354 lines
11 KiB
C++
354 lines
11 KiB
C++
// Created on: 2006-05-26
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// Created by: Alexander GRIGORIEV
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// Copyright (c) 2006-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef VrmlData_IndexedFaceSet_HeaderFile
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#define VrmlData_IndexedFaceSet_HeaderFile
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#include "VrmlData_Faceted.hxx"
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#include "VrmlData_Coordinate.hxx"
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#include "VrmlData_Normal.hxx"
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#include "VrmlData_Color.hxx"
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#include "VrmlData_TextureCoordinate.hxx"
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#include "gp_XYZ.hxx"
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#include "Quantity_Color.hxx"
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/**
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* Implementation of IndexedFaceSet node
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*/
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class VrmlData_IndexedFaceSet : public VrmlData_Faceted
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{
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public:
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// ---------- PUBLIC METHODS ----------
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/**
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* Empty constructor
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*/
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inline VrmlData_IndexedFaceSet()
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: myArrPolygons(0L),
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myArrNormalInd(0L),
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myArrColorInd(0L),
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myArrTextureInd(0L),
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myNbPolygons(0),
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myNbNormals(0),
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myNbColors(0),
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myNbTextures(0),
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myNormalPerVertex(Standard_True),
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myColorPerVertex(Standard_True)
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{
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}
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/**
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* Constructor
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*/
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inline VrmlData_IndexedFaceSet(const VrmlData_Scene& theScene,
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const char* theName,
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const Standard_Boolean isCCW = Standard_True,
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const Standard_Boolean isSolid = Standard_True,
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const Standard_Boolean isConvex = Standard_True,
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const Standard_Real theCreaseAngle = 0.)
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: VrmlData_Faceted(theScene, theName, isCCW, isSolid, isConvex, theCreaseAngle),
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myArrPolygons(0L),
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myArrNormalInd(0L),
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myArrColorInd(0L),
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myArrTextureInd(0L),
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myNbPolygons(0),
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myNbNormals(0),
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myNbColors(0),
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myNbTextures(0),
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myNormalPerVertex(Standard_True),
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myColorPerVertex(Standard_True)
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{
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}
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/**
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* Query the Normals.
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*/
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inline const Handle(VrmlData_Normal)& Normals() const { return myNormals; }
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/**
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* Query the Colors.
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*/
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inline const Handle(VrmlData_Color)& Colors() const { return myColors; }
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/**
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* Query the Texture Coordinates.
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*/
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inline const Handle(VrmlData_TextureCoordinate)& TextureCoords() const { return myTxCoords; }
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// ========================================================================
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// =========================== TRIANGULATION GRID =========================
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/**
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* Query the Coordinates.
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*/
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inline const Handle(VrmlData_Coordinate)& Coordinates() const { return myCoords; }
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/**
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* Query the array of polygons
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*/
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inline size_t Polygons(const Standard_Integer**& arrPolygons) const
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{
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arrPolygons = myArrPolygons;
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return myNbPolygons;
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}
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/**
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* Query one polygon.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param outIndice
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* <tt>[out]</tt> array of vertex indice
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* @return
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* number of vertice in the polygon - the dimension of outIndice array
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*/
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inline Standard_Integer Polygon(const Standard_Integer iFace, const Standard_Integer*& outIndice)
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{
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return *(outIndice = myArrPolygons[iFace])++;
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}
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/**
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* Set the nodes
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*/
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inline void SetCoordinates(const Handle(VrmlData_Coordinate)& theCoord) { myCoords = theCoord; }
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/**
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* Set the polygons
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*/
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inline void SetPolygons(const Standard_Size nPolygons, const Standard_Integer** thePolygons)
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{
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myNbPolygons = nPolygons;
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myArrPolygons = thePolygons;
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}
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// ========================================================================
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// ================================ NORMALS ===============================
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/**
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* Query the array of normal indice
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* @param arrNormalInd
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* <tt>[out]</tt> array of normalIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array arrNormalInd.
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*/
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inline size_t ArrayNormalInd(const Standard_Integer**& arrNormalInd) const
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{
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arrNormalInd = myArrNormalInd;
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return myNbNormals;
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}
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/**
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* Query normals indice for one face. This method should be called after
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* checking myArrNormalInd != NULL, otherwise exception will be thrown.
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* @param iFace
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* rank of the face [0 .. N-1]
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* @param outIndice
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* <tt>[out]</tt> array of normals indice
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* @return
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* number of indice in the array - the dimension of outIndice array
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*/
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inline Standard_Integer IndiceNormals(const Standard_Integer iFace,
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const Standard_Integer*& outIndice)
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{
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return *(outIndice = myArrNormalInd[iFace])++;
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}
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/**
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* Query a normal for one node in the given element. The normal is
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* interpreted according to fields myNormals, myArrNormalInd,
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* myNormalPerVertex, as defined in VRML 2.0.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param iVertex
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* rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored
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* if (myNormalPerVertex == False)
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* @return
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* Normal vector; if the normal is indefinite then returns (0., 0., 0.)
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*/
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Standard_EXPORT gp_XYZ GetNormal(const Standard_Integer iFace, const Standard_Integer iVertex);
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/**
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* Set the normals array of indice
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*/
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inline void SetNormalInd(const Standard_Size nIndice, const Standard_Integer** theIndice)
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{
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myNbNormals = nIndice;
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myArrNormalInd = theIndice;
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}
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/**
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* Set the normals node
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*/
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inline void SetNormals(const Handle(VrmlData_Normal)& theNormals) { myNormals = theNormals; }
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/**
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* Set the boolean value "normalPerVertex"
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*/
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inline void SetNormalPerVertex(const Standard_Boolean isNormalPerVertex)
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{
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myNormalPerVertex = isNormalPerVertex;
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}
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// ========================================================================
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// ================================ COLORS ================================
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/**
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* Query the array of color indice
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* @param arrColorInd
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* <tt>[out]</tt> array of colorIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array arrColorInd.
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*/
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inline size_t ArrayColorInd(const Standard_Integer**& arrColorInd) const
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{
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arrColorInd = myArrColorInd;
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return myNbColors;
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}
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/**
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* Query a color for one node in the given element. The color is
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* interpreted according to fields myColors, myArrColorInd,
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* myColorPerVertex, as defined in VRML 2.0.
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* @param iFace
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* rank of the polygon [0 .. N-1]
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* @param iVertex
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* rank of the vertex in the polygon [0 .. M-1]. This parameter is ignored
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* if (myColorPerVertex == False)
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* @return
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* Color value (RGB); if the color is indefinite then returns (0., 0., 0.)
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*/
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Standard_EXPORT Quantity_Color GetColor(const Standard_Integer iFace,
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const Standard_Integer iVertex);
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/**
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* Set the colors array of indice
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*/
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inline void SetColorInd(const Standard_Size nIndice, const Standard_Integer** theIndice)
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{
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myNbColors = nIndice;
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myArrColorInd = theIndice;
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}
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/**
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* Set the Color node
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*/
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inline void SetColors(const Handle(VrmlData_Color)& theColors) { myColors = theColors; }
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/**
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* Set the boolean value "colorPerVertex"
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*/
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inline void SetColorPerVertex(const Standard_Boolean isColorPerVertex)
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{
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myColorPerVertex = isColorPerVertex;
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}
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// ========================================================================
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// ========================== TEXTURE COIRDINATES =========================
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/**
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* Query the array of texture coordinate indice
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* @param arrTextureCoordInd
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* <tt>[out]</tt> array of texCoordIndex as it is described in VRML2.0 spec
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* @return
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* Number of integers in the array texCoordIndex.
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*/
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inline size_t ArrayTextureCoordInd(const Standard_Integer**& arrTextureCoordInd) const
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{
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arrTextureCoordInd = myArrTextureInd;
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return myNbTextures;
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}
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/**
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* Set the TexCoordiante array of indice
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*/
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inline void SetTextureCoordInd(const Standard_Size nIndice, const Standard_Integer** theIndice)
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{
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myNbTextures = nIndice;
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myArrTextureInd = theIndice;
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}
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/**
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* Set the Texture Coordinate node
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*/
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inline void SetTextureCoords(const Handle(VrmlData_TextureCoordinate)& tc) { myTxCoords = tc; }
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/**
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* Query the shape. This method checks the flag myIsModified; if True it
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* should rebuild the shape presentation.
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*/
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Standard_EXPORT virtual const Handle(TopoDS_TShape)& TShape() Standard_OVERRIDE;
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/**
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* Create a copy of this node.
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* If the parameter is null, a new copied node is created. Otherwise new node
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* is not created, but rather the given one is modified.
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*/
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Standard_EXPORT virtual Handle(VrmlData_Node) Clone(const Handle(VrmlData_Node)& theOther) const
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Standard_OVERRIDE;
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/**
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* Read the Node from input stream.
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*/
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Standard_EXPORT virtual VrmlData_ErrorStatus Read(VrmlData_InBuffer& theBuffer) Standard_OVERRIDE;
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/**
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* Write the Node to output stream.
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*/
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Standard_EXPORT virtual VrmlData_ErrorStatus Write(const char* thePrefix) const Standard_OVERRIDE;
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/**
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* Returns True if the node is default, so that it should not be written.
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*/
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Standard_EXPORT virtual Standard_Boolean IsDefault() const Standard_OVERRIDE;
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protected:
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// ---------- PROTECTED METHODS ----------
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// /**
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// * If the normals are not defined, here we compute them from the polygons.
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// * @param theArray
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// * Array of float values having length:<ul>
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// * <li>if myNormalPerVertex==TRUE : 3 * myCoords->Length()</li>
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// * <li>if myNormalPerVertex==FALSE: 9 * number_of_triangles </li>
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// * </ul>
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// */
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// Standard_EXPORT void
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// computeNormals (Standard_ShortReal * theArray);
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private:
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// ---------- PRIVATE FIELDS ----------
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Handle(VrmlData_Coordinate) myCoords;
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Handle(VrmlData_Normal) myNormals;
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Handle(VrmlData_Color) myColors;
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Handle(VrmlData_TextureCoordinate) myTxCoords;
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const Standard_Integer** myArrPolygons;
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const Standard_Integer** myArrNormalInd;
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const Standard_Integer** myArrColorInd;
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const Standard_Integer** myArrTextureInd;
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Standard_Size myNbPolygons;
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Standard_Size myNbNormals;
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Standard_Size myNbColors;
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Standard_Size myNbTextures;
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Standard_Boolean myNormalPerVertex;
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Standard_Boolean myColorPerVertex;
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public:
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// Declaration of CASCADE RTTI
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DEFINE_STANDARD_RTTIEXT(VrmlData_IndexedFaceSet, VrmlData_Faceted)
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};
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// Definition of HANDLE object using Standard_DefineHandle.hxx
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DEFINE_STANDARD_HANDLE(VrmlData_IndexedFaceSet, VrmlData_Faceted)
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#endif
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