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Removed methods from Poly_Triangulation/Poly_PolygonOnTriangulation giving access to internal arrays of 2d and 3d nodes, triangles and normals.
517 lines
17 KiB
C++
517 lines
17 KiB
C++
// Created on: 2006-11-04
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// Created by: Alexander GRIGORIEV
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// Copyright (c) 2006-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <VrmlData_IndexedFaceSet.hxx>
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#include <VrmlData_InBuffer.hxx>
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#include <VrmlData_UnknownNode.hxx>
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#include <Poly_Triangulation.hxx>
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#include <BRep_TFace.hxx>
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#include <BRepMesh_Triangulator.hxx>
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#include <VrmlData_Coordinate.hxx>
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#include <VrmlData_Color.hxx>
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#include <VrmlData_Normal.hxx>
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#include <VrmlData_TextureCoordinate.hxx>
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#include <VrmlData_Scene.hxx>
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#include <Precision.hxx>
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#include <NCollection_Vector.hxx>
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#include <NCollection_DataMap.hxx>
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#include <Poly.hxx>
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#include <TShort_HArray1OfShortReal.hxx>
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#include <TColgp_SequenceOfXYZ.hxx>
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#include <TColStd_SequenceOfInteger.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(VrmlData_IndexedFaceSet,VrmlData_Faceted)
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#ifdef _MSC_VER
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#define _CRT_SECURE_NO_DEPRECATE
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#pragma warning (disable:4996)
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#endif
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//=======================================================================
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//function : readData
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//purpose :
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//=======================================================================
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VrmlData_ErrorStatus VrmlData_Faceted::readData (VrmlData_InBuffer& theBuffer)
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{
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VrmlData_ErrorStatus aStatus (VrmlData_EmptyData);
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Standard_Boolean aBool;
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if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "ccw")) {
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if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
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myIsCCW = aBool;
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} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "convex")) {
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if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
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myIsConvex = aBool;
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} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "solid")) {
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if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
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myIsSolid = aBool;
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} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "creaseAngle")) {
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Standard_Real anAngle;
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if (OK(aStatus, Scene().ReadReal (theBuffer, anAngle,
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Standard_False, Standard_False))) {
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if (anAngle < -Precision::Confusion()*0.001)
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aStatus = VrmlData_IrrelevantNumber;
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else
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myCreaseAngle = anAngle;
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}
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}
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return aStatus;
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}
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//=======================================================================
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//function : VrmlData_IndexedFaceSet::TShape
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//purpose :
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//=======================================================================
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const Handle(TopoDS_TShape)& VrmlData_IndexedFaceSet::TShape ()
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{
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if (myNbPolygons == 0)
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{
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myTShape.Nullify();
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return myTShape;
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}
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else if (!myIsModified) {
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return myTShape;
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}
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// list of nodes:
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const gp_XYZ * arrNodes = myCoords->Values();
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const int nNodes = (int)myCoords->Length();
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NCollection_Map <int> mapNodeId;
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NCollection_Map <int> mapPolyId;
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NCollection_List<TColStd_SequenceOfInteger> aPolygons;
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NCollection_List<gp_Dir> aNorms;
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Standard_Integer i = 0;
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for (; i < (int)myNbPolygons; i++)
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{
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const Standard_Integer * arrIndice = myArrPolygons[i];
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Standard_Integer nn = arrIndice[0];
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if (nn < 3)
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{
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// bad polygon
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continue;
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}
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TColStd_SequenceOfInteger aPolygon;
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int in = 1;
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for (; in <= nn; in++)
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{
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if (arrIndice[in] > nNodes)
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{
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break;
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}
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aPolygon.Append(arrIndice[in]);
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}
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if (in <= nn)
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{
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// bad index of node in polygon
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continue;
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}
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// calculate normal
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gp_XYZ aSum;
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gp_XYZ aPrevP = arrNodes[aPolygon(1)];
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for (in = 2; in < aPolygon.Length(); in++)
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{
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gp_XYZ aP1 = arrNodes[aPolygon(in)];
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gp_XYZ aP2 = arrNodes[aPolygon(in + 1)];
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gp_XYZ aV1 = aP1 - aPrevP;
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gp_XYZ aV2 = aP2 - aPrevP;
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gp_XYZ S = aV1.Crossed(aV2);
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aSum += S;
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}
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if (aSum.Modulus() < Precision::Confusion())
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{
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// degenerate polygon
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continue;
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}
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gp_Dir aNormal(aSum);
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mapPolyId.Add(i);
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aPolygons.Append(aPolygon);
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aNorms.Append(aNormal);
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// collect info about used indices
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for (in = 1; in <= aPolygon.Length(); in++)
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{
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mapNodeId.Add(arrIndice[in]);
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}
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}
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const Standard_Integer nbNodes(mapNodeId.Extent());
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if (!nbNodes)
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{
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myIsModified = Standard_False;
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myTShape.Nullify();
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return myTShape;
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}
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// prepare vector of nodes
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NCollection_Vector<gp_XYZ> aNodes;
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NCollection_DataMap <int, int> mapIdId;
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for (i = 0; i < nNodes; i++)
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{
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if(mapNodeId.Contains(i))
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{
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const gp_XYZ& aN1 = arrNodes[i];
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mapIdId.Bind(i, aNodes.Length());
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aNodes.Append(aN1);
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}
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}
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// update polygon indices
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NCollection_List<TColStd_SequenceOfInteger>::Iterator itP(aPolygons);
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for (; itP.More(); itP.Next())
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{
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TColStd_SequenceOfInteger& aPolygon = itP.ChangeValue();
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for (int in = 1; in <= aPolygon.Length(); in++)
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{
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Standard_Integer newIdx = mapIdId.Find(aPolygon.Value(in));
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aPolygon.ChangeValue(in) = newIdx;
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}
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}
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// calculate triangles
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NCollection_List<Poly_Triangle> aTriangles;
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itP.Init(aPolygons);
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for (NCollection_List<gp_Dir>::Iterator itN(aNorms); itP.More(); itP.Next(), itN.Next())
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{
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NCollection_List<Poly_Triangle> aTrias;
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try
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{
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NCollection_List<TColStd_SequenceOfInteger> aPList;
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aPList.Append(itP.Value());
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BRepMesh_Triangulator aTriangulator(aNodes, aPList, itN.Value());
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aTriangulator.Perform(aTrias);
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aTriangles.Append(aTrias);
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}
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catch (...)
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{
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continue;
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}
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}
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if (aTriangles.IsEmpty())
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{
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return myTShape;
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}
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// Triangulation creation
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Handle(Poly_Triangulation) aTriangulation =
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new Poly_Triangulation(aNodes.Length(), aTriangles.Extent(), Standard_False);
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// Copy the triangulation vertices
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for (i = 0; i < aNodes.Length(); i++)
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{
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aTriangulation->SetNode (i + 1, gp_Pnt (aNodes (i)));
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}
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// Copy the triangles.
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NCollection_List<Poly_Triangle>::Iterator itT(aTriangles);
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for (i = 1; itT.More(); itT.Next(), i++)
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{
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aTriangulation->SetTriangle (i, itT.Value());
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}
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Handle(BRep_TFace) aFace = new BRep_TFace();
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aFace->Triangulation(aTriangulation);
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myTShape = aFace;
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// Normals should be defined; if they are not, compute them
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if (myNormals.IsNull()) {
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Poly::ComputeNormals(aTriangulation);
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}
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else
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{
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// Copy the normals. Currently only normals-per-vertex are supported.
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if (myNormalPerVertex)
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{
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aTriangulation->AddNormals();
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if (myArrNormalInd == 0L)
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{
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for (i = 0; i < nbNodes; i++)
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{
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const gp_XYZ& aNormal = myNormals->Normal (i);
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aTriangulation->SetNormal (i + 1, aNormal);
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}
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}
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else
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{
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for (i = 0; i < (int)myNbPolygons; i++)
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{
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if(mapPolyId.Contains(i)) // check to avoid previously skipped faces
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{
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const Standard_Integer * anArrNodes;
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Polygon(i, anArrNodes);
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const Standard_Integer * arrIndice;
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int nbn = IndiceNormals(i, arrIndice);
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for (Standard_Integer j = 0; j < nbn; j++)
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{
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const gp_XYZ& aNormal = myNormals->Normal(arrIndice[j]);
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aTriangulation->SetNormal (mapIdId (anArrNodes[j]) + 1, aNormal);
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}
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}
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}
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}
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}
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else {
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//TODO ..
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}
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}
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myIsModified = Standard_False;
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return myTShape;
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}
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//=======================================================================
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//function : VrmlData_IndexedFaceSet::Clone
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//purpose :
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//=======================================================================
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Handle(VrmlData_Node) VrmlData_IndexedFaceSet::Clone
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(const Handle(VrmlData_Node)& theOther) const
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{
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Handle(VrmlData_IndexedFaceSet) aResult =
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Handle(VrmlData_IndexedFaceSet)::DownCast (VrmlData_Node::Clone(theOther));
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if (aResult.IsNull())
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aResult =
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new VrmlData_IndexedFaceSet(theOther.IsNull()? Scene(): theOther->Scene(),
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Name());
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if (&aResult->Scene() == &Scene()) {
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aResult->SetCoordinates (myCoords);
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aResult->SetNormals (myNormals);
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aResult->SetColors (myColors);
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aResult->SetPolygons (myNbPolygons, myArrPolygons);
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aResult->SetNormalInd (myNbNormals, myArrNormalInd);
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aResult->SetColorInd (myNbColors, myArrColorInd);
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aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
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} else {
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// Create a dummy node to pass the different Scene instance to methods Clone
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const Handle(VrmlData_UnknownNode) aDummyNode =
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new VrmlData_UnknownNode (aResult->Scene());
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if (myCoords.IsNull() == Standard_False)
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aResult->SetCoordinates (Handle(VrmlData_Coordinate)::DownCast
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(myCoords->Clone (aDummyNode)));
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if (myNormals.IsNull() == Standard_False)
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aResult->SetNormals (Handle(VrmlData_Normal)::DownCast
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(myNormals->Clone (aDummyNode)));
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if (myColors.IsNull() == Standard_False)
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aResult->SetColors (Handle(VrmlData_Color)::DownCast
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(myColors->Clone (aDummyNode)));
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//TODO: Replace the following lines with the relevant copying
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aResult->SetPolygons (myNbPolygons, myArrPolygons);
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aResult->SetNormalInd (myNbNormals, myArrNormalInd);
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aResult->SetColorInd (myNbColors, myArrColorInd);
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aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
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}
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aResult->SetNormalPerVertex (myNormalPerVertex);
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aResult->SetColorPerVertex (myColorPerVertex);
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return aResult;
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}
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//=======================================================================
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//function : VrmlData_IndexedFaceSet::Read
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//purpose :
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//=======================================================================
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VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Read(VrmlData_InBuffer& theBuffer)
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{
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VrmlData_ErrorStatus aStatus;
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const VrmlData_Scene& aScene = Scene();
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while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
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{
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if (OK(aStatus, VrmlData_Faceted::readData (theBuffer)))
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continue;
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if (aStatus != VrmlData_EmptyData)
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break;
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorPerVertex"))
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aStatus = ReadBoolean (theBuffer, myColorPerVertex);
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalPerVertex"))
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aStatus = ReadBoolean (theBuffer, myNormalPerVertex);
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else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "coordIndex"))
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{
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aStatus = aScene.ReadArrIndex(theBuffer, myArrPolygons, myNbPolygons);
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//for (int i = 0; i < myNbPolygons; i++)
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//{
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// const Standard_Integer * anArray = myArrPolygons[i];
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// Standard_Integer nbPoints = anArray[0];
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// std::cout << "i = " << i << " indexes:";
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// for (int ip = 1; ip <= nbPoints; ip++)
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// {
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// std::cout << " " << anArray[ip];
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// }
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// std::cout << std::endl;
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//}
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}
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorIndex"))
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aStatus = aScene.ReadArrIndex (theBuffer, myArrColorInd, myNbColors);
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalIndex"))
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aStatus = aScene.ReadArrIndex (theBuffer, myArrNormalInd, myNbNormals);
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoordIndex"))
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aStatus = aScene.ReadArrIndex (theBuffer, myArrTextureInd, myNbTextures);
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// These four checks should be the last one to avoid their interference
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// with the other tokens (e.g., coordIndex)
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoord"))
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{
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Handle(VrmlData_Node) aNode;
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aStatus = ReadNode (theBuffer, aNode,
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STANDARD_TYPE(VrmlData_TextureCoordinate));
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myTxCoords = Handle(VrmlData_TextureCoordinate)::DownCast (aNode);
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}
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "color"))
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{
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Handle(VrmlData_Node) aNode;
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aStatus = ReadNode (theBuffer, aNode,
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STANDARD_TYPE(VrmlData_Color));
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myColors = Handle(VrmlData_Color)::DownCast (aNode);
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}
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coord"))
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{
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Handle(VrmlData_Node) aNode;
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aStatus = ReadNode (theBuffer, aNode,
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STANDARD_TYPE(VrmlData_Coordinate));
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myCoords = Handle(VrmlData_Coordinate)::DownCast (aNode);
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}
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else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normal"))
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{
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Handle(VrmlData_Node) aNode;
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aStatus = ReadNode (theBuffer, aNode,
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STANDARD_TYPE(VrmlData_Normal));
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myNormals = Handle(VrmlData_Normal)::DownCast (aNode);
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}
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if (!OK(aStatus))
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break;
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}
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// Read the terminating (closing) brace
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if (OK(aStatus) || aStatus == VrmlData_EmptyData)
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if (OK(aStatus, readBrace (theBuffer))) {
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// Post-processing
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;
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}
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return aStatus;
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}
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// //=======================================================================
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// //function : dummyReadBrackets
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// //purpose : static (local) function
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// //=======================================================================
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// VrmlData_ErrorStatus dummyReadBrackets (VrmlData_InBuffer& theBuffer)
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// {
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// VrmlData_ErrorStatus aStatus;
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// Standard_Integer aLevelCounter (0);
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// // This loop searches for any opening bracket.
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// // Such bracket increments the level counter. A closing bracket decrements
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// // the counter. The loop terminates when the counter becomes zero.
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// while ((aStatus = VrmlData_Scene::ReadLine(theBuffer)) == VrmlData_StatusOK)
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// {
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// int aChar;
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// while ((aChar = theBuffer.LinePtr[0]) != '\0') {
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// theBuffer.LinePtr++;
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// if (aChar == '[') {
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// aLevelCounter++;
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// break;
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// } else if (aChar == ']') {
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// aLevelCounter--;
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// break;
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// }
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// }
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// if (aLevelCounter <= 0)
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// break;
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// }
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// return aStatus;
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// }
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//=======================================================================
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//function : IsDefault
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//purpose :
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//=======================================================================
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Standard_Boolean VrmlData_IndexedFaceSet::IsDefault () const
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{
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Standard_Boolean aResult (Standard_True);
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if (myNbPolygons)
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aResult = Standard_False;
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else if (myCoords.IsNull() == Standard_False)
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aResult = myCoords->IsDefault();
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return aResult;
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}
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//=======================================================================
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//function : Write
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//purpose :
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//=======================================================================
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VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Write
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(const char * thePrefix) const
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{
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static char header[] = "IndexedFaceSet {";
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const VrmlData_Scene& aScene = Scene();
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VrmlData_ErrorStatus aStatus;
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if (OK (aStatus, aScene.WriteLine (thePrefix, header, GlobalIndent()))) {
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// Write the attributes of interface "VrmlData_Faceted"
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if (IsCCW() == Standard_False)
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aStatus = aScene.WriteLine ("ccw FALSE");
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if (OK(aStatus) && IsSolid() == Standard_False)
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aStatus = aScene.WriteLine ("solid FALSE");
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if (OK(aStatus) && IsConvex() == Standard_False)
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aStatus = aScene.WriteLine ("convex FALSE");
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if (OK(aStatus) && CreaseAngle() > Precision::Confusion()) {
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char buf[64];
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Sprintf (buf, "%.9g", CreaseAngle());
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aStatus = aScene.WriteLine ("creaseAngle", buf);
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}
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if (OK(aStatus) && myCoords.IsNull() == Standard_False)
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aStatus = aScene.WriteNode ("coord", myCoords);
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if (OK(aStatus))
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aStatus = aScene.WriteArrIndex ("coordIndex", myArrPolygons,myNbPolygons);
|
|
|
|
if (OK(aStatus) && myNormalPerVertex == Standard_False)
|
|
aStatus = aScene.WriteLine ("normalPerVertex FALSE");
|
|
if (OK(aStatus) && myNormals.IsNull() == Standard_False)
|
|
aStatus = aScene.WriteNode ("normal", myNormals);
|
|
if (OK(aStatus))
|
|
aStatus = aScene.WriteArrIndex ("normalIndex",myArrNormalInd,myNbNormals);
|
|
|
|
if (OK(aStatus) && myColorPerVertex == Standard_False)
|
|
aStatus = aScene.WriteLine ("colorPerVertex FALSE");
|
|
if (OK(aStatus) && myColors.IsNull() == Standard_False)
|
|
aStatus = aScene.WriteNode ("color", myColors);
|
|
if (OK(aStatus))
|
|
aStatus = aScene.WriteArrIndex ("colorIndex", myArrColorInd, myNbColors);
|
|
|
|
if (OK(aStatus) && myTxCoords.IsNull() == Standard_False)
|
|
aStatus = aScene.WriteNode ("texCoord", myTxCoords);
|
|
if (OK(aStatus))
|
|
aStatus = aScene.WriteArrIndex ("texCoordIndex", myArrTextureInd,
|
|
myNbTextures);
|
|
|
|
aStatus = WriteClosing();
|
|
}
|
|
return aStatus;
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : GetColor
|
|
//purpose :
|
|
//=======================================================================
|
|
|
|
Quantity_Color VrmlData_IndexedFaceSet::GetColor
|
|
(const Standard_Integer /*iFace*/,
|
|
const Standard_Integer /*iVertex*/)
|
|
{
|
|
//TODO
|
|
return Quantity_NOC_BLACK;
|
|
}
|
|
|