// This file is generated by WOK (CPPExt). // Please do not edit this file; modify original file instead. // The copyright and license terms as defined for the original file apply to // this header file considered to be the "object code" form of the original source. #ifndef _BRepPrimAPI_MakeRevolution_HeaderFile #define _BRepPrimAPI_MakeRevolution_HeaderFile #ifndef _Standard_HeaderFile #include #endif #ifndef _Standard_Macro_HeaderFile #include #endif #ifndef _BRepPrim_Revolution_HeaderFile #include #endif #ifndef _BRepPrimAPI_MakeOneAxis_HeaderFile #include #endif #ifndef _Handle_Geom_Curve_HeaderFile #include #endif #ifndef _Standard_Real_HeaderFile #include #endif #ifndef _Standard_Address_HeaderFile #include #endif class Standard_DomainError; class Geom_Curve; class gp_Ax2; class BRepPrim_Revolution; //! Describes functions to build revolved shapes.
//! A MakeRevolution object provides a framework for:
//! - defining the construction of a revolved shape,
//! - implementing the construction algorithm, and
//! - consulting the result.
class BRepPrimAPI_MakeRevolution : public BRepPrimAPI_MakeOneAxis { public: void* operator new(size_t,void* anAddress) { return anAddress; } void* operator new(size_t size) { return Standard::Allocate(size); } void operator delete(void *anAddress) { if (anAddress) Standard::Free((Standard_Address&)anAddress); } //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const Handle(Geom_Curve)& Meridian); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const Handle(Geom_Curve)& Meridian,const Standard_Real angle); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const Handle(Geom_Curve)& Meridian,const Standard_Real VMin,const Standard_Real VMax); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const Handle(Geom_Curve)& Meridian,const Standard_Real VMin,const Standard_Real VMax,const Standard_Real angle); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const gp_Ax2& Axes,const Handle(Geom_Curve)& Meridian); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const gp_Ax2& Axes,const Handle(Geom_Curve)& Meridian,const Standard_Real angle); //! Make a revolution body by rotating a curve around Z.
Standard_EXPORT BRepPrimAPI_MakeRevolution(const gp_Ax2& Axes,const Handle(Geom_Curve)& Meridian,const Standard_Real VMin,const Standard_Real VMax); //! Make a revolution body by rotating a curve around Z.
//! For all algorithms the resulting shape is composed of
//! - a lateral revolved face,
//! - two planar faces in planes parallel to the plane z =
//! 0, and passing by the extremities of the revolved
//! portion of Meridian, if these points are not on the Z
//! axis (in case of a complete revolved shape, these faces are circles),
//! - and in the case of a portion of a revolved shape, two
//! planar faces to close the shape (in the planes u = 0 and u = angle).
Standard_EXPORT BRepPrimAPI_MakeRevolution(const gp_Ax2& Axes,const Handle(Geom_Curve)& Meridian,const Standard_Real VMin,const Standard_Real VMax,const Standard_Real angle); //! Returns the algorithm.
Standard_EXPORT Standard_Address OneAxis() ; //! Returns the algorithm.
//!
Standard_EXPORT BRepPrim_Revolution& Revolution() ; protected: private: BRepPrim_Revolution myRevolution; }; // other Inline functions and methods (like "C++: function call" methods) #endif