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) anArray =
new Graphic3d_ArrayOfTriangles ( myNbNodes, //maxVertexs
Standard_Integer j;
Standard_Real ambient = aspect->FrontMaterial().Ambient();
- for ( i = nodes.Lower(); i<= nodes.Upper(); i++ ){
- if( myFlagColor == 1 )
- anArray->AddVertex( nodes(i), AttenuateColor(myColor->Value(i),ambient));
- if( myFlagColor == 0 )
- anArray->AddVertex( nodes(i) );
- j = (i - nodes.Lower()) * 3;
- anArray->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};