const Standard_Real deltaX = myAttribute->GetDeltaX();
const Standard_Real deltaY = myAttribute->GetDeltaY();
- BRepMeshCol::Array1OfInteger tabvert_corr(1, nbVertices);
+ BRepMesh::Array1OfInteger tabvert_corr(1, nbVertices);
// Check the necessity to fill the map of parameters
const Standard_Boolean useUVParam = (thetype == GeomAbs_Torus ||
aPnt2d = myAttribute->Scale(aPnt2d, Standard_True);
BRepMesh_Vertex v_new(aPnt2d, v.Location3d(), v.Movability());
- const BRepMeshCol::ListOfInteger& alist = myStructure->LinksConnectedTo(i);
+ const BRepMesh::ListOfInteger& alist = myStructure->LinksConnectedTo(i);
aMoveNodes.Add(v_new, alist);
tabvert_corr(i) = i;
}
Standard_Real aDef = -1;
if ( !isaline && myStructure->ElementsOfDomain().Extent() > 0 )
{
- BRepMeshCol::ListOfVertex aNewVertices;
+ BRepMesh::ListOfVertex aNewVertices;
if ( !rajout )
{
aDef = control(aNewVertices, trigu, Standard_True);
const BRepMesh_Vertex& v = myStructure->GetNode(i);
gp_XY aPnt2d = myAttribute->Scale(v.Coord(), Standard_False);
BRepMesh_Vertex v_new(aPnt2d, v.Location3d(), v.Movability());
- const BRepMeshCol::ListOfInteger& alist = myStructure->LinksConnectedTo(i);
+ const BRepMesh::ListOfInteger& alist = myStructure->LinksConnectedTo(i);
aMoveNodes.Add(v_new, alist);
// Register internal nodes used in triangulation
//purpose :
//=======================================================================
Standard_Boolean BRepMesh_FastDiscretFace::addVerticesToMesh(
- const BRepMeshCol::ListOfVertex& theVertices,
- BRepMesh_Delaun& theMeshBuilder)
+ const BRepMesh::ListOfVertex& theVertices,
+ BRepMesh_Delaun& theMeshBuilder)
{
if (theVertices.IsEmpty())
return Standard_False;
- BRepMeshCol::Array1OfVertexOfDelaun aArrayOfNewVertices(1, theVertices.Extent());
- BRepMeshCol::ListOfVertex::Iterator aVertexIt(theVertices);
+ BRepMesh::Array1OfVertexOfDelaun aArrayOfNewVertices(1, theVertices.Extent());
+ BRepMesh::ListOfVertex::Iterator aVertexIt(theVertices);
for (Standard_Integer aVertexId = 0; aVertexIt.More(); aVertexIt.Next())
aArrayOfNewVertices(++aVertexId) = aVertexIt.Value();
//function : insertInternalVertices
//purpose :
//=======================================================================
-static void filterParameters(const BRepMeshCol::IMapOfReal& theParams,
- const Standard_Real theMinDist,
- const Standard_Real theFilterDist,
- BRepMeshCol::SequenceOfReal& theResult)
+static void filterParameters(const BRepMesh::IMapOfReal& theParams,
+ const Standard_Real theMinDist,
+ const Standard_Real theFilterDist,
+ BRepMesh::SequenceOfReal& theResult)
{
// Sort sequence of parameters
- BRepMeshCol::SequenceOfReal aParamTmp;
+ BRepMesh::SequenceOfReal aParamTmp;
Standard_Integer aParamLength = 1;
const Standard_Integer anInitLen = theParams.Extent();
}
void BRepMesh_FastDiscretFace::insertInternalVertices(
- BRepMeshCol::ListOfVertex& theNewVertices,
- BRepMesh_Delaun& theMeshBuilder)
+ BRepMesh::ListOfVertex& theNewVertices,
+ BRepMesh_Delaun& theMeshBuilder)
{
const Handle(BRepAdaptor_HSurface)& gFace = myAttribute->Surface();
switch (gFace->GetType())
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesSphere(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real umax = myAttribute->GetUMax();
const Standard_Real umin = myAttribute->GetUMin();
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesCylinder(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real umax = myAttribute->GetUMax();
const Standard_Real umin = myAttribute->GetUMin();
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesCone(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real umax = myAttribute->GetUMax();
const Standard_Real umin = myAttribute->GetUMin();
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesTorus(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real umax = myAttribute->GetUMax();
const Standard_Real umin = myAttribute->GetUMin();
Standard_Real pp, pasu, pasv;
Standard_Real r = T.MinorRadius(), R = T.MajorRadius();
- BRepMeshCol::SequenceOfReal ParamU, ParamV;
+ BRepMesh::SequenceOfReal ParamU, ParamV;
Standard_Real Du, Dv;//, pasu, pasv;
Dv = Max(1.0e0 - (aDefFace / r), 0.0e0);
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesBSpline(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real aRange[2][2] = {
{ myAttribute->GetUMax(), myAttribute->GetUMin() },
const Standard_Real aDefFace = myAttribute->GetDefFace();
const Handle(BRepAdaptor_HSurface)& gFace = myAttribute->Surface();
- BRepMeshCol::SequenceOfReal aParams[2];
+ BRepMesh::SequenceOfReal aParams[2];
for (Standard_Integer i = 0; i < 2; ++i)
{
Standard_Boolean isU = (i == 0);
const Standard_Real aSqPrecision = aPrecision * aPrecision;
for (Standard_Integer k = 0; k < 2; ++k)
{
- BRepMeshCol::SequenceOfReal& aParams1 = aParams[k];
- BRepMeshCol::SequenceOfReal& aParams2 = aParams[(k + 1) % 2];
+ BRepMesh::SequenceOfReal& aParams1 = aParams[k];
+ BRepMesh::SequenceOfReal& aParams2 = aParams[(k + 1) % 2];
const Standard_Boolean isU = (k == 0);
Standard_Integer aStartIndex, aEndIndex;
if (isU)
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertInternalVerticesOther(
- BRepMeshCol::ListOfVertex& theNewVertices)
+ BRepMesh::ListOfVertex& theNewVertices)
{
const Standard_Real aAngle = 0.35;
const Standard_Real aRange[2][2] = {
const Standard_Real aDefFace = myAttribute->GetDefFace();
const Handle(BRepAdaptor_HSurface)& gFace = myAttribute->Surface();
- BRepMeshCol::SequenceOfReal aParams[2];
+ BRepMesh::SequenceOfReal aParams[2];
const Standard_Integer aIsoPointsNb = 11;
for (Standard_Integer k = 0; k < 2; ++k)
{
}
}
- BRepMeshCol::SequenceOfReal& aParams2 = aParams[aOtherParamsIndex];
- GCPnts_TangentialDeflection& aDIso = aDiscretIso[aMaxIndex];
+ BRepMesh::SequenceOfReal& aParams2 = aParams[aOtherParamsIndex];
+ GCPnts_TangentialDeflection& aDIso = aDiscretIso[aMaxIndex];
for (Standard_Integer i = 1; i <= aMaxPointsNb; ++i)
aParams2.Append(aDIso.Parameter(i));
//purpose :
//=======================================================================
Standard_Real BRepMesh_FastDiscretFace::control(
- BRepMeshCol::ListOfVertex& theNewVertices,
- BRepMesh_Delaun& theTrigu,
- const Standard_Boolean theIsFirst)
+ BRepMesh::ListOfVertex& theNewVertices,
+ BRepMesh_Delaun& theTrigu,
+ const Standard_Boolean theIsFirst)
#define CHECK_DEF_AND_INSERT_CURRENT(isSkipped) \
if (aSqDef > aMaxSqDef) \
aBSpline = gFace->BSpline();
NCollection_DataMap<Standard_Integer, gp_Dir> aNorMap;
- BRepMeshCol::MapOfIntegerInteger aStatMap;
+ BRepMesh::MapOfIntegerInteger aStatMap;
NCollection_Map<BRepMesh_OrientedEdge> aCouples(3 * aTrianglesNb);
// Perform refinement passes
break;
// Iterate on current triangles
- const BRepMeshCol::MapOfInteger& aTriangles = myStructure->ElementsOfDomain();
- BRepMeshCol::MapOfInteger::Iterator aTriangleIt(aTriangles);
+ const BRepMesh::MapOfInteger& aTriangles = myStructure->ElementsOfDomain();
+ BRepMesh::MapOfInteger::Iterator aTriangleIt(aTriangles);
for (; aTriangleIt.More(); aTriangleIt.Next())
{
const Standard_Integer aTriangleId = aTriangleIt.Key();
gp_Pnt2d aPnt2d = BRep_Tool::Parameters(theVertex, myAttribute->Face());
- N_HANDLE<FixedVExplorer> aFixedVExplorer = new FixedVExplorer(theVertex);
+ NCollection_Handle<FixedVExplorer> aFixedVExplorer = new FixedVExplorer(theVertex);
Standard_Integer aIndex = myAttribute->GetVertexIndex(aFixedVExplorer);
gp_XY anUV = BRepMesh_ShapeTool::FindUV(aIndex, aPnt2d,
theVertex, BRep_Tool::Tolerance(theVertex), myAttribute);
//purpose :
//=======================================================================
void BRepMesh_FastDiscretFace::insertVertex(
- const gp_Pnt& thePnt3d,
- const gp_XY& theUV,
- BRepMeshCol::ListOfVertex& theVertices)
+ const gp_Pnt& thePnt3d,
+ const gp_XY& theUV,
+ BRepMesh::ListOfVertex& theVertices)
{
Standard_Integer aNbLocat = myAttribute->LastPointId();
mySurfacePoints->Bind(++aNbLocat, thePnt3d);