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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.
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@@ -189,13 +189,7 @@ namespace
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Standard_Boolean isMirrored = aTrsf.VectorialPart().Determinant() < 0;
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// Extracts vertices & normals from nodes
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const TColgp_Array1OfPnt& aNodes = aT->Nodes();
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const TColgp_Array1OfPnt2d* aUVNodes = theHasTexels && aT->HasUVNodes() && aT->UVNodes().Upper() == aNodes.Upper()
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? &aT->UVNodes()
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: NULL;
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StdPrs_ToolTriangulatedShape::ComputeNormals (aFace, aT);
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const TShort_Array1OfShortReal& aNormals = aT->Normals();
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const Standard_ShortReal* aNormArr = &aNormals.First();
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if (theHasTexels)
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{
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@@ -205,11 +199,10 @@ namespace
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}
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const Standard_Integer aDecal = anArray->VertexNumber();
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for (Standard_Integer aNodeIter = aNodes.Lower(); aNodeIter <= aNodes.Upper(); ++aNodeIter)
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for (Standard_Integer aNodeIter = 1; aNodeIter <= aT->NbNodes(); ++aNodeIter)
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{
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aPoint = aNodes (aNodeIter);
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const Standard_Integer anId = 3 * (aNodeIter - aNodes.Lower());
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gp_Dir aNorm (aNormArr[anId + 0], aNormArr[anId + 1], aNormArr[anId + 2]);
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aPoint = aT->Node (aNodeIter);
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gp_Dir aNorm = aT->Normal (aNodeIter);
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if ((aFace.Orientation() == TopAbs_REVERSED) ^ isMirrored)
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{
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aNorm.Reverse();
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@@ -217,15 +210,16 @@ namespace
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if (!aLoc.IsIdentity())
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{
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aPoint.Transform (aTrsf);
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aNorm.Transform (aTrsf);
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aNorm .Transform (aTrsf);
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}
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if (aUVNodes != NULL)
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if (theHasTexels && aT->HasUVNodes())
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{
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const gp_Pnt2d aNode2d = aT->UVNode (aNodeIter);
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const gp_Pnt2d aTexel = (dUmax == 0.0 || dVmax == 0.0)
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? aUVNodes->Value (aNodeIter)
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: gp_Pnt2d ((-theUVOrigin.X() + (theUVRepeat.X() * (aUVNodes->Value (aNodeIter).X() - aUmin)) / dUmax) / theUVScale.X(),
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(-theUVOrigin.Y() + (theUVRepeat.Y() * (aUVNodes->Value (aNodeIter).Y() - aVmin)) / dVmax) / theUVScale.Y());
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? aNode2d
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: gp_Pnt2d ((-theUVOrigin.X() + (theUVRepeat.X() * (aNode2d.X() - aUmin)) / dUmax) / theUVScale.X(),
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(-theUVOrigin.Y() + (theUVRepeat.Y() * (aNode2d.Y() - aVmin)) / dVmax) / theUVScale.Y());
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anArray->AddVertex (aPoint, aNorm, aTexel);
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}
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else
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@@ -235,22 +229,21 @@ namespace
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}
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// Fill array with vertex and edge visibility info
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const Poly_Array1OfTriangle& aTriangles = aT->Triangles();
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Standard_Integer anIndex[3];
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for (Standard_Integer aTriIter = 1; aTriIter <= aT->NbTriangles(); ++aTriIter)
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{
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if ((aFace.Orientation() == TopAbs_REVERSED))
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{
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aTriangles (aTriIter).Get (anIndex[0], anIndex[2], anIndex[1]);
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aT->Triangle (aTriIter).Get (anIndex[0], anIndex[2], anIndex[1]);
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}
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else
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{
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aTriangles (aTriIter).Get (anIndex[0], anIndex[1], anIndex[2]);
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aT->Triangle (aTriIter).Get (anIndex[0], anIndex[1], anIndex[2]);
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}
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gp_Pnt aP1 = aNodes (anIndex[0]);
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gp_Pnt aP2 = aNodes (anIndex[1]);
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gp_Pnt aP3 = aNodes (anIndex[2]);
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const gp_Pnt aP1 = aT->Node (anIndex[0]);
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const gp_Pnt aP2 = aT->Node (anIndex[1]);
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const gp_Pnt aP3 = aT->Node (anIndex[2]);
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gp_Vec aV1 (aP1, aP2);
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if (aV1.SquareMagnitude() <= aPreci)
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@@ -415,7 +408,6 @@ namespace
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}
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// get edge nodes indexes from face triangulation
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const TColgp_Array1OfPnt& aTriNodes = aTriangulation->Nodes();
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const TColStd_Array1OfInteger& anEdgeNodes = anEdgePoly->Nodes();
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// collect the edge nodes
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@@ -425,7 +417,7 @@ namespace
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// node index in face triangulation
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// get node and apply location transformation to the node
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const Standard_Integer aTriIndex = anEdgeNodes.Value (aNodeIdx);
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gp_Pnt aTriNode = aTriNodes.Value (aTriIndex);
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gp_Pnt aTriNode = aTriangulation->Node (aTriIndex);
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if (!aTrsf.IsIdentity())
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{
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aTriNode.Transform (aTrsf);
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