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occt/src/Graphic3d/Graphic3d_ArrayOfTriangles.hxx
abv 42cf5bc1ca 0024002: Overall code and build procedure refactoring -- automatic
Automatic upgrade of OCCT code by command "occt_upgrade . -nocdl":
- WOK-generated header files from inc and sources from drv are moved to src
- CDL files removed
- All packages are converted to nocdlpack
2015-07-12 07:42:38 +03:00

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3.1 KiB
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// Created on: 2001-01-04
// Copyright (c) 2001-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_ArrayOfTriangles_HeaderFile
#define _Graphic3d_ArrayOfTriangles_HeaderFile
#include <Standard.hxx>
#include <Standard_Type.hxx>
#include <Graphic3d_ArrayOfPrimitives.hxx>
#include <Standard_Integer.hxx>
#include <Standard_Boolean.hxx>
class Graphic3d_ArrayOfTriangles;
DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfTriangles, Graphic3d_ArrayOfPrimitives)
//! Contains triangles array definition
class Graphic3d_ArrayOfTriangles : public Graphic3d_ArrayOfPrimitives
{
public:
//! Creates an array of triangles,
//! a triangle can be filled as:
//! 1) creating a set of triangles defined with his vertexs.
//! i.e:
//! myArray = Graphic3d_ArrayOfTriangles(6)
//! myArray->AddVertex(x1,y1,z1)
//! ....
//! myArray->AddVertex(x6,y6,z6)
//! 3) creating a set of indexed triangles defined with his vertex
//! ans edges.
//! i.e:
//! myArray = Graphic3d_ArrayOfTriangles(4,6)
//! myArray->AddVertex(x1,y1,z1)
//! ....
//! myArray->AddVertex(x4,y4,z4)
//! myArray->AddEdge(1)
//! myArray->AddEdge(2)
//! myArray->AddEdge(3)
//! myArray->AddEdge(2)
//! myArray->AddEdge(3)
//! myArray->AddEdge(4)
//!
//! <maxVertexs> defined the maximun allowed vertex number in the array.
//! <maxEdges> defined the maximun allowed edge number in the array.
//! Warning:
//! When <hasVNormals> is TRUE , you must use one of
//! AddVertex(Point,Normal)
//! or AddVertex(Point,Normal,Color)
//! or AddVertex(Point,Normal,Texel) methods.
//! When <hasVColors> is TRUE , you must use one of
//! AddVertex(Point,Color)
//! or AddVertex(Point,Normal,Color) methods.
//! When <hasTexels> is TRUE , you must use one of
//! AddVertex(Point,Texel)
//! or AddVertex(Point,Normal,Texel) methods.
//! Warning:
//! the user is responsible about the orientation of the triangle
//! depending of the order of the created vertex or edges and this
//! orientation must be coherent with the vertex normal optionnaly
//! given at each vertex (See the Orientate() methods).
Standard_EXPORT Graphic3d_ArrayOfTriangles(const Standard_Integer maxVertexs, const Standard_Integer maxEdges = 0, const Standard_Boolean hasVNormals = Standard_False, const Standard_Boolean hasVColors = Standard_False, const Standard_Boolean hasTexels = Standard_False);
DEFINE_STANDARD_RTTI(Graphic3d_ArrayOfTriangles,Graphic3d_ArrayOfPrimitives)
protected:
private:
};
#endif // _Graphic3d_ArrayOfTriangles_HeaderFile