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Use of Cotire tool is introduced for acceleration of CMake builds, by usage of precompiled headers. CMake option BUILD_USE_PCH is added to enable / disable use of precompiled headers When precompiled headers are used, additional compiler macros are defined globally in the build system to avoid problems due to different order of included files: - NOMINMAX is defined on Windows to prevent defining "min" and "max" as macros by windows.h - STRSAFE_NO_DEPRECATE and _SCL_SECURE_NO_WARNINGS are defined on Windows to prevent declaring functions of standard C library as deprecated by #pragma, and other warnings in system headers - GL_GLEXT_LEGACY and GLX_GLEXT_LEGACY are defined to ensure that only OCCT's own glext.h is used - __STDC_FORMAT_MACROS is defined to have standard C print format macros always defined Code is corrected to avoid conflicts with system headers and in case of compiling together as unity builds (partially): - Some locally defined variables in TKV3d, TKHLR are renamed to be unique - Duplicated definitions of macros and global functions are eliminated in TKSTEP - Useless header WNT_UInt.hxx is removed - Usage of local variables conflicting with X11 macro is avoided in Draw_Viewer.cxx - Local variables in AIS_ConcentricRelation.cxx are renamed to avoid conflict with macros defined in windows.h - HXX files containing code are renamed to PXX or merged with corresponding CXX files. IVtkTools classes are corrected to avoid compiler warnings disabled in non-PCH builds by inclusion of VTK headers. Useless pragmas disabling warnings on MSVC are removed
540 lines
20 KiB
C++
540 lines
20 KiB
C++
// Created on: 2007-08-04
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// Created by: Alexander GRIGORIEV
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// Copyright (c) 2007-2014 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 <VrmlData_ShapeConvert.hxx>
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#include <VrmlData_Scene.hxx>
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#include <VrmlData_Group.hxx>
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#include <VrmlData_Coordinate.hxx>
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#include <VrmlData_IndexedFaceSet.hxx>
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#include <VrmlData_IndexedLineSet.hxx>
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#include <VrmlData_ShapeNode.hxx>
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#include <BRepMesh_IncrementalMesh.hxx>
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#include <BRep_Builder.hxx>
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#include <BRep_Tool.hxx>
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#include <Geom_Surface.hxx>
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#include <NCollection_DataMap.hxx>
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#include <Poly_Triangulation.hxx>
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#include <Poly_Connect.hxx>
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#include <Poly_PolygonOnTriangulation.hxx>
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#include <Poly_Polygon3D.hxx>
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#include <Precision.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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#include <TopExp_Explorer.hxx>
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#include <TopoDS.hxx>
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#include <TopoDS_Edge.hxx>
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#include <TopoDS_Face.hxx>
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#include <TopoDS_Shape.hxx>
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#include <TopoDS_Wire.hxx>
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#include <GCPnts_TangentialDeflection.hxx>
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#include <BRepAdaptor_Curve.hxx>
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#include <TColStd_Array1OfReal.hxx>
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#include <TColStd_HArray1OfReal.hxx>
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#include <TShort_Array1OfShortReal.hxx>
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#include <GeomLib.hxx>
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#include <TShort_HArray1OfShortReal.hxx>
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#include <VrmlData_Appearance.hxx>
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//=======================================================================
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//function : AddShape
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//purpose :
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//=======================================================================
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void VrmlData_ShapeConvert::AddShape (const TopoDS_Shape& theShape,
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const char * theName)
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{
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ShapeData aData;/* = { - compilation problem on SUN
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TCollection_AsciiString(),
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theShape,
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NULL
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};*/
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aData.Shape = theShape;
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aData.Node = NULL;
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if (theName) {
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char buf[2048], * optr = &buf[0];
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char * eptr = &buf[sizeof(buf)-1];
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for (const char * ptr = theName;; ptr++) {
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char sym = *ptr;
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if (sym == '\0' || sym == '\n' || sym == '\r') {
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* optr = '\0';
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break;
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}
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if (sym == '\"' || sym == '\\')
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* optr = '/';
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else if (sym == '.')
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* optr = '_';
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else
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* optr = sym;
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if (++optr >= eptr) {
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*optr = '\0';
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break;
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}
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}
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aData.Name = buf;
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}
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myShapes.Append (aData);
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}
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//=======================================================================
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//function : Convert
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//purpose :
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//=======================================================================
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void VrmlData_ShapeConvert::Convert (const Standard_Boolean theExtractFaces,
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const Standard_Boolean theExtractEdges,
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const Standard_Real theDeflection,
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const Standard_Real theDeflAngle)
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{
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const Standard_Real aDeflection =
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theDeflection < 0.0001 ? 0.0001 : theDeflection;
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Standard_Boolean Extract[2] = {theExtractFaces, theExtractEdges};
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TopAbs_ShapeEnum ShapeType[2] = {TopAbs_FACE, TopAbs_EDGE};
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Standard_Integer i;
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const Handle(NCollection_IncAllocator) anAlloc = new NCollection_IncAllocator;
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// Relocation map for converted shapes. We should distinguish both TShape
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// and Orientation in this map.
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NCollection_DataMap <TopoDS_Shape,Handle(VrmlData_Geometry)>
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aRelMap (100, anAlloc);
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NCollection_List<ShapeData>::Iterator anIter (myShapes);
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for (; anIter.More(); anIter.Next()) {
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ShapeData& aData = anIter.ChangeValue();
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Handle(VrmlData_Group) aGroup =
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new VrmlData_Group (myScene, aData.Name.ToCString());
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myScene.AddNode (aGroup);
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for(i = 0; i < 2; ++i) {
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if(!Extract[i]) continue;
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TopExp_Explorer anExp (aData.Shape, ShapeType[i]);
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for (; anExp.More(); anExp.Next()) {
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const TopoDS_Shape& aShape = anExp.Current();
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TopLoc_Location aLoc;
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Handle(VrmlData_Geometry) aTShapeNode;
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const Standard_Boolean isReverse=(aShape.Orientation()==TopAbs_REVERSED);
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TopoDS_Shape aTestedShape;
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aTestedShape.TShape (aShape.TShape());
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aTestedShape.Orientation (isReverse ? TopAbs_REVERSED : TopAbs_FORWARD);
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switch (ShapeType[i]) {
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case TopAbs_FACE:
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{
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const TopoDS_Face& aFace = TopoDS::Face (aShape);
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if (aFace.IsNull() == Standard_False) {
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Handle(Poly_Triangulation) aTri =
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BRep_Tool::Triangulation (aFace, aLoc);
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if (aRelMap.IsBound (aTestedShape)) {
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aTShapeNode = aRelMap(aTestedShape);
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break;
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}
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if (aTri.IsNull() == Standard_False) {
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TopoDS_Shape aTestedShapeRev = aTestedShape;
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aTestedShapeRev.Orientation (isReverse ?
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TopAbs_FORWARD : TopAbs_REVERSED);
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Handle(VrmlData_IndexedFaceSet) aFaceSetToReuse;
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if (aRelMap.IsBound (aTestedShapeRev))
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aFaceSetToReuse = Handle(VrmlData_IndexedFaceSet)::DownCast
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(aRelMap(aTestedShapeRev));
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Handle(VrmlData_Coordinate) aCoordToReuse;
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if (aFaceSetToReuse.IsNull() == Standard_False)
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aCoordToReuse = aFaceSetToReuse->Coordinates();
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aTShapeNode = triToIndexedFaceSet (aTri, aFace, aCoordToReuse);
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myScene.AddNode (aTShapeNode, Standard_False);
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// Bind the converted face
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aRelMap.Bind (aTestedShape, aTShapeNode);
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}
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}
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}
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break;
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case TopAbs_WIRE:
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{
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const TopoDS_Wire& aWire = TopoDS::Wire (aShape);
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if (aWire.IsNull() == Standard_False) {
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}
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}
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break;
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case TopAbs_EDGE:
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{
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const TopoDS_Edge& aEdge = TopoDS::Edge (aShape);
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if (aEdge.IsNull() == Standard_False) {
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if (aRelMap.IsBound (aTestedShape)) {
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aTShapeNode = aRelMap(aTestedShape);
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break;
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}
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// Check the presence of reversly oriented Edge. It can also be used
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// because we do not distinguish the orientation for edges.
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aTestedShape.Orientation (isReverse ?
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TopAbs_FORWARD : TopAbs_REVERSED);
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if (aRelMap.IsBound (aTestedShape)) {
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aTShapeNode = aRelMap(aTestedShape);
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break;
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}
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//try to find PolygonOnTriangulation
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Handle(Poly_PolygonOnTriangulation) aPT;
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Handle(Poly_Triangulation) aT;
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TopLoc_Location aL;
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BRep_Tool::PolygonOnTriangulation(aEdge, aPT, aT, aL);
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// If PolygonOnTriangulation was found -> get the Polygon3D
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Handle(Poly_Polygon3D) aPol;
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if(!aPT.IsNull() && !aT.IsNull() && aPT->HasParameters()) {
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BRepAdaptor_Curve aCurve(aEdge);
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Handle(TColStd_HArray1OfReal) aPrs = aPT->Parameters();
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Standard_Integer nbNodes = aPT->NbNodes();
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TColgp_Array1OfPnt arrNodes(1, nbNodes);
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TColStd_Array1OfReal arrUVNodes(1, nbNodes);
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for(Standard_Integer j = 1; j <= nbNodes; j++) {
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arrUVNodes(j) = aPrs->Value(aPrs->Lower() + j - 1);
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arrNodes(j) = aCurve.Value(arrUVNodes(j));
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}
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aPol = new Poly_Polygon3D(arrNodes, arrUVNodes);
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aPol->Deflection (aPT->Deflection());
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}
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else {
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aPol = BRep_Tool::Polygon3D(aEdge, aL);
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// If polygon was not found -> generate it
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if (aPol.IsNull()) {
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BRepAdaptor_Curve aCurve(aEdge);
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const Standard_Real aFirst = aCurve.FirstParameter();
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const Standard_Real aLast = aCurve.LastParameter();
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GCPnts_TangentialDeflection TD (aCurve, aFirst, aLast,
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theDeflAngle, aDeflection, 2);
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const Standard_Integer nbNodes = TD.NbPoints();
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TColgp_Array1OfPnt arrNodes(1, nbNodes);
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TColStd_Array1OfReal arrUVNodes(1, nbNodes);
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for (Standard_Integer j = 1; j <= nbNodes; j++) {
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arrNodes(j) = TD.Value(j);
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arrUVNodes(j) = TD.Parameter(j);
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}
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aPol = new Poly_Polygon3D(arrNodes, arrUVNodes);
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aPol->Deflection (aDeflection);
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}
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}
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if (aPol.IsNull())
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continue;
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aTShapeNode = polToIndexedLineSet (aPol);
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myScene.AddNode (aTShapeNode, Standard_False);
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// Bind the converted face
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aRelMap.Bind (aTestedShape, aTShapeNode);
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}
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}
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break;
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default:
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break;
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}
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if (aTShapeNode.IsNull() == Standard_False) {
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const Handle(VrmlData_ShapeNode) aShapeNode =
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new VrmlData_ShapeNode (myScene, 0L);
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aShapeNode->SetAppearance (ShapeType[i] == TopAbs_FACE ?
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defaultMaterialFace():defaultMaterialEdge());
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myScene.AddNode (aShapeNode, Standard_False);
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aShapeNode->SetGeometry (aTShapeNode);
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if (aLoc.IsIdentity())
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// Store the shape node directly into the main Group.
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aGroup->AddNode (aShapeNode);
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else {
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// Create a Transform grouping node
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Handle(VrmlData_Group) aTrans = new VrmlData_Group (myScene, 0L,
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Standard_True);
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gp_Trsf aTrsf (aLoc);
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if (fabs(myScale - 1.) > Precision::Confusion()) {
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const gp_XYZ aTransl = aTrsf.TranslationPart() * myScale;
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aTrsf.SetTranslationPart (aTransl);
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}
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aTrans->SetTransform (aTrsf);
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myScene.AddNode (aTrans, Standard_False);
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aGroup->AddNode (aTrans);
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// Store the shape node under the transform.
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aTrans->AddNode (aShapeNode);
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}
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}
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}
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}
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}
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myShapes.Clear();
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}
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//=======================================================================
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//function : triToIndexedFaceSet
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//purpose :
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//=======================================================================
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Handle(VrmlData_Geometry) VrmlData_ShapeConvert::triToIndexedFaceSet
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(const Handle(Poly_Triangulation)& theTri,
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const TopoDS_Face& theFace,
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const Handle(VrmlData_Coordinate)& theCoord)
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{
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Standard_Integer i;
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const Standard_Integer nNodes (theTri->NbNodes());
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const Standard_Integer nTriangles (theTri->NbTriangles());
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const TColgp_Array1OfPnt& arrPolyNodes = theTri->Nodes();
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const Poly_Array1OfTriangle& arrTriangles = theTri->Triangles();
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const Handle(VrmlData_IndexedFaceSet) aFaceSet =
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new VrmlData_IndexedFaceSet (myScene,
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0L, // no name
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Standard_True, // IsCCW
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Standard_False, // IsSolid
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Standard_False); // IsConvex
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const Handle(NCollection_IncAllocator)& anAlloc = myScene.Allocator();
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const Standard_Boolean isReverse = (theFace.Orientation() == TopAbs_REVERSED);
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// Create the array of triangles
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const Standard_Integer ** arrPolygons = static_cast<const Standard_Integer **>
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(anAlloc->Allocate (nTriangles * sizeof(const Standard_Integer *)));
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aFaceSet->SetPolygons (nTriangles, arrPolygons);
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// Store the triangles
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for (i = 0; i < nTriangles; i++) {
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Standard_Integer * aPolygon = static_cast<Standard_Integer *>
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(anAlloc->Allocate (4*sizeof(Standard_Integer)));
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aPolygon[0] = 3;
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arrTriangles(i+1).Get (aPolygon[1],aPolygon[2],aPolygon[3]);
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aPolygon[1]--;
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if (isReverse) {
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const Standard_Integer aTmp = aPolygon[2]-1;
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aPolygon[2] = aPolygon[3]-1;
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aPolygon[3] = aTmp;
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} else {
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aPolygon[2]--;
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aPolygon[3]--;
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}
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arrPolygons[i] = aPolygon;
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}
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// Create the Coordinates node
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if (theCoord.IsNull() == Standard_False)
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aFaceSet->SetCoordinates (theCoord);
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else {
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gp_XYZ * arrNodes = static_cast <gp_XYZ *>
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(anAlloc->Allocate (nNodes * sizeof(gp_XYZ)));
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for (i = 0; i < nNodes; i++)
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arrNodes[i] = arrPolyNodes(i+1).XYZ() * myScale;
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const Handle(VrmlData_Coordinate) aCoordNode =
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new VrmlData_Coordinate (myScene, 0L, nNodes, arrNodes);
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myScene.AddNode (aCoordNode, Standard_False);
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aFaceSet->SetCoordinates (aCoordNode);
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}
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// Create the Normals node if theTri has normals
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if(theTri->HasNormals()) {
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gp_XYZ * arrVec = static_cast <gp_XYZ *>
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(anAlloc->Allocate (nNodes * sizeof(gp_XYZ)));
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const TShort_Array1OfShortReal& Norm = theTri->Normals();
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Standard_Integer j;
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for (i = 0, j = 1; i < nNodes; i++, j += 3) {
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gp_XYZ aNormal(Norm(j), Norm(j+1), Norm(j+2));
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arrVec[i] = aNormal;
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}
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const Handle(VrmlData_Normal) aNormalNode =
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new VrmlData_Normal (myScene, 0L, nNodes, arrVec);
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myScene.AddNode (aNormalNode, Standard_False);
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aFaceSet->SetNormals (aNormalNode);
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return Handle(VrmlData_Geometry) (aFaceSet);
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}
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Poly_Connect PC(theTri);
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// Create the Normals node (if UV- values are available)
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TopLoc_Location aLoc;
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const Standard_Real aConf2 = Precision::SquareConfusion();
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const Handle(Geom_Surface) aSurface = BRep_Tool::Surface (theFace, aLoc);
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if (theTri->HasUVNodes() && aSurface.IsNull() == Standard_False) {
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if (aSurface->IsCNu(1) && aSurface->IsCNv(1))
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{
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Standard_Integer nbNormVal = nNodes * 3;
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Handle(TShort_HArray1OfShortReal) Normals =
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new TShort_HArray1OfShortReal(1, nbNormVal);
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const TColgp_Array1OfPnt2d& arrUV = theTri->UVNodes();
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gp_XYZ * arrVec = static_cast <gp_XYZ *>
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(anAlloc->Allocate (nNodes * sizeof(gp_XYZ)));
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// Compute the normal vectors
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Standard_Real Tol = Sqrt(aConf2);
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for (i = 0; i < nNodes; i++) {
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const gp_Pnt2d& aUV = arrUV(i+1);
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gp_Dir aNormal;
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if (GeomLib::NormEstim(aSurface, aUV, Tol, aNormal) > 1) {
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//Try to estimate as middle normal of adjacent triangles
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Standard_Integer n[3];
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gp_XYZ eqPlan(0., 0., 0.);
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for (PC.Initialize(i+1); PC.More(); PC.Next()) {
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arrTriangles(PC.Value()).Get(n[0], n[1], n[2]);
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gp_XYZ v1(arrPolyNodes(n[1]).Coord()-arrPolyNodes(n[0]).Coord());
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gp_XYZ v2(arrPolyNodes(n[2]).Coord()-arrPolyNodes(n[1]).Coord());
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gp_XYZ vv = v1^v2;
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Standard_Real mod = vv.Modulus();
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if (mod < Tol)
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continue;
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eqPlan += vv/mod;
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}
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if (eqPlan.SquareModulus() > gp::Resolution())
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aNormal = gp_Dir(eqPlan);
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}
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if (isReverse)
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aNormal.Reverse();
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if (aNormal.X()*aNormal.X() < aConf2)
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aNormal.SetX(0.);
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if (aNormal.Y()*aNormal.Y() < aConf2)
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aNormal.SetY(0.);
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if (aNormal.Z()*aNormal.Z() < aConf2)
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aNormal.SetZ(0.);
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arrVec[i] = aNormal.XYZ();
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Standard_Integer j = i * 3;
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Normals->SetValue(j + 1, (Standard_ShortReal)aNormal.X());
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Normals->SetValue(j + 2, (Standard_ShortReal)aNormal.Y());
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Normals->SetValue(j + 3, (Standard_ShortReal)aNormal.Z());
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}
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theTri->SetNormals(Normals);
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const Handle(VrmlData_Normal) aNormalNode =
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new VrmlData_Normal (myScene, 0L, nNodes, arrVec);
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myScene.AddNode (aNormalNode, Standard_False);
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aFaceSet->SetNormals (aNormalNode);
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}
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}
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return Handle(VrmlData_Geometry) (aFaceSet);
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : polToIndexedLineSet
|
|
//purpose : single polygon3D => IndexedLineSet
|
|
//=======================================================================
|
|
|
|
Handle(VrmlData_Geometry) VrmlData_ShapeConvert::polToIndexedLineSet
|
|
(const Handle(Poly_Polygon3D)& thePol)
|
|
{
|
|
Standard_Integer i;
|
|
const Standard_Integer nNodes (thePol->NbNodes());
|
|
const TColgp_Array1OfPnt& arrPolyNodes = thePol->Nodes();
|
|
const Handle(NCollection_IncAllocator)& anAlloc = myScene.Allocator();
|
|
|
|
const Handle(VrmlData_IndexedLineSet) aLineSet =
|
|
new VrmlData_IndexedLineSet (myScene, 0L);
|
|
|
|
// Create the array of polygons (1 member)
|
|
const Standard_Integer ** arrPolygons = static_cast<const Standard_Integer **>
|
|
(anAlloc->Allocate (sizeof(const Standard_Integer *)));
|
|
aLineSet->SetPolygons (1, arrPolygons);
|
|
|
|
// Store the polygon
|
|
Standard_Integer * aPolygon = static_cast<Standard_Integer *>
|
|
(anAlloc->Allocate ((nNodes+1)*sizeof(Standard_Integer)));
|
|
aPolygon[0] = nNodes;
|
|
for (i = 1; i <= nNodes; i++)
|
|
aPolygon[i] = i-1;
|
|
arrPolygons[0] = aPolygon;
|
|
|
|
// Create the Coordinates node
|
|
gp_XYZ * arrNodes = static_cast <gp_XYZ *>
|
|
(anAlloc->Allocate (nNodes * sizeof(gp_XYZ)));
|
|
for (i = 0; i < nNodes; i++)
|
|
arrNodes[i] = arrPolyNodes(i+1).XYZ() * myScale;
|
|
|
|
const Handle(VrmlData_Coordinate) aCoordNode =
|
|
new VrmlData_Coordinate (myScene, 0L, nNodes, arrNodes);
|
|
myScene.AddNode (aCoordNode, Standard_False);
|
|
aLineSet->SetCoordinates (aCoordNode);
|
|
|
|
return Handle(VrmlData_Geometry) (aLineSet);
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : defaultMaterialFace
|
|
//purpose :
|
|
//=======================================================================
|
|
|
|
Handle(VrmlData_Appearance) VrmlData_ShapeConvert::defaultMaterialFace () const
|
|
{
|
|
static char aNodeName[] = "__defaultMaterialFace";
|
|
Handle(VrmlData_Appearance) anAppearance =
|
|
Handle(VrmlData_Appearance)::DownCast(myScene.FindNode(aNodeName));
|
|
if (anAppearance.IsNull()) {
|
|
const Handle(VrmlData_Material) aMaterial =
|
|
new VrmlData_Material (myScene, 0L, 1.0, 0.022, 0.);
|
|
aMaterial->SetDiffuseColor (Quantity_Color(0.780392, 0.568627, 0.113725,
|
|
Quantity_TOC_RGB));
|
|
aMaterial->SetEmissiveColor(Quantity_Color(0.329412, 0.223529, 0.027451,
|
|
Quantity_TOC_RGB));
|
|
aMaterial->SetSpecularColor(Quantity_Color(0.992157, 0.941176, 0.807843,
|
|
Quantity_TOC_RGB));
|
|
myScene.AddNode (aMaterial, Standard_False);
|
|
anAppearance = new VrmlData_Appearance (myScene, aNodeName);
|
|
anAppearance->SetMaterial (aMaterial);
|
|
myScene.AddNode (anAppearance, Standard_False);
|
|
}
|
|
return anAppearance;
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : defaultMaterialEdge
|
|
//purpose :
|
|
//=======================================================================
|
|
|
|
Handle(VrmlData_Appearance) VrmlData_ShapeConvert::defaultMaterialEdge () const
|
|
{
|
|
static char aNodeName[] = "__defaultMaterialEdge";
|
|
Handle(VrmlData_Appearance) anAppearance =
|
|
Handle(VrmlData_Appearance)::DownCast(myScene.FindNode(aNodeName));
|
|
if (anAppearance.IsNull()) {
|
|
const Handle(VrmlData_Material) aMaterial =
|
|
new VrmlData_Material (myScene, 0L, 0.2, 0.2, 0.2);
|
|
aMaterial->SetDiffuseColor (Quantity_Color(0.2, 0.7, 0.2,
|
|
Quantity_TOC_RGB));
|
|
aMaterial->SetEmissiveColor(Quantity_Color(0.2, 0.7, 0.2,
|
|
Quantity_TOC_RGB));
|
|
aMaterial->SetSpecularColor(Quantity_Color(0.2, 0.7, 0.2,
|
|
Quantity_TOC_RGB));
|
|
myScene.AddNode (aMaterial, Standard_False);
|
|
anAppearance = new VrmlData_Appearance (myScene, aNodeName);
|
|
anAppearance->SetMaterial (aMaterial);
|
|
myScene.AddNode (anAppearance, Standard_False);
|
|
}
|
|
return anAppearance;
|
|
}
|