PD: simplify code to display rejected shape and move it to its own function

This commit is contained in:
wmayer
2021-10-08 22:32:26 +02:00
parent c2c5ae1bf0
commit 5b4c246944
2 changed files with 128 additions and 155 deletions

View File

@@ -55,6 +55,7 @@
#include <Gui/Application.h>
#include <Gui/Command.h>
#include <Mod/Part/App/TopoShape.h>
#include <Mod/Part/App/Tools.h>
#include <Mod/PartDesign/App/FeatureTransformed.h>
#include <Mod/PartDesign/App/FeatureAddSub.h>
#include <Mod/PartDesign/App/FeatureMultiTransform.h>
@@ -198,162 +199,131 @@ void ViewProviderTransformed::recomputeFeature(bool recompute)
}
// Display the rejected transformations in red
if (rejected > 0) {
try {
// calculating the deflection value
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
{
Bnd_Box bounds;
BRepBndLib::Add(cShape, bounds);
bounds.SetGap(0.0);
bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
}
Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 * Deviation.getValue();
// create or use the mesh on the data structure
// Note: This DOES have an effect on cShape
#if OCC_VERSION_HEX >= 0x060600
Standard_Real AngDeflectionRads = AngularDeflection.getValue() / 180.0 * M_PI;
BRepMesh_IncrementalMesh(cShape,deflection,Standard_False,
AngDeflectionRads,Standard_True);
#else
BRepMesh_IncrementalMesh(cShape,deflection);
#endif
// We must reset the location here because the transformation data
// are set in the placement property
TopLoc_Location aLoc;
cShape.Location(aLoc);
// count triangles and nodes in the mesh
int nbrTriangles=0, nbrNodes=0;
TopExp_Explorer Ex;
for (Ex.Init(cShape,TopAbs_FACE);Ex.More();Ex.Next()) {
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(Ex.Current()), aLoc);
// Note: we must also count empty faces
if (!mesh.IsNull()) {
nbrTriangles += mesh->NbTriangles();
nbrNodes += mesh->NbNodes();
}
}
// create memory for the nodes and indexes
SoCoordinate3* rejectedCoords = new SoCoordinate3();
rejectedCoords ->point .setNum(nbrNodes);
SoNormal* rejectedNorms = new SoNormal();
rejectedNorms ->vector .setNum(nbrNodes);
SoIndexedFaceSet* rejectedFaceSet = new SoIndexedFaceSet();
rejectedFaceSet ->coordIndex .setNum(nbrTriangles*4);
// get the raw memory for fast fill up
SbVec3f* verts = rejectedCoords ->point .startEditing();
SbVec3f* norms = rejectedNorms ->vector .startEditing();
int32_t* index = rejectedFaceSet ->coordIndex .startEditing();
// preset the normal vector with null vector
for (int i=0; i < nbrNodes; i++)
norms[i]= SbVec3f(0.0,0.0,0.0);
int ii = 0,FaceNodeOffset=0,FaceTriaOffset=0;
for (Ex.Init(cShape, TopAbs_FACE); Ex.More(); Ex.Next(),ii++) {
TopLoc_Location aLoc;
const TopoDS_Face &actFace = TopoDS::Face(Ex.Current());
// get the mesh of the shape
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace,aLoc);
if (mesh.IsNull()) continue;
// getting the transformation of the shape/face
gp_Trsf myTransf;
Standard_Boolean identity = true;
if (!aLoc.IsIdentity()) {
identity = false;
myTransf = aLoc.Transformation();
}
// getting size of node and triangle array of this face
int nbNodesInFace = mesh->NbNodes();
int nbTriInFace = mesh->NbTriangles();
// check orientation
TopAbs_Orientation orient = actFace.Orientation();
// cycling through the poly mesh
const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
for (int g=1; g <= nbTriInFace; g++) {
// Get the triangle
Standard_Integer N1,N2,N3;
Triangles(g).Get(N1,N2,N3);
// change orientation of the triangle if the face is reversed
if ( orient != TopAbs_FORWARD ) {
Standard_Integer tmp = N1;
N1 = N2;
N2 = tmp;
}
// get the 3 points of this triangle
gp_Pnt V1(Nodes(N1)), V2(Nodes(N2)), V3(Nodes(N3));
// transform the vertices to the place of the face
if (!identity) {
V1.Transform(myTransf);
V2.Transform(myTransf);
V3.Transform(myTransf);
}
// calculating per vertex normals
// Calculate triangle normal
gp_Vec v1(V1.X(),V1.Y(),V1.Z()),v2(V2.X(),V2.Y(),V2.Z()),v3(V3.X(),V3.Y(),V3.Z());
gp_Vec Normal = (v2-v1)^(v3-v1);
// add the triangle normal to the vertex normal for all points of this triangle
norms[FaceNodeOffset+N1-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
norms[FaceNodeOffset+N2-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
norms[FaceNodeOffset+N3-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
// set the vertices
verts[FaceNodeOffset+N1-1].setValue((float)(V1.X()),(float)(V1.Y()),(float)(V1.Z()));
verts[FaceNodeOffset+N2-1].setValue((float)(V2.X()),(float)(V2.Y()),(float)(V2.Z()));
verts[FaceNodeOffset+N3-1].setValue((float)(V3.X()),(float)(V3.Y()),(float)(V3.Z()));
// set the index vector with the 3 point indexes and the end delimiter
index[FaceTriaOffset*4+4*(g-1)] = FaceNodeOffset+N1-1;
index[FaceTriaOffset*4+4*(g-1)+1] = FaceNodeOffset+N2-1;
index[FaceTriaOffset*4+4*(g-1)+2] = FaceNodeOffset+N3-1;
index[FaceTriaOffset*4+4*(g-1)+3] = SO_END_FACE_INDEX;
}
// counting up the per Face offsets
FaceNodeOffset += nbNodesInFace;
FaceTriaOffset += nbTriInFace;
// normalize all normals
for (int i=0; i < nbrNodes; i++)
norms[i].normalize();
// end the editing of the nodes
rejectedCoords ->point .finishEditing();
rejectedNorms ->vector .finishEditing();
rejectedFaceSet ->coordIndex .finishEditing();
// fill in the transformation matrices
SoMultipleCopy* rejectedTrfms = new SoMultipleCopy();
rejectedTrfms->matrix.finishEditing();
rejectedTrfms->addChild(rejectedFaceSet);
SoSeparator* sep = new SoSeparator();
sep->addChild(rejectedCoords);
sep->addChild(rejectedNorms);
sep->addChild(rejectedTrfms);
pcRejectedRoot->addChild(sep);
}
}
catch (...) {
Base::Console().Error("Cannot compute Inventor representation for the rejected transformations of shape of %s.\n",
pcTransformed->getNameInDocument());
}
showRejectedShape(cShape);
}
}
void ViewProviderTransformed::showRejectedShape(TopoDS_Shape shape)
{
try {
// calculating the deflection value
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
{
Bnd_Box bounds;
BRepBndLib::Add(shape, bounds);
bounds.SetGap(0.0);
bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
}
Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 * Deviation.getValue();
// create or use the mesh on the data structure
// Note: This DOES have an effect on shape
#if OCC_VERSION_HEX >= 0x060600
Standard_Real AngDeflectionRads = AngularDeflection.getValue() / 180.0 * M_PI;
BRepMesh_IncrementalMesh(shape, deflection, Standard_False, AngDeflectionRads, Standard_True);
#else
BRepMesh_IncrementalMesh(shape, deflection);
#endif
// We must reset the location here because the transformation data
// are set in the placement property
TopLoc_Location aLoc;
shape.Location(aLoc);
// count triangles and nodes in the mesh
int nbrTriangles=0, nbrNodes=0;
TopExp_Explorer Ex;
for (Ex.Init(shape, TopAbs_FACE); Ex.More(); Ex.Next()) {
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(Ex.Current()), aLoc);
// Note: we must also count empty faces
if (!mesh.IsNull()) {
nbrTriangles += mesh->NbTriangles();
nbrNodes += mesh->NbNodes();
}
}
// create memory for the nodes and indexes
SoCoordinate3* rejectedCoords = new SoCoordinate3();
rejectedCoords ->point .setNum(nbrNodes);
SoNormal* rejectedNorms = new SoNormal();
rejectedNorms ->vector .setNum(nbrNodes);
SoIndexedFaceSet* rejectedFaceSet = new SoIndexedFaceSet();
rejectedFaceSet ->coordIndex .setNum(nbrTriangles*4);
// get the raw memory for fast fill up
SbVec3f* verts = rejectedCoords ->point .startEditing();
SbVec3f* norms = rejectedNorms ->vector .startEditing();
int32_t* index = rejectedFaceSet ->coordIndex .startEditing();
// preset the normal vector with null vector
for (int i=0; i < nbrNodes; i++)
norms[i]= SbVec3f(0.0,0.0,0.0);
int FaceNodeOffset=0,FaceTriaOffset=0;
for (Ex.Init(shape, TopAbs_FACE); Ex.More(); Ex.Next()) {
const TopoDS_Face &actFace = TopoDS::Face(Ex.Current());
// get triangulation
std::vector<gp_Pnt> points;
std::vector<Poly_Triangle> facets;
if (!Part::Tools::getTriangulation(actFace, points, facets))
continue;
// get normal per vertex
std::vector<gp_Vec> vertexnormals;
Part::Tools::getPointNormals(points, facets, vertexnormals);
// getting size of node and triangle array of this face
std::size_t nbNodesInFace = points.size();
std::size_t nbTriInFace = facets.size();
for (std::size_t i = 0; i < points.size(); i++) {
verts[FaceNodeOffset+i] = SbVec3f(points[i].X(), points[i].Y(), points[i].Z());
}
for (std::size_t i = 0; i < vertexnormals.size(); i++) {
norms[FaceNodeOffset+i] = SbVec3f(vertexnormals[i].X(), vertexnormals[i].Y(), vertexnormals[i].Z());
}
// cycling through the poly mesh
for (std::size_t g=0; g < nbTriInFace; g++) {
// Get the triangle
Standard_Integer N1,N2,N3;
facets[g].Get(N1,N2,N3);
// set the index vector with the 3 point indexes and the end delimiter
index[FaceTriaOffset*4+4*g] = FaceNodeOffset+N1;
index[FaceTriaOffset*4+4*g+1] = FaceNodeOffset+N2;
index[FaceTriaOffset*4+4*g+2] = FaceNodeOffset+N3;
index[FaceTriaOffset*4+4*g+3] = SO_END_FACE_INDEX;
}
// counting up the per Face offsets
FaceNodeOffset += nbNodesInFace;
FaceTriaOffset += nbTriInFace;
// normalize all normals
for (int i=0; i < nbrNodes; i++)
norms[i].normalize();
// end the editing of the nodes
rejectedCoords ->point .finishEditing();
rejectedNorms ->vector .finishEditing();
rejectedFaceSet ->coordIndex .finishEditing();
// fill in the transformation matrices
SoMultipleCopy* rejectedTrfms = new SoMultipleCopy();
rejectedTrfms->matrix.finishEditing();
rejectedTrfms->addChild(rejectedFaceSet);
SoSeparator* sep = new SoSeparator();
sep->addChild(rejectedCoords);
sep->addChild(rejectedNorms);
sep->addChild(rejectedTrfms);
pcRejectedRoot->addChild(sep);
}
}
catch (...) {
Base::Console().Error("Cannot compute Inventor representation for the rejected transformations of shape of %s.\n",
getObject()->getNameInDocument());
}
}