// Created on: 2007-08-04 // Created by: Alexander GRIGORIEV // Copyright (c) 2007-2014 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 VrmlData_ShapeConvert_HeaderFile #define VrmlData_ShapeConvert_HeaderFile #include #include #include #include class VrmlData_Scene; class VrmlData_Coordinate; class TopoDS_Face; class Poly_Polygon3D; class Poly_Triangulation; /** * Algorithm converting one shape or a set of shapes to VrmlData_Scene. */ class VrmlData_ShapeConvert { public: typedef struct { TCollection_AsciiString Name; TopoDS_Shape Shape; Handle(VrmlData_Node) Node; } ShapeData; // ---------- PUBLIC METHODS ---------- /** * Constructor. * @param theScene * Scene receiving all Vrml data. * @param theScale * Scale factor, considering that VRML standard specifies coordinates in * meters. So if your data are in mm, you should provide theScale=0.001 */ inline VrmlData_ShapeConvert (VrmlData_Scene& theScene, const Standard_Real theScale = 1.) : myScene (theScene), myScale (theScale) {} /** * Add one shape to the internal list, may be called several times with * different shapes. */ Standard_EXPORT void AddShape (const TopoDS_Shape& theShape, const char * theName = 0L); /** * Convert all accumulated shapes and store them in myScene. * The internal data structures are cleared in the end of convertion. * @param theExtractFaces * If True, converter extracst faces from the shapes. * @param theExtractEdges * If True, converter extracts edges from the shapes. * @param theDeflection * Deflection for tessellation of geometrical lines/surfaces. Existing mesh * is used if its deflection is smaller than the one given by this * parameter. * @param theDeflAngle * Angular deflection for tessellation of geometrical lines. */ Standard_EXPORT void Convert (const Standard_Boolean theExtractFaces, const Standard_Boolean theExtractEdges, const Standard_Real theDeflection = 0.01, const Standard_Real theDeflAngle = 20.*M_PI/180.); //this value of theDeflAngle is used by default //for tesselation while shading (Drawer->HLRAngle()) protected: // ---------- PROTECTED METHODS ---------- Handle(VrmlData_Geometry) triToIndexedFaceSet (const Handle(Poly_Triangulation)&, const TopoDS_Face&, const Handle(VrmlData_Coordinate)&); Handle(VrmlData_Geometry) polToIndexedLineSet (const Handle(Poly_Polygon3D)&); Handle(VrmlData_Appearance) defaultMaterialFace () const; Handle(VrmlData_Appearance) defaultMaterialEdge () const; private: // ---------- PRIVATE FIELDS ---------- VrmlData_Scene& myScene; Standard_Real myScale; NCollection_List myShapes; // ---------- PRIVATE METHODS ---------- void operator= (const VrmlData_ShapeConvert&); }; #endif