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occt/src/BOP/BOP_SolidBuilder.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

213 lines
6.5 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 <BOP_SolidBuilder.ixx>
#include <TopoDS.hxx>
#include <BOP_ShellFaceClassifier.hxx>
#include <BOP_Loop.hxx>
#include <BOP_SFSCorrector.hxx>
// ==============================================================
// function: BOP_SolidBuilder
// purpose:
// ==============================================================
BOP_SolidBuilder::BOP_SolidBuilder()
{
}
// ==============================================================
// function: BOP_SolidBuilder
// purpose:
// ==============================================================
BOP_SolidBuilder::BOP_SolidBuilder(BOP_ShellFaceSet& theSFS,
const Standard_Boolean theForceClassFlag)
{
InitSolidBuilder(theSFS, theForceClassFlag);
}
// ==============================================================
// function: InitSolidBuilder
// purpose:
// ==============================================================
void BOP_SolidBuilder::InitSolidBuilder(BOP_ShellFaceSet& theSFS,
const Standard_Boolean theForceClassFlag)
{
//
BOP_SFSCorrector aSFSCor;
aSFSCor.SetSFS(theSFS);
aSFSCor.Do();
BOP_ShellFaceSet& aNewSFS=aSFSCor.NewSFS();
//
//MakeLoops(theSFS);
MakeLoops(aNewSFS);
BOP_ShellFaceClassifier SFC(myBlockBuilder);
//
mySolidAreaBuilder.InitSolidAreaBuilder(myLoopSet, SFC, theForceClassFlag);
}
// ==============================================================
// function: InitSolid
// purpose:
// ==============================================================
Standard_Integer BOP_SolidBuilder::InitSolid()
{
return mySolidAreaBuilder.InitArea();
}
// ==============================================================
// function: MoreSolid
// purpose:
// ==============================================================
Standard_Boolean BOP_SolidBuilder::MoreSolid() const
{
return mySolidAreaBuilder.MoreArea();
}
// ==============================================================
// function: NextSolid
// purpose:
// ==============================================================
void BOP_SolidBuilder::NextSolid()
{
mySolidAreaBuilder.NextArea();
}
// ==============================================================
// function: InitShell
// purpose:
// ==============================================================
Standard_Integer BOP_SolidBuilder::InitShell()
{
return mySolidAreaBuilder.InitLoop();
}
// ==============================================================
// function: MoreShell
// purpose:
// ==============================================================
Standard_Boolean BOP_SolidBuilder::MoreShell() const
{
return mySolidAreaBuilder.MoreLoop();
}
// ==============================================================
// function: NextShell
// purpose:
// ==============================================================
void BOP_SolidBuilder::NextShell()
{
mySolidAreaBuilder.NextLoop();
}
// ==============================================================
// function: IsOldShell
// purpose:
// ==============================================================
Standard_Boolean BOP_SolidBuilder::IsOldShell() const
{
return mySolidAreaBuilder.Loop()->IsShape();
}
// ==============================================================
// function: OldShell
// purpose:
// ==============================================================
TopoDS_Shell BOP_SolidBuilder::OldShell() const
{
if(!IsOldShell()) {
Standard_DomainError::Raise("BOP_SolidBuilder::OldShell");
}
return TopoDS::Shell(mySolidAreaBuilder.Loop()->Shape());
}
// ==============================================================
// function: InitFace
// purpose:
// ==============================================================
Standard_Integer BOP_SolidBuilder::InitFace()
{
const Handle(BOP_Loop)& aLoop = mySolidAreaBuilder.Loop();
if(aLoop->IsShape())
Standard_DomainError::Raise("BOP_SolidBuilder::InitFace");
else {
myBlockIterator = aLoop->BlockIterator();
myBlockIterator.Initialize();
}
return myBlockIterator.Extent();
}
// ==============================================================
// function: MoreFace
// purpose:
// ==============================================================
Standard_Boolean BOP_SolidBuilder::MoreFace() const
{
return myBlockIterator.More();
}
// ==============================================================
// function: NextFace
// purpose:
// ==============================================================
void BOP_SolidBuilder::NextFace()
{
myBlockIterator.Next();
}
// ==============================================================
// function: Face
// purpose:
// ==============================================================
const TopoDS_Face& BOP_SolidBuilder::Face() const
{
const TopoDS_Shape& aShape = myBlockBuilder.Element(myBlockIterator);
return TopoDS::Face(aShape);
}
// ==============================================================
// function: MakeLoops
// purpose:
// ==============================================================
void BOP_SolidBuilder::MakeLoops(BOP_ShapeSet& theSFS)
{
myBlockBuilder.MakeBlock(theSFS);
BOP_ListOfLoop& aList = myLoopSet.ChangeListOfLoop();
aList.Clear();
// Add shapes of theSFS as shape loops
for(theSFS.InitShapes(); theSFS.MoreShapes(); theSFS.NextShape()) {
Handle(BOP_Loop) aShapeLoop = new BOP_Loop(theSFS.Shape());
aList.Append(aShapeLoop);
}
// Add blocks of myBlockBuilder as block loops
for(myBlockBuilder.InitBlock(); myBlockBuilder.MoreBlock(); myBlockBuilder.NextBlock()) {
BOP_BlockIterator aBlockIterator = myBlockBuilder.BlockIterator();
Handle(BOP_Loop) aShapeLoop = new BOP_Loop(aBlockIterator);
aList.Append(aShapeLoop);
}
}