1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-21 10:13:43 +03:00
occt/src/VrmlConverter/VrmlConverter_ShadedShape.cxx
bugmaster b311480ed5 0023024: Update headers of OCCT files
Added appropriate copyright and license information in source files
2012-03-21 19:43:04 +04:00

471 lines
14 KiB
C++
Executable File

// Copyright (c) 1999-2012 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.
#include <VrmlConverter_Drawer.hxx>
#include <VrmlConverter_ShadedShape.hxx>
#include <Vrml_Normal.hxx>
#include <TopoDS_Shape.hxx>
#include <TopoDS_Face.hxx>
#include <TopoDS.hxx>
#include <TopAbs.hxx>
#include <Poly_Connect.hxx>
#include <TColgp_Array1OfDir.hxx>
#include <TColgp_HArray1OfVec.hxx>
#include <Poly_Triangle.hxx>
#include <Poly_Triangulation.hxx>
#include <BRepTools.hxx>
#include <BRepMesh.hxx>
#include <BRep_Tool.hxx>
#include <gp_Pnt.hxx>
#include <gp_Vec.hxx>
#include <TopExp_Explorer.hxx>
#include <TopLoc_Location.hxx>
#include <TColgp_Array1OfPnt.hxx>
#include <Poly_Array1OfTriangle.hxx>
#include <Vrml_IndexedFaceSet.hxx>
#include <Vrml_Coordinate3.hxx>
#include <BRepBndLib.hxx>
#include <Bnd_Box.hxx>
#include <math.hxx>
#include <TColStd_HArray1OfInteger.hxx>
#include <Geom_Surface.hxx>
#include <CSLib_DerivativeStatus.hxx>
#include <CSLib_NormalStatus.hxx>
#include <CSLib.hxx>
#include <BRepAdaptor_Surface.hxx>
#include <TColgp_Array1OfPnt2d.hxx>
#include <Precision.hxx>
#include <Vrml_Material.hxx>
#include <VrmlConverter_ShadingAspect.hxx>
#include <Vrml_ShapeHints.hxx>
#include <Vrml_MaterialBindingAndNormalBinding.hxx>
#include <Vrml_NormalBinding.hxx>
#include <Vrml_Separator.hxx>
#include <Vrml_NormalBinding.hxx>
//=========================================================================
// function: Add
// purpose
//=========================================================================
void VrmlConverter_ShadedShape::Add( Standard_OStream& anOStream,
const TopoDS_Shape& aShape,
const Handle(VrmlConverter_Drawer)& aDrawer )
{
// here the triangulation is computed on the whole shape
// if it does not yet exist
Standard_Real theRequestedDeflection;
if(aDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE) // TOD_RELATIVE, TOD_ABSOLUTE
{
Bnd_Box box;
BRepBndLib::AddClose(aShape, box);
Standard_Real Xmin, Xmax, Ymin, Ymax, Zmin, Zmax, diagonal;
box.Get( Xmin, Ymin, Zmin, Xmax, Ymax, Zmax );
if (!(box.IsOpenXmin() || box.IsOpenXmax() ||
box.IsOpenYmin() || box.IsOpenYmax() ||
box.IsOpenZmin() || box.IsOpenZmax()))
{
diagonal = Sqrt ((Xmax - Xmin)*( Xmax - Xmin) + ( Ymax - Ymin)*( Ymax - Ymin) + ( Zmax - Zmin)*( Zmax - Zmin));
diagonal = Max(diagonal, Precision::Confusion());
theRequestedDeflection = aDrawer->DeviationCoefficient() * diagonal;
}
else
{
diagonal =1000000.;
theRequestedDeflection = aDrawer->DeviationCoefficient() * diagonal;
}
// cout << "diagonal = "<< diagonal << endl;
// cout << "theRequestedDeflection = "<< theRequestedDeflection << endl;
}
else
{
theRequestedDeflection = aDrawer->MaximalChordialDeviation();
}
if (!BRepTools::Triangulation(aShape,theRequestedDeflection))
BRepMesh::Mesh(aShape,theRequestedDeflection); // computes and save the triangulation in the face.
Handle(Poly_Triangulation) T;
TopLoc_Location theLocation;
Standard_Integer i, j, k, decal, nnv, EI;
Standard_Integer t[3], n[3];
gp_Pnt p;
TopExp_Explorer ex;
// counting phasis. This phasis will count the valid triangle
// and the vertices to allocate the correct size for the arrays:
Standard_Integer nbTriangles = 0, nbVertices = 0;
Standard_Integer nt, nnn, n1, n2, n3;
// iterating on each face of the shape:
for (ex.Init(aShape, TopAbs_FACE); ex.More(); ex.Next()) {
// getting the face:
const TopoDS_Face& F = TopoDS::Face(ex.Current());
// getting the triangulation of the face. The triangulation may not exist:
T = BRep_Tool::Triangulation(F, theLocation);
// number of triangles:
if (T.IsNull()) continue; //smh
nnn = T->NbTriangles();
const TColgp_Array1OfPnt& Nodes = T->Nodes();
// getting a triangle. It is a triplet of indices in the node table:
const Poly_Array1OfTriangle& triangles = T->Triangles();
// Taking the nodes of the triangle, taking into account the orientation
// of the triangle.
for (nt = 1; nt <= nnn; nt++) {
if (F.Orientation() == TopAbs_REVERSED)
triangles(nt).Get(n1,n3,n2);
else
triangles(nt).Get(n1,n2,n3);
const gp_Pnt& P1 = Nodes(n1);
const gp_Pnt& P2 = Nodes(n2);
const gp_Pnt& P3 = Nodes(n3);
// controlling whether the triangle correct from a 3d point of
// view: (the triangle may exist in the UV space but the
// in the 3d space a dimension is null for example)
gp_Vec V1(P1,P2);
if (V1.SquareMagnitude() > 1.e-10) {
gp_Vec V2(P2,P3);
if (V2.SquareMagnitude() > 1.e-10) {
gp_Vec V3(P3,P1);
if (V3.SquareMagnitude() > 1.e-10) {
V1.Normalize();
V2.Normalize();
V1.Cross(V2);
if (V1.SquareMagnitude() > 1.e-10) {
nbTriangles++;
}
}
}
}
}
nbVertices += T->NbNodes();
}
// cout << "nbTriangles = "<< nbTriangles << endl;
// cout << "nbVertices = "<< nbVertices << endl << endl;
//----------------------------
// now we are going to iterate again to build graphic data from the triangle.
if (nbVertices > 2 && nbTriangles > 0) {
// allocating the graphic arrays.
Handle(VrmlConverter_ShadingAspect) SA = new VrmlConverter_ShadingAspect;
SA = aDrawer->ShadingAspect();
Handle(TColgp_HArray1OfVec) HAV1 = new TColgp_HArray1OfVec(1, nbVertices);
Handle(TColgp_HArray1OfVec) HAV2 = new TColgp_HArray1OfVec(1, nbVertices);
gp_Vec V, VV;
Handle(TColStd_HArray1OfInteger) HAI1 = new TColStd_HArray1OfInteger(1,4*nbTriangles);
Handle(TColStd_HArray1OfInteger) HAI3 = new TColStd_HArray1OfInteger(1,(nbVertices/3*4+nbVertices%3));
Handle(TColStd_HArray1OfInteger) HAI2 = new TColStd_HArray1OfInteger(1,1);
Handle(TColStd_HArray1OfInteger) HAI4 = new TColStd_HArray1OfInteger(1,1);
HAI2->SetValue (1,-1);
HAI4->SetValue (1,-1);
// !! Specialize HAI2 - materialIndex HAI4 - textureCoordinateIndex
EI = 1;
nnv = 1;
for (ex.Init(aShape, TopAbs_FACE); ex.More(); ex.Next()) {
const TopoDS_Face& F = TopoDS::Face(ex.Current());
T = BRep_Tool::Triangulation(F, theLocation);
if (!T.IsNull()) {
Poly_Connect pc(T);
// 1 - Building HAV1 - array of all XYZ of nodes for Vrml_Coordinate3 from the triangles
// and HAV2 - array of all normals of nodes for Vrml_Normal
const TColgp_Array1OfPnt& Nodes = T->Nodes();
TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
decal = nnv-1;
for (j= Nodes.Lower(); j<= Nodes.Upper(); j++) {
p = Nodes(j).Transformed(theLocation.Transformation());
V.SetX(p.X()); V.SetY(p.Y()); V.SetZ(p.Z());
HAV1->SetValue(nnv,V);
if(SA->HasNormals())
{
// to compute the normal.
ComputeNormal(F, pc, NORMAL);
VV.SetX(NORMAL(j).X()); VV.SetY(NORMAL(j).Y()); VV.SetZ(NORMAL(j).Z());
HAV2->SetValue(nnv,VV);
}
nnv++;
}
// 2 - Building HAI1 - array of indexes of all triangles and
// HAI3 - array of indexes of all normales for Vrml_IndexedFaceSet
nbTriangles = T->NbTriangles();
const Poly_Array1OfTriangle& triangles = T->Triangles();
for (i = 1; i <= nbTriangles; i++) {
pc.Triangles(i,t[0],t[1],t[2]);
if (F.Orientation() == TopAbs_REVERSED)
triangles(i).Get(n[0],n[2],n[1]);
else
triangles(i).Get(n[0],n[1],n[2]);
const gp_Pnt& P1 = Nodes(n[0]);
const gp_Pnt& P2 = Nodes(n[1]);
const gp_Pnt& P3 = Nodes(n[2]);
gp_Vec V1(P1,P2);
if (V1.SquareMagnitude() > 1.e-10) {
gp_Vec V2(P2,P3);
if (V2.SquareMagnitude() > 1.e-10) {
gp_Vec V3(P3,P1);
if (V3.SquareMagnitude() > 1.e-10) {
V1.Normalize();
V2.Normalize();
V1.Cross(V2);
if (V1.SquareMagnitude() > 1.e-10) {
for (j = 0; j < 3; j++) {
HAI1->SetValue(EI, n[j]+decal-1); // array of indexes of all triangles
EI++;
}
HAI1->SetValue(EI, -1);
EI++;
}
}
}
}
}
}
}
if(SA->HasNormals())
{
j=1;
for (i=HAI3->Lower(); i <= HAI3->Upper(); i++)
{
k = i % 4;
if (k == 0)
{
HAI3->SetValue(i, -1);
j++;
}
else
{
HAI3->SetValue(i, i-j);
}
}
}
//-----------------------------
/*
cout << " ******************** " << endl;
cout << " Array HAV1 - Coordinare3 " << endl;
for ( i=HAV1->Lower(); i <= HAV1->Upper(); i++ )
{
cout << HAV1->Value(i).X() << " " << HAV1->Value(i).Y()<< " " << HAV1->Value(i).Z() << endl;
}
if(SA->HasNormals())
{
cout << " ******************** " << endl;
cout << " Array HAV2 - Normals " << endl;
for ( i=HAV2->Lower(); i <= HAV2->Upper(); i++ )
{
cout << HAV2->Value(i).X() << " " << HAV2->Value(i).Y()<< " " << HAV2->Value(i).Z() << endl;
}
cout << " ******************** " << endl;
cout << " Array HAI3 - normalIndex " << endl;
for ( i=HAI3->Lower(); i <= HAI3->Upper(); i++ )
{
cout << HAI3->Value(i) << endl;
}
}
cout << " ******************** " << endl;
cout << " Array HAI1 - coordIndex " << endl;
for ( i=HAI1->Lower(); i <= HAI1->Upper(); i++ )
{
cout << HAI1->Value(i) << endl;
}
cout << " ******************** " << endl;
*/
//----------------------------
// creation of Vrml objects
Vrml_ShapeHints SH;
SH = SA->ShapeHints();
if(SA->HasNormals())
{
// Separator 1 {
Vrml_Separator SE1;
SE1.Print(anOStream);
// Material
if (SA->HasMaterial()){
Handle(Vrml_Material) M;
M = SA->FrontMaterial();
M->Print(anOStream);
}
// Coordinate3
Handle(Vrml_Coordinate3) C3 = new Vrml_Coordinate3(HAV1);
C3->Print(anOStream);
// ShapeHints
SH.Print(anOStream);
// NormalBinding
Vrml_MaterialBindingAndNormalBinding MBNB1 = Vrml_PER_VERTEX_INDEXED;
Vrml_NormalBinding NB(MBNB1);
NB.Print(anOStream);
// Separator 2 {
Vrml_Separator SE2;
SE2.Print(anOStream);
// Normal
Vrml_Normal N(HAV2);
N.Print(anOStream);
// IndexedFaceSet
Vrml_IndexedFaceSet IFS;
IFS.SetCoordIndex(HAI1);
IFS.SetNormalIndex(HAI3);
IFS.Print(anOStream);
// Separator 2 }
SE2.Print(anOStream);
// Separator 1 }
SE1.Print(anOStream);
}
else
{
// Separator 1 {
Vrml_Separator SE1;
SE1.Print(anOStream);
// Material
if (SA->HasMaterial()){
Handle(Vrml_Material) M;
M = SA->FrontMaterial();
M->Print(anOStream);
}
// Coordinate3
Handle(Vrml_Coordinate3) C3 = new Vrml_Coordinate3(HAV1);
C3->Print(anOStream);
// ShapeHints
SH.Print(anOStream);
// IndexedFaceSet
Vrml_IndexedFaceSet IFS;
IFS.SetCoordIndex(HAI1);
IFS.Print(anOStream);
// Separator 1 }
SE1.Print(anOStream);
}
}
}
//--------- Notes -------------
// the necessary of calculation of Normals and Textures must be define in Drawer
// likes tolerance
//---------- End on notes ------------
//----------------------------
// Computing the normal
//-----------------------------
void VrmlConverter_ShadedShape::ComputeNormal(const TopoDS_Face& aFace,
Poly_Connect& pc,
TColgp_Array1OfDir& Nor)
{
const Handle(Poly_Triangulation)& T = pc.Triangulation();
BRepAdaptor_Surface S;
Standard_Boolean hasUV = T->HasUVNodes();
Standard_Integer i;
TopLoc_Location l;
Handle(Geom_Surface) GS = BRep_Tool::Surface(aFace, l);
if (hasUV && !GS.IsNull()) {
Standard_Boolean OK = Standard_True;
gp_Vec D1U,D1V;
gp_Vec D2U,D2V,D2UV;
gp_Pnt P;
Standard_Real U, V;
CSLib_DerivativeStatus Status;
CSLib_NormalStatus NStat;
S.Initialize(aFace);
const TColgp_Array1OfPnt2d& UVNodes = T->UVNodes();
for (i = UVNodes.Lower(); i <= UVNodes.Upper(); i++) {
U = UVNodes(i).X();
V = UVNodes(i).Y();
S.D1(U,V,P,D1U,D1V);
CSLib::Normal(D1U,D1V,Precision::Angular(),Status,Nor(i));
if (Status != CSLib_Done) {
S.D2(U,V,P,D1U,D1V,D2U,D2V,D2UV);
CSLib::Normal(D1U,D1V,D2U,D2V,D2UV,Precision::Angular(),OK,NStat,Nor(i));
}
if (aFace.Orientation() == TopAbs_REVERSED) (Nor(i)).Reverse();
}
}
else {
const TColgp_Array1OfPnt& Nodes = T->Nodes();
Standard_Integer n[3];
const Poly_Array1OfTriangle& triangles = T->Triangles();
for (i = Nodes.Lower(); i <= Nodes.Upper(); i++) {
gp_XYZ eqPlan(0, 0, 0);
for (pc.Initialize(i); pc.More(); pc.Next()) {
triangles(pc.Value()).Get(n[0], n[1], n[2]);
gp_XYZ v1(Nodes(n[1]).Coord()-Nodes(n[0]).Coord());
gp_XYZ v2(Nodes(n[2]).Coord()-Nodes(n[1]).Coord());
eqPlan += (v1^v2).Normalized();
}
Nor(i) = gp_Dir(eqPlan);
if (aFace.Orientation() == TopAbs_REVERSED) (Nor(i)).Reverse();
}
}
}