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350 lines
12 KiB
C++
Executable File
350 lines
12 KiB
C++
Executable File
// Created on: 2006-05-26
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// Created by: Alexander GRIGORIEV
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// Copyright (c) 2006-2012 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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#ifndef VrmlData_IndexedFaceSet_HeaderFile
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#define VrmlData_IndexedFaceSet_HeaderFile
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#include <VrmlData_Faceted.hxx>
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#include <VrmlData_Coordinate.hxx>
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#include <VrmlData_Normal.hxx>
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#include <VrmlData_Color.hxx>
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#include <VrmlData_TextureCoordinate.hxx>
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#include <gp_XYZ.hxx>
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#include <Quantity_Color.hxx>
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/**
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* Implementation of IndexedFaceSet node
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*/
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class VrmlData_IndexedFaceSet : public VrmlData_Faceted
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{
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public:
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// ---------- PUBLIC METHODS ----------
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/**
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* Empty constructor
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*/
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inline VrmlData_IndexedFaceSet ()
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: myArrPolygons (0L),
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myArrNormalInd (0L),
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myArrColorInd (0L),
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myArrTextureInd (0L),
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myNbPolygons (0),
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myNbNormals (0),
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myNbColors (0),
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myNbTextures (0),
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myNormalPerVertex (Standard_True),
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myColorPerVertex (Standard_True)
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{}
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/**
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* Constructor
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*/
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inline VrmlData_IndexedFaceSet (const VrmlData_Scene& theScene,
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const char * theName,
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const Standard_Boolean isCCW =Standard_True,
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const Standard_Boolean isSolid =Standard_True,
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const Standard_Boolean isConvex=Standard_True,
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const Standard_Real theCreaseAngle = 0.)
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: VrmlData_Faceted (theScene, theName, isCCW, isSolid, isConvex,
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theCreaseAngle),
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myArrPolygons (0L),
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myArrNormalInd (0L),
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myArrColorInd (0L),
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myArrTextureInd (0L),
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myNbPolygons (0),
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myNbNormals (0),
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myNbColors (0),
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myNbTextures (0),
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myNormalPerVertex (Standard_True),
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myColorPerVertex (Standard_True)
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{}
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/**
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* Query the Normals.
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*/
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inline const Handle(VrmlData_Normal)&
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Normals () const { return myNormals; }
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/**
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* Query the Colors.
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*/
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inline const Handle(VrmlData_Color)&
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Colors () const { return myColors; }
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/**
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* Query the Texture Coordinates.
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*/
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inline const Handle(VrmlData_TextureCoordinate)&
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TextureCoords () const { return myTxCoords; }
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// ========================================================================
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// =========================== TRIANGULATION GRID =========================
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/**
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* Query the Coordinates.
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*/
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inline const Handle(VrmlData_Coordinate)&
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Coordinates () const { return myCoords; }
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/**
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* Query the array of polygons
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*/
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inline size_t Polygons (const Standard_Integer**& arrPolygons) const
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{ arrPolygons = myArrPolygons; return myNbPolygons; }
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/**
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* Query one polygon.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param outIndice
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* <tt>[out]</tt> array of vertex indice
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* @return
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* number of vertice in the polygon - the dimension of outIndice array
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*/
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inline Standard_Integer
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Polygon (const Standard_Integer iFace,
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const Standard_Integer *& outIndice)
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{ return * (outIndice = myArrPolygons[iFace])++; }
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/**
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* Set the nodes
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*/
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inline void SetCoordinates (const Handle(VrmlData_Coordinate)& theCoord)
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{ myCoords = theCoord; }
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/**
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* Set the polygons
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*/
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inline void SetPolygons (const Standard_Integer nPolygons,
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const Standard_Integer ** thePolygons)
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{ myNbPolygons = nPolygons; myArrPolygons = thePolygons; }
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// ========================================================================
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// ================================ NORMALS ===============================
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/**
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* Query the array of normal indice
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* @param arrNormalInd
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* <tt>[out]</tt> array of normalIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array arrNormalInd.
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*/
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inline size_t ArrayNormalInd (const Standard_Integer**& arrNormalInd) const
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{ arrNormalInd = myArrNormalInd; return myNbNormals; }
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/**
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* Query normals indice for one face. This method should be called after
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* checking myArrNormalInd != NULL, otherwise exception will be thrown.
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* @param iFace
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* rank of the face [0 .. N-1]
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* @param outIndice
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* <tt>[out]</tt> array of normals indice
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* @return
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* number of indice in the array - the dimension of outIndice array
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*/
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inline Standard_Integer
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IndiceNormals (const Standard_Integer iFace,
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const Standard_Integer *& outIndice)
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{ return * (outIndice = myArrNormalInd[iFace])++; }
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/**
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* Query a normal for one node in the given element. The normal is
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* interpreted according to fields myNormals, myArrNormalInd,
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* myNormalPerVertex, as defined in VRML 2.0.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param iVertex
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* rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored
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* if (myNormalPerVertex == False)
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* @return
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* Normal vector; if the normal is indefinite then returns (0., 0., 0.)
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*/
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Standard_EXPORT gp_XYZ
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GetNormal (const Standard_Integer iFace,
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const Standard_Integer iVertex);
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/**
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* Set the normals array of indice
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*/
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inline void SetNormalInd (const Standard_Integer nIndice,
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const Standard_Integer ** theIndice)
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{ myNbNormals = nIndice; myArrNormalInd = theIndice; }
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/**
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* Set the normals node
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*/
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inline void SetNormals (const Handle(VrmlData_Normal)& theNormals)
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{ myNormals = theNormals; }
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/**
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* Set the boolean value "normalPerVertex"
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*/
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inline void SetNormalPerVertex (const Standard_Boolean isNormalPerVertex)
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{ myNormalPerVertex = isNormalPerVertex; }
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// ========================================================================
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// ================================ COLORS ================================
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/**
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* Query the array of color indice
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* @param arrColorInd
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* <tt>[out]</tt> array of colorIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array arrColorInd.
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*/
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inline size_t ArrayColorInd (const Standard_Integer**& arrColorInd) const
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{ arrColorInd = myArrColorInd; return myNbColors; }
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/**
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* Query a color for one node in the given element. The color is
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* interpreted according to fields myColors, myArrColorInd,
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* myColorPerVertex, as defined in VRML 2.0.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param iVertex
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* rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored
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* if (myColorPerVertex == False)
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* @return
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* Color value (RGB); if the color is indefinite then returns (0., 0., 0.)
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*/
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Standard_EXPORT Quantity_Color
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GetColor (const Standard_Integer iFace,
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const Standard_Integer iVertex);
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/**
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* Set the colors array of indice
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*/
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inline void SetColorInd (const Standard_Integer nIndice,
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const Standard_Integer ** theIndice)
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{ myNbColors = nIndice; myArrColorInd = theIndice; }
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/**
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* Set the Color node
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*/
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inline void SetColors (const Handle(VrmlData_Color)& theColors)
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{ myColors = theColors; }
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/**
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* Set the boolean value "colorPerVertex"
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*/
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inline void SetColorPerVertex (const Standard_Boolean isColorPerVertex)
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{ myColorPerVertex = isColorPerVertex; }
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// ========================================================================
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// ========================== TEXTURE COIRDINATES =========================
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/**
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* Query the array of texture coordinate indice
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* @param arrTextureCoordInd
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* <tt>[out]</tt> array of texCoordIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array texCoordIndex.
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*/
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inline size_t ArrayTextureCoordInd
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(const Standard_Integer**& arrTextureCoordInd) const
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{ arrTextureCoordInd = myArrTextureInd; return myNbTextures; }
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/**
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* Set the TexCoordiante array of indice
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*/
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inline void SetTextureCoordInd (const Standard_Integer nIndice,
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const Standard_Integer ** theIndice)
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{ myNbTextures = nIndice; myArrTextureInd = theIndice; }
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/**
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* Set the Texture Coordinate node
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*/
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inline void SetTextureCoords(const Handle(VrmlData_TextureCoordinate)& tc)
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{ myTxCoords = tc; }
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/**
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* Query the shape. This method checks the flag myIsModified; if True it
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* should rebuild the shape presentation.
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*/
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Standard_EXPORT virtual const Handle(TopoDS_TShape)& TShape ();
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/**
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* Create a copy of this node.
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* If the parameter is null, a new copied node is created. Otherwise new node
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* is not created, but rather the given one is modified.
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*/
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Standard_EXPORT virtual Handle(VrmlData_Node)
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Clone (const Handle(VrmlData_Node)& theOther)const;
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/**
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* Read the Node from input stream.
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*/
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Standard_EXPORT virtual VrmlData_ErrorStatus
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Read (VrmlData_InBuffer& theBuffer);
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/**
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* Write the Node to output stream.
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*/
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Standard_EXPORT virtual VrmlData_ErrorStatus
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Write (const char * thePrefix) const;
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/**
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* Returns True if the node is default, so that it should not be written.
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*/
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Standard_EXPORT virtual Standard_Boolean
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IsDefault () const;
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protected:
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// ---------- PROTECTED METHODS ----------
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// /**
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// * If the normals are not defined, here we compute them from the polygons.
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// * @param theArray
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// * Array of float values having length:<ul>
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// * <li>if myNormalPerVertex==TRUE : 3 * myCoords->Length()</li>
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// * <li>if myNormalPerVertex==FALSE: 9 * number_of_triangles </li>
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// * </ul>
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// */
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// Standard_EXPORT void
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// computeNormals (Standard_ShortReal * theArray);
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private:
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// ---------- PRIVATE FIELDS ----------
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Handle(VrmlData_Coordinate) myCoords;
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Handle(VrmlData_Normal) myNormals;
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Handle(VrmlData_Color) myColors;
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Handle(VrmlData_TextureCoordinate) myTxCoords;
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const Standard_Integer ** myArrPolygons;
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const Standard_Integer ** myArrNormalInd;
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const Standard_Integer ** myArrColorInd;
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const Standard_Integer ** myArrTextureInd;
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Standard_Size myNbPolygons;
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Standard_Size myNbNormals;
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Standard_Size myNbColors;
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Standard_Size myNbTextures;
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Standard_Boolean myNormalPerVertex;
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Standard_Boolean myColorPerVertex;
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public:
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// Declaration of CASCADE RTTI
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DEFINE_STANDARD_RTTI (VrmlData_IndexedFaceSet)
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};
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// Definition of HANDLE object using Standard_DefineHandle.hxx
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DEFINE_STANDARD_HANDLE (VrmlData_IndexedFaceSet, VrmlData_Faceted)
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#endif
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