#include <BRepExtrema_TriangleSet.hxx>
#include <BRep_Tool.hxx>
-#include <BRepAdaptor_Surface.hxx>
#include <BVH_LinearBuilder.hxx>
#include <Poly_Triangulation.hxx>
-#include <TColgp_Array1OfPnt2d.hxx>
IMPLEMENT_STANDARD_RTTIEXT(BRepExtrema_TriangleSet, BVH_PrimitiveSet3d)
BVH_Array4i anEmptyTriangles;
myTriangles.swap (anEmptyTriangles);
- BVH_Array2d anEmptyVertUVArray;
- myVertUVArray.swap (anEmptyVertUVArray);
-
BVH_Array3d anEmptyVertexArray;
myVertexArray.swap (anEmptyVertexArray);
}
return Standard_False;
}
- BRepAdaptor_Surface aFaceAdaptor (theFaces (aFaceIdx), Standard_False);
-
const Standard_Integer aVertOffset =
static_cast<Standard_Integer> (myVertexArray.size()) - 1;
myVertexArray.push_back (BVH_Vec3d (aVertex.X(),
aVertex.Y(),
aVertex.Z()));
-
- const Standard_Real aU = aTriangulation->UVNodes().Value (aVertIdx).X();
- const Standard_Real aV = aTriangulation->UVNodes().Value (aVertIdx).Y();
-
- myVertUVArray.push_back (BVH_Vec2d (aU, aV));
}
for (Standard_Integer aTriIdx = 1; aTriIdx <= aTriangulation->NbTriangles(); ++aTriIdx)
//! Array of vertex indices.
BVH_Array4i myTriangles;
- //! Array of vertex UV params.
- BVH_Array2d myVertUVArray;
-
//! Array of vertex coordinates.
BVH_Array3d myVertexArray;
--- /dev/null
+puts "========"
+puts "0030829: BRepExtrema_ShapeProximity crashes with shape from STL/WRL"
+puts "========"
+puts ""
+
+pload XSDRAW
+
+box b 10 10 10
+pcylinder c 5 10
+incmesh b 0.1
+incmesh c 0.1
+
+writestl b ${imagedir}/${test_image}_b.stl
+writestl c ${imagedir}/${test_image}_c.stl
+readstl b ${imagedir}/${test_image}_b.stl
+readstl c ${imagedir}/${test_image}_c.stl
+file delete ${imagedir}/${test_image}_b.stl
+file delete ${imagedir}/${test_image}_c.stl
+
+proximity b c