1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
// File: VrmlData_ShapeConvert.hxx
// Created: 04.08.07 09:48
// Author: Alexander GRIGORIEV
// Copyright: Open Cascade 2007
#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 TopoDS_Face;
class Handle_Poly_Triangulation;
class Handle_Poly_Polygon3D;
class Handle_VrmlData_Coordinate;
/**
* Algorithm converting one shape or a set of shapes to VrmlData_Scene.
*/
class VrmlData_ShapeConvert
{
// Note : This operator must be implemented on first use. It is currently defined to avoid compiler warnings
VrmlData_ShapeConvert & operator = (const VrmlData_ShapeConvert &) { return *this; }
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.*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;
};
#endif
|