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0032133: Modeling Data - Restriction of access to internal arrays for Poly_Triangulation, revision of API

Removed methods from Poly_Triangulation/Poly_PolygonOnTriangulation giving access to internal arrays of 2d and 3d nodes, triangles and normals.
This commit is contained in:
vro
2021-02-16 14:24:15 +03:00
committed by bugmaster
parent 008210c3e2
commit a8b605eb5e
73 changed files with 1235 additions and 1445 deletions

View File

@@ -75,12 +75,12 @@ Standard_Boolean BRepExtrema_Poly::Distance (const TopoDS_Shape& S1, const TopoD
Tr = BRep_Tool::Triangulation(F,L);
if (!Tr.IsNull())
{
const TColgp_Array1OfPnt& Nod = Tr->Nodes();
const gp_Trsf aTrsf = L;
n = Tr->NbNodes();
for (i = 1; i <= n; i++)
{
nbn1++;
TP1.SetValue(nbn1,Nod(i).Transformed(L));
TP1.SetValue (nbn1, Tr->Node (i).Transformed (aTrsf));
}
}
}
@@ -96,12 +96,12 @@ Standard_Boolean BRepExtrema_Poly::Distance (const TopoDS_Shape& S1, const TopoD
Tr = BRep_Tool::Triangulation(F,L);
if (!Tr.IsNull())
{
const TColgp_Array1OfPnt& Nod = Tr->Nodes();
const gp_Trsf aTrsf = L;
n = Tr->NbNodes();
for (i = 1; i <= n; i++)
{
nbn2++;
TP2.SetValue(nbn2,Nod(i).Transformed(L));
TP2.SetValue (nbn2, Tr->Node (i).Transformed (aTrsf));
}
}
}

View File

@@ -179,25 +179,15 @@ Standard_Boolean BRepExtrema_TriangleSet::Init (const BRepExtrema_ShapeList& the
for (Standard_Integer aVertIdx = 1; aVertIdx <= aTriangulation->NbNodes(); ++aVertIdx)
{
gp_Pnt aVertex = aTriangulation->Nodes().Value (aVertIdx);
gp_Pnt aVertex = aTriangulation->Node (aVertIdx);
aVertex.Transform (aLocation.Transformation());
myVertexArray.push_back (BVH_Vec3d (aVertex.X(),
aVertex.Y(),
aVertex.Z()));
myVertexArray.push_back (BVH_Vec3d (aVertex.X(), aVertex.Y(), aVertex.Z()));
}
for (Standard_Integer aTriIdx = 1; aTriIdx <= aTriangulation->NbTriangles(); ++aTriIdx)
{
Standard_Integer aVertex1;
Standard_Integer aVertex2;
Standard_Integer aVertex3;
aTriangulation->Triangles().Value (aTriIdx).Get (aVertex1,
aVertex2,
aVertex3);
Standard_Integer aVertex1, aVertex2, aVertex3;
aTriangulation->Triangle (aTriIdx).Get (aVertex1, aVertex2, aVertex3);
myTriangles.push_back (BVH_Vec4i (aVertex1 + aVertOffset,
aVertex2 + aVertOffset,
aVertex3 + aVertOffset,