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occt/src/VrmlData/VrmlData_ShapeConvert.hxx
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

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// 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 <VrmlData_Geometry.hxx>
#include <VrmlData_Appearance.hxx>
#include <NCollection_List.hxx>
#include <TopoDS_Shape.hxx>
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 <ShapeData> myShapes;
};
#endif