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1 | // Created on: 2016-02-04 |
2 | // Created by: Anastasia BORISOVA |
3 | // Copyright (c) 2016 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
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16 | #include <Prs3d_ToolQuadric.hxx> |
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17 | |
18 | #include <gp_Quaternion.hxx> |
19 | #include <Graphic3d_ArrayOfTriangles.hxx> |
20 | #include <Poly_Array1OfTriangle.hxx> |
21 | #include <TColgp_Array1OfPnt.hxx> |
22 | |
23 | //======================================================================= |
24 | //function : fillArrays |
25 | //purpose : |
26 | //======================================================================= |
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27 | void Prs3d_ToolQuadric::fillArrays (const gp_Trsf& theTrsf, TColgp_Array1OfPnt& theArray, NCollection_Array1<gp_Dir>& theNormals) |
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28 | { |
29 | Standard_ShortReal aStepU = 1.0f / mySlicesNb; |
30 | Standard_ShortReal aStepV = 1.0f / myStacksNb; |
31 | |
32 | for (Standard_Integer aU = 0; aU <= mySlicesNb; aU++) |
33 | { |
34 | const Standard_Real aParamU = aU * aStepU; |
35 | for (Standard_Integer aV = 0; aV <= myStacksNb; aV++) |
36 | { |
37 | const Standard_ShortReal aParamV = aV * aStepV; |
38 | const Standard_Integer aVertId = aU * (myStacksNb + 1) + aV + 1; |
39 | gp_Pnt aVertex = Vertex(aParamU, aParamV); |
40 | gp_Dir aNormal = Normal(aParamU, aParamV); |
41 | |
42 | aVertex.Transform (theTrsf); |
43 | aNormal.Transform (theTrsf); |
44 | |
45 | theArray.SetValue (aVertId, aVertex); |
46 | theNormals.SetValue (aVertId, aNormal); |
47 | } |
48 | } |
49 | } |
50 | |
51 | //======================================================================= |
52 | //function : FIllArray |
53 | //purpose : |
54 | //======================================================================= |
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55 | void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray, const gp_Trsf& theTrsf) |
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56 | { |
57 | const Standard_Integer aTrianglesNb = TrianglesNb(); |
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58 | if (theArray.IsNull()) |
59 | { |
60 | theArray = new Graphic3d_ArrayOfTriangles (aTrianglesNb * 3, 0, Standard_True); |
61 | } |
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62 | |
63 | Poly_Array1OfTriangle aPolyTriangles (1, aTrianglesNb); |
64 | TColgp_Array1OfPnt anArray (1, aTrianglesNb * 3); |
65 | NCollection_Array1<gp_Dir> aNormals (1, aTrianglesNb * 3); |
66 | fillArrays (theTrsf, anArray, aNormals); |
67 | |
68 | // Fill primitives |
69 | for (Standard_Integer aU = 0; aU < mySlicesNb; ++aU) |
70 | { |
71 | for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV) |
72 | { |
73 | theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV)); |
74 | theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value ((aU + 1) * (myStacksNb + 1) + aV)); |
75 | theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1))); |
76 | theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1))); |
77 | theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value (aU * (myStacksNb + 1) + (aV + 1))); |
78 | theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV)); |
79 | } |
80 | } |
81 | } |
82 | |
83 | //======================================================================= |
84 | //function : FillTriangulation |
85 | //purpose : |
86 | //======================================================================= |
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87 | void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray, |
88 | Handle(Poly_Triangulation)& theTriangulation, |
89 | const gp_Trsf& theTrsf) |
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90 | { |
91 | const Standard_Integer aTrianglesNb = TrianglesNb(); |
92 | theArray = new Graphic3d_ArrayOfTriangles(aTrianglesNb * 3, 0, Standard_True); |
93 | |
94 | Poly_Array1OfTriangle aPolyTriangles(1, aTrianglesNb); |
95 | TColgp_Array1OfPnt anArray(1, aTrianglesNb * 3); |
96 | NCollection_Array1<gp_Dir> aNormals(1, aTrianglesNb * 3); |
97 | fillArrays(theTrsf, anArray, aNormals); |
98 | |
99 | // Fill triangles |
100 | for (Standard_Integer aU = 0, anIndex = 0; aU < mySlicesNb; ++aU) |
101 | { |
102 | for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV) |
103 | { |
104 | theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV)); |
105 | theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value((aU + 1) * (myStacksNb + 1) + aV)); |
106 | theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1))); |
107 | theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1))); |
108 | theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value(aU * (myStacksNb + 1) + (aV + 1))); |
109 | theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV)); |
110 | |
111 | aPolyTriangles.SetValue (++anIndex, Poly_Triangle(aU * (myStacksNb + 1) + aV, |
112 | (aU + 1) * (myStacksNb + 1) + aV, |
113 | (aU + 1) * (myStacksNb + 1) + (aV + 1))); |
114 | aPolyTriangles.SetValue (++anIndex, Poly_Triangle((aU + 1) * (myStacksNb + 1) + (aV + 1), |
115 | aU * (myStacksNb + 1) + (aV + 1), |
116 | aU * (myStacksNb + 1) + aV)); |
117 | } |
118 | } |
119 | |
120 | theTriangulation = new Poly_Triangulation (anArray, aPolyTriangles); |
121 | } |