// Created on: 2001-01-04 // Copyright (c) 2001-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_ArrayOfQuadrangleStrips_HeaderFile #define _Graphic3d_ArrayOfQuadrangleStrips_HeaderFile #include //! Contains quadrangles strip array definition. //! WARNING! Quadrangle primitives might be unsupported by graphics library. //! Triangulation should be used instead of quads for better compatibility. class Graphic3d_ArrayOfQuadrangleStrips : public Graphic3d_ArrayOfPrimitives { DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfQuadrangleStrips, Graphic3d_ArrayOfPrimitives) public: //! Creates an array of quadrangle strips, a polygon can be filled as: //! 1) Creating a single strip defined with his vertexes, i.e: //! @code //! myArray = Graphic3d_ArrayOfQuadrangleStrips (7); //! myArray->AddVertex (x1, y1, z1); //! .... //! myArray->AddVertex (x7, y7, z7); //! @endcode //! 2) Creating separate strips defined with a predefined number of strips and the number of vertex per strip, i.e: //! @code //! myArray = Graphic3d_ArrayOfQuadrangleStrips (8, 2); //! myArray->AddBound (4); //! myArray->AddVertex (x1, y1, z1); //! .... //! myArray->AddVertex (x4, y4, z4); //! myArray->AddBound (4); //! myArray->AddVertex (x5, y5, z5); //! .... //! myArray->AddVertex (x8, y8, z8); //! @endcode //! @param theMaxVertexs defines the maximum allowed vertex number in the array //! @param theMaxStrips defines the maximum allowed strip number in the array //! The number of quadrangle really drawn is: VertexNumber()/2 - Min(1, BoundNumber()). Graphic3d_ArrayOfQuadrangleStrips (const Standard_Integer theMaxVertexs, const Standard_Integer theMaxStrips = 0, const Standard_Boolean theHasVNormals = Standard_False, const Standard_Boolean theHasVColors = Standard_False, const Standard_Boolean theHasSColors = Standard_False, const Standard_Boolean theHasVTexels = Standard_False) : Graphic3d_ArrayOfPrimitives (Graphic3d_TOPA_QUADRANGLESTRIPS, theMaxVertexs, theMaxStrips, 0, theHasVNormals, theHasVColors, theHasSColors, theHasVTexels) {} }; DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangleStrips, Graphic3d_ArrayOfPrimitives) #endif // _Graphic3d_ArrayOfQuadrangleStrips_HeaderFile