//and all the polygons on the triangulations of the edges
BRepTools::Clean(aShape);
// adds a triangulation of the shape aShape with the deflection aDeflection
- BRepMesh::Mesh(aShape,aDeflection);
+ BRepMesh_IncrementalMesh(aShape,aDeflection);
Standard_Integer aIndex = 1, nbNodes = 0;
#include <Aspect_Window.hxx>
#include <Aspect_Background.hxx>
+#include <BRepMesh_IncrementalMesh.hxx>
#include <BRepAlgo.hxx>
#include <BRep_Builder.hxx>
#include <BRepBuilderAPI_MakeVertex.hxx>
#include <BndLib_Add3dCurve.hxx>
#include <BndLib_AddSurface.hxx>
#include <BRep_Tool.hxx>
-#include <BRepMesh.hxx>
#include <DsgPrs_LengthPresentation.hxx>
#include <FairCurve_Batten.hxx>
#include "BRepPrimAPI_MakeSphere.hxx"
#include "gp_Pnt.hxx"
#include "BRepAlgoAPI_Cut.hxx"
-#include "BRepMesh.hxx"
#include "TopExp_Explorer.hxx"
#include "TopoDS_Face.hxx"
#include "TopLoc_Location.hxx"
#include "BRepBuilderAPI_MakeVertex.hxx"
#include "TopoDS.hxx"
#include "BRepTools.hxx"
+#include "BRepMesh_IncrementalMesh.hxx"
#include <UnitsAPI.hxx>
#include <BRep_Builder.hxx>
#include <BRepTools.hxx>
#include <BRep_Tool.hxx>
-#include <BRepMesh.hxx>
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <BRepBuilderAPI_MakeVertex.hxx>
+#include <BRepMesh_IncrementalMesh.hxx>
#include <TopExp_Explorer.hxx>
#include <TopLoc_Location.hxx>
//==========================================================================
BRepTools::Clean(aShape);
- BRepMesh::Mesh(aShape,aDeflection);
+ BRepMesh_IncrementalMesh(aShape,aDeflection);
BRep_Builder aBuilder,aBuild1,aBuild2;
TopoDS_Compound aCompound,aComp1,aComp2;
TopoDS_Shape theBox = BRepPrimAPI_MakeBox(200,60,60);
TopoDS_Shape theSphere = BRepPrimAPI_MakeSphere(gp_Pnt(100,20,20),80);
TopoDS_Shape ShapeFused = BRepAlgoAPI_Fuse(theSphere,theBox);
- BRepMesh::Mesh(ShapeFused,1);
+ BRepMesh_IncrementalMesh(ShapeFused,1);
Handle (AIS_Shape) aSection = new AIS_Shape(ShapeFused);
myAISContext->SetDisplayMode(aSection,1);
TopoDS_Shape theBox = BRepPrimAPI_MakeBox(200,60,60);
TopoDS_Shape theSphere = BRepPrimAPI_MakeSphere(gp_Pnt(100,20,20),80);
TopoDS_Shape ShapeFused = BRepAlgoAPI_Fuse(theSphere,theBox);
-BRepMesh::Mesh(ShapeFused,1);
+BRepMesh_IncrementalMesh(ShapeFused,1);
Handle (AIS_Shape) aSection = new AIS_Shape(ShapeFused);
myAISContext->SetDisplayMode(aSection,1);
TopoDS_Shape theBox = BRepPrimAPI_MakeBox(200,60,60);
TopoDS_Shape theSphere = BRepPrimAPI_MakeSphere(gp_Pnt(100,20,20),80);
TopoDS_Shape ShapeFused = BRepAlgoAPI_Fuse(theSphere,theBox);
-BRepMesh::Mesh(ShapeFused,1);
+BRepMesh_IncrementalMesh(ShapeFused,1);
Handle (AIS_Shape) aSection = new AIS_Shape(ShapeFused);
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <PrsMgr_PresentationManager3d.hxx>
-#include <BRepMesh.hxx>
#include <StdPrs_ToolShadedShape.hxx>
#include <Poly_Connect.hxx>
#include <TColgp_Array1OfPnt.hxx>
#include <Graphic3d_Array1OfVertex.hxx>
#include <Aspect_Array1OfEdge.hxx>
#include <Quantity_Color.hxx>
+#include <BRepMesh_IncrementalMesh.hxx>
#include <AIS_GraphicTool.hxx>
myAspect->SetEdgeOn();
myDeflection = AIS_Shape::GetDeflection(myShape,myDrawer);
- BRepMesh::Mesh(myShape,myDeflection);
+ BRepMesh_IncrementalMesh(myShape,myDeflection);
myX1OnOff = Standard_False;
myXBlueOnOff = Standard_False;
cout <<"Deflection = " << myDeflection << "\n" << endl;
#endif
- StdPrs_ToolShadedShape SST;
-
Standard_Integer NumFace;
TopExp_Explorer ExpFace;
{
// triangles(nt).Get(n1,n2,n3); // le triangle est n1,n2,n3
- if (SST.Orientation(myFace) == TopAbs_REVERSED) // si la face est "reversed"
+ if (myFace.Orientation() == TopAbs_REVERSED) // si la face est "reversed"
triangles(nt).Get(n1,n3,n2); // le triangle est n1,n3,n2
else
triangles(nt).Get(n1,n2,n3); // le triangle est n1,n2,n3
const Poly_Array1OfTriangle& triangles = myT->Triangles();
TColgp_Array1OfDir myNormal(Nodes.Lower(), Nodes.Upper());
- SST.Normal(myFace, pc, myNormal);
+ StdPrs_ToolShadedShape::Normal(myFace, pc, myNormal);
BRepTools::UVBounds(myFace,Umin, Umax, Vmin, Vmax);
dUmax = (Umax - Umin);
dVmax = (Vmax - Vmin);
for (nt = 1; nt <= nnn; nt++)
{
// triangles(nt).Get(n1,n2,n3); // le triangle est n1,n2,n3
- if (SST.Orientation(myFace) == TopAbs_REVERSED) // si la face est "reversed"
+ if (myFace.Orientation() == TopAbs_REVERSED) // si la face est "reversed"
triangles(nt).Get(n1,n3,n2); // le triangle est n1,n3,n2
else
triangles(nt).Get(n1,n2,n3); // le triangle est n1,n2,n3
#ifdef DEBUG
cout << "On traite actuellement le triangle : "<< nt <<"\n";
#endif
- if (SST.Orientation(myFace) == TopAbs_REVERSED) // si la face est "reversed"
+ if (myFace.Orientation() == TopAbs_REVERSED) // si la face est "reversed"
triangles(nt).Get(n1,n3,n2); // le triangle est n1,n3,n2
else
triangles(nt).Get(n1,n2,n3); // le triangle est n1,n2,n3
//! Checks back faces visibility for specified shape (to activate back-face culling). <br>
//! @return true if shape is closed Solid or compound of closed Solids. <br>
- static Standard_Boolean IsClosed(const TopoDS_Shape& theShape);
+ Standard_EXPORT static Standard_Boolean IsClosed(const TopoDS_Shape& theShape);
- static Handle_Poly_Triangulation Triangulation(const TopoDS_Face& aFace,
+ Standard_EXPORT static Handle_Poly_Triangulation Triangulation(const TopoDS_Face& aFace,
TopLoc_Location& loc);
- static void Normal(const TopoDS_Face& aFace,
- Poly_Connect& PC,
- TColgp_Array1OfDir& Nor);
+ Standard_EXPORT static void Normal(const TopoDS_Face& aFace,
+ Poly_Connect& PC,
+ TColgp_Array1OfDir& Nor);
};
#endif