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 const int nNodes = (int)myCoords->Length();
97 for (i = 0; i < (int)myNbPolygons; i++) {
98 const Standard_Integer * arrIndice;
99 if (Polygon(i, arrIndice) == 3) {
100 //Check indices for out of bound
101 if (arrIndice[0] < 0 ||
102 arrIndice[0] >= nNodes ||
103 arrIndice[1] >= nNodes ||
104 arrIndice[2] >= nNodes)
108 const gp_XYZ aVec[2] = {
109 arrNodes[arrIndice[1]] - arrNodes[arrIndice[0]],
110 arrNodes[arrIndice[2]] - arrNodes[arrIndice[0]]
112 if ((aVec[0] ^ aVec[1]).SquareModulus() >
113 Precision::SquareConfusion())
116 const_cast<Standard_Integer&> (arrIndice[0]) = -1;
120 if (mapNodeId.IsBound (arrIndice[0]) == Standard_False)
121 mapNodeId.Bind (arrIndice[0], 0);
122 if (mapNodeId.IsBound (arrIndice[1]) == Standard_False)
123 mapNodeId.Bind (arrIndice[1], 0);
124 if (mapNodeId.IsBound (arrIndice[2]) == Standard_False)
125 mapNodeId.Bind (arrIndice[2], 0);
127 const Standard_Integer nbNodes (mapNodeId.Extent());
130 myIsModified = Standard_False;
135 Handle(Poly_Triangulation) aTriangulation =
136 new Poly_Triangulation (nbNodes, nTri, Standard_False);
137 Handle(BRep_TFace) aFace = new BRep_TFace();
138 aFace->Triangulation (aTriangulation);
141 // Copy the triangulation vertices
142 TColgp_Array1OfPnt& aNodes = aTriangulation->ChangeNodes();
143 NCollection_DataMap <int, int>::Iterator anIterN(mapNodeId);
144 for (i = 1; anIterN.More(); anIterN.Next()) {
145 const int aKey = anIterN.Key();
146 const gp_XYZ& aNodePnt = arrNodes[aKey];
147 aNodes(i) = gp_Pnt (aNodePnt);
148 anIterN.ChangeValue() = i++;
151 // Copy the triangles. Only the triangle-type polygons are supported.
152 // In this loop we also get rid of any possible degenerated triangles.
153 Poly_Array1OfTriangle& aTriangles = aTriangulation->ChangeTriangles();
155 for (i = 0; i < (int)myNbPolygons; i++) {
156 const Standard_Integer * arrIndice;
157 if (Polygon (i, arrIndice) == 3)
158 if (arrIndice[0] >= 0 &&
159 arrIndice[0] < nNodes &&
160 arrIndice[1] < nNodes &&
161 arrIndice[2] < nNodes) // check to avoid previously skipped faces
162 aTriangles(++nTri).Set (mapNodeId(arrIndice[0]),
163 mapNodeId(arrIndice[1]),
164 mapNodeId(arrIndice[2]));
167 // Normals should be defined; if they are not, compute them
168 if (myNormals.IsNull ()) {
169 //aTriangulation->ComputeNormals();
170 Poly::ComputeNormals(aTriangulation);
173 // Copy the normals. Currently only normals-per-vertex are supported.
174 Handle(TShort_HArray1OfShortReal) Normals =
175 new TShort_HArray1OfShortReal (1, 3*nbNodes);
176 if (myNormalPerVertex) {
177 if (myArrNormalInd == 0L) {
178 NCollection_DataMap <int, int>::Iterator anIterNN (mapNodeId);
179 for (; anIterNN.More (); anIterNN.Next ()) {
180 Standard_Integer anIdx = (anIterNN.Value() - 1) * 3 + 1;
181 const gp_XYZ& aNormal = myNormals->Normal (anIterNN.Key ());
182 Normals->SetValue (anIdx + 0, Standard_ShortReal (aNormal.X ()));
183 Normals->SetValue (anIdx + 1, Standard_ShortReal (aNormal.Y ()));
184 Normals->SetValue (anIdx + 2, Standard_ShortReal (aNormal.Z ()));
189 for (i = 0; i < (int)myNbPolygons; i++)
191 const Standard_Integer * arrNodes;
192 if (Polygon(i, arrNodes) == 3 &&
194 arrNodes[0] < nNodes &&
195 arrNodes[1] < nNodes &&
196 arrNodes[2] < nNodes) // check to avoid previously skipped faces
198 const Standard_Integer * arrIndice;
199 if (IndiceNormals(i, arrIndice) == 3) {
200 for (Standard_Integer j = 0; j < 3; j++) {
201 const gp_XYZ& aNormal = myNormals->Normal (arrIndice[j]);
202 Standard_Integer anInd = arrNodes[j] * 3 + 1;
203 Normals->SetValue (anInd + 0, Standard_ShortReal (aNormal.X()));
204 Normals->SetValue (anInd + 1, Standard_ShortReal (aNormal.Y()));
205 Normals->SetValue (anInd + 2, Standard_ShortReal (aNormal.Z()));
214 aTriangulation->SetNormals(Normals);
217 myIsModified = Standard_False;
222 //=======================================================================
223 //function : VrmlData_IndexedFaceSet::Clone
225 //=======================================================================
227 Handle(VrmlData_Node) VrmlData_IndexedFaceSet::Clone
228 (const Handle(VrmlData_Node)& theOther) const
230 Handle(VrmlData_IndexedFaceSet) aResult =
231 Handle(VrmlData_IndexedFaceSet)::DownCast (VrmlData_Node::Clone(theOther));
232 if (aResult.IsNull())
234 new VrmlData_IndexedFaceSet(theOther.IsNull()? Scene(): theOther->Scene(),
237 if (&aResult->Scene() == &Scene()) {
238 aResult->SetCoordinates (myCoords);
239 aResult->SetNormals (myNormals);
240 aResult->SetColors (myColors);
241 aResult->SetPolygons (myNbPolygons, myArrPolygons);
242 aResult->SetNormalInd (myNbNormals, myArrNormalInd);
243 aResult->SetColorInd (myNbColors, myArrColorInd);
244 aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
246 // Create a dummy node to pass the different Scene instance to methods Clone
247 const Handle(VrmlData_UnknownNode) aDummyNode =
248 new VrmlData_UnknownNode (aResult->Scene());
249 if (myCoords.IsNull() == Standard_False)
250 aResult->SetCoordinates (Handle(VrmlData_Coordinate)::DownCast
251 (myCoords->Clone (aDummyNode)));
252 if (myNormals.IsNull() == Standard_False)
253 aResult->SetNormals (Handle(VrmlData_Normal)::DownCast
254 (myNormals->Clone (aDummyNode)));
255 if (myColors.IsNull() == Standard_False)
256 aResult->SetColors (Handle(VrmlData_Color)::DownCast
257 (myColors->Clone (aDummyNode)));
258 //TODO: Replace the following lines with the relevant copying
259 aResult->SetPolygons (myNbPolygons, myArrPolygons);
260 aResult->SetNormalInd (myNbNormals, myArrNormalInd);
261 aResult->SetColorInd (myNbColors, myArrColorInd);
262 aResult->SetTextureCoordInd (myNbTextures, myArrTextureInd);
264 aResult->SetNormalPerVertex (myNormalPerVertex);
265 aResult->SetColorPerVertex (myColorPerVertex);
269 //=======================================================================
270 //function : VrmlData_IndexedFaceSet::Read
272 //=======================================================================
274 VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Read(VrmlData_InBuffer& theBuffer)
276 VrmlData_ErrorStatus aStatus;
277 const VrmlData_Scene& aScene = Scene();
278 while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
280 if (OK(aStatus, VrmlData_Faceted::readData (theBuffer)))
282 if (aStatus != VrmlData_EmptyData)
284 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorPerVertex"))
285 aStatus = ReadBoolean (theBuffer, myColorPerVertex);
286 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalPerVertex"))
287 aStatus = ReadBoolean (theBuffer, myNormalPerVertex);
288 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coordIndex"))
289 aStatus = aScene.ReadArrIndex (theBuffer, myArrPolygons, myNbPolygons);
290 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "colorIndex"))
291 aStatus = aScene.ReadArrIndex (theBuffer, myArrColorInd, myNbColors);
292 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normalIndex"))
293 aStatus = aScene.ReadArrIndex (theBuffer, myArrNormalInd, myNbNormals);
294 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoordIndex"))
295 aStatus = aScene.ReadArrIndex (theBuffer, myArrTextureInd, myNbTextures);
296 // These four checks should be the last one to avoid their interference
297 // with the other tokens (e.g., coordIndex)
298 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "texCoord"))
299 aStatus = ReadNode (theBuffer, myTxCoords,
300 STANDARD_TYPE(VrmlData_TextureCoordinate));
301 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "color"))
302 aStatus = ReadNode (theBuffer, myColors,
303 STANDARD_TYPE(VrmlData_Color));
304 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "coord"))
305 aStatus = ReadNode (theBuffer, myCoords,
306 STANDARD_TYPE(VrmlData_Coordinate));
307 else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "normal"))
308 aStatus = ReadNode (theBuffer, myNormals,
309 STANDARD_TYPE(VrmlData_Normal));
313 // Read the terminating (closing) brace
314 if (OK(aStatus) || aStatus == VrmlData_EmptyData)
315 if (OK(aStatus, readBrace (theBuffer))) {
322 // //=======================================================================
323 // //function : dummyReadBrackets
324 // //purpose : static (local) function
325 // //=======================================================================
327 // VrmlData_ErrorStatus dummyReadBrackets (VrmlData_InBuffer& theBuffer)
329 // VrmlData_ErrorStatus aStatus;
330 // Standard_Integer aLevelCounter (0);
331 // // This loop searches for any opening bracket.
332 // // Such bracket increments the level counter. A closing bracket decrements
333 // // the counter. The loop terminates when the counter becomes zero.
334 // while ((aStatus = VrmlData_Scene::ReadLine(theBuffer)) == VrmlData_StatusOK)
337 // while ((aChar = theBuffer.LinePtr[0]) != '\0') {
338 // theBuffer.LinePtr++;
339 // if (aChar == '[') {
342 // } else if (aChar == ']') {
347 // if (aLevelCounter <= 0)
353 //=======================================================================
354 //function : IsDefault
356 //=======================================================================
358 Standard_Boolean VrmlData_IndexedFaceSet::IsDefault () const
360 Standard_Boolean aResult (Standard_True);
362 aResult = Standard_False;
363 else if (myCoords.IsNull() == Standard_False)
364 aResult = myCoords->IsDefault();
368 //=======================================================================
371 //=======================================================================
373 VrmlData_ErrorStatus VrmlData_IndexedFaceSet::Write
374 (const char * thePrefix) const
376 static char header[] = "IndexedFaceSet {";
377 const VrmlData_Scene& aScene = Scene();
378 VrmlData_ErrorStatus aStatus;
379 if (OK (aStatus, aScene.WriteLine (thePrefix, header, GlobalIndent()))) {
381 // Write the attributes of interface "VrmlData_Faceted"
382 if (IsCCW() == Standard_False)
383 aStatus = aScene.WriteLine ("ccw FALSE");
384 if (OK(aStatus) && IsSolid() == Standard_False)
385 aStatus = aScene.WriteLine ("solid FALSE");
386 if (OK(aStatus) && IsConvex() == Standard_False)
387 aStatus = aScene.WriteLine ("convex FALSE");
388 if (OK(aStatus) && CreaseAngle() > Precision::Confusion()) {
390 Sprintf (buf, "%.9g", CreaseAngle());
391 aStatus = aScene.WriteLine ("creaseAngle", buf);
394 if (OK(aStatus) && myCoords.IsNull() == Standard_False)
395 aStatus = aScene.WriteNode ("coord", myCoords);
397 aStatus = aScene.WriteArrIndex ("coordIndex", myArrPolygons,myNbPolygons);
399 if (OK(aStatus) && myNormalPerVertex == Standard_False)
400 aStatus = aScene.WriteLine ("normalPerVertex FALSE");
401 if (OK(aStatus) && myNormals.IsNull() == Standard_False)
402 aStatus = aScene.WriteNode ("normal", myNormals);
404 aStatus = aScene.WriteArrIndex ("normalIndex",myArrNormalInd,myNbNormals);
406 if (OK(aStatus) && myColorPerVertex == Standard_False)
407 aStatus = aScene.WriteLine ("colorPerVertex FALSE");
408 if (OK(aStatus) && myColors.IsNull() == Standard_False)
409 aStatus = aScene.WriteNode ("color", myColors);
411 aStatus = aScene.WriteArrIndex ("colorIndex", myArrColorInd, myNbColors);
413 if (OK(aStatus) && myTxCoords.IsNull() == Standard_False)
414 aStatus = aScene.WriteNode ("texCoord", myTxCoords);
416 aStatus = aScene.WriteArrIndex ("texCoordIndex", myArrTextureInd,
419 aStatus = WriteClosing();
424 //=======================================================================
425 //function : GetColor
427 //=======================================================================
429 Quantity_Color VrmlData_IndexedFaceSet::GetColor
430 (const Standard_Integer /*iFace*/,
431 const Standard_Integer /*iVertex*/)
434 return Quantity_NOC_BLACK;