
if (EvalMinMax) {
// Parcours des sommets
for (i=LowerRow; i<=UpperRow; i++)
for (j=LowerCol; j<=UpperCol; j++) {
ListVertex (i, j).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleMesh (MyCGroup, ListVertex, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleMesh(const Graphic3d_Array2OfVertexNT& ListVertex,const Standard_Boolean EvalMinMax)
{
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Real X, Y, Z;
Standard_Integer i, j;
Standard_Integer LowerRow = ListVertex.LowerRow ();
Standard_Integer UpperRow = ListVertex.UpperRow ();
Standard_Integer LowerCol = ListVertex.LowerCol ();
Standard_Integer UpperCol = ListVertex.UpperCol ();
// Min-Max Update
if (EvalMinMax) {
// Parcours des sommets
for (i=LowerRow; i<=UpperRow; i++)
for (j=LowerCol; j<=UpperCol; j++) {
ListVertex (i, j).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleMesh (MyCGroup, ListVertex, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleSet (const Graphic3d_Array1OfVertex& ListVertex, const Aspect_Array1OfEdge& ListEdge, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Integer i, j;
i = ListVertex.Length ();
j = ListEdge.Length ();
if ((i <= 3) || (j <= 3))
Graphic3d_GroupDefinitionError::Raise ("Bad number of vertices");
// Min-Max Update
if (EvalMinMax) {
Standard_Real X, Y, Z;
Standard_Integer Lower = ListVertex.Lower ();
Standard_Integer Upper = ListVertex.Upper ();
// Parcours des sommets
for (j=0, i=Lower; i<=Upper; i++, j++) {
ListVertex (i).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleSet
(MyCGroup, ListVertex, ListEdge, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleSet (const Graphic3d_Array1OfVertexN& ListVertex, const Aspect_Array1OfEdge& ListEdge, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Integer i, j;
i = ListVertex.Length ();
j = ListEdge.Length ();
if ((i <= 3) || (j <= 3))
Graphic3d_GroupDefinitionError::Raise ("Bad number of vertices");
// Min-Max Update
if (EvalMinMax) {
Standard_Real X, Y, Z;
Standard_Integer Lower = ListVertex.Lower ();
Standard_Integer Upper = ListVertex.Upper ();
// Parcours des sommets
for (j=0, i=Lower; i<=Upper; i++, j++) {
ListVertex (i).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleSet
(MyCGroup, ListVertex, ListEdge, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleSet (const Graphic3d_Array1OfVertexC& ListVertex, const Aspect_Array1OfEdge& ListEdge, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Integer i, j;
i = ListVertex.Length ();
j = ListEdge.Length ();
if ((i <= 3) || (j <= 3))
Graphic3d_GroupDefinitionError::Raise ("Bad number of vertices");
// Min-Max Update
if (EvalMinMax) {
Standard_Real X, Y, Z;
Standard_Integer Lower = ListVertex.Lower ();
Standard_Integer Upper = ListVertex.Upper ();
// Parcours des sommets
for (j=0, i=Lower; i<=Upper; i++, j++) {
ListVertex (i).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleSet
(MyCGroup, ListVertex, ListEdge, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleSet (const Graphic3d_Array1OfVertexNC& ListVertex, const Aspect_Array1OfEdge& ListEdge, const Standard_Boolean EvalMinMax) {
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Integer i, j;
i = ListVertex.Length ();
j = ListEdge.Length ();
if ((i <= 3) || (j <= 3))
Graphic3d_GroupDefinitionError::Raise ("Bad number of vertices");
// Min-Max Update
if (EvalMinMax) {
Standard_Real X, Y, Z;
Standard_Integer Lower = ListVertex.Lower ();
Standard_Integer Upper = ListVertex.Upper ();
// Parcours des sommets
for (j=0, i=Lower; i<=Upper; i++, j++) {
ListVertex (i).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleSet
(MyCGroup, ListVertex, ListEdge, EvalMinMax);
Update ();
}
void Graphic3d_Group::QuadrangleSet(const Graphic3d_Array1OfVertexNT& ListVertex,const Aspect_Array1OfEdge& ListEdge,const Standard_Boolean EvalMinMax)
{
if (IsDeleted ()) return;
if (! MyContainsFacet) MyStructure->GroupsWithFacet (+1);
MyContainsFacet = Standard_True;
MyIsEmpty = Standard_False;
Standard_Integer i, j;
i = ListVertex.Length ();
j = ListEdge.Length ();
if ((i <= 3) || (j <= 3))
Graphic3d_GroupDefinitionError::Raise ("Bad number of vertices");
// Min-Max Update
if (EvalMinMax) {
Standard_Real X, Y, Z;
Standard_Integer Lower = ListVertex.Lower ();
Standard_Integer Upper = ListVertex.Upper ();
// Parcours des sommets
for (j=0, i=Lower; i<=Upper; i++, j++) {
ListVertex (i).Coord (X, Y, Z);
if (X < MyBounds.XMin) MyBounds.XMin = Standard_ShortReal (X);
if (Y < MyBounds.YMin) MyBounds.YMin = Standard_ShortReal (Y);
if (Z < MyBounds.ZMin) MyBounds.ZMin = Standard_ShortReal (Z);
if (X > MyBounds.XMax) MyBounds.XMax = Standard_ShortReal (X);
if (Y > MyBounds.YMax) MyBounds.YMax = Standard_ShortReal (Y);
if (Z > MyBounds.ZMax) MyBounds.ZMax = Standard_ShortReal (Z);
}
}
MyGraphicDriver->QuadrangleSet
(MyCGroup, ListVertex, ListEdge, EvalMinMax);
Update ();
}