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occt/src/BinMDataXtd/BinMDataXtd_TriangulationDriver.cxx

159 lines
4.9 KiB
C++

// Created on: 2016-11-10
// Created by: Anton KOZULIN
// Copyright (c) 2016 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.
#include <BinMDataXtd_TriangulationDriver.hxx>
#include <BinObjMgt_Persistent.hxx>
#include <Message_Messenger.hxx>
#include <Standard_Type.hxx>
#include <TDataXtd_Triangulation.hxx>
#include <TDF_Attribute.hxx>
IMPLEMENT_STANDARD_RTTIEXT(BinMDataXtd_TriangulationDriver,BinMDF_ADriver)
//=======================================================================
//function : BinMDataXtd_TriangulationDriver
//purpose : Constructor
//=======================================================================
BinMDataXtd_TriangulationDriver::BinMDataXtd_TriangulationDriver(const Handle(Message_Messenger)& theMsgDriver)
: BinMDF_ADriver (theMsgDriver, STANDARD_TYPE(TDataXtd_Triangulation)->Name())
{
}
//=======================================================================
//function : NewEmpty
//purpose :
//=======================================================================
Handle(TDF_Attribute) BinMDataXtd_TriangulationDriver::NewEmpty() const
{
return new TDataXtd_Triangulation();
}
//=======================================================================
//function : Paste
//purpose : persistent -> transient (retrieve)
//=======================================================================
Standard_Boolean BinMDataXtd_TriangulationDriver::Paste(const BinObjMgt_Persistent& theSource,
const Handle(TDF_Attribute)& theTarget,
BinObjMgt_RRelocationTable& ) const
{
Handle(TDataXtd_Triangulation) attrubute = Handle(TDataXtd_Triangulation)::DownCast(theTarget);
Standard_Integer i;
Standard_Real deflection, x, y, z;
Standard_Integer n1, n2, n3;
Standard_Integer nbNodes(0), nbTriangles(0);
Standard_Boolean hasUV(Standard_False);
gp_Pnt p;
theSource >> nbNodes;
theSource >> nbTriangles;
theSource >> hasUV;
theSource >> deflection;
// allocate the mesh
Handle(Poly_Triangulation) PT = new Poly_Triangulation(nbNodes, nbTriangles, hasUV);
// deflection
PT->Deflection(deflection);
// read nodes
for (i = 1; i <= nbNodes; i++)
{
theSource >> x;
theSource >> y;
theSource >> z;
PT->ChangeNode(i).SetCoord(x, y, z);
}
// read 2d nodes
if (hasUV)
{
for (i = 1; i <= nbNodes; i++)
{
theSource >> x;
theSource >> y;
PT->ChangeUVNode(i).SetCoord(x,y);
}
}
// read triangles
for (i = 1; i <= nbTriangles; i++)
{
theSource >> n1;
theSource >> n2;
theSource >> n3;
PT->ChangeTriangle(i).Set(n1, n2, n3);
}
// set triangulation to Ocaf attribute
attrubute->Set(PT);
return !PT.IsNull();
}
//=======================================================================
//function : Paste
//purpose : transient -> persistent (store)
//=======================================================================
void BinMDataXtd_TriangulationDriver::Paste(const Handle(TDF_Attribute)& theSource,
BinObjMgt_Persistent& theTarget,
BinObjMgt_SRelocationTable& ) const
{
const Handle(TDataXtd_Triangulation) attribute = Handle(TDataXtd_Triangulation)::DownCast(theSource);
const Handle(Poly_Triangulation)& PT = attribute->Get();
if (!PT.IsNull())
{
Standard_Integer nbNodes = PT->NbNodes();
Standard_Integer nbTriangles = PT->NbTriangles();
Standard_Integer n1, n2, n3;
// write number of elements
theTarget << nbNodes;
theTarget << nbTriangles;
theTarget << (PT->HasUVNodes() ? 1 : 0);
// write the deflection
theTarget << PT->Deflection();
// write 3d nodes
Standard_Integer i;
for (i = 1; i <= nbNodes; i++)
{
theTarget << PT->Node(i).X();
theTarget << PT->Node(i).Y();
theTarget << PT->Node(i).Z();
}
// write 2d nodes
if (PT->HasUVNodes())
{
for (i = 1; i <= nbNodes; i++)
{
theTarget << PT->UVNode(i).X();
theTarget << PT->UVNode(i).Y();
}
}
// Write triangles
const Poly_Array1OfTriangle& Triangles = PT->Triangles();
for (i = 1; i <= nbTriangles; i++)
{
Triangles(i).Get(n1, n2, n3);
theTarget << n1;
theTarget << n2;
theTarget << n3;
}
}
}