// Created on: 2006-05-26 // Created by: Alexander GRIGORIEV // Copyright (c) 2006-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // 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. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef VrmlData_IndexedFaceSet_HeaderFile #define VrmlData_IndexedFaceSet_HeaderFile #include "VrmlData_Faceted.hxx" #include "VrmlData_Coordinate.hxx" #include "VrmlData_Normal.hxx" #include "VrmlData_Color.hxx" #include "VrmlData_TextureCoordinate.hxx" #include "gp_XYZ.hxx" #include "Quantity_Color.hxx" /** * Implementation of IndexedFaceSet node */ class VrmlData_IndexedFaceSet : public VrmlData_Faceted { public: // ---------- PUBLIC METHODS ---------- /** * Empty constructor */ inline VrmlData_IndexedFaceSet() : myArrPolygons(0L), myArrNormalInd(0L), myArrColorInd(0L), myArrTextureInd(0L), myNbPolygons(0), myNbNormals(0), myNbColors(0), myNbTextures(0), myNormalPerVertex(Standard_True), myColorPerVertex(Standard_True) { } /** * Constructor */ inline VrmlData_IndexedFaceSet(const VrmlData_Scene& theScene, const char* theName, const Standard_Boolean isCCW = Standard_True, const Standard_Boolean isSolid = Standard_True, const Standard_Boolean isConvex = Standard_True, const Standard_Real theCreaseAngle = 0.) : VrmlData_Faceted(theScene, theName, isCCW, isSolid, isConvex, theCreaseAngle), myArrPolygons(0L), myArrNormalInd(0L), myArrColorInd(0L), myArrTextureInd(0L), myNbPolygons(0), myNbNormals(0), myNbColors(0), myNbTextures(0), myNormalPerVertex(Standard_True), myColorPerVertex(Standard_True) { } /** * Query the Normals. */ inline const Handle(VrmlData_Normal)& Normals() const { return myNormals; } /** * Query the Colors. */ inline const Handle(VrmlData_Color)& Colors() const { return myColors; } /** * Query the Texture Coordinates. */ inline const Handle(VrmlData_TextureCoordinate)& TextureCoords() const { return myTxCoords; } // ======================================================================== // =========================== TRIANGULATION GRID ========================= /** * Query the Coordinates. */ inline const Handle(VrmlData_Coordinate)& Coordinates() const { return myCoords; } /** * Query the array of polygons */ inline size_t Polygons(const Standard_Integer**& arrPolygons) const { arrPolygons = myArrPolygons; return myNbPolygons; } /** * Query one polygon. * @param iFace * rank of the polygon [0 .. N-1] * @param outIndice * [out] array of vertex indice * @return * number of vertice in the polygon - the dimension of outIndice array */ inline Standard_Integer Polygon(const Standard_Integer iFace, const Standard_Integer*& outIndice) { return *(outIndice = myArrPolygons[iFace])++; } /** * Set the nodes */ inline void SetCoordinates(const Handle(VrmlData_Coordinate)& theCoord) { myCoords = theCoord; } /** * Set the polygons */ inline void SetPolygons(const Standard_Size nPolygons, const Standard_Integer** thePolygons) { myNbPolygons = nPolygons; myArrPolygons = thePolygons; } // ======================================================================== // ================================ NORMALS =============================== /** * Query the array of normal indice * @param arrNormalInd * [out] array of normalIndex as it is described in VRML2.0 spec * @return * Number of integers in the array arrNormalInd. */ inline size_t ArrayNormalInd(const Standard_Integer**& arrNormalInd) const { arrNormalInd = myArrNormalInd; return myNbNormals; } /** * Query normals indice for one face. This method should be called after * checking myArrNormalInd != NULL, otherwise exception will be thrown. * @param iFace * rank of the face [0 .. N-1] * @param outIndice * [out] array of normals indice * @return * number of indice in the array - the dimension of outIndice array */ inline Standard_Integer IndiceNormals(const Standard_Integer iFace, const Standard_Integer*& outIndice) { return *(outIndice = myArrNormalInd[iFace])++; } /** * Query a normal for one node in the given element. The normal is * interpreted according to fields myNormals, myArrNormalInd, * myNormalPerVertex, as defined in VRML 2.0. * @param iFace * rank of the polygon [0 .. N-1] * @param iVertex * rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored * if (myNormalPerVertex == False) * @return * Normal vector; if the normal is indefinite then returns (0., 0., 0.) */ Standard_EXPORT gp_XYZ GetNormal(const Standard_Integer iFace, const Standard_Integer iVertex); /** * Set the normals array of indice */ inline void SetNormalInd(const Standard_Size nIndice, const Standard_Integer** theIndice) { myNbNormals = nIndice; myArrNormalInd = theIndice; } /** * Set the normals node */ inline void SetNormals(const Handle(VrmlData_Normal)& theNormals) { myNormals = theNormals; } /** * Set the boolean value "normalPerVertex" */ inline void SetNormalPerVertex(const Standard_Boolean isNormalPerVertex) { myNormalPerVertex = isNormalPerVertex; } // ======================================================================== // ================================ COLORS ================================ /** * Query the array of color indice * @param arrColorInd * [out] array of colorIndex as it is described in VRML2.0 spec * @return * Number of integers in the array arrColorInd. */ inline size_t ArrayColorInd(const Standard_Integer**& arrColorInd) const { arrColorInd = myArrColorInd; return myNbColors; } /** * Query a color for one node in the given element. The color is * interpreted according to fields myColors, myArrColorInd, * myColorPerVertex, as defined in VRML 2.0. * @param iFace * rank of the polygon [0 .. N-1] * @param iVertex * rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored * if (myColorPerVertex == False) * @return * Color value (RGB); if the color is indefinite then returns (0., 0., 0.) */ Standard_EXPORT Quantity_Color GetColor(const Standard_Integer iFace, const Standard_Integer iVertex); /** * Set the colors array of indice */ inline void SetColorInd(const Standard_Size nIndice, const Standard_Integer** theIndice) { myNbColors = nIndice; myArrColorInd = theIndice; } /** * Set the Color node */ inline void SetColors(const Handle(VrmlData_Color)& theColors) { myColors = theColors; } /** * Set the boolean value "colorPerVertex" */ inline void SetColorPerVertex(const Standard_Boolean isColorPerVertex) { myColorPerVertex = isColorPerVertex; } // ======================================================================== // ========================== TEXTURE COIRDINATES ========================= /** * Query the array of texture coordinate indice * @param arrTextureCoordInd * [out] array of texCoordIndex as it is described in VRML2.0 spec * @return * Number of integers in the array texCoordIndex. */ inline size_t ArrayTextureCoordInd(const Standard_Integer**& arrTextureCoordInd) const { arrTextureCoordInd = myArrTextureInd; return myNbTextures; } /** * Set the TexCoordiante array of indice */ inline void SetTextureCoordInd(const Standard_Size nIndice, const Standard_Integer** theIndice) { myNbTextures = nIndice; myArrTextureInd = theIndice; } /** * Set the Texture Coordinate node */ inline void SetTextureCoords(const Handle(VrmlData_TextureCoordinate)& tc) { myTxCoords = tc; } /** * Query the shape. This method checks the flag myIsModified; if True it * should rebuild the shape presentation. */ Standard_EXPORT virtual const Handle(TopoDS_TShape)& TShape() Standard_OVERRIDE; /** * Create a copy of this node. * If the parameter is null, a new copied node is created. Otherwise new node * is not created, but rather the given one is modified. */ Standard_EXPORT virtual Handle(VrmlData_Node) Clone(const Handle(VrmlData_Node)& theOther) const Standard_OVERRIDE; /** * Read the Node from input stream. */ Standard_EXPORT virtual VrmlData_ErrorStatus Read(VrmlData_InBuffer& theBuffer) Standard_OVERRIDE; /** * Write the Node to output stream. */ Standard_EXPORT virtual VrmlData_ErrorStatus Write(const char* thePrefix) const Standard_OVERRIDE; /** * Returns True if the node is default, so that it should not be written. */ Standard_EXPORT virtual Standard_Boolean IsDefault() const Standard_OVERRIDE; protected: // ---------- PROTECTED METHODS ---------- // /** // * If the normals are not defined, here we compute them from the polygons. // * @param theArray // * Array of float values having length: // */ // Standard_EXPORT void // computeNormals (Standard_ShortReal * theArray); private: // ---------- PRIVATE FIELDS ---------- Handle(VrmlData_Coordinate) myCoords; Handle(VrmlData_Normal) myNormals; Handle(VrmlData_Color) myColors; Handle(VrmlData_TextureCoordinate) myTxCoords; const Standard_Integer** myArrPolygons; const Standard_Integer** myArrNormalInd; const Standard_Integer** myArrColorInd; const Standard_Integer** myArrTextureInd; Standard_Size myNbPolygons; Standard_Size myNbNormals; Standard_Size myNbColors; Standard_Size myNbTextures; Standard_Boolean myNormalPerVertex; Standard_Boolean myColorPerVertex; public: // Declaration of CASCADE RTTI DEFINE_STANDARD_RTTIEXT(VrmlData_IndexedFaceSet, VrmlData_Faceted) }; // Definition of HANDLE object using Standard_DefineHandle.hxx DEFINE_STANDARD_HANDLE(VrmlData_IndexedFaceSet, VrmlData_Faceted) #endif