// 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 #include #include #include 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 myShapes; }; #endif