// Copyright (c) 2013 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _BRepMesh_Vertex_HeaderFile #define _BRepMesh_Vertex_HeaderFile #include #include #include #include #include #include //! Light weighted structure representing vertex //! of the mesh in parametric space. Vertex could be //! associated with 3d point stored in external map. class BRepMesh_Vertex { public: DEFINE_STANDARD_ALLOC //! Default constructor BRepMesh_Vertex() : myLocation3d(0), myMovability(BRepMesh_Free) { } //! Creates vertex associated with point in 3d space. //! @param theUV position of vertex in parametric space. //! @param theLocation3d index of 3d point to be associated with vertex. //! @param theMovability movability of the vertex. BRepMesh_Vertex(const gp_XY& theUV, const Standard_Integer theLocation3d, const BRepMesh_DegreeOfFreedom theMovability) { Initialize(theUV, theLocation3d, theMovability); } //! Creates vertex without association with point in 3d space. //! @param theU U position of vertex in parametric space. //! @param theV V position of vertex in parametric space. //! @param theMovability movability of the vertex. BRepMesh_Vertex(const Standard_Real theU, const Standard_Real theV, const BRepMesh_DegreeOfFreedom theMovability) : myUV(theU, theV), myLocation3d(0), myMovability(theMovability) {} //! Initializes vertex associated with point in 3d space. //! @param theUV position of vertex in parametric space. //! @param theLocation3d index of 3d point to be associated with vertex. //! @param theMovability movability of the vertex. void Initialize(const gp_XY& theUV, const Standard_Integer theLocation3d, const BRepMesh_DegreeOfFreedom theMovability) { myUV = theUV; myLocation3d = theLocation3d; myMovability = theMovability; } //! Returns position of the vertex in parametric space. const gp_XY& Coord() const { return myUV; } //! Returns position of the vertex in parametric space for modification. gp_XY& ChangeCoord() { return myUV; } //! Returns index of 3d point associated with the vertex. Standard_Integer Location3d() const { return myLocation3d; } //! Returns movability of the vertex. BRepMesh_DegreeOfFreedom Movability() const { return myMovability; } //! Sets movability of the vertex. void SetMovability(const BRepMesh_DegreeOfFreedom theMovability) { myMovability = theMovability; } //! Computes a hash code for this vertex, in the range [1, theUpperBound] //! @param theUpperBound the upper bound of the range a computing hash code must be within //! @return a computed hash code, in the range [1, theUpperBound] Standard_Integer HashCode(const Standard_Integer theUpperBound) const { return ::HashCode(Floor(1e5 * myUV.X()) * Floor(1e5 * myUV.Y()), theUpperBound); } //! Checks for equality with another vertex. //! @param theOther vertex to be checked against this one. //! @return TRUE if equal, FALSE if not. Standard_Boolean IsEqual(const BRepMesh_Vertex& theOther) const { if (myMovability == BRepMesh_Deleted || theOther.myMovability == BRepMesh_Deleted) { return Standard_False; } return (myUV.IsEqual(theOther.myUV, Precision::PConfusion())); } //! Alias for IsEqual. Standard_Boolean operator ==(const BRepMesh_Vertex& Other) const { return IsEqual(Other); } private: gp_XY myUV; Standard_Integer myLocation3d; BRepMesh_DegreeOfFreedom myMovability; }; //! Computes a hash code for the given vertex, in the range [1, theUpperBound] //! @param theVertex the vertex which hash code is to be computed //! @param theUpperBound the upper bound of the range a computing hash code must be within //! @return a computed hash code, in the range [1, theUpperBound] inline Standard_Integer HashCode (const BRepMesh_Vertex& theVertex, const Standard_Integer theUpperBound) { return theVertex.HashCode (theUpperBound); } #endif