1 // File: Prs3d_ShadedShape.gxx
2 // Created: Thu Sep 23 18:47:22 1993
3 // Author: Jean-Louis FRENKEL
6 //#define BUC60488//GG_081199 Enable the SuppressBackface() ShadingAspect attribute
8 #define G005 //ATS,GG 04/01/01 Use ArrayOfPrimitives instead Sets of primitives
9 // for performance improvment
11 #include <Graphic3d_Vertex.hxx>
12 #include <Graphic3d_VertexN.hxx>
13 #include <Graphic3d_Array1OfVertexN.hxx>
14 #include <Graphic3d_Array1OfVertex.hxx>
15 #include <Aspect_Edge.hxx>
16 #include <Aspect_Array1OfEdge.hxx>
19 #include <Prs3d_ShadingAspect.hxx>
20 #include <Graphic3d_Group.hxx>
21 #include <Aspect_TypeOfEdge.hxx>
22 #include <Bnd_Box.hxx>
23 #include <Graphic3d_AspectFillArea3d.hxx>
24 #include <BRepTools.hxx>
25 #include <BRep_Tool.hxx>
26 #include <BRep_Builder.hxx>
27 #include <TopoDS_Compound.hxx>
28 #include <Poly_Triangulation.hxx>
29 #include <TColgp_HArray1OfPnt.hxx>
30 #include <TColgp_Array1OfPnt.hxx>
31 #include <TColgp_Array1OfPnt2d.hxx>
32 #include <TColgp_Array1OfDir.hxx>
33 #include <Poly_Connect.hxx>
34 #include <TopAbs_Orientation.hxx>
35 #include <TColStd_MapOfInteger.hxx>
36 #include <TColStd_MapIteratorOfMapOfInteger.hxx>
37 #include <BRepMesh_FactoryError.hxx>
38 #include <BRepMesh_DiscretRoot.hxx>
39 #include <BRepMesh_DiscretFactory.hxx>
40 #include <BRepMesh_PDiscretRoot.hxx>
42 #include <StdPrs_WFShape.hxx>
43 #include <BRepBndLib.hxx>
44 #include <Precision.hxx>
46 #include <Graphic3d_ArrayOfTriangles.hxx>
50 #define MAX2(X, Y) ( Abs(X) > Abs(Y)? Abs(X) : Abs(Y) )
51 #define MAX3(X, Y, Z) ( MAX2 ( MAX2(X,Y) , Z) )
54 static Standard_Real GetDeflection(const anyShape& aShape,
55 const Handle(Prs3d_Drawer)& aDrawer)
57 Standard_Real aDeflection = aDrawer->MaximalChordialDeviation();
58 if (aDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE) {
60 BRepBndLib::Add(aShape, B, Standard_False);
63 Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
64 B.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
65 aDeflection = MAX3( aXmax-aXmin , aYmax-aYmin , aZmax-aZmin)
66 * aDrawer->DeviationCoefficient()*4;
73 static Standard_Boolean ShadeFromShape(const anyShape& aShape,
74 const Standard_Real /*defle*/,
75 const Standard_Boolean /*share*/,
76 const Handle (Prs3d_Presentation)& aPresentation,
77 const Handle (Prs3d_Drawer)& aDrawer)
79 anyShadedShapeTool SST;
80 Handle(Poly_Triangulation) T;
83 Standard_Integer i,j,k,decal ;
84 Standard_Integer t[3], n[3];
85 Standard_Integer nbTriangles = 0, nbVertices = 0;
87 // precision for compare square distances
88 double dPreci = Precision::Confusion()*Precision::Confusion();
90 if ( !aDrawer->ShadingAspectGlobal() ) {
92 Handle(Graphic3d_AspectFillArea3d) Asp = aDrawer->ShadingAspect()->Aspect();
93 if(anyShadedShapeTool::IsClosed(aShape)) {
94 Asp->SuppressBackFace();
98 Prs3d_Root::CurrentGroup(aPresentation)->SetGroupPrimitivesAspect(Asp);
102 if( Graphic3d_ArrayOfPrimitives::IsEnable() ) {
104 for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
105 const anyTopFace& F = SST.CurrentFace();
106 T = SST.Triangulation(F, loc);
108 nbTriangles += T->NbTriangles();
109 nbVertices += T->NbNodes();
113 if (nbVertices > 2 && nbTriangles > 0) {
114 Handle(Graphic3d_ArrayOfTriangles) parray =
115 new Graphic3d_ArrayOfTriangles(nbVertices,3*nbTriangles,
116 Standard_True,Standard_False,Standard_False,Standard_True);
117 for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
118 const anyTopFace& F = SST.CurrentFace();
119 T = SST.Triangulation(F, loc);
121 const gp_Trsf& trsf = loc.Transformation();
123 // Extracts vertices & normals from nodes
124 const TColgp_Array1OfPnt& Nodes = T->Nodes();
125 TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
126 SST.Normal(F, pc, NORMAL);
128 decal = parray->VertexNumber();
129 for (i= Nodes.Lower(); i<= Nodes.Upper(); i++) {
131 if( !loc.IsIdentity() ) {
133 NORMAL(i).Transform(trsf);
135 parray->AddVertex(p,NORMAL(i));
138 // Fill parray with vertex and edge visibillity info
139 const Poly_Array1OfTriangle& triangles = T->Triangles();
140 for (i = 1; i <= T->NbTriangles(); i++) {
141 pc.Triangles(i,t[0],t[1],t[2]);
142 if (SST.Orientation(F) == TopAbs_REVERSED)
143 triangles(i).Get(n[0],n[2],n[1]);
145 triangles(i).Get(n[0],n[1],n[2]);
146 gp_Pnt P1 = Nodes(n[0]);
147 gp_Pnt P2 = Nodes(n[1]);
148 gp_Pnt P3 = Nodes(n[2]);
150 if ( V1.SquareMagnitude() > dPreci ) {
152 if ( V2.SquareMagnitude() > dPreci ) {
154 if ( V3.SquareMagnitude() > dPreci ) {
158 if ( V1.SquareMagnitude() > dPreci ) {
159 parray->AddEdge(n[0]+decal,t[0] == 0);
160 parray->AddEdge(n[1]+decal,t[1] == 0);
161 parray->AddEdge(n[2]+decal,t[2] == 0);
169 Prs3d_Root::CurrentGroup(aPresentation)->BeginPrimitives();
170 Prs3d_Root::CurrentGroup(aPresentation)->AddPrimitiveArray(parray);
171 Prs3d_Root::CurrentGroup(aPresentation)->EndPrimitives();
173 return Standard_True;
177 // phase de comptage:
178 Standard_Integer nt, nnn, n1, n2, n3, nnv, EI;
179 static Standard_Integer plus1mod3[3] = {1, 2, 0};
180 for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
181 const anyTopFace& F = SST.CurrentFace();
182 T = SST.Triangulation(F, loc);
184 nnn = T->NbTriangles();
185 const TColgp_Array1OfPnt& Nodes = T->Nodes();
186 const Poly_Array1OfTriangle& triangles = T->Triangles();
187 for (nt = 1; nt <= nnn; nt++) {
188 if (SST.Orientation(F) == TopAbs_REVERSED)
189 triangles(nt).Get(n1,n3,n2);
191 triangles(nt).Get(n1,n2,n3);
192 const gp_Pnt& P1 = Nodes(n1);
193 const gp_Pnt& P2 = Nodes(n2);
194 const gp_Pnt& P3 = Nodes(n3);
196 if ( V1.SquareMagnitude() > dPreci ) {
198 if (V2.SquareMagnitude() > dPreci ) {
200 if (V3.SquareMagnitude() > dPreci ) {
204 if (V1.SquareMagnitude() > dPreci ) {
211 nbVertices += T->NbNodes();
215 if (nbVertices > 2 && nbTriangles > 0) {
216 Graphic3d_Array1OfVertexN AVN(1, nbVertices);
217 Aspect_Array1OfEdge AE(1, 3*nbTriangles);
222 for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
223 const anyTopFace& F = SST.CurrentFace();
224 T = SST.Triangulation(F, loc);
228 const TColgp_Array1OfPnt& Nodes = T->Nodes();
229 TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
230 SST.Normal(F, pc, NORMAL);
233 for (j= Nodes.Lower(); j<= Nodes.Upper(); j++) {
234 p = Nodes(j).Transformed(loc.Transformation());
235 AVN(nnv).SetCoord(p.X(), p.Y(), p.Z());
236 AVN(nnv).SetNormal(NORMAL(j).X(), NORMAL(j).Y(), NORMAL(j).Z());
240 nbTriangles = T->NbTriangles();
241 const Poly_Array1OfTriangle& triangles = T->Triangles();
243 for (i = 1; i <= nbTriangles; i++) {
244 pc.Triangles(i,t[0],t[1],t[2]);
245 if (SST.Orientation(F) == TopAbs_REVERSED)
246 triangles(i).Get(n[0],n[2],n[1]);
248 triangles(i).Get(n[0],n[1],n[2]);
249 const gp_Pnt& P1 = Nodes(n[0]);
250 const gp_Pnt& P2 = Nodes(n[1]);
251 const gp_Pnt& P3 = Nodes(n[2]);
253 if (V1.SquareMagnitude() > 1.e-10) {
255 if (V2.SquareMagnitude() > 1.e-10) {
257 if (V3.SquareMagnitude() > 1.e-10) {
261 if (V1.SquareMagnitude() > 1.e-10) {
262 for (j = 0; j < 3; j++) {
265 AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_VISIBLE);
267 AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_INVISIBLE);
277 Prs3d_Root::CurrentGroup(aPresentation)->TriangleSet(AVN, AE);
279 return Standard_True;
284 void Prs3d_ShadedShape::Add(const Handle (Prs3d_Presentation)& aPresentation,
285 const anyShape& aShape,
286 const Handle (Prs3d_Drawer)& aDrawer)
289 if (aShape.IsNull()) return;
291 TopAbs_ShapeEnum E = aShape.ShapeType();
292 if (E == TopAbs_COMPOUND) {
295 ex.Init(aShape, TopAbs_FACE);
300 Standard_Boolean haselement = Standard_False;
302 // il faut presenter les edges isoles.
303 for (ex.Init(aShape, TopAbs_EDGE, TopAbs_FACE); ex.More(); ex.Next()) {
304 haselement = Standard_True;
305 B.Add(CO, ex.Current());
307 // il faut presenter les vertex isoles.
308 for (ex.Init(aShape, TopAbs_VERTEX, TopAbs_EDGE); ex.More(); ex.Next()) {
309 haselement = Standard_True;
310 B.Add(CO, ex.Current());
312 if (haselement) StdPrs_WFShape::Add(aPresentation, CO, aDrawer);
315 StdPrs_WFShape::Add(aPresentation, aShape, aDrawer);
318 Standard_Real aDeflection = GetDeflection(aShape, aDrawer);
320 // Check if it is possible to avoid unnecessary recomputation
321 // of shape triangulation
322 if (!BRepTools::Triangulation (aShape, aDeflection))
324 BRepTools::Clean (aShape);
326 // retrieve meshing tool from Factory
327 Handle(BRepMesh_DiscretRoot) aMeshAlgo = BRepMesh_DiscretFactory::Get().Discret (aShape,
329 aDrawer->HLRAngle());
330 if (!aMeshAlgo.IsNull())
331 aMeshAlgo->Perform();
334 ShadeFromShape(aShape, aDeflection, Standard_True, aPresentation, aDrawer);