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occt/src/VrmlData/VrmlData_ShapeConvert.hxx
abv c04c30b3ee 0024023: Revamp the OCCT Handle -- general
Missing headers added; includes of headers "Handle_...hxx" removed.

Misuses of macro Handle() and its use in typedefs corrected.

Alias classes Profile and Option are removed from IFSelect; ones defined in MoniTool are used directly.

Removed header files defining only Handle classes (except Image_PixMap_Handle.hxx)

Classes SelectMgr_BaseFrustum and now inherit Standard_Transient and can be manipulated by Handle (not NCollection_Handle)

Fixed reference-type local variable pointing to temporary object

Use of handle in conditional expressions and comparisons to NULL are replaced by call to method IsNull()
2015-07-11 12:08:02 +03:00

114 lines
3.8 KiB
C++

// Created on: 2007-08-04
// Created by: Alexander GRIGORIEV
// Copyright (c) 2007-2014 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 VrmlData_ShapeConvert_HeaderFile
#define VrmlData_ShapeConvert_HeaderFile
#include <VrmlData_Geometry.hxx>
#include <VrmlData_Appearance.hxx>
#include <NCollection_List.hxx>
#include <TopoDS_Shape.hxx>
class VrmlData_Scene;
class VrmlData_Coordinate;
class TopoDS_Face;
class Poly_Polygon3D;
class Poly_Triangulation;
/**
* Algorithm converting one shape or a set of shapes to VrmlData_Scene.
*/
class VrmlData_ShapeConvert
{
public:
typedef struct {
TCollection_AsciiString Name;
TopoDS_Shape Shape;
Handle(VrmlData_Node) Node;
} ShapeData;
// ---------- PUBLIC METHODS ----------
/**
* Constructor.
* @param theScene
* Scene receiving all Vrml data.
* @param theScale
* Scale factor, considering that VRML standard specifies coordinates in
* meters. So if your data are in mm, you should provide theScale=0.001
*/
inline VrmlData_ShapeConvert (VrmlData_Scene& theScene,
const Standard_Real theScale = 1.)
: myScene (theScene),
myScale (theScale)
{}
/**
* Add one shape to the internal list, may be called several times with
* different shapes.
*/
Standard_EXPORT void AddShape (const TopoDS_Shape& theShape,
const char * theName = 0L);
/**
* Convert all accumulated shapes and store them in myScene.
* The internal data structures are cleared in the end of convertion.
* @param theExtractFaces
* If True, converter extracst faces from the shapes.
* @param theExtractEdges
* If True, converter extracts edges from the shapes.
* @param theDeflection
* Deflection for tessellation of geometrical lines/surfaces. Existing mesh
* is used if its deflection is smaller than the one given by this
* parameter.
* @param theDeflAngle
* Angular deflection for tessellation of geometrical lines.
*/
Standard_EXPORT void Convert (const Standard_Boolean theExtractFaces,
const Standard_Boolean theExtractEdges,
const Standard_Real theDeflection = 0.01,
const Standard_Real theDeflAngle = 20.*M_PI/180.);
//this value of theDeflAngle is used by default
//for tesselation while shading (Drawer->HLRAngle())
protected:
// ---------- PROTECTED METHODS ----------
Handle(VrmlData_Geometry) triToIndexedFaceSet
(const Handle(Poly_Triangulation)&,
const TopoDS_Face&,
const Handle(VrmlData_Coordinate)&);
Handle(VrmlData_Geometry) polToIndexedLineSet
(const Handle(Poly_Polygon3D)&);
Handle(VrmlData_Appearance) defaultMaterialFace () const;
Handle(VrmlData_Appearance) defaultMaterialEdge () const;
private:
// ---------- PRIVATE FIELDS ----------
VrmlData_Scene& myScene;
Standard_Real myScale;
NCollection_List <ShapeData> myShapes;
// ---------- PRIVATE METHODS ----------
void operator= (const VrmlData_ShapeConvert&);
};
#endif