1 // Created on: 2006-11-04
2 // Created by: Alexander GRIGORIEV
3 // Copyright (c) 2006-2012 OPEN CASCADE SAS
5 // The content of this file is subject to the Open CASCADE Technology Public
6 // License Version 6.5 (the "License"). You may not use the content of this file
7 // except in compliance with the License. Please obtain a copy of the License
8 // at http://www.opencascade.org and read it completely before using this file.
10 // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
11 // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
13 // The Original Code and all software distributed under the License is
14 // distributed on an "AS IS" basis, without warranty of any kind, and the
15 // Initial Developer hereby disclaims all such warranties, including without
16 // limitation, any warranties of merchantability, fitness for a particular
17 // purpose or non-infringement. Please see the License for the specific terms
18 // and conditions governing the rights and limitations under the License.
22 #include <VrmlData_IndexedFaceSet.hxx>
23 #include <VrmlData_InBuffer.hxx>
24 #include <VrmlData_UnknownNode.hxx>
25 #include <Poly_Triangulation.hxx>
26 #include <BRep_TFace.hxx>
27 #include <VrmlData_Coordinate.hxx>
28 #include <VrmlData_Color.hxx>
29 #include <VrmlData_Normal.hxx>
30 #include <VrmlData_TextureCoordinate.hxx>
31 #include <VrmlData_Scene.hxx>
32 #include <Precision.hxx>
33 #include <NCollection_Vector.hxx>
34 #include <NCollection_DataMap.hxx>
36 #include <TShort_HArray1OfShortReal.hxx>
39 #define _CRT_SECURE_NO_DEPRECATE
40 #pragma warning (disable:4996)
43 IMPLEMENT_STANDARD_HANDLE (VrmlData_Faceted, VrmlData_Geometry)
44 IMPLEMENT_STANDARD_RTTIEXT (VrmlData_Faceted, VrmlData_Geometry)
45 IMPLEMENT_STANDARD_HANDLE (VrmlData_IndexedFaceSet, VrmlData_Faceted)
46 IMPLEMENT_STANDARD_RTTIEXT (VrmlData_IndexedFaceSet, VrmlData_Faceted)
48 //=======================================================================
51 //=======================================================================
53 VrmlData_ErrorStatus VrmlData_Faceted::readData (VrmlData_InBuffer& theBuffer)
55 VrmlData_ErrorStatus aStatus (VrmlData_EmptyData);
56 Standard_Boolean aBool;
57 if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "ccw")) {
58 if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
60 } else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "convex")) {
61 if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
63 } else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "solid")) {
64 if (OK(aStatus, ReadBoolean (theBuffer, aBool)))
66 } else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "creaseAngle")) {
67 Standard_Real anAngle;
68 if (OK(aStatus, Scene().ReadReal (theBuffer, anAngle,
69 Standard_False, Standard_False))) {
70 if (anAngle < -Precision::Confusion()*0.001)
71 aStatus = VrmlData_IrrelevantNumber;
73 myCreaseAngle = anAngle;
79 //=======================================================================
80 //function : VrmlData_IndexedFaceSet::TShape
82 //=======================================================================
84 const Handle(TopoDS_TShape)& VrmlData_IndexedFaceSet::TShape ()
86 if (myNbPolygons == 0)
88 else if (myIsModified) {
89 // Create an empty topological Face
90 const gp_XYZ * arrNodes = myCoords->Values();
91 Standard_Integer i, nTri(0);
93 NCollection_DataMap <int, int> mapNodeId;
95 // Count non-degenerated triangles
96 for (i = 0; i < (int)myNbPolygons; i++) {
97 const Standard_Integer * arrIndice;
98 if (Polygon(i, arrIndice) == 3) {
101 const gp_XYZ aVec[2] = {
102 arrNodes[arrIndice[1]] - arrNodes[arrIndice[0]],
103 arrNodes[arrIndice[2]] - arrNodes[arrIndice[0]]
105 if ((aVec[0] ^ aVec[1]).SquareModulus() >
106 Precision::SquareConfusion())
109 const_cast<Standard_Integer&> (arrIndice[0]) = -1;
113 if (mapNodeId.IsBound (arrIndice[0]) == Standard_False)
114 mapNodeId.Bind (arrIndice[0], 0);
115 if (mapNodeId.IsBound (arrIndice[1]) == Standard_False)
116 mapNodeId.Bind (arrIndice[1], 0);
117 if (mapNodeId.IsBound (arrIndice[2]) == Standard_False)
118 mapNodeId.Bind (arrIndice[2], 0);
120 const Standard_Integer nbNodes (mapNodeId.Extent());
123 myIsModified = Standard_False;
128 Handle(Poly_Triangulation) aTriangulation =
129 new Poly_Triangulation (nbNodes, nTri, Standard_False);
130 Handle(BRep_TFace) aFace = new BRep_TFace();
131 aFace->Triangulation (aTriangulation);
134 // Copy the triangulation vertices
135 TColgp_Array1OfPnt& aNodes = aTriangulation->ChangeNodes();
136 NCollection_DataMap <int, int>::Iterator anIterN(mapNodeId);
137 for (i = 1; anIterN.More(); anIterN.Next()) {
138 const int aKey = anIterN.Key();
139 const gp_XYZ& aNodePnt = arrNodes[aKey];
140 aNodes(i) = gp_Pnt (aNodePnt);
141 anIterN.ChangeValue() = i++;
144 // Copy the triangles. Only the triangle-type polygons are supported.
145 // In this loop we also get rid of any possible degenerated triangles.
146 Poly_Array1OfTriangle& aTriangles = aTriangulation->ChangeTriangles();
148 for (i = 0; i < (int)myNbPolygons; i++) {
149 const Standard_Integer * arrIndice;
150 if (Polygon (i, arrIndice) == 3)
151 if (arrIndice[0] >= 0) // check to avoid previously skipped faces
152 aTriangles(++nTri).Set (mapNodeId(arrIndice[0]),
153 mapNodeId(arrIndice[1]),
154 mapNodeId(arrIndice[2]));
157 // Normals should be defined; if they are not, compute them
158 if (myNormals.IsNull ()) {
159 //aTriangulation->ComputeNormals();
160 Poly::ComputeNormals(aTriangulation);
163 // Copy the normals. Currently only normals-per-vertex are supported.
164 Handle(TShort_HArray1OfShortReal) Normals =
165 new TShort_HArray1OfShortReal (1, 3*nbNodes);
166 if (myNormalPerVertex) {
167 if (myArrNormalInd == 0L) {
168 NCollection_DataMap <int, int>::Iterator anIterNN (mapNodeId);
169 for (; anIterNN.More (); anIterNN.Next ()) {
170 Standard_Integer anIdx = (anIterNN.Value() - 1) * 3 + 1;
171 const gp_XYZ& aNormal = myNormals->Normal (anIterNN.Key ());
172 Normals->SetValue (anIdx + 0, Standard_ShortReal (aNormal.X ()));
173 Normals->SetValue (anIdx + 1, Standard_ShortReal (aNormal.Y ()));
174 Normals->SetValue (anIdx + 2, Standard_ShortReal (aNormal.Z ()));
178 for (i = 0; i < (int)myNbPolygons; i++) {
179 const Standard_Integer * arrIndice;
180 if (Polygon(i, arrIndice) == 3)
181 if (arrIndice[0] >= 0) // check to avoid previously skipped faces
182 if (IndiceNormals(i, arrIndice) == 3) {
183 Standard_Integer anInd = (++nTri - 1) * 3 + 1;
184 for (Standard_Integer j = 0; j < 3; j++) {
185 const gp_XYZ& aNormal = myNormals->Normal (arrIndice[j]);
186 Normals->SetValue (anInd + 0 + j*3,
187 Standard_ShortReal (aNormal.X ()));
188 Normals->SetValue (anInd + 1 + j*3,
189 Standard_ShortReal (aNormal.Y ()));
190 Normals->SetValue (anInd + 2 + j*3,
191 Standard_ShortReal (aNormal.Z ()));
199 aTriangulation->SetNormals(Normals);
202 myIsModified = Standard_False;
207 //=======================================================================
208 //function : VrmlData_IndexedFaceSet::Clone
210 //=======================================================================
212 Handle(VrmlData_Node) VrmlData_IndexedFaceSet::Clone
213 (const Handle(VrmlData_Node)& theOther) const
215 Handle(VrmlData_IndexedFaceSet) aResult =
216 Handle(VrmlData_IndexedFaceSet)::DownCast (VrmlData_Node::Clone(theOther));
217 if (aResult.IsNull())
219 new VrmlData_IndexedFaceSet(theOther.IsNull()? Scene(): theOther->Scene(),
222 if (&aResult->Scene() == &Scene()) {
223 aResult->SetCoordinates (myCoords);
224 aResult->SetNormals (myNormals);
225 aResult->SetColors (myColors);
226 aResult->SetPolygons (myNbPolygons, myArrPolygons);
227 aResult->SetNormalInd (myNbNormals, myArrNormalInd);
228 aResult->SetColorInd (myNbColors, myArrColorInd);
229 aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
231 // Create a dummy node to pass the different Scene instance to methods Clone
232 const Handle(VrmlData_UnknownNode) aDummyNode =
233 new VrmlData_UnknownNode (aResult->Scene());
234 if (myCoords.IsNull() == Standard_False)
235 aResult->SetCoordinates (Handle(VrmlData_Coordinate)::DownCast
236 (myCoords->Clone (aDummyNode)));
237 if (myNormals.IsNull() == Standard_False)
238 aResult->SetNormals (Handle(VrmlData_Normal)::DownCast
239 (myNormals->Clone (aDummyNode)));
240 if (myColors.IsNull() == Standard_False)
241 aResult->SetColors (Handle(VrmlData_Color)::DownCast
242 (myColors->Clone (aDummyNode)));
243 //TODO: Replace the following lines with the relevant copying
244 aResult->SetPolygons (myNbPolygons, myArrPolygons);
245 aResult->SetNormalInd (myNbNormals, myArrNormalInd);
246 aResult->SetColorInd (myNbColors, myArrColorInd);
247 aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
249 aResult->SetNormalPerVertex (myNormalPerVertex);
250 aResult->SetColorPerVertex (myColorPerVertex);
254 //=======================================================================
255 //function : VrmlData_IndexedFaceSet::Read
257 //=======================================================================
259 VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Read(VrmlData_InBuffer& theBuffer)
261 VrmlData_ErrorStatus aStatus;
262 const VrmlData_Scene& aScene = Scene();
263 while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
265 if (OK(aStatus, VrmlData_Faceted::readData (theBuffer)))
267 if (aStatus != VrmlData_EmptyData)
269 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorPerVertex"))
270 aStatus = ReadBoolean (theBuffer, myColorPerVertex);
271 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalPerVertex"))
272 aStatus = ReadBoolean (theBuffer, myNormalPerVertex);
273 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coordIndex"))
274 aStatus = aScene.ReadArrIndex (theBuffer, myArrPolygons, myNbPolygons);
275 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorIndex"))
276 aStatus = aScene.ReadArrIndex (theBuffer, myArrColorInd, myNbColors);
277 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalIndex"))
278 aStatus = aScene.ReadArrIndex (theBuffer, myArrNormalInd, myNbNormals);
279 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoordIndex"))
280 aStatus = aScene.ReadArrIndex (theBuffer, myArrTextureInd, myNbTextures);
281 // These four checks should be the last one to avoid their interference
282 // with the other tokens (e.g., coordIndex)
283 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoord"))
284 aStatus = ReadNode (theBuffer, myTxCoords,
285 STANDARD_TYPE(VrmlData_TextureCoordinate));
286 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "color"))
287 aStatus = ReadNode (theBuffer, myColors,
288 STANDARD_TYPE(VrmlData_Color));
289 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coord"))
290 aStatus = ReadNode (theBuffer, myCoords,
291 STANDARD_TYPE(VrmlData_Coordinate));
292 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normal"))
293 aStatus = ReadNode (theBuffer, myNormals,
294 STANDARD_TYPE(VrmlData_Normal));
298 // Read the terminating (closing) brace
299 if (OK(aStatus) || aStatus == VrmlData_EmptyData)
300 if (OK(aStatus, readBrace (theBuffer))) {
307 // //=======================================================================
308 // //function : dummyReadBrackets
309 // //purpose : static (local) function
310 // //=======================================================================
312 // VrmlData_ErrorStatus dummyReadBrackets (VrmlData_InBuffer& theBuffer)
314 // VrmlData_ErrorStatus aStatus;
315 // Standard_Integer aLevelCounter (0);
316 // // This loop searches for any opening bracket.
317 // // Such bracket increments the level counter. A closing bracket decrements
318 // // the counter. The loop terminates when the counter becomes zero.
319 // while ((aStatus = VrmlData_Scene::ReadLine(theBuffer)) == VrmlData_StatusOK)
322 // while ((aChar = theBuffer.LinePtr[0]) != '\0') {
323 // theBuffer.LinePtr++;
324 // if (aChar == '[') {
327 // } else if (aChar == ']') {
332 // if (aLevelCounter <= 0)
338 //=======================================================================
339 //function : IsDefault
341 //=======================================================================
343 Standard_Boolean VrmlData_IndexedFaceSet::IsDefault () const
345 Standard_Boolean aResult (Standard_True);
347 aResult = Standard_False;
348 else if (myCoords.IsNull() == Standard_False)
349 aResult = myCoords->IsDefault();
353 //=======================================================================
356 //=======================================================================
358 VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Write
359 (const char * thePrefix) const
361 static char header[] = "IndexedFaceSet {";
362 const VrmlData_Scene& aScene = Scene();
363 VrmlData_ErrorStatus aStatus;
364 if (OK (aStatus, aScene.WriteLine (thePrefix, header, GlobalIndent()))) {
366 // Write the attributes of interface "VrmlData_Faceted"
367 if (IsCCW() == Standard_False)
368 aStatus = aScene.WriteLine ("ccw FALSE");
369 if (OK(aStatus) && IsSolid() == Standard_False)
370 aStatus = aScene.WriteLine ("solid FALSE");
371 if (OK(aStatus) && IsConvex() == Standard_False)
372 aStatus = aScene.WriteLine ("convex FALSE");
373 if (OK(aStatus) && CreaseAngle() > Precision::Confusion()) {
375 Sprintf (buf, "%.9g", CreaseAngle());
376 aStatus = aScene.WriteLine ("creaseAngle", buf);
379 if (OK(aStatus) && myCoords.IsNull() == Standard_False)
380 aStatus = aScene.WriteNode ("coord", myCoords);
382 aStatus = aScene.WriteArrIndex ("coordIndex", myArrPolygons,myNbPolygons);
384 if (OK(aStatus) && myNormalPerVertex == Standard_False)
385 aStatus = aScene.WriteLine ("normalPerVertex FALSE");
386 if (OK(aStatus) && myNormals.IsNull() == Standard_False)
387 aStatus = aScene.WriteNode ("normal", myNormals);
389 aStatus = aScene.WriteArrIndex ("normalIndex",myArrNormalInd,myNbNormals);
391 if (OK(aStatus) && myColorPerVertex == Standard_False)
392 aStatus = aScene.WriteLine ("colorPerVertex FALSE");
393 if (OK(aStatus) && myColors.IsNull() == Standard_False)
394 aStatus = aScene.WriteNode ("color", myColors);
396 aStatus = aScene.WriteArrIndex ("colorIndex", myArrColorInd, myNbColors);
398 if (OK(aStatus) && myTxCoords.IsNull() == Standard_False)
399 aStatus = aScene.WriteNode ("texCoord", myTxCoords);
401 aStatus = aScene.WriteArrIndex ("texCoordIndex", myArrTextureInd,
404 aStatus = WriteClosing();
409 //=======================================================================
410 //function : GetColor
412 //=======================================================================
414 Quantity_Color VrmlData_IndexedFaceSet::GetColor
415 (const Standard_Integer /*iFace*/,
416 const Standard_Integer /*iVertex*/)
419 return Quantity_NOC_BLACK;