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occt/src/VrmlData/VrmlData_IndexedFaceSet.cxx
2012-03-05 19:23:40 +04:00

405 lines
16 KiB
C++
Executable File

// File: VrmlData_IndexedFaceSet.cxx
// Created: 04.11.06 21:28
// Author: Alexander GRIGORIEV
// Copyright: Open Cascade 2006
#include <VrmlData_IndexedFaceSet.hxx>
#include <VrmlData_InBuffer.hxx>
#include <VrmlData_UnknownNode.hxx>
#include <Poly_Triangulation.hxx>
#include <BRep_TFace.hxx>
#include <VrmlData_Coordinate.hxx>
#include <VrmlData_Color.hxx>
#include <VrmlData_Normal.hxx>
#include <VrmlData_TextureCoordinate.hxx>
#include <VrmlData_Scene.hxx>
#include <Precision.hxx>
#include <NCollection_Vector.hxx>
#include <NCollection_DataMap.hxx>
#include <Poly.hxx>
#include <TShort_HArray1OfShortReal.hxx>
#ifdef WNT
#define _CRT_SECURE_NO_DEPRECATE
#pragma warning (disable:4996)
#endif
IMPLEMENT_STANDARD_HANDLE (VrmlData_Faceted, VrmlData_Geometry)
IMPLEMENT_STANDARD_RTTIEXT (VrmlData_Faceted, VrmlData_Geometry)
IMPLEMENT_STANDARD_HANDLE (VrmlData_IndexedFaceSet, VrmlData_Faceted)
IMPLEMENT_STANDARD_RTTIEXT (VrmlData_IndexedFaceSet, VrmlData_Faceted)
//=======================================================================
//function : readData
//purpose :
//=======================================================================
VrmlData_ErrorStatus VrmlData_Faceted::readData (VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus (VrmlData_EmptyData);
Standard_Boolean aBool;
if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "ccw")) {
if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
myIsCCW = aBool;
} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "convex")) {
if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
myIsConvex = aBool;
} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "solid")) {
if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
myIsSolid = aBool;
} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "creaseAngle")) {
Standard_Real anAngle;
if (OK(aStatus, Scene().ReadReal (theBuffer, anAngle,
Standard_False, Standard_False)))
if (anAngle < -Precision::Confusion()*0.001)
aStatus = VrmlData_IrrelevantNumber;
else
myCreaseAngle = anAngle;
}
return aStatus;
}
//=======================================================================
//function : VrmlData_IndexedFaceSet::TShape
//purpose :
//=======================================================================
const Handle(TopoDS_TShape)& VrmlData_IndexedFaceSet::TShape ()
{
if (myNbPolygons == 0)
myTShape.Nullify();
else if (myIsModified) {
// Create an empty topological Face
const gp_XYZ * arrNodes = myCoords->Values();
Standard_Integer i, nTri(0);
NCollection_DataMap <int, int> mapNodeId;
// Count non-degenerated triangles
for (i = 0; i < (int)myNbPolygons; i++) {
const Standard_Integer * arrIndice;
if (Polygon(i, arrIndice) == 3) {
if (arrIndice[0] < 0)
continue;
const gp_XYZ aVec[2] = {
arrNodes[arrIndice[1]] - arrNodes[arrIndice[0]],
arrNodes[arrIndice[2]] - arrNodes[arrIndice[0]]
};
if ((aVec[0] ^ aVec[1]).SquareModulus() >
Precision::Confusion()*Precision::Confusion())
++nTri;
else {
const_cast<Standard_Integer&> (arrIndice[0]) = -1;
continue;
}
}
if (mapNodeId.IsBound (arrIndice[0]) == Standard_False)
mapNodeId.Bind (arrIndice[0], 0);
if (mapNodeId.IsBound (arrIndice[1]) == Standard_False)
mapNodeId.Bind (arrIndice[1], 0);
if (mapNodeId.IsBound (arrIndice[2]) == Standard_False)
mapNodeId.Bind (arrIndice[2], 0);
}
const Standard_Integer nbNodes (mapNodeId.Extent());
const Standard_Integer nNodesTri
(myNormalPerVertex && myArrNormalInd==0L ? nbNodes : nTri * 3);
// Create the CasCade triangulation
//Handle(BRep_Triangulation) aTriangulation =
//new BRep_Triangulation (nbNodes, nTri,
//myNormalPerVertex && myArrNormalInd==0L);
Handle(Poly_Triangulation) aTriangulation =
new Poly_Triangulation (nNodesTri, nTri, Standard_False);
Handle(BRep_TFace) aFace = new BRep_TFace();
aFace->Triangulation (aTriangulation);
myTShape = aFace;
TColgp_Array1OfPnt& aNodes = aTriangulation->ChangeNodes();
Poly_Array1OfTriangle& aTriangles = aTriangulation->ChangeTriangles();
const Handle(TShort_HArray1OfShortReal) aNormals =
new TShort_HArray1OfShortReal(1, 3*nNodesTri);
aTriangulation->SetNormals(aNormals);
nTri = 0;
// Copy the triangulation vertices
// This is only the case when normals are defined by node so each
// node can be shared by several triangles
if (nNodesTri == nbNodes)
{
NCollection_DataMap <int, int>::Iterator anIterN(mapNodeId);
for (i = 1; anIterN.More(); anIterN.Next()) {
const int aKey = anIterN.Key();
const gp_XYZ& aNodePnt = arrNodes[aKey];
aNodes(i) = gp_Pnt (aNodePnt);
anIterN.ChangeValue() = i++;
}
// Fill the array of triangles
for (i = 0; i < (int)myNbPolygons; i++) {
const Standard_Integer * arrIndice;
if (Polygon(i, arrIndice) == 3)
if (arrIndice[0] >= 0) // check to avoid previously skipped faces
aTriangles(++nTri).Set (mapNodeId(arrIndice[0]),
mapNodeId(arrIndice[1]),
mapNodeId(arrIndice[2]));
}
// Normals should be defined; if they are not, compute them
if (myNormals.IsNull()) {
//aTriangulation->ComputeNormals();
Poly::ComputeNormals(aTriangulation);
} else {
// Copy the normals-per-vertex.
NCollection_DataMap <int, int>::Iterator anIterNN (mapNodeId);
for (; anIterNN.More(); anIterNN.Next()) {
const Standard_Integer ind = (anIterNN.Value() - 1) * 3 + 1;
const gp_XYZ& aNormal = myNormals->Normal(anIterNN.Key());
aNormals->SetValue(ind + 0, Standard_ShortReal(aNormal.X()));
aNormals->SetValue(ind + 1, Standard_ShortReal(aNormal.Y()));
aNormals->SetValue(ind + 2, Standard_ShortReal(aNormal.Z()));
}
}
}
else {
// Copy the triangles. Only the triangle-type polygons are supported.
// In this loop we also get rid of any possible degenerated triangles.
for (i = 0; i < (int)myNbPolygons; i++) {
const Standard_Integer * arrIndice;
if (Polygon(i, arrIndice) == 3)
if (arrIndice[0] >= 0) { // check to avoid previously skipped faces
// normals by triangle - each node belongs to a perticular triangle
nTri++;
aTriangles(nTri).Set (nTri*3 - 2, nTri*3 - 1, nTri*3);
aNodes(nTri*3 - 2) = arrNodes[arrIndice[0]];
aNodes(nTri*3 - 1) = arrNodes[arrIndice[1]];
aNodes(nTri*3 - 0) = arrNodes[arrIndice[2]];
if (IndiceNormals(i, arrIndice) == 3) {
for (Standard_Integer j = 0; j < 3; j++) {
const Standard_Integer ind = ((nTri-1)*3 + j) * 3;
const gp_XYZ& aNormal = myNormals->Normal(arrIndice[j]);
aNormals->SetValue(ind + 1, Standard_ShortReal(aNormal.X()));
aNormals->SetValue(ind + 2, Standard_ShortReal(aNormal.Y()));
aNormals->SetValue(ind + 3, Standard_ShortReal(aNormal.Z()));
}
}
}
}
}
}
return myTShape;
}
//=======================================================================
//function : VrmlData_IndexedFaceSet::Clone
//purpose :
//=======================================================================
Handle(VrmlData_Node) VrmlData_IndexedFaceSet::Clone
(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_IndexedFaceSet) aResult =
Handle(VrmlData_IndexedFaceSet)::DownCast (VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult =
new VrmlData_IndexedFaceSet(theOther.IsNull()? Scene(): theOther->Scene(),
Name());
if (&aResult->Scene() == &Scene()) {
aResult->SetCoordinates (myCoords);
aResult->SetNormals (myNormals);
aResult->SetColors (myColors);
aResult->SetPolygons (myNbPolygons, myArrPolygons);
aResult->SetNormalInd (myNbNormals, myArrNormalInd);
aResult->SetColorInd (myNbColors, myArrColorInd);
aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
} else {
// Create a dummy node to pass the different Scene instance to methods Clone
const Handle(VrmlData_UnknownNode) aDummyNode =
new VrmlData_UnknownNode (aResult->Scene());
if (myCoords.IsNull() == Standard_False)
aResult->SetCoordinates (Handle(VrmlData_Coordinate)::DownCast
(myCoords->Clone (aDummyNode)));
if (myNormals.IsNull() == Standard_False)
aResult->SetNormals (Handle(VrmlData_Normal)::DownCast
(myNormals->Clone (aDummyNode)));
if (myColors.IsNull() == Standard_False)
aResult->SetColors (Handle(VrmlData_Color)::DownCast
(myColors->Clone (aDummyNode)));
//TODO: Replace the following lines with the relevant copying
aResult->SetPolygons (myNbPolygons, myArrPolygons);
aResult->SetNormalInd (myNbNormals, myArrNormalInd);
aResult->SetColorInd (myNbColors, myArrColorInd);
aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
}
aResult->SetNormalPerVertex (myNormalPerVertex);
aResult->SetColorPerVertex (myColorPerVertex);
return aResult;
}
//=======================================================================
//function : VrmlData_IndexedFaceSet::Read
//purpose :
//=======================================================================
VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
const VrmlData_Scene& aScene = Scene();
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (OK(aStatus, VrmlData_Faceted::readData (theBuffer)))
continue;
if (aStatus != VrmlData_EmptyData)
break;
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorPerVertex"))
aStatus = ReadBoolean (theBuffer, myColorPerVertex);
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalPerVertex"))
aStatus = ReadBoolean (theBuffer, myNormalPerVertex);
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coordIndex"))
aStatus = aScene.ReadArrIndex (theBuffer, myArrPolygons, myNbPolygons);
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorIndex"))
aStatus = aScene.ReadArrIndex (theBuffer, myArrColorInd, myNbColors);
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalIndex"))
aStatus = aScene.ReadArrIndex (theBuffer, myArrNormalInd, myNbNormals);
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoordIndex"))
aStatus = aScene.ReadArrIndex (theBuffer, myArrTextureInd, myNbTextures);
// These four checks should be the last one to avoid their interference
// with the other tokens (e.g., coordIndex)
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoord"))
aStatus = ReadNode (theBuffer, myTxCoords,
STANDARD_TYPE(VrmlData_TextureCoordinate));
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "color"))
aStatus = ReadNode (theBuffer, myColors,
STANDARD_TYPE(VrmlData_Color));
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coord"))
aStatus = ReadNode (theBuffer, myCoords,
STANDARD_TYPE(VrmlData_Coordinate));
else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normal"))
aStatus = ReadNode (theBuffer, myNormals,
STANDARD_TYPE(VrmlData_Normal));
if (!OK(aStatus))
break;
}
// Read the terminating (closing) brace
if (OK(aStatus) || aStatus == VrmlData_EmptyData)
if (OK(aStatus, readBrace (theBuffer))) {
// Post-processing
;
}
return aStatus;
}
// //=======================================================================
// //function : dummyReadBrackets
// //purpose : static (local) function
// //=======================================================================
// VrmlData_ErrorStatus dummyReadBrackets (VrmlData_InBuffer& theBuffer)
// {
// VrmlData_ErrorStatus aStatus;
// Standard_Integer aLevelCounter (0);
// // This loop searches for any opening bracket.
// // Such bracket increments the level counter. A closing bracket decrements
// // the counter. The loop terminates when the counter becomes zero.
// while ((aStatus = VrmlData_Scene::ReadLine(theBuffer)) == VrmlData_StatusOK)
// {
// int aChar;
// while ((aChar = theBuffer.LinePtr[0]) != '\0') {
// theBuffer.LinePtr++;
// if (aChar == '[') {
// aLevelCounter++;
// break;
// } else if (aChar == ']') {
// aLevelCounter--;
// break;
// }
// }
// if (aLevelCounter <= 0)
// break;
// }
// return aStatus;
// }
//=======================================================================
//function : IsDefault
//purpose :
//=======================================================================
Standard_Boolean VrmlData_IndexedFaceSet::IsDefault () const
{
Standard_Boolean aResult (Standard_True);
if (myNbPolygons)
aResult = Standard_False;
else if (myCoords.IsNull() == Standard_False)
aResult = myCoords->IsDefault();
return aResult;
}
//=======================================================================
//function : Write
//purpose :
//=======================================================================
VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Write
(const char * thePrefix) const
{
static char header[] = "IndexedFaceSet {";
const VrmlData_Scene& aScene = Scene();
VrmlData_ErrorStatus aStatus;
if (OK (aStatus, aScene.WriteLine (thePrefix, header, GlobalIndent()))) {
// Write the attributes of interface "VrmlData_Faceted"
if (IsCCW() == Standard_False)
aStatus = aScene.WriteLine ("ccw FALSE");
if (OK(aStatus) && IsSolid() == Standard_False)
aStatus = aScene.WriteLine ("solid FALSE");
if (OK(aStatus) && IsConvex() == Standard_False)
aStatus = aScene.WriteLine ("convex FALSE");
if (OK(aStatus) && CreaseAngle() > Precision::Confusion()) {
char buf[64];
sprintf (buf, "%.9g", CreaseAngle());
aStatus = aScene.WriteLine ("creaseAngle", buf);
}
if (OK(aStatus) && myCoords.IsNull() == Standard_False)
aStatus = aScene.WriteNode ("coord", myCoords);
if (OK(aStatus))
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;
}