1 // Created on: 2000-06-16
2 // Copyright (c) 2000-2014 OPEN CASCADE SAS
4 // This file is part of Open CASCADE Technology software library.
6 // This library is free software; you can redistribute it and / or modify it
7 // under the terms of the GNU Lesser General Public version 2.1 as published
8 // by the Free Software Foundation, with special exception defined in the file
9 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
10 // distribution for complete text of the license and disclaimer of any warranty.
12 // Alternatively, this file may be used under the terms of Open CASCADE
13 // commercial license or contractual agreement.
17 #include <Graphic3d_ArrayOfPrimitives.ixx>
18 #include <Standard.hxx>
19 #include <TCollection_AsciiString.hxx>
20 #include <OSD_Environment.hxx>
25 Graphic3d_ArrayOfPrimitives :: Graphic3d_ArrayOfPrimitives (
26 const Graphic3d_TypeOfPrimitiveArray aType,
27 const Standard_Integer maxVertexs,
28 const Standard_Integer maxBounds,
29 const Standard_Integer maxEdges,
30 const Standard_Boolean hasVNormals,
31 const Standard_Boolean hasVColors,
32 const Standard_Boolean hasFColors,
33 const Standard_Boolean hasVTexels,
34 const Standard_Boolean hasEdgeInfos )
35 : myMaxBounds(0),myMaxVertexs(0),myMaxEdges(0)
37 const Standard_Integer size = sizeof(CALL_DEF_PARRAY);
38 Standard_Integer format = MVERTICE;
39 if( hasVNormals ) format |= MVNORMAL;
40 if( hasVColors ) format |= MVCOLOR;
41 if( hasVTexels ) format |= MVTEXEL;
43 myPrimitiveArray = (Graphic3d_PrimitiveArray) Standard::Allocate(size);
44 memset ( myPrimitiveArray, 0, size );
47 myPrimitiveArray->vertices = (TEL_POINT*) Standard::Allocate(maxVertexs *sizeof(TEL_POINT));
48 memset ( myPrimitiveArray->vertices, 0, maxVertexs *sizeof(TEL_POINT));
52 myPrimitiveArray->vnormals = (TEL_POINT*) Standard::Allocate(sizeof(TEL_POINT) * maxVertexs);
53 memset ( myPrimitiveArray->vnormals, 0, sizeof(TEL_POINT) * maxVertexs);
57 myPrimitiveArray->vcolours = (Tint*) Standard::Allocate(maxVertexs *sizeof(Tint));
58 memset ( myPrimitiveArray->vcolours, 0, sizeof(Tint) * maxVertexs);
62 myPrimitiveArray->vtexels = (TEL_TEXTURE_COORD*) Standard::Allocate(maxVertexs *sizeof(TEL_TEXTURE_COORD));
63 memset ( myPrimitiveArray->vtexels, 0, sizeof(TEL_TEXTURE_COORD) * maxVertexs);
66 if( hasFColors && (maxBounds > 0) ){
67 myPrimitiveArray->fcolours = (TEL_COLOUR*) Standard::Allocate(maxBounds *sizeof(TEL_COLOUR));
68 memset ( myPrimitiveArray->fcolours, 0, sizeof(TEL_COLOUR) * maxBounds);
72 myPrimitiveArray->bounds = (Tint*) Standard::Allocate(maxBounds *sizeof(Tint));
73 memset ( myPrimitiveArray->bounds, 0, maxBounds *sizeof(Tint));
77 myPrimitiveArray->edges = (Tint*) Standard::Allocate(maxEdges *sizeof(Tint));
78 memset ( myPrimitiveArray->edges, 0, maxEdges *sizeof(Tint));
81 if( hasEdgeInfos && (maxEdges > 0) ){
82 myPrimitiveArray->edge_vis = (Tchar*)Standard::Allocate(maxEdges *sizeof(Tchar));
83 memset ( myPrimitiveArray->edge_vis, 0, maxEdges *sizeof(Tchar));
86 myPrimitiveArray->keys = NULL;
87 myMaxVertexs = maxVertexs;
88 myMaxBounds = maxBounds;
89 myMaxEdges = maxEdges;
90 myPrimitiveArray->type = (TelPrimitivesArrayType) aType;
91 myPrimitiveArray->format = format;
92 myPrimitiveArray->num_bounds = 0;
93 myPrimitiveArray->num_vertexs = 0;
94 myPrimitiveArray->num_edges = 0;
97 void Graphic3d_ArrayOfPrimitives::Destroy ()
99 if( myPrimitiveArray ) {
100 if( myPrimitiveArray->vertices ){
101 Standard::Free( (Standard_Address&)myPrimitiveArray->vertices );
102 myPrimitiveArray->vertices = 0;
105 if( myPrimitiveArray->vnormals ){
106 Standard::Free( (Standard_Address&)myPrimitiveArray->vnormals );
107 myPrimitiveArray->vnormals = 0;
110 if( myPrimitiveArray->vcolours ){
111 Standard::Free( (Standard_Address&)myPrimitiveArray->vcolours );
112 myPrimitiveArray->vcolours = 0;
115 if( myPrimitiveArray->vtexels ){
116 Standard::Free( (Standard_Address&)myPrimitiveArray->vtexels );
117 myPrimitiveArray->vtexels = 0;
120 if( myPrimitiveArray->fcolours ){
121 Standard::Free( (Standard_Address&)myPrimitiveArray->fcolours );
122 myPrimitiveArray->fcolours = 0;
125 if( myPrimitiveArray->bounds ){
126 Standard::Free( (Standard_Address&)myPrimitiveArray->bounds );
127 myPrimitiveArray->bounds = 0;
130 if( myPrimitiveArray->edges ){
131 Standard::Free( (Standard_Address&)myPrimitiveArray->edges );
132 myPrimitiveArray->edges = 0;
135 if( myPrimitiveArray->edge_vis ){
136 Standard::Free( (Standard_Address&)myPrimitiveArray->edge_vis );
137 myPrimitiveArray->edge_vis = 0;
140 Standard::Free( (Standard_Address&)myPrimitiveArray );
142 cout << " Graphic3d_ArrayOfPrimitives::Destroy()" << endl;
147 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal Z)
149 if( !myPrimitiveArray ) return 0;
150 const Standard_Integer index = myPrimitiveArray->num_vertexs + 1;
151 SetVertice(index,X,Y,Z);
155 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const gp_Pnt& aVertice, const Quantity_Color& aColor)
157 const Standard_Integer index = AddVertex(aVertice);
159 aColor.Values(r,g,b,Quantity_TOC_RGB);
160 SetVertexColor(index,r,g,b);
164 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const gp_Pnt& aVertice, const Standard_Integer aColor)
166 const Standard_Integer index = AddVertex(aVertice);
167 SetVertexColor(index,aColor);
171 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal Z,
172 const Standard_ShortReal NX, const Standard_ShortReal NY, const Standard_ShortReal NZ)
174 if( !myPrimitiveArray ) return 0;
175 const Standard_Integer index = myPrimitiveArray->num_vertexs + 1;
176 SetVertice(index,X,Y,Z);
177 SetVertexNormal(index,NX,NY,NZ);
181 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const gp_Pnt& aVertice,
182 const gp_Dir& aNormal,
183 const Quantity_Color& aColor)
185 const Standard_Integer index = AddVertex(aVertice,aNormal);
187 aColor.Values(r,g,b,Quantity_TOC_RGB);
188 SetVertexColor(index,r,g,b);
192 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(const gp_Pnt& aVertice,
193 const gp_Dir& aNormal,
194 const Standard_Integer aColor)
196 const Standard_Integer index = AddVertex(aVertice,aNormal);
197 SetVertexColor(index,aColor);
201 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(
202 const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal Z,
203 const Standard_ShortReal TX, const Standard_ShortReal TY)
205 if( !myPrimitiveArray ) return 0;
206 const Standard_Integer index = myPrimitiveArray->num_vertexs + 1;
207 SetVertice(index,X,Y,Z);
208 SetVertexTexel(index,TX,TY);
212 Standard_Integer Graphic3d_ArrayOfPrimitives::AddVertex(
213 const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal Z,
214 const Standard_ShortReal NX, const Standard_ShortReal NY, const Standard_ShortReal NZ,
215 const Standard_ShortReal TX, const Standard_ShortReal TY)
217 if( !myPrimitiveArray ) return 0;
218 const Standard_Integer index = myPrimitiveArray->num_vertexs + 1;
219 SetVertice(index,X,Y,Z);
220 SetVertexNormal(index,NX,NY,NZ);
221 SetVertexTexel(index,TX,TY);
225 Standard_Integer Graphic3d_ArrayOfPrimitives::AddBound( const Standard_Integer edgeNumber)
227 Standard_Integer index = 0;
228 if( myPrimitiveArray && myPrimitiveArray->bounds ) {
229 index = myPrimitiveArray->num_bounds;
230 if( index < myMaxBounds ) {
231 myPrimitiveArray->bounds[index] = edgeNumber;
232 myPrimitiveArray->num_bounds = ++index;
234 Standard_OutOfRange::Raise(" TOO many BOUNDS");
241 Standard_Integer Graphic3d_ArrayOfPrimitives::AddBound( const Standard_Integer edgeNumber,
242 const Quantity_Color& aFColor)
245 aFColor.Values(r,g,b,Quantity_TOC_RGB);
246 return AddBound(edgeNumber,r,g,b);
249 Standard_Integer Graphic3d_ArrayOfPrimitives::AddBound( const Standard_Integer edgeNumber,
250 const Standard_Real R,
251 const Standard_Real G,
252 const Standard_Real B)
254 if( !myPrimitiveArray ) return 0;
255 Standard_Integer index = myPrimitiveArray->num_bounds;
256 if( index >= myMaxBounds ) {
257 Standard_OutOfRange::Raise(" TOO many BOUND");
259 myPrimitiveArray->bounds[index] = edgeNumber;
260 myPrimitiveArray->num_bounds = ++index;
261 SetBoundColor(index,R,G,B);
265 Standard_Integer Graphic3d_ArrayOfPrimitives::AddEdge(const Standard_Integer vertexIndex,
266 const Standard_Boolean isVisible)
268 if( !myPrimitiveArray ) return 0;
270 Standard_Integer index = myPrimitiveArray->num_edges;
271 if( index >= myMaxEdges ) {
272 Standard_OutOfRange::Raise(" TOO many EDGE");
274 Standard_Integer vindex = vertexIndex-1;
275 if( vertexIndex > 0 && vindex < myMaxVertexs ) {
276 myPrimitiveArray->edges[index] = vindex;
277 if( myPrimitiveArray->edge_vis ) {
278 myPrimitiveArray->edge_vis[index] = (Tchar) (isVisible ? 1 : 0);
280 myPrimitiveArray->num_edges = ++index;
282 Standard_OutOfRange::Raise(" BAD EDGE vertex index");
288 Standard_Boolean Graphic3d_ArrayOfPrimitives::Orientate(const gp_Dir& aNormal)
290 return Orientate(1,Max(VertexNumber(),EdgeNumber()),aNormal);
293 Standard_Boolean Graphic3d_ArrayOfPrimitives::Orientate(const Standard_Integer aVertexIndex,
294 const Standard_Integer aVertexNumber,
295 const gp_Dir& aNormal)
297 Standard_Boolean somethingHasChange = Standard_False;
298 if( myPrimitiveArray && (myPrimitiveArray->num_vertexs > 2) ) {
299 Standard_Integer i,j,k=aVertexNumber,n=aVertexIndex-1;
300 Standard_ShortReal x,y,z;
301 if( myPrimitiveArray->edges ) {
302 if( n >= 0 && (n+k) <= myPrimitiveArray->num_edges ) {
303 Standard_Integer i1 = myPrimitiveArray->edges[n];
304 Standard_Integer i2 = myPrimitiveArray->edges[n+1];
305 Standard_Integer i3 = myPrimitiveArray->edges[n+2];
306 gp_Pnt p1(myPrimitiveArray->vertices[i1].xyz[0],
307 myPrimitiveArray->vertices[i1].xyz[1],
308 myPrimitiveArray->vertices[i1].xyz[2]);
309 gp_Pnt p2(myPrimitiveArray->vertices[i2].xyz[0],
310 myPrimitiveArray->vertices[i2].xyz[1],
311 myPrimitiveArray->vertices[i2].xyz[2]);
312 gp_Pnt p3(myPrimitiveArray->vertices[i3].xyz[0],
313 myPrimitiveArray->vertices[i3].xyz[1],
314 myPrimitiveArray->vertices[i3].xyz[2]);
315 gp_Vec v21(p1,p2),v31(p1,p3),fn = v21.Crossed(v31);
316 if( aNormal.IsOpposite(fn, M_PI / 4.) ) {
317 Standard_Integer e; char v;
318 for( i=0,j=k-1 ; i<k/2 ; i++,j-- ) {
319 e = myPrimitiveArray->edges[n+i];
320 myPrimitiveArray->edges[n+i] = myPrimitiveArray->edges[n+j];
321 myPrimitiveArray->edges[n+j] = e;
322 if( myPrimitiveArray->edge_vis ) {
323 v = myPrimitiveArray->edge_vis[n+i];
324 myPrimitiveArray->edge_vis[n+i] = myPrimitiveArray->edge_vis[n+j];
325 myPrimitiveArray->edge_vis[n+j] = v;
327 if( myPrimitiveArray->vnormals ) {
328 e = myPrimitiveArray->edges[n+i];
329 x = myPrimitiveArray->vnormals[e].xyz[0];
330 y = myPrimitiveArray->vnormals[e].xyz[1];
331 z = myPrimitiveArray->vnormals[e].xyz[2];
333 if( aNormal.IsOpposite(vn, M_PI / 4.) ) {
334 myPrimitiveArray->vnormals[e].xyz[0] = -x;
335 myPrimitiveArray->vnormals[e].xyz[1] = -y;
336 myPrimitiveArray->vnormals[e].xyz[2] = -z;
340 somethingHasChange = Standard_True;
343 Standard_OutOfRange::Raise(" BAD EDGE index or number");
345 return somethingHasChange;
348 if( n >= 0 && (n+k) <= myPrimitiveArray->num_vertexs ) {
349 gp_Pnt p1(myPrimitiveArray->vertices[n].xyz[0],
350 myPrimitiveArray->vertices[n].xyz[1],
351 myPrimitiveArray->vertices[n].xyz[2]);
352 gp_Pnt p2(myPrimitiveArray->vertices[n+1].xyz[0],
353 myPrimitiveArray->vertices[n+1].xyz[1],
354 myPrimitiveArray->vertices[n+1].xyz[2]);
355 gp_Pnt p3(myPrimitiveArray->vertices[n+2].xyz[0],
356 myPrimitiveArray->vertices[n+2].xyz[1],
357 myPrimitiveArray->vertices[n+2].xyz[2]);
358 gp_Vec v21(p1,p2),v31(p1,p3),fn = v21.Crossed(v31);
359 if( aNormal.IsOpposite(fn, M_PI / 4.) ) {
360 for( i=0,j=k-1 ; i<k/2 ; i++,j-- ) {
361 x = myPrimitiveArray->vertices[n+i].xyz[0];
362 y = myPrimitiveArray->vertices[n+i].xyz[1];
363 z = myPrimitiveArray->vertices[n+i].xyz[2];
364 myPrimitiveArray->vertices[n+i].xyz[0] = myPrimitiveArray->vertices[n+j].xyz[0];
365 myPrimitiveArray->vertices[n+i].xyz[1] = myPrimitiveArray->vertices[n+j].xyz[1];
366 myPrimitiveArray->vertices[n+i].xyz[2] = myPrimitiveArray->vertices[n+j].xyz[2];
367 myPrimitiveArray->vertices[n+j].xyz[0] = x;
368 myPrimitiveArray->vertices[n+j].xyz[1] = y;
369 myPrimitiveArray->vertices[n+j].xyz[2] = z;
370 if( myPrimitiveArray->vnormals ) {
371 x = myPrimitiveArray->vnormals[n+i].xyz[0];
372 y = myPrimitiveArray->vnormals[n+i].xyz[1];
373 z = myPrimitiveArray->vnormals[n+i].xyz[2];
374 myPrimitiveArray->vnormals[n+i].xyz[0] = myPrimitiveArray->vnormals[n+j].xyz[0];
375 myPrimitiveArray->vnormals[n+i].xyz[1] = myPrimitiveArray->vnormals[n+j].xyz[1];
376 myPrimitiveArray->vnormals[n+i].xyz[2] = myPrimitiveArray->vnormals[n+j].xyz[2];
377 myPrimitiveArray->vnormals[n+j].xyz[0] = x;
378 myPrimitiveArray->vnormals[n+j].xyz[1] = y;
379 myPrimitiveArray->vnormals[n+j].xyz[2] = z;
381 x = myPrimitiveArray->vnormals[n+i].xyz[0];
382 y = myPrimitiveArray->vnormals[n+i].xyz[1];
383 z = myPrimitiveArray->vnormals[n+i].xyz[2];
385 if( aNormal.IsOpposite(vn, M_PI / 4.) ) {
386 myPrimitiveArray->vnormals[n+i].xyz[0] = -x;
387 myPrimitiveArray->vnormals[n+i].xyz[1] = -y;
388 myPrimitiveArray->vnormals[n+i].xyz[2] = -z;
391 if( myPrimitiveArray->vcolours ) {
392 x = (Standard_ShortReal)myPrimitiveArray->vcolours[n+i];
393 myPrimitiveArray->vcolours[n+i] = myPrimitiveArray->vcolours[n+j];
394 myPrimitiveArray->vcolours[n+j] = (Tint)x;
396 if( myPrimitiveArray->vtexels ) {
397 x = myPrimitiveArray->vtexels[n+i].xy[0];
398 y = myPrimitiveArray->vtexels[n+i].xy[1];
399 myPrimitiveArray->vtexels[n+i].xy[0] = myPrimitiveArray->vtexels[n+j].xy[0];
400 myPrimitiveArray->vtexels[n+i].xy[1] = myPrimitiveArray->vtexels[n+j].xy[1];
401 myPrimitiveArray->vtexels[n+j].xy[0] = x;
402 myPrimitiveArray->vtexels[n+j].xy[1] = y;
405 somethingHasChange = Standard_True;
409 return somethingHasChange;
412 Standard_Boolean Graphic3d_ArrayOfPrimitives::Orientate(const Standard_Integer aBoundIndex,
413 const gp_Dir& aNormal)
415 Standard_Boolean somethingHasChange = Standard_False;
416 if( myPrimitiveArray && myPrimitiveArray->vertices ) {
417 if( myPrimitiveArray->bounds &&
418 (aBoundIndex > 0) && (aBoundIndex <= myPrimitiveArray->num_bounds) ) {
419 Standard_Integer k,n;
420 for( k=n=1 ; k<aBoundIndex ; k++ )
421 n += myPrimitiveArray->bounds[k];
422 k = myPrimitiveArray->bounds[aBoundIndex-1];
423 somethingHasChange = Orientate(n,k,aNormal);
424 } else if( myPrimitiveArray->bounds ) {
425 Standard_OutOfRange::Raise(" BAD BOUND index");
426 } else if( (aBoundIndex > 0) && (aBoundIndex <= ItemNumber()) ) {
427 switch( myPrimitiveArray->type ) {
428 case TelPointsArrayType:
429 case TelPolylinesArrayType:
430 case TelSegmentsArrayType:
432 case TelPolygonsArrayType:
433 case TelTriangleStripsArrayType:
434 case TelTriangleFansArrayType:
435 case TelQuadrangleStripsArrayType:
436 somethingHasChange = Orientate(1,VertexNumber(),aNormal);
438 case TelTrianglesArrayType:
439 somethingHasChange = Orientate(aBoundIndex*3-2,3,aNormal);
441 case TelQuadranglesArrayType:
442 somethingHasChange = Orientate(aBoundIndex*4-3,4,aNormal);
448 Standard_OutOfRange::Raise(" BAD ITEM index");
451 return somethingHasChange;
454 void Graphic3d_ArrayOfPrimitives::SetVertice( const Standard_Integer anIndex,
455 const gp_Pnt& aVertice)
458 aVertice.Coord(x,y,z);
459 SetVertice(anIndex,Standard_ShortReal(x),Standard_ShortReal(y),Standard_ShortReal(z));
462 void Graphic3d_ArrayOfPrimitives::SetVertexColor( const Standard_Integer anIndex,
463 const Quantity_Color& aColor)
466 aColor.Values(r,g,b,Quantity_TOC_RGB);
467 SetVertexColor(anIndex,r,g,b);
470 void Graphic3d_ArrayOfPrimitives::SetVertexColor( const Standard_Integer anIndex,
471 const Standard_Integer aColor)
473 if( !myPrimitiveArray ) return;
474 if( anIndex < 1 || anIndex > myMaxVertexs ) {
475 Standard_OutOfRange::Raise(" BAD VERTEX index");
477 Standard_Integer index = anIndex - 1;
478 if( myPrimitiveArray->vcolours ) {
479 #if defined (sparc) || defined (__sparc__) || defined (__sparc)
481 Well known processor(x86) architectures that use the little-endian format.
482 Processors use big-endian format is SPARC. In this case use platform with
483 SPARC architecture(SUNOS). Byte order could have little-endian format.
485 const char* p_ch = (const char*)&aColor;
486 myPrimitiveArray->vcolours[index] += p_ch[0];
487 myPrimitiveArray->vcolours[index] += p_ch[1] << 8 ;
488 myPrimitiveArray->vcolours[index] += p_ch[2] << 16;
489 myPrimitiveArray->vcolours[index] += p_ch[3] << 24;
491 myPrimitiveArray->vcolours[index] = aColor;
497 void Graphic3d_ArrayOfPrimitives::SetVertexNormal(const Standard_Integer anIndex,
498 const gp_Dir& aNormal)
501 aNormal.Coord(x,y,z);
502 SetVertexNormal(anIndex,x,y,z);
505 void Graphic3d_ArrayOfPrimitives::SetVertexTexel( const Standard_Integer anIndex,
506 const gp_Pnt2d& aTexel)
510 SetVertexTexel(anIndex,x,y);
513 void Graphic3d_ArrayOfPrimitives::SetBoundColor(const Standard_Integer anIndex,
514 const Quantity_Color& aColor)
517 aColor.Values(r,g,b,Quantity_TOC_RGB);
518 SetBoundColor(anIndex,r,g,b);
521 Standard_CString Graphic3d_ArrayOfPrimitives::StringType() const
523 TCollection_AsciiString name("UndefinedArray");
524 switch( myPrimitiveArray->type ) {
525 case TelPointsArrayType:
526 name = "ArrayOfPoints";
528 case TelPolylinesArrayType:
529 name = "ArrayOfPolylines";
531 case TelSegmentsArrayType:
532 name = "ArrayOfSegments";
534 case TelPolygonsArrayType:
535 name = "ArrayOfPolygons";
537 case TelTrianglesArrayType:
538 name = "ArrayOfTriangles";
540 case TelQuadranglesArrayType:
541 name = "ArrayOfQuadrangles";
543 case TelTriangleStripsArrayType:
544 name = "ArrayOfTriangleStrips";
546 case TelQuadrangleStripsArrayType:
547 name = "ArrayOfQuadrangleStrips";
549 case TelTriangleFansArrayType:
550 name = "ArrayOfTriangleFans";
556 return name.ToCString();
559 gp_Pnt Graphic3d_ArrayOfPrimitives::Vertice(const Standard_Integer aRank) const
562 Vertice(aRank,x,y,z);
563 return gp_Pnt(x,y,z);
566 Quantity_Color Graphic3d_ArrayOfPrimitives::VertexColor(const Standard_Integer aRank) const
569 VertexColor(aRank,r,g,b);
570 return Quantity_Color(r,g,b,Quantity_TOC_RGB);
573 gp_Dir Graphic3d_ArrayOfPrimitives::VertexNormal(const Standard_Integer aRank) const
576 VertexNormal(aRank,x,y,z);
577 return gp_Dir(x,y,z);
580 gp_Pnt2d Graphic3d_ArrayOfPrimitives::VertexTexel(const Standard_Integer aRank) const
583 VertexTexel(aRank,x,y);
584 return gp_Pnt2d(x,y);
587 Quantity_Color Graphic3d_ArrayOfPrimitives::BoundColor(const Standard_Integer aRank) const
589 Standard_Real r = 0.0, g = 0.0, b = 0.0;
590 BoundColor(aRank,r,g,b);
591 return Quantity_Color(r,g,b,Quantity_TOC_RGB);
594 Standard_Integer Graphic3d_ArrayOfPrimitives::ItemNumber() const
596 Standard_Integer number=-1;
597 if( myPrimitiveArray ) switch( myPrimitiveArray->type ) {
598 case TelPointsArrayType:
599 number = myPrimitiveArray->num_vertexs;
601 case TelPolylinesArrayType:
602 case TelPolygonsArrayType:
603 if( myPrimitiveArray->num_bounds > 0 )
604 number = myPrimitiveArray->num_bounds;
607 case TelSegmentsArrayType:
608 if( myPrimitiveArray->num_edges > 0 )
609 number = myPrimitiveArray->num_edges/2;
610 else number = myPrimitiveArray->num_vertexs/2;
612 case TelTrianglesArrayType:
613 if( myPrimitiveArray->num_edges > 0 )
614 number = myPrimitiveArray->num_edges/3;
615 else number = myPrimitiveArray->num_vertexs/3;
617 case TelQuadranglesArrayType:
618 if( myPrimitiveArray->num_edges > 0 )
619 number = myPrimitiveArray->num_edges/4;
620 else number = myPrimitiveArray->num_vertexs/4;
622 case TelTriangleStripsArrayType:
623 if( myPrimitiveArray->num_bounds > 0 )
624 number = myPrimitiveArray->num_vertexs-2*myPrimitiveArray->num_bounds;
625 else number = myPrimitiveArray->num_vertexs-2;
627 case TelQuadrangleStripsArrayType:
628 if( myPrimitiveArray->num_bounds > 0 )
629 number = myPrimitiveArray->num_vertexs/2-myPrimitiveArray->num_bounds;
630 else number = myPrimitiveArray->num_vertexs/2-1;
632 case TelTriangleFansArrayType:
633 if( myPrimitiveArray->num_bounds > 0 )
634 number = myPrimitiveArray->num_vertexs-2*myPrimitiveArray->num_bounds;
635 else number = myPrimitiveArray->num_vertexs-2;
644 void Graphic3d_ArrayOfPrimitives::ComputeVNormals(const Standard_Integer from,
645 const Standard_Integer to)
647 Standard_Integer next = from+1;
648 Standard_Integer last = to+1;
651 if( myMaxEdges > 0 ) {
652 p1 = Vertice(Edge(next++));
653 p2 = Vertice(Edge(next++));
655 p1 = Vertice(next++);
656 p2 = Vertice(next++);
661 while ( next <= last ) {
662 if( myMaxEdges > 0 ) {
663 p3 = Vertice(Edge(next));
670 if( vn.SquareMagnitude() > 0. ) break;
676 cout << " An item has a NULL computed facet normal" << endl;
682 if( myMaxEdges > 0 ) {
683 for( int i=from+1 ; i<=to+1 ; i++ ) {
684 SetVertexNormal(Edge(i),vn);
687 for( int i=from+1 ; i<=to+1 ; i++ ) {
688 SetVertexNormal(i,vn);
693 Standard_Boolean Graphic3d_ArrayOfPrimitives::IsValid()
695 if( !myPrimitiveArray ) return Standard_False;
697 Standard_Integer nvertexs = myPrimitiveArray->num_vertexs;
698 Standard_Integer nbounds = myPrimitiveArray->num_bounds;
699 Standard_Integer nedges = myPrimitiveArray->num_edges;
700 Standard_Integer i,n;
703 Standard_CString name = StringType();
704 cout << " !!! An " << name << " has " << ItemNumber() << " items" << endl;
707 switch( myPrimitiveArray->type ) {
708 case TelPointsArrayType:
711 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
713 return Standard_False;
716 case TelPolylinesArrayType:
717 if( nedges > 0 && nedges < 2 ) {
719 cout << " *** An " << name << " is unavailable with a too lower number of edges " << nedges << endl;
721 return Standard_False;
725 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
727 return Standard_False;
730 case TelSegmentsArrayType:
733 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
735 return Standard_False;
738 case TelPolygonsArrayType:
739 if( nedges > 0 && nedges < 3 ) {
741 cout << " *** An " << name << " is unavailable with a too lower number of edges " << nedges << endl;
743 return Standard_False;
747 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
749 return Standard_False;
752 case TelTrianglesArrayType:
754 if( nedges < 3 || nedges % 3 != 0 ) {
756 cout << " *** An " << name << " is unavailable with a too lower number of edges " << nedges << endl;
758 if( nedges > 3 ) myPrimitiveArray->num_edges = 3 * (nedges / 3);
759 else return Standard_False;
761 } else if( nvertexs < 3 || nvertexs % 3 != 0 ) {
763 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
765 if( nvertexs > 3 ) myPrimitiveArray->num_vertexs = 3 * (nvertexs / 3);
766 else return Standard_False;
769 case TelQuadranglesArrayType:
771 if( nedges < 4 || nedges % 4 != 0 ) {
773 cout << " *** An " << name << " is unavailable with a too lower number of edges " << nedges << endl;
775 if( nedges > 4 ) myPrimitiveArray->num_edges = 4 * (nedges / 4);
776 else return Standard_False;
778 } else if( nvertexs < 4 || nvertexs % 4 != 0 ) {
780 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
782 if( nvertexs > 4 ) myPrimitiveArray->num_vertexs = 4 * (nvertexs / 4);
783 else return Standard_False;
786 case TelTriangleFansArrayType:
787 case TelTriangleStripsArrayType:
790 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
792 return Standard_False;
795 case TelQuadrangleStripsArrayType:
798 cout << " *** An " << name << " is unavailable with a too lower number of vertex " << nvertexs << endl;
800 return Standard_False;
805 cout << " *** UNKNOWN Array of primitives type found" << endl;
807 return Standard_False;
810 // total number of edges(verticies) in bounds should be the same as variable
811 // of total number of defined edges(verticies); if no edges - only verticies
812 // could be in bounds.
814 for( i=n=0 ; i<nbounds ; i++ ) {
815 n += myPrimitiveArray->bounds[i];
817 if( nedges > 0 && n != nedges ) {
819 cout << " *** An " << name << " has an incoherent number of edges " << nedges << endl;
821 if( nedges > n ) myPrimitiveArray->num_edges = n;
822 else return Standard_False;
823 } else if ( nedges == 0 && n != nvertexs ) {
825 cout << " *** An " << name << " has an incoherent number of vertexs " << nvertexs << endl;
827 if( nvertexs > n ) myPrimitiveArray->num_vertexs = n;
828 else return Standard_False;
832 // check that edges (indexes to an array of verticies) are in range.
834 for( i=0 ; i<nedges ; i++ ) {
835 if( myPrimitiveArray->edges[i] >= myPrimitiveArray->num_vertexs ) {
837 cout << " *** An " << name << " has a vertex index " << myPrimitiveArray->edges[i] << " greater than the number of defined vertexs " << myPrimitiveArray->num_vertexs << endl;
839 myPrimitiveArray->edges[i] = myPrimitiveArray->num_vertexs-1;
844 return Standard_True;