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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-04 18:06:22 +03:00
occt/src/Prs3d/Prs3d_ToolSphere.cxx
mzernova f0da497005 0031733: Visualization, Prs3d_ToolQuadric - create indexed arrays
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, AIS_ViewCube and AIS_Manipulator
now set Closed flag to groups with shaded sphere and arrows.
2020-09-04 18:14:23 +03:00

75 lines
3.0 KiB
C++

// Created on: 2016-02-04
// Created by: Anastasia BORISOVA
// Copyright (c) 2016 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <Prs3d_ToolSphere.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <Poly_Array1OfTriangle.hxx>
#include <Prs3d_ToolQuadric.hxx>
//=======================================================================
//function : Constructor
//purpose :
//=======================================================================
Prs3d_ToolSphere::Prs3d_ToolSphere (const Standard_Real theRadius,
const Standard_Integer theNbSlices,
const Standard_Integer theNbStacks)
: myRadius (theRadius)
{
mySlicesNb = theNbSlices;
myStacksNb = theNbStacks;
}
//=======================================================================
//function : Vertex
//purpose :
//=======================================================================
gp_Pnt Prs3d_ToolSphere::Vertex (const Standard_Real theU, const Standard_Real theV) const
{
const Standard_Real aU = theU * M_PI * 2.0;
const Standard_Real aV = theV * M_PI;
return gp_Pnt (myRadius * Cos (aU) * Sin (aV),
-myRadius * Sin (aU) * Sin (aV),
myRadius * Cos (aV));
}
//=======================================================================
//function : Normal
//purpose :
//=======================================================================
gp_Dir Prs3d_ToolSphere::Normal (const Standard_Real theU, const Standard_Real theV) const
{
const Standard_Real aU = theU * M_PI * 2.0;
const Standard_Real aV = theV * M_PI;
return gp_Dir (Cos (aU) * Sin (aV),
-Sin (aU) * Sin (aV),
Cos (aV));
}
//=======================================================================
//function : Create
//purpose :
//=======================================================================
Handle(Graphic3d_ArrayOfTriangles) Prs3d_ToolSphere::Create (const Standard_Real theRadius,
const Standard_Integer theNbSlices,
const Standard_Integer theNbStacks,
const gp_Trsf& theTrsf)
{
Handle(Graphic3d_ArrayOfTriangles) anArray;
Prs3d_ToolSphere aTool (theRadius, theNbSlices, theNbStacks);
aTool.FillArray (anArray, theTrsf);
return anArray;
}