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Explicit type cast added in conversions from double to float in PrsMgr, Select3D, StdPrs, Visual3d, and Voxel. Minor corrections in ShapeProcess and TCollection. In Visual3d_ViewManager::ConvertCoord...(), output is initialized by zeros instead of RealLast() in case of failure. In XmlMXCAFDoc, material density is correctly converted to string when writing to Xml.
196 lines
6.1 KiB
C++
Executable File
196 lines
6.1 KiB
C++
Executable File
// Created on: 1993-10-27
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// Created by: Jean-LOuis FRENKEL
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// Copyright (c) 1993-1999 Matra Datavision
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// Copyright (c) 1999-2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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#include <StdPrs_ToolShadedShape.ixx>
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#include <Poly_Triangulation.hxx>
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#include <TColgp_HArray1OfPnt.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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#include <Poly_Connect.hxx>
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#include <TopAbs_Orientation.hxx>
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#include <GeomAbs_SurfaceType.hxx>
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//#include <CSLib.hxx>
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#include <GeomLib.hxx>
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#include <gp_Vec.hxx>
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#include <Precision.hxx>
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#include <BRepAdaptor_Surface.hxx>
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#include <BRep_Tool.hxx>
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#include <TopLoc_Location.hxx>
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#include <TShort_HArray1OfShortReal.hxx>
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#include <TShort_Array1OfShortReal.hxx>
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//=======================================================================
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//function : IsClosed
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//purpose :
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//=======================================================================
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Standard_Boolean StdPrs_ToolShadedShape::IsClosed(const TopoDS_Shape& aShape)
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{
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return aShape.Closed();
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}
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//=======================================================================
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//function : Triangulation
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//purpose :
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//=======================================================================
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Handle(Poly_Triangulation) StdPrs_ToolShadedShape::Triangulation
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(const TopoDS_Face& aFace,
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TopLoc_Location& loc)
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{
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return BRep_Tool::Triangulation(aFace, loc);
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}
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//=======================================================================
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//function : Normal
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//purpose :
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//=======================================================================
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void StdPrs_ToolShadedShape::Normal(const TopoDS_Face& aFace,
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Poly_Connect& pc,
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TColgp_Array1OfDir& Nor)
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{
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const Handle(Poly_Triangulation)& T = pc.Triangulation();
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BRepAdaptor_Surface S;
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Standard_Boolean hasUV = T->HasUVNodes();
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Standard_Integer i;
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TopLoc_Location l;
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// move to zero
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TopoDS_Face zeroFace = TopoDS::Face(aFace.Located(TopLoc_Location()));
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//take in face the surface location
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//Handle(Geom_Surface) GS = BRep_Tool::Surface(aFace, l);
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Handle(Geom_Surface) GS = BRep_Tool::Surface(zeroFace);
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if(T->HasNormals()) {
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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const TShort_Array1OfShortReal& Normals = T->Normals();
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const Standard_ShortReal * arrN = &(Normals.Value(Normals.Lower()));
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for( i = Nodes.Lower(); i <= Nodes.Upper(); i++) {
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Standard_Integer in = 3*(i-Nodes.Lower());
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gp_Dir N(arrN[in + 0], arrN[in + 1], arrN[in + 2]);
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Nor(i) = N;
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}
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if (aFace.Orientation() == TopAbs_REVERSED) {
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for( i = Nodes.Lower(); i <= Nodes.Upper(); i++) {
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Nor.ChangeValue(i).Reverse();
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}
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}
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}
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else if (hasUV && !GS.IsNull()) {
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Standard_Integer nbNormVal = T->NbNodes() * 3;
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Handle(TShort_HArray1OfShortReal) Normals =
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new TShort_HArray1OfShortReal(1, nbNormVal);
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const TColgp_Array1OfPnt2d& UVNodes = T->UVNodes();
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Standard_Real Tol = Precision::Confusion();
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for (i = UVNodes.Lower(); i <= UVNodes.Upper(); i++) {
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if(GeomLib::NormEstim(GS, UVNodes(i), Tol, Nor(i)) > 1) {
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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Standard_Integer n[3];
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const Poly_Array1OfTriangle& triangles = T->Triangles();
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gp_XYZ eqPlan(0, 0, 0);
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Standard_Real modmax = 0.;
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for (pc.Initialize(i); pc.More(); pc.Next()) {
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triangles(pc.Value()).Get(n[0], n[1], n[2]);
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gp_XYZ v1(Nodes(n[1]).Coord()-Nodes(n[0]).Coord());
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gp_XYZ v2(Nodes(n[2]).Coord()-Nodes(n[1]).Coord());
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gp_XYZ vv = v1^v2;
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Standard_Real mod = vv.Modulus();
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if(mod < Tol) continue;
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eqPlan += vv/mod;
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}
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modmax = eqPlan.Modulus();
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if(modmax > Tol) Nor(i) = gp_Dir(eqPlan);
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else Nor(i) = gp_Dir(0., 0., 1.);
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}
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Standard_Integer j = (i - UVNodes.Lower()) * 3;
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Normals->SetValue(j + 1, (Standard_ShortReal)Nor(i).X());
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Normals->SetValue(j + 2, (Standard_ShortReal)Nor(i).Y());
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Normals->SetValue(j + 3, (Standard_ShortReal)Nor(i).Z());
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if (aFace.Orientation() == TopAbs_REVERSED) (Nor(i)).Reverse();
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}
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T->SetNormals(Normals);
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}
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else {
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Standard_Integer nbNormVal = T->NbNodes() * 3;
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Handle(TShort_HArray1OfShortReal) Normals =
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new TShort_HArray1OfShortReal(1, nbNormVal);
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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Standard_Integer n[3];
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const Poly_Array1OfTriangle& triangles = T->Triangles();
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Standard_Real Tol = Precision::Confusion();
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for (i = Nodes.Lower(); i <= Nodes.Upper(); i++) {
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gp_XYZ eqPlan(0, 0, 0);
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for (pc.Initialize(i); pc.More(); pc.Next()) {
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triangles(pc.Value()).Get(n[0], n[1], n[2]);
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gp_XYZ v1(Nodes(n[1]).Coord()-Nodes(n[0]).Coord());
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gp_XYZ v2(Nodes(n[2]).Coord()-Nodes(n[1]).Coord());
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gp_XYZ vv = v1^v2;
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Standard_Real mod = vv.Modulus();
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if(mod < Tol) continue;
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eqPlan += vv/mod;
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}
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Standard_Real modmax = eqPlan.Modulus();
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if(modmax > Tol) Nor(i) = gp_Dir(eqPlan);
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else Nor(i) = gp_Dir(0., 0., 1.);
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Nor(i) = gp_Dir(eqPlan);
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Standard_Integer j = (i - Nodes.Lower()) * 3;
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Normals->SetValue(j + 1, (Standard_ShortReal)Nor(i).X());
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Normals->SetValue(j + 2, (Standard_ShortReal)Nor(i).Y());
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Normals->SetValue(j + 3, (Standard_ShortReal)Nor(i).Z());
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if (aFace.Orientation() == TopAbs_REVERSED) (Nor(i)).Reverse();
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}
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T->SetNormals(Normals);
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}
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}
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