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Possibility to build OCCT using Visual Studio 2008 (VC9) is restored. For that: - template functions and classes from namespace std or tr1 (for VC9) are imported to namespace opencascade which is then used instead of std in relevant places - templates not provided by compiler (VC9) but required for OCCT are defined in this namespace (in Standard_Handle.hxx) - methods implementing move semantics are excluded for VC9 compiler (which does not support && syntax) - support of vc9 compiler is restored in build procedures and environment scripts - check of type of the current class in macros DEFINE_STANDARD_RTTI* is refactored VS 2008 is restored in the list of supported platforms on Overview / System Requirements.
287 lines
7.2 KiB
C++
287 lines
7.2 KiB
C++
// Created on: 1995-03-06
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// Created by: Laurent PAINNOT
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// Copyright (c) 1995-1999 Matra Datavision
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// Copyright (c) 1999-2014 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 <Poly_Connect.hxx>
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#include <Poly_Triangle.hxx>
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#include <Poly_Triangulation.hxx>
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// this structure records one of the edges starting from a node
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struct polyedge
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{
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polyedge* next; // the next edge in the list
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Standard_Integer nd; // the second node of the edge
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Standard_Integer nt[2]; // the two adjacent triangles
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Standard_Integer nn[2]; // the two adjacent nodes
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DEFINE_STANDARD_ALLOC
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};
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//=======================================================================
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//function : Poly_Connect
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//purpose :
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//=======================================================================
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Poly_Connect::Poly_Connect()
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: mytr (0),
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myfirst (0),
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mynode (0),
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myothernode (0),
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mysense (false),
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mymore (false)
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{
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//
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}
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//=======================================================================
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//function : Poly_Connect
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//purpose :
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//=======================================================================
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Poly_Connect::Poly_Connect(const Handle(Poly_Triangulation)& theTriangulation)
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: myTriangulation (theTriangulation),
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myTriangles (1, theTriangulation->NbNodes()),
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myAdjacents (1, 6 * theTriangulation->NbTriangles()),
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mytr (0),
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myfirst (0),
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mynode (0),
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myothernode (0),
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mysense (false),
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mymore (false)
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{
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Load (theTriangulation);
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}
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//=======================================================================
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//function : Load
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//purpose :
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//=======================================================================
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void Poly_Connect::Load (const Handle(Poly_Triangulation)& theTriangulation)
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{
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myTriangulation = theTriangulation;
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mytr = 0;
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myfirst = 0;
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mynode = 0;
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myothernode = 0;
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mysense = false;
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mymore = false;
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const Standard_Integer nbNodes = myTriangulation->NbNodes();
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const Standard_Integer nbTriangles = myTriangulation->NbTriangles();
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{
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const Standard_Integer aNbAdjs = 6 * nbTriangles;
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if (myTriangles.Size() != nbNodes)
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{
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myTriangles.Resize (1, nbNodes, Standard_False);
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}
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if (myAdjacents.Size() != aNbAdjs)
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{
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myAdjacents.Resize (1, aNbAdjs, Standard_False);
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}
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}
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myTriangles.Init(0);
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myAdjacents.Init(0);
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// We first build an array of the list of edges connected to the nodes
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// create an array to store the edges starting from the vertices
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Standard_Integer i;
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// the last node is not used because edges are stored at the lower node index
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polyedge** edges = new polyedge*[nbNodes];
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for (i = 0; i < nbNodes; i++) edges[i] = 0;
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// loop on the triangles
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Standard_Integer j,k,n[3],n1,n2;
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const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles();
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for (i = 1; i <= nbTriangles; i++) {
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// get the nodes
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triangles(i).Get(n[0],n[1],n[2]);
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// Update the myTriangles array
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myTriangles(n[0]) = i;
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myTriangles(n[1]) = i;
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myTriangles(n[2]) = i;
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// update the edge lists
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for (j = 0; j < 3; j++) {
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k = (j+1) % 3; // the following node of the edge
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if (n[j] <= n[k]) {
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n1 = n[j];
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n2 = n[k];
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}
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else {
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n1 = n[k];
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n2 = n[j];
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}
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// edge from n1 to n2 with n1 < n2
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// insert in the list of n1
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polyedge* ced = edges[n1];
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while (ced != 0) {
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// the edge already exists
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if (ced->nd == n2)
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break;
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else
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ced = ced->next;
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}
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if (ced == 0) {
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// create the edge if not found
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ced = new polyedge;
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ced->next = edges[n1];
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edges[n1] = ced;
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ced->nd = n2;
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ced->nt[0] = i;
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ced->nn[0] = n[3-j-k]; // the third node
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ced->nt[1] = 0;
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ced->nn[1] = 0;
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}
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else {
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// just mark the adjacency if found
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ced->nt[1] = i;
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ced->nn[1] = n[3-j-k]; // the third node
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}
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}
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}
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// now complete the myAdjacents array
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Standard_Integer index = 1;
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for (i = 1; i <= nbTriangles; i++) {
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// get the nodes
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triangles(i).Get(n[0],n[1],n[2]);
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// fore each edge
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for (j = 0; j < 3; j++) {
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k = (j+1) % 3; // the following node of the edge
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if (n[j] <= n[k]) {
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n1 = n[j];
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n2 = n[k];
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}
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else {
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n1 = n[k];
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n2 = n[j];
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}
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// edge from n1 to n2 with n1 < n2
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// find in the list of n1
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polyedge* ced = edges[n1];
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while (ced->nd != n2)
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ced = ced->next;
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// Find the adjacent triangle
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Standard_Integer l = 0;
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if (ced->nt[0] == i) l = 1;
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myAdjacents(index) = ced->nt[l];
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myAdjacents(index+3) = ced->nn[l];
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index++;
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}
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index += 3;
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}
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// destroy the edges array
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for (i = 0; i < nbNodes; i++) {
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polyedge* ced = edges[i];
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while (ced != 0) {
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polyedge* tmp = ced->next;
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delete ced;
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ced = tmp;
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}
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}
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delete [] edges;
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}
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//=======================================================================
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//function : Initialize
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//purpose :
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//=======================================================================
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void Poly_Connect::Initialize(const Standard_Integer N)
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{
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mynode = N;
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myfirst = Triangle(N);
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mytr = myfirst;
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mysense = Standard_True;
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mymore = (myfirst != 0);
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if (mymore)
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{
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Standard_Integer i, no[3];
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const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles();
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triangles(myfirst).Get(no[0], no[1], no[2]);
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for (i = 0; i < 3; i++)
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if (no[i] == mynode) break;
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myothernode = no[(i+2)%3];
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}
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}
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//=======================================================================
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//function : Next
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//purpose :
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//=======================================================================
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void Poly_Connect::Next()
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{
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Standard_Integer i, j;
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Standard_Integer n[3];
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Standard_Integer t[3];
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const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles();
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Triangles(mytr, t[0], t[1], t[2]);
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if (mysense) {
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for (i = 0; i < 3; i++) {
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if (t[i] != 0) {
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triangles(t[i]).Get(n[0], n[1], n[2]);
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for (j = 0; j < 3; j++) {
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if ((n[j] == mynode) && (n[(j+1)%3] == myothernode)) {
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mytr = t[i];
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myothernode = n[(j+2)%3];
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mymore = (mytr != myfirst);
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return;
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}
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}
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}
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}
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// sinon, depart vers la gauche.
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triangles(myfirst).Get(n[0], n[1], n[2]);
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for (i = 0; i < 3; i++)
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if (n[i] == mynode) break;
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myothernode = n[(i+1)%3];
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mysense = Standard_False;
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mytr = myfirst;
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Triangles(mytr, t[0], t[1], t[2]);
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}
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if (!mysense) {
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for (i = 0; i < 3; i++) {
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if (t[i] != 0) {
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triangles(t[i]).Get(n[0], n[1], n[2]);
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for (j = 0; j < 3; j++) {
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if ((n[j] == mynode) && (n[(j+2)%3] == myothernode)) {
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mytr = t[i];
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myothernode = n[(j+1)%3];
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mymore = Standard_True;
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return;
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}
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}
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}
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}
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}
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mymore = Standard_False;
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}
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