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- CMakeLists.txt: installation of TclTk fixed so that tests can be run - StdPrs: compiler warning introduced by fix on #23474 corrected - Documentation: description of insertion of images into markdown document corrected
424 lines
15 KiB
C++
424 lines
15 KiB
C++
// File: StdPrs_ShadedShape.cxx
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// Created: 23 Sep 1993
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// Author: Jean-Louis FRENKEL
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// Copyright: OPEN CASCADE 2012
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#include <StdPrs_ShadedShape.hxx>
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#include <Bnd_Box.hxx>
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#include <BRep_Builder.hxx>
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#include <BRepBndLib.hxx>
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#include <BRepMesh_DiscretFactory.hxx>
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#include <BRepMesh_DiscretRoot.hxx>
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#include <BRepTools.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_Group.hxx>
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#include <gp_Dir.hxx>
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#include <gp_Vec.hxx>
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#include <gp_Pnt.hxx>
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#include <Precision.hxx>
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#include <Prs3d_Drawer.hxx>
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#include <Prs3d_Presentation.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <Poly_Connect.hxx>
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#include <Poly_Triangulation.hxx>
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#include <StdPrs_ToolShadedShape.hxx>
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#include <StdPrs_WFShape.hxx>
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#include <TopoDS_Shape.hxx>
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#include <TopoDS_Face.hxx>
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#include <TColgp_Array1OfDir.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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#include <TopoDS_Compound.hxx>
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#include <Poly_PolygonOnTriangulation.hxx>
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#include <TopExp.hxx>
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#include <TopTools_ListOfShape.hxx>
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#include <TopTools_IndexedDataMapOfShapeListOfShape.hxx>
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#include <NCollection_List.hxx>
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#include <Graphic3d_ArrayOfSegments.hxx>
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#include <Prs3d_LineAspect.hxx>
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#include <TColgp_HArray1OfPnt.hxx>
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#include <Aspect_PolygonOffsetMode.hxx>
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#define MAX2(X, Y) (Abs(X) > Abs(Y) ? Abs(X) : Abs(Y))
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#define MAX3(X, Y, Z) (MAX2 (MAX2 (X, Y), Z))
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namespace
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{
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// =======================================================================
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// function : GetDeflection
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// purpose :
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// =======================================================================
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static Standard_Real GetDeflection (const TopoDS_Shape& theShape,
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const Handle(Prs3d_Drawer)& theDrawer)
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{
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Standard_Real aDeflection = theDrawer->MaximalChordialDeviation();
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if (theDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE)
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{
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Bnd_Box aBndBox;
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BRepBndLib::Add (theShape, aBndBox, Standard_False);
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if (!aBndBox.IsVoid())
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{
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Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
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aBndBox.Get (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
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aDeflection = MAX3 (aXmax-aXmin, aYmax-aYmin, aZmax-aZmin) * theDrawer->DeviationCoefficient() * 4.0;
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}
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}
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return aDeflection;
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}
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// =======================================================================
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// function : ShadeFromShape
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// purpose :
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// =======================================================================
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static Standard_Boolean ShadeFromShape (const TopoDS_Shape& theShape,
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const Handle (Prs3d_Presentation)& thePresentation,
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const Handle (Prs3d_Drawer)& theDrawer,
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const Standard_Boolean theHasTexels,
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const gp_Pnt2d& theUVOrigin,
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const gp_Pnt2d& theUVRepeat,
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const gp_Pnt2d& theUVScale)
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{
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StdPrs_ToolShadedShape SST;
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Handle(Poly_Triangulation) T;
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TopLoc_Location aLoc;
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gp_Pnt p;
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Standard_Integer decal;
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Standard_Integer t[3], n[3];
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Standard_Integer nbTriangles = 0, nbVertices = 0;
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Standard_Real aUmin (0.0), aUmax (0.0), aVmin (0.0), aVmax (0.0), dUmax (0.0), dVmax (0.0);
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// precision for compare square distances
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const double aPreci = Precision::SquareConfusion();
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if (!theDrawer->ShadingAspectGlobal())
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{
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Handle(Graphic3d_AspectFillArea3d) anAsp = theDrawer->ShadingAspect()->Aspect();
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if (StdPrs_ToolShadedShape::IsClosed (theShape))
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{
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anAsp->SuppressBackFace();
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}
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else
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{
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anAsp->AllowBackFace();
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}
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Prs3d_Root::CurrentGroup (thePresentation)->SetGroupPrimitivesAspect (anAsp);
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}
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for (SST.Init (theShape); SST.MoreFace(); SST.NextFace())
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{
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const TopoDS_Face& aFace = SST.CurrentFace();
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T = SST.Triangulation (aFace, aLoc);
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if (!T.IsNull())
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{
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nbTriangles += T->NbTriangles();
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nbVertices += T->NbNodes();
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}
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}
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if (nbVertices > 2 && nbTriangles > 0)
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{
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Handle(Graphic3d_ArrayOfTriangles) aPArray
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= new Graphic3d_ArrayOfTriangles (nbVertices, 3 * nbTriangles,
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Standard_True, Standard_False, theHasTexels, Standard_True);
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for (SST.Init (theShape); SST.MoreFace(); SST.NextFace())
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{
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const TopoDS_Face& aFace = SST.CurrentFace();
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T = SST.Triangulation (aFace, aLoc);
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if (T.IsNull())
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{
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continue;
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}
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const gp_Trsf& aTrsf = aLoc.Transformation();
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Poly_Connect pc (T);
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// Extracts vertices & normals from nodes
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const TColgp_Array1OfPnt& aNodes = T->Nodes();
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const TColgp_Array1OfPnt2d& aUVNodes = T->UVNodes();
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TColgp_Array1OfDir aNormals (aNodes.Lower(), aNodes.Upper());
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SST.Normal (aFace, pc, aNormals);
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if (theHasTexels)
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{
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BRepTools::UVBounds (aFace, aUmin, aUmax, aVmin, aVmax);
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dUmax = (aUmax - aUmin);
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dVmax = (aVmax - aVmin);
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}
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decal = aPArray->VertexNumber();
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for (Standard_Integer aNodeIter = aNodes.Lower(); aNodeIter <= aNodes.Upper(); ++aNodeIter)
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{
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p = aNodes (aNodeIter);
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if (!aLoc.IsIdentity())
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{
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p.Transform (aTrsf);
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aNormals (aNodeIter).Transform (aTrsf);
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}
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if (theHasTexels && aUVNodes.Upper() == aNodes.Upper())
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{
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const gp_Pnt2d aTexel = gp_Pnt2d ((-theUVOrigin.X() + (theUVRepeat.X() * (aUVNodes (aNodeIter).X() - aUmin)) / dUmax) / theUVScale.X(),
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(-theUVOrigin.Y() + (theUVRepeat.Y() * (aUVNodes (aNodeIter).Y() - aVmin)) / dVmax) / theUVScale.Y());
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aPArray->AddVertex (p, aNormals (aNodeIter), aTexel);
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}
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else
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{
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aPArray->AddVertex (p, aNormals (aNodeIter));
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}
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}
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// Fill parray with vertex and edge visibillity info
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const Poly_Array1OfTriangle& aTriangles = T->Triangles();
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for (Standard_Integer aTriIter = 1; aTriIter <= T->NbTriangles(); ++aTriIter)
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{
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pc.Triangles (aTriIter, t[0], t[1], t[2]);
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if (SST.Orientation (aFace) == TopAbs_REVERSED)
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aTriangles (aTriIter).Get (n[0], n[2], n[1]);
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else
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aTriangles (aTriIter).Get (n[0], n[1], n[2]);
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gp_Pnt P1 = aNodes (n[0]);
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gp_Pnt P2 = aNodes (n[1]);
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gp_Pnt P3 = aNodes (n[2]);
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gp_Vec V1 (P1, P2);
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if (V1.SquareMagnitude() <= aPreci)
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{
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continue;
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}
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gp_Vec V2 (P2, P3);
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if (V2.SquareMagnitude() <= aPreci)
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{
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continue;
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}
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gp_Vec V3 (P3, P1);
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if (V3.SquareMagnitude() <= aPreci)
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{
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continue;
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}
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V1.Normalize();
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V2.Normalize();
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V1.Cross (V2);
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if (V1.SquareMagnitude() > aPreci)
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{
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aPArray->AddEdge (n[0] + decal, t[0] == 0);
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aPArray->AddEdge (n[1] + decal, t[1] == 0);
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aPArray->AddEdge (n[2] + decal, t[2] == 0);
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}
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}
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}
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Prs3d_Root::CurrentGroup (thePresentation)->AddPrimitiveArray (aPArray);
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}
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return Standard_True;
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}
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// =======================================================================
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// function : ComputeFaceBoundaries
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// purpose : Compute boundary presentation for faces of the shape.
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// =======================================================================
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static void ComputeFaceBoundaries (const TopoDS_Shape& theShape,
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const Handle (Prs3d_Presentation)& thePresentation,
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const Handle (Prs3d_Drawer)& theDrawer)
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{
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// collection of all triangulation nodes on edges
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// for computing boundaries presentation
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NCollection_List<Handle(TColgp_HArray1OfPnt)> aNodeCollection;
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Standard_Integer aNodeNumber = 0;
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TopLoc_Location aTrsf;
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// explore all boundary edges
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TopTools_IndexedDataMapOfShapeListOfShape anEdgesMap;
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TopExp::MapShapesAndAncestors (
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theShape, TopAbs_EDGE, TopAbs_FACE, anEdgesMap);
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Standard_Integer anEdgeIdx = 1;
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for ( ; anEdgeIdx <= anEdgesMap.Extent (); anEdgeIdx++)
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{
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// reject free edges
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const TopTools_ListOfShape& aFaceList = anEdgesMap.FindFromIndex (anEdgeIdx);
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if (aFaceList.Extent() == 0)
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continue;
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// take one of the shared edges and get edge triangulation
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const TopoDS_Face& aFace = TopoDS::Face (aFaceList.First ());
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const TopoDS_Edge& anEdge = TopoDS::Edge (anEdgesMap.FindKey (anEdgeIdx));
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Handle(Poly_Triangulation) aTriangulation =
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BRep_Tool::Triangulation (aFace, aTrsf);
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if (aTriangulation.IsNull ())
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continue;
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Handle(Poly_PolygonOnTriangulation) anEdgePoly =
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BRep_Tool::PolygonOnTriangulation (anEdge, aTriangulation, aTrsf);
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if (anEdgePoly.IsNull ())
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continue;
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// get edge nodes indexes from face triangulation
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const TColgp_Array1OfPnt& aTriNodes = aTriangulation->Nodes ();
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const TColStd_Array1OfInteger& anEdgeNodes = anEdgePoly->Nodes ();
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if (anEdgeNodes.Length () < 2)
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continue;
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// collect the edge nodes
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Handle(TColgp_HArray1OfPnt) aCollected =
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new TColgp_HArray1OfPnt (anEdgeNodes.Lower (), anEdgeNodes.Upper ());
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Standard_Integer aNodeIdx = anEdgeNodes.Lower ();
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for ( ; aNodeIdx <= anEdgeNodes.Upper (); aNodeIdx++)
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{
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// node index in face triangulation
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Standard_Integer aTriIndex = anEdgeNodes.Value (aNodeIdx);
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// get node and apply location transformation to the node
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gp_Pnt aTriNode = aTriNodes.Value (aTriIndex);
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if (!aTrsf.IsIdentity ())
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aTriNode.Transform (aTrsf);
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// add node to the boundary array
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aCollected->SetValue (aNodeIdx, aTriNode);
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}
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aNodeNumber += anEdgeNodes.Length ();
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aNodeCollection.Append (aCollected);
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}
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// check if it possible to continue building the presentation
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if (aNodeNumber == 0)
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return;
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// allocate polyline array for presentation
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Standard_Integer aSegmentEdgeNb =
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(aNodeNumber - aNodeCollection.Extent()) * 2;
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Handle(Graphic3d_ArrayOfSegments) aSegments =
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new Graphic3d_ArrayOfSegments (aNodeNumber, aSegmentEdgeNb);
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// build presentation for edge bondaries
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NCollection_List<Handle(TColgp_HArray1OfPnt)>::Iterator
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aCollIt (aNodeCollection);
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// the edge index is increased in each iteration step to
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// avoid contiguous segments between different face edges.
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for ( ; aCollIt.More(); aCollIt.Next () )
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{
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const Handle(TColgp_HArray1OfPnt)& aNodeArray = aCollIt.Value ();
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Standard_Integer aNodeIdx = aNodeArray->Lower ();
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// add first node (this node is not shared with previous segment).
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// for each face edge, indices for sharing nodes
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// between segments begin from the first added node.
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Standard_Integer aSegmentEdge =
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aSegments->AddVertex (aNodeArray->Value (aNodeIdx));
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// add subsequent nodes and provide edge indexes for sharing
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// the nodes between the sequential segments.
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for ( aNodeIdx++; aNodeIdx <= aNodeArray->Upper (); aNodeIdx++ )
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{
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aSegments->AddVertex (aNodeArray->Value (aNodeIdx));
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aSegments->AddEdge ( aSegmentEdge);
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aSegments->AddEdge (++aSegmentEdge);
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}
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}
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// set up aspect and add polyline data
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Handle(Graphic3d_AspectLine3d) aBoundaryAspect =
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theDrawer->FaceBoundaryAspect ()->Aspect ();
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Handle(Graphic3d_Group) aPrsGrp = Prs3d_Root::CurrentGroup (thePresentation);
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aPrsGrp->SetGroupPrimitivesAspect (aBoundaryAspect);
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aPrsGrp->AddPrimitiveArray (aSegments);
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}
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};
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// =======================================================================
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// function : Add
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// purpose :
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// =======================================================================
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void StdPrs_ShadedShape::Add (const Handle(Prs3d_Presentation)& thePresentation,
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const TopoDS_Shape& theShape,
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const Handle(Prs3d_Drawer)& theDrawer)
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{
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gp_Pnt2d aDummy;
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StdPrs_ShadedShape::Add (thePresentation, theShape, theDrawer,
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Standard_False, aDummy, aDummy, aDummy);
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}
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// =======================================================================
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// function : Add
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// purpose :
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// =======================================================================
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void StdPrs_ShadedShape::Add (const Handle (Prs3d_Presentation)& thePresentation,
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const TopoDS_Shape& theShape,
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const Handle (Prs3d_Drawer)& theDrawer,
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const Standard_Boolean theHasTexels,
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const gp_Pnt2d& theUVOrigin,
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const gp_Pnt2d& theUVRepeat,
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const gp_Pnt2d& theUVScale)
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{
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if (theShape.IsNull())
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{
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return;
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}
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if (theShape.ShapeType() == TopAbs_COMPOUND)
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{
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TopExp_Explorer ex;
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ex.Init (theShape, TopAbs_FACE);
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if (ex.More())
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{
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TopoDS_Compound CO;
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BRep_Builder aBuilder;
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aBuilder.MakeCompound (CO);
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Standard_Boolean hasElement = Standard_False;
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// il faut presenter les edges isoles.
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for (ex.Init (theShape, TopAbs_EDGE, TopAbs_FACE); ex.More(); ex.Next())
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{
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hasElement = Standard_True;
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aBuilder.Add (CO, ex.Current());
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}
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// il faut presenter les vertex isoles.
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for (ex.Init (theShape, TopAbs_VERTEX, TopAbs_EDGE); ex.More(); ex.Next())
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{
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hasElement = Standard_True;
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aBuilder.Add (CO, ex.Current());
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}
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if (hasElement)
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{
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StdPrs_WFShape::Add (thePresentation, CO, theDrawer);
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}
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}
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else
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{
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StdPrs_WFShape::Add (thePresentation, theShape, theDrawer);
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}
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}
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Standard_Real aDeflection = GetDeflection (theShape, theDrawer);
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// Check if it is possible to avoid unnecessary recomputation
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// of shape triangulation
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if (!BRepTools::Triangulation (theShape, aDeflection))
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{
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BRepTools::Clean (theShape);
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// retrieve meshing tool from Factory
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Handle(BRepMesh_DiscretRoot) aMeshAlgo = BRepMesh_DiscretFactory::Get().Discret (theShape,
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aDeflection,
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theDrawer->HLRAngle());
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if (!aMeshAlgo.IsNull())
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aMeshAlgo->Perform();
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}
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ShadeFromShape (theShape, thePresentation, theDrawer,
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theHasTexels, theUVOrigin, theUVRepeat, theUVScale);
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if (theDrawer->IsFaceBoundaryDraw ())
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{
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ComputeFaceBoundaries (theShape, thePresentation, theDrawer);
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}
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}
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