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Update empty method guards to new style with regex (see PR). Used clang-format 18.1.8. New actions to validate code formatting is added. Update .clang-format with disabling of include sorting. It is temporary changes, then include will be sorted. Apply formatting for /src and /tools folder. The files with .hxx,.cxx,.lxx,.h,.pxx,.hpp,*.cpp extensions.
63 lines
2.6 KiB
C++
63 lines
2.6 KiB
C++
// Created on: 2016-02-04
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// Created by: Anastasia BORISOVA
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// Copyright (c) 2016 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 <Prs3d_ToolSphere.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <Prs3d_ToolQuadric.hxx>
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//=================================================================================================
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Prs3d_ToolSphere::Prs3d_ToolSphere(const Standard_Real theRadius,
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const Standard_Integer theNbSlices,
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const Standard_Integer theNbStacks)
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: myRadius(theRadius)
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{
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mySlicesNb = theNbSlices;
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myStacksNb = theNbStacks;
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}
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//=================================================================================================
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gp_Pnt Prs3d_ToolSphere::Vertex(const Standard_Real theU, const Standard_Real theV) const
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{
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const Standard_Real aU = theU * M_PI * 2.0;
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const Standard_Real aV = theV * M_PI;
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return gp_Pnt(myRadius * Cos(aU) * Sin(aV), -myRadius * Sin(aU) * Sin(aV), myRadius * Cos(aV));
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}
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//=================================================================================================
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gp_Dir Prs3d_ToolSphere::Normal(const Standard_Real theU, const Standard_Real theV) const
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{
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const Standard_Real aU = theU * M_PI * 2.0;
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const Standard_Real aV = theV * M_PI;
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return gp_Dir(Cos(aU) * Sin(aV), -Sin(aU) * Sin(aV), Cos(aV));
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}
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//=================================================================================================
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Handle(Graphic3d_ArrayOfTriangles) Prs3d_ToolSphere::Create(const Standard_Real theRadius,
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const Standard_Integer theNbSlices,
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const Standard_Integer theNbStacks,
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const gp_Trsf& theTrsf)
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{
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Handle(Graphic3d_ArrayOfTriangles) anArray;
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Prs3d_ToolSphere aTool(theRadius, theNbSlices, theNbStacks);
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aTool.FillArray(anArray, theTrsf);
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return anArray;
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}
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