-// Copyright (c) 1999-2012 OPEN CASCADE SAS
+// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <AIS_Drawer.hxx>
#include <AIS_Triangulation.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
-#include <Graphic3d_ArrayOfPrimitives.hxx>
IMPLEMENT_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject)
//function : Compute
//purpose :
//=======================================================================
-void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& aPresentationManager,
+void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/,
const Handle(Prs3d_Presentation)& aPresentation,
const Standard_Integer aMode)
{
case 0:
const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
- const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); //Normal
- Standard_Boolean hasVNormals = Standard_False;
- Standard_Boolean hasVColors = Standard_False;
- if( normals.Length() > 0 )
- hasVNormals = Standard_True;
- if( myFlagColor == 1 )
- hasVColors = Standard_True;
+ Standard_Boolean hasVNormals = myTriangulation->HasNormals();
+ Standard_Boolean hasVColors = (myFlagColor == 1);
- Handle(Graphic3d_ArrayOfTriangles) array =
+ Handle(Graphic3d_ArrayOfTriangles) anArray =
new Graphic3d_ArrayOfTriangles ( myNbNodes, //maxVertexs
myNbTriangles * 3,//maxEdges
hasVNormals, //hasVNormals
Standard_Integer j;
Standard_Real ambient = aspect->FrontMaterial().Ambient();
- for ( i = nodes.Lower(); i<= nodes.Upper(); i++ ){
- if( myFlagColor == 1 )
- array->AddVertex( nodes(i), AttenuateColor(myColor->Value(i),ambient));
- if( myFlagColor == 0 )
- array->AddVertex( nodes(i) );
- j = (i - nodes.Lower()) * 3;
- array->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
+ if (hasVNormals)
+ {
+ const TShort_Array1OfShortReal& normals = myTriangulation->Normals();
+ if (hasVColors)
+ {
+ const TColStd_Array1OfInteger& colors = myColor->Array1();
+ for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
+ {
+ j = (i - nodes.Lower()) * 3;
+ anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
+ anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
+ }
+ }
+ else // !hasVColors
+ {
+ for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
+ {
+ j = (i - nodes.Lower()) * 3;
+ anArray->AddVertex(nodes(i));
+ anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
+ }
+ }
+ }
+ else // !hasVNormals
+ {
+ if (hasVColors)
+ {
+ const TColStd_Array1OfInteger& colors = myColor->Array1();
+ for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
+ {
+ anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
+ }
+ }
+ else // !hasVColors
+ {
+ for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
+ {
+ anArray->AddVertex(nodes(i));
+ }
+ }
}
Standard_Integer indexTriangle[3] = {0,0,0};
for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
- array->AddEdge(indexTriangle[0]);
- array->AddEdge(indexTriangle[1]);
- array->AddEdge(indexTriangle[2]);
+ anArray->AddEdge(indexTriangle[0]);
+ anArray->AddEdge(indexTriangle[1]);
+ anArray->AddEdge(indexTriangle[2]);
}
TheGroup->SetPrimitivesAspect(aspect);
- TheGroup->BeginPrimitives();
- TheGroup->AddPrimitiveArray(array);
- TheGroup->EndPrimitives();
+ TheGroup->AddPrimitiveArray(anArray);
break;
}
}
//function : ComputeSelection
//purpose :
//=======================================================================
-void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
+void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/,
const Standard_Integer /*aMode*/)
{