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Prs3d_ToolQuadric has been modified to return an indexed triangulation. Added methods Prs3d_ToolQuadric::CreateTriangulation() and Prs3d_ToolQuadric::CreateTriangulation() as more straightforward API returning generated triangulation. Added missing const to constant methods. Confusing method Prs3d_ToolQuadric::FillArray() filling both Graphic3d_ArrayOfTriangles and Poly_Triangulation at once has been marked deprecated. V3d_Trihedron and AIS_Manipulator now set Closed flag to groups with shaded sphere and arrows.
145 lines
5.9 KiB
C++
145 lines
5.9 KiB
C++
// Created on: 2016-02-04
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// Created by: Anastasia BORISOVA
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// Copyright (c) 2016 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 <Prs3d_ToolQuadric.hxx>
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#include <gp_Quaternion.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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//=======================================================================
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//function : FIllArray
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//purpose :
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//=======================================================================
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void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray,
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const gp_Trsf& theTrsf) const
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{
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if (theArray.IsNull())
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{
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theArray = new Graphic3d_ArrayOfTriangles (VerticesNb(), TrianglesNb() * 3, Standard_True);
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}
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const Standard_Real aStepU = 1.0f / mySlicesNb;
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const Standard_Real aStepV = 1.0f / myStacksNb;
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if (!theArray->Indices().IsNull())
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{
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// indexed array
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for (Standard_Integer aU = 0; aU <= mySlicesNb; ++aU)
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{
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const Standard_Real aParamU = aU * aStepU;
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for (Standard_Integer aV = 0; aV <= myStacksNb; ++aV)
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{
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const Standard_Real aParamV = aV * aStepV;
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const gp_Pnt aVertex = Vertex (aParamU, aParamV).Transformed (theTrsf);
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const gp_Dir aNormal = Normal (aParamU, aParamV).Transformed (theTrsf);
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theArray->AddVertex (aVertex, aNormal);
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if (aU != 0 && aV != 0)
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{
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const int aVertId = theArray->VertexNumber();
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theArray->AddEdge (aVertId);
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theArray->AddEdge (aVertId - myStacksNb - 2);
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theArray->AddEdge (aVertId - 1);
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theArray->AddEdge (aVertId - myStacksNb - 2);
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theArray->AddEdge (aVertId);
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theArray->AddEdge (aVertId - myStacksNb - 1);
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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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{
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// non-indexed array
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for (Standard_Integer aU = 0; aU < mySlicesNb; ++aU)
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{
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const Standard_Real aParamU = aU * aStepU;
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for (Standard_Integer aV = 0; aV < myStacksNb; ++aV)
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{
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const Standard_Real aParamV = aV * aStepV;
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theArray->AddVertex (Vertex (aParamU, aParamV).Transformed (theTrsf),
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Normal (aParamU, aParamV).Transformed (theTrsf));
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theArray->AddVertex (Vertex (aParamU + aStepU, aParamV).Transformed (theTrsf),
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Normal (aParamU + aStepU, aParamV).Transformed (theTrsf));
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theArray->AddVertex (Vertex (aParamU + aStepU, aParamV + aStepV).Transformed (theTrsf),
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Normal (aParamU + aStepU, aParamV + aStepV).Transformed (theTrsf));
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theArray->AddVertex (Vertex (aParamU + aStepU, aParamV + aStepV).Transformed (theTrsf),
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Normal (aParamU + aStepU, aParamV + aStepV).Transformed (theTrsf));
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theArray->AddVertex (Vertex (aParamU, aParamV + aStepV).Transformed (theTrsf),
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Normal (aParamU, aParamV + aStepV).Transformed (theTrsf));
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theArray->AddVertex (Vertex (aParamU, aParamV).Transformed (theTrsf),
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Normal (aParamU, aParamV).Transformed (theTrsf));
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}
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}
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}
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}
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//=======================================================================
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//function : CreateTriangulation
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//purpose :
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//=======================================================================
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Handle(Graphic3d_ArrayOfTriangles) Prs3d_ToolQuadric::CreateTriangulation (const gp_Trsf& theTrsf) const
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{
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Handle(Graphic3d_ArrayOfTriangles) aTriangulation;
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FillArray (aTriangulation, theTrsf);
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return aTriangulation;
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}
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//=======================================================================
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//function : CreatePolyTriangulation
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//purpose :
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//=======================================================================
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Handle(Poly_Triangulation) Prs3d_ToolQuadric::CreatePolyTriangulation (const gp_Trsf& theTrsf) const
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{
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Handle(Poly_Triangulation) aTriangulation = new Poly_Triangulation (VerticesNb(), TrianglesNb(), Standard_False);
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TColgp_Array1OfPnt& aNodes = aTriangulation->ChangeNodes();
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Poly_Array1OfTriangle& aTriangles = aTriangulation->ChangeTriangles();
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Standard_ShortReal aStepU = 1.0f / mySlicesNb;
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Standard_ShortReal aStepV = 1.0f / myStacksNb;
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// Fill triangles
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for (Standard_Integer aU = 0, anIndex = 0; aU <= mySlicesNb; ++aU)
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{
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const Standard_Real aParamU = aU * aStepU;
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for (Standard_Integer aV = 0; aV <= myStacksNb; ++aV)
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{
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const Standard_ShortReal aParamV = aV * aStepV;
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const Standard_Integer aVertId = aU * (myStacksNb + 1) + (aV + 1);
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gp_Pnt aVertex = Vertex (aParamU, aParamV).Transformed (theTrsf);
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aNodes.SetValue (aVertId, aVertex);
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if (aU != 0 && aV != 0)
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{
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aTriangles.SetValue (++anIndex, Poly_Triangle (aVertId, aVertId - myStacksNb - 2, aVertId - 1));
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aTriangles.SetValue (++anIndex, Poly_Triangle (aVertId - myStacksNb - 2, aVertId, aVertId - myStacksNb - 1));
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}
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}
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}
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return aTriangulation;
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}
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//=======================================================================
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//function : FillArray
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//purpose :
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//=======================================================================
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void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray,
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Handle(Poly_Triangulation)& theTriangulation,
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const gp_Trsf& theTrsf) const
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{
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theArray = CreateTriangulation (theTrsf);
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theTriangulation = CreatePolyTriangulation (theTrsf);
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}
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