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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0025039: Improvement of code structure of general and supporting tools implemented in BRepMesh

Removed CDL declarations; Data collections are replaced by NCollections; Small code refactoring.
Remove definition of BRepMesh class. Code refactoring of BRepMesh_IncrementalMesh.
Function BRepMesh_Write storing BRepMesh_DataStructureOfDelaun to BRep file is added for debug needs.
Static method BRepMesh_GeomTool::IntLinLin has been added to eliminate code duplications in BRepMesh_Dealun and BRepMesh_CircleTool.
BRepMesh_CircleTool simplified method to find circumcircle.

Fix merging conflicts
Remove redundant function
Fix compilation warning on MacOS
Revert changes occurred during rebase
Resolved merging conflicts
Use parallel flag with BRepMesh_FastDiscret

Test cases for issue CR25039_2
This commit is contained in:
oan
2014-07-10 14:51:15 +04:00
committed by apn
parent b6c0b841ec
commit fc9b36d630
109 changed files with 5266 additions and 6602 deletions

View File

@@ -72,26 +72,26 @@ Standard_Boolean XSDRAWSTLVRML_ToVRML::Write
{
// Creates facets from the shape
// Create (defle : Real from Standard;
// shape : Shape from TopoDS;
// angl : Real from Standard= 0.17;
// withShare : Boolean from Standard=Standard_True;
// inshape : Boolean from Standard=Standard_False;
// relative : Boolean from Standard=Standard_False;
// shapetrigu: Boolean from Standard=Standard_False)
// returns mutable Discret from BRepMesh;
// Create (defle : Real from Standard;
// shape : Shape from TopoDS;
// angl : Real from Standard= 0.17;
// withShare : Boolean from Standard=Standard_True;
// inshape : Boolean from Standard=Standard_False;
// relative : Boolean from Standard=Standard_False;
// shapetrigu: Boolean from Standard=Standard_False)
// returns mutable Discret from BRepMesh;
Bnd_Box B;
BRepBndLib::Add(aShape, B);
Handle(BRepMesh_FastDiscret) TheDiscret =
new BRepMesh_FastDiscret(myDeflection,
aShape,
B,
0.17,
Standard_True,
Standard_False,
Standard_True,
Standard_True);
Handle(BRepMesh_FastDiscret) TheDiscret =
new BRepMesh_FastDiscret(aShape,
myDeflection,
0.17,
B,
Standard_True,
Standard_False,
Standard_True,
Standard_True);
Standard_Integer i,j;
@@ -111,7 +111,7 @@ Standard_Boolean XSDRAWSTLVRML_ToVRML::Write
TheFileOut << " material Material { " << endl;
TheFileOut << " diffuseColor " << myDiffuseColorRed << " " << myDiffuseColorGreen << " " << myDiffuseColorBlue << " " << endl;
TheFileOut << " emissiveColor " << myEmissiveColorRed << " "
<< myEmissiveColorGreen << " " << myEmissiveColorBlue << " " << endl;
<< myEmissiveColorGreen << " " << myEmissiveColorBlue << " " << endl;
TheFileOut << " transparency " << myTransparency << endl;
TheFileOut << " ambientIntensity " << myAmbientIntensity << " " << endl;
TheFileOut << " specularColor " << mySpecularColorRed << " " << mySpecularColorGreen << " " << mySpecularColorBlue << " " << endl;
@@ -126,13 +126,13 @@ Standard_Boolean XSDRAWSTLVRML_ToVRML::Write
// puts the coordinates of all the vertices using the order
// given during the discretisation
for (i=1;i<=TheDiscret->NbVertices();i++)
{
gp_Pnt TheVertex=TheDiscret->Pnt(i);
TheFileOut << " "
<< TheVertex.Coord().X() << " "
<< TheVertex.Coord().Y() << " "
<< TheVertex.Coord().Z() << "," << endl;
}
{
gp_Pnt TheVertex=TheDiscret->Pnt(i);
TheFileOut << " "
<< TheVertex.Coord().X() << " "
<< TheVertex.Coord().Y() << " "
<< TheVertex.Coord().Z() << "," << endl;
}
TheFileOut << " ]" << endl;
TheFileOut << " }" << endl;
@@ -140,43 +140,20 @@ Standard_Boolean XSDRAWSTLVRML_ToVRML::Write
// retrieves all the triangles in order to draw the facets
for (j=1; j <= TheDiscret->NbTriangles(); j++)
{
BRepMesh_Triangle TheTri=TheDiscret->Triangle(j);
Standard_Integer e1,e2,e3,i1,i2,i3;
Standard_Boolean b1,b2,b3;
TheTri.Edges(e1,e2,e3,b1,b2,b3);
if (b1)
{
i1 = TheDiscret->Edge(e1).FirstNode()-1;
i2 = TheDiscret->Edge(e1).LastNode()-1;
}
else
{
i2 = TheDiscret->Edge(e1).FirstNode()-1;
i1 = TheDiscret->Edge(e1).LastNode()-1;
}
if (b2)
{
i3 = TheDiscret->Edge(e2).LastNode()-1;
}
else
{
i3 = TheDiscret->Edge(e2).FirstNode()-1;
}
TheFileOut << " " << i1 << ", " << i2 << ", " << i3 << ", -1, " << endl;
}
{
Standard_Integer v[3];
TheDiscret->TriangleNodes(j, v);
TheFileOut << " " << v[0]-1 << ", " << v[1]-1 << ", " << v[2]-1 << ", -1, " << endl;
}
TheFileOut << " ]" << endl;
TheFileOut << " solid FALSE" << endl; // it is not a closed solid
TheFileOut << " creaseAngle " << myCreaseAngle << " " << endl; // for smooth shading
TheFileOut << " }" << endl;
TheFileOut << " }" << endl;
TheFileOut << " ]" << endl;
TheFileOut << "} " << endl;
TheFileOut << " ]" << endl;
TheFileOut << "} " << endl;
}
else return Standard_False; // failure when opening file