// Created on: 2007-08-04 // Created by: Alexander GRIGORIEV // Copyright (c) 2007-2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #ifndef VrmlData_ShapeConvert_HeaderFile #define VrmlData_ShapeConvert_HeaderFile #include #include #include #include class VrmlData_Scene; class TopoDS_Face; class Handle_Poly_Triangulation; class Handle_Poly_Polygon3D; class Handle_VrmlData_Coordinate; /** * Algorithm converting one shape or a set of shapes to VrmlData_Scene. */ class VrmlData_ShapeConvert { public: typedef struct { TCollection_AsciiString Name; TopoDS_Shape Shape; Handle(VrmlData_Node) Node; } ShapeData; // ---------- PUBLIC METHODS ---------- /** * Constructor. * @param theScene * Scene receiving all Vrml data. * @param theScale * Scale factor, considering that VRML standard specifies coordinates in * meters. So if your data are in mm, you should provide theScale=0.001 */ inline VrmlData_ShapeConvert (VrmlData_Scene& theScene, const Standard_Real theScale = 1.) : myScene (theScene), myScale (theScale) {} /** * Add one shape to the internal list, may be called several times with * different shapes. */ Standard_EXPORT void AddShape (const TopoDS_Shape& theShape, const char * theName = 0L); /** * Convert all accumulated shapes and store them in myScene. * The internal data structures are cleared in the end of convertion. * @param theExtractFaces * If True, converter extracst faces from the shapes. * @param theExtractEdges * If True, converter extracts edges from the shapes. * @param theDeflection * Deflection for tessellation of geometrical lines/surfaces. Existing mesh * is used if its deflection is smaller than the one given by this * parameter. * @param theDeflAngle * Angular deflection for tessellation of geometrical lines. */ Standard_EXPORT void Convert (const Standard_Boolean theExtractFaces, const Standard_Boolean theExtractEdges, const Standard_Real theDeflection = 0.01, const Standard_Real theDeflAngle = 20.*M_PI/180.); //this value of theDeflAngle is used by default //for tesselation while shading (Drawer->HLRAngle()) protected: // ---------- PROTECTED METHODS ---------- Handle_VrmlData_Geometry triToIndexedFaceSet (const Handle_Poly_Triangulation&, const TopoDS_Face&, const Handle_VrmlData_Coordinate&); Handle_VrmlData_Geometry polToIndexedLineSet (const Handle_Poly_Polygon3D&); Handle_VrmlData_Appearance defaultMaterialFace () const; Handle_VrmlData_Appearance defaultMaterialEdge () const; private: // ---------- PRIVATE FIELDS ---------- VrmlData_Scene& myScene; Standard_Real myScale; NCollection_List myShapes; }; #endif