1 // Created on: 2016-02-04
2 // Created by: Anastasia BORISOVA
3 // Copyright (c) 2016 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <Prs3d_ToolQuadric.hxx>
18 #include <gp_Quaternion.hxx>
19 #include <Graphic3d_ArrayOfTriangles.hxx>
20 #include <Poly_Array1OfTriangle.hxx>
21 #include <TColgp_Array1OfPnt.hxx>
23 //=======================================================================
24 //function : fillArrays
26 //=======================================================================
27 void Prs3d_ToolQuadric::fillArrays (const gp_Trsf& theTrsf, TColgp_Array1OfPnt& theArray, NCollection_Array1<gp_Dir>& theNormals)
29 Standard_ShortReal aStepU = 1.0f / mySlicesNb;
30 Standard_ShortReal aStepV = 1.0f / myStacksNb;
32 for (Standard_Integer aU = 0; aU <= mySlicesNb; aU++)
34 const Standard_Real aParamU = aU * aStepU;
35 for (Standard_Integer aV = 0; aV <= myStacksNb; aV++)
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);
42 aVertex.Transform (theTrsf);
43 aNormal.Transform (theTrsf);
45 theArray.SetValue (aVertId, aVertex);
46 theNormals.SetValue (aVertId, aNormal);
51 //=======================================================================
52 //function : FIllArray
54 //=======================================================================
55 void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray, const gp_Trsf& theTrsf)
57 const Standard_Integer aTrianglesNb = TrianglesNb();
58 if (theArray.IsNull())
60 theArray = new Graphic3d_ArrayOfTriangles (aTrianglesNb * 3, 0, Standard_True);
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);
69 for (Standard_Integer aU = 0; aU < mySlicesNb; ++aU)
71 for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
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));
83 //=======================================================================
84 //function : FillTriangulation
86 //=======================================================================
87 void Prs3d_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray,
88 Handle(Poly_Triangulation)& theTriangulation,
89 const gp_Trsf& theTrsf)
91 const Standard_Integer aTrianglesNb = TrianglesNb();
92 theArray = new Graphic3d_ArrayOfTriangles(aTrianglesNb * 3, 0, Standard_True);
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);
100 for (Standard_Integer aU = 0, anIndex = 0; aU < mySlicesNb; ++aU)
102 for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
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));
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));
120 theTriangulation = new Poly_Triangulation (anArray, aPolyTriangles);