PartDesign: Add transparent previews

This commit is contained in:
Kacper Donat
2024-10-13 13:33:18 +02:00
parent 38db306a84
commit 7f87d87f61
58 changed files with 1438 additions and 1021 deletions

View File

@@ -564,7 +564,7 @@ std::vector<Base::Vector3d> ViewProviderPartExt::getModelPoints(const SoPickedPo
try {
std::vector<Base::Vector3d> pts;
std::string element = this->getElement(pp->getDetail());
const auto &shape = Part::Feature::getTopoShape(getObject(), Part::ShapeOption::ResolveLink | Part::ShapeOption::Transform);
const auto &shape = getRenderedShape();
TopoDS_Shape subShape = shape.getSubShape(element.c_str());
@@ -926,6 +926,404 @@ void ViewProviderPartExt::unsetEdit(int ModNum)
}
}
void ViewProviderPartExt::setupCoinGeometry(TopoDS_Shape shape,
SoCoordinate3* coords,
SoBrepFaceSet* faceset,
SoNormal* norm,
SoBrepEdgeSet* lineset,
SoBrepPointSet* nodeset,
double deviation,
double angularDeflection,
bool normalsFromUV)
{
if (Part::Tools::isShapeEmpty(shape)) {
coords->point.setNum(0);
norm->vector.setNum(0);
faceset->coordIndex.setNum(0);
faceset->partIndex.setNum(0);
lineset->coordIndex.setNum(0);
nodeset->startIndex.setValue(0);
return;
}
// time measurement and book keeping
Base::TimeElapsed startTime;
[[maybe_unused]]
int numTriangles = 0, numNodes = 0, numNorms = 0, numFaces = 0, numEdges = 0, numLines = 0;
std::set<int> faceEdges;
// calculating the deflection value
Bnd_Box bounds;
BRepBndLib::Add(shape, bounds);
bounds.SetGap(0.0);
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
Standard_Real deflection = ((xMax - xMin) + (yMax - yMin) + (zMax - zMin)) / 300.0 * deviation;
// Since OCCT 7.6 a value of equal 0 is not allowed any more, this can happen if a single
// vertex should be displayed.
if (deflection < gp::Resolution()) {
deflection = Precision::Confusion();
}
// For very big objects the computed deflection can become very high and thus leads to a
// useless tessellation. To avoid this the upper limit is set to 20.0 See also forum:
// https://forum.freecad.org/viewtopic.php?t=77521
// deflection = std::min(deflection, 20.0);
// create or use the mesh on the data structure
Standard_Real AngDeflectionRads = Base::toRadians(angularDeflection);
IMeshTools_Parameters meshParams;
meshParams.Deflection = deflection;
meshParams.Relative = Standard_False;
meshParams.Angle = AngDeflectionRads;
meshParams.InParallel = Standard_True;
meshParams.AllowQualityDecrease = Standard_True;
BRepMesh_IncrementalMesh(shape, meshParams);
// 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
TopTools_IndexedMapOfShape faceMap;
TopExp::MapShapes(shape, TopAbs_FACE, faceMap);
for (int i = 1; i <= faceMap.Extent(); i++) {
Handle(Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(faceMap(i)), aLoc);
if (mesh.IsNull()) {
mesh = Part::Tools::triangulationOfFace(TopoDS::Face(faceMap(i)));
}
// Note: we must also count empty faces
if (!mesh.IsNull()) {
numTriangles += mesh->NbTriangles();
numNodes += mesh->NbNodes();
numNorms += mesh->NbNodes();
}
TopExp_Explorer xp;
for (xp.Init(faceMap(i), TopAbs_EDGE); xp.More(); xp.Next()) {
faceEdges.insert(Part::ShapeMapHasher {}(xp.Current()));
}
numFaces++;
}
// get an indexed map of edges
TopTools_IndexedMapOfShape edgeMap;
TopExp::MapShapes(shape, TopAbs_EDGE, edgeMap);
// key is the edge number, value the coord indexes. This is needed to keep the same order as
// the edges.
std::map<int, std::vector<int32_t>> lineSetMap;
std::set<int> edgeIdxSet;
std::vector<int32_t> edgeVector;
// count and index the edges
for (int i = 1; i <= edgeMap.Extent(); i++) {
edgeIdxSet.insert(i);
numEdges++;
const TopoDS_Edge& aEdge = TopoDS::Edge(edgeMap(i));
TopLoc_Location aLoc;
// handling of the free edge that are not associated to a face
// Note: The assumption that if for an edge BRep_Tool::Polygon3D
// returns a valid object is wrong. This e.g. happens for ruled
// surfaces which gets created by two edges or wires.
// So, we have to store the hashes of the edges associated to a face.
// If the hash of a given edge is not in this list we know it's really
// a free edge.
int hash = Part::ShapeMapHasher {}(aEdge);
if (faceEdges.find(hash) == faceEdges.end()) {
Handle(Poly_Polygon3D) aPoly = Part::Tools::polygonOfEdge(aEdge, aLoc);
if (!aPoly.IsNull()) {
int nbNodesInEdge = aPoly->NbNodes();
numNodes += nbNodesInEdge;
}
}
}
// handling of the vertices
TopTools_IndexedMapOfShape vertexMap;
TopExp::MapShapes(shape, TopAbs_VERTEX, vertexMap);
numNodes += vertexMap.Extent();
// create memory for the nodes and indexes
coords->point.setNum(numNodes);
norm->vector.setNum(numNorms);
faceset->coordIndex.setNum(numTriangles * 4);
faceset->partIndex.setNum(numFaces);
// get the raw memory for fast fill up
SbVec3f* verts = coords->point.startEditing();
SbVec3f* norms = norm->vector.startEditing();
int32_t* index = faceset->coordIndex.startEditing();
int32_t* parts = faceset->partIndex.startEditing();
// preset the normal vector with null vector
for (int i = 0; i < numNorms; i++) {
norms[i] = SbVec3f(0.0, 0.0, 0.0);
}
int ii = 0, faceNodeOffset = 0, faceTriaOffset = 0;
for (int i = 1; i <= faceMap.Extent(); i++, ii++) {
TopLoc_Location aLoc;
const TopoDS_Face& actFace = TopoDS::Face(faceMap(i));
// get the mesh of the shape
Handle(Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace, aLoc);
if (mesh.IsNull()) {
mesh = Part::Tools::triangulationOfFace(actFace);
}
if (mesh.IsNull()) {
parts[ii] = 0;
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
#if OCC_VERSION_HEX < 0x070600
const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
TColgp_Array1OfDir Normals(Nodes.Lower(), Nodes.Upper());
#else
int numNodes = mesh->NbNodes();
TColgp_Array1OfDir Normals(1, numNodes);
#endif
if (normalsFromUV) {
Part::Tools::getPointNormals(actFace, mesh, Normals);
}
for (int g = 1; g <= nbTriInFace; g++) {
// Get the triangle
Standard_Integer N1, N2, N3;
#if OCC_VERSION_HEX < 0x070600
Triangles(g).Get(N1, N2, N3);
#else
mesh->Triangle(g).Get(N1, N2, N3);
#endif
// 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
#if OCC_VERSION_HEX < 0x070600
gp_Pnt V1(Nodes(N1)), V2(Nodes(N2)), V3(Nodes(N3));
#else
gp_Pnt V1(mesh->Node(N1)), V2(mesh->Node(N2)), V3(mesh->Node(N3));
#endif
// get the 3 normals of this triangle
gp_Vec NV1, NV2, NV3;
if (normalsFromUV) {
NV1.SetXYZ(Normals(N1).XYZ());
NV2.SetXYZ(Normals(N2).XYZ());
NV3.SetXYZ(Normals(N3).XYZ());
}
else {
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);
NV1 = normal;
NV2 = normal;
NV3 = normal;
}
// transform the vertices and normals to the place of the face
if (!identity) {
V1.Transform(myTransf);
V2.Transform(myTransf);
V3.Transform(myTransf);
if (normalsFromUV) {
NV1.Transform(myTransf);
NV2.Transform(myTransf);
NV3.Transform(myTransf);
}
}
// add the normals for all points of this triangle
norms[faceNodeOffset + N1 - 1] += SbVec3f(NV1.X(), NV1.Y(), NV1.Z());
norms[faceNodeOffset + N2 - 1] += SbVec3f(NV2.X(), NV2.Y(), NV2.Z());
norms[faceNodeOffset + N3 - 1] += SbVec3f(NV3.X(), NV3.Y(), NV3.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;
}
parts[ii] = nbTriInFace; // new part
// handling the edges lying on this face
TopExp_Explorer Exp;
for (Exp.Init(actFace, TopAbs_EDGE); Exp.More(); Exp.Next()) {
const TopoDS_Edge& curEdge = TopoDS::Edge(Exp.Current());
// get the overall index of this edge
int edgeIndex = edgeMap.FindIndex(curEdge);
edgeVector.push_back((int32_t)edgeIndex - 1);
// already processed this index ?
if (edgeIdxSet.find(edgeIndex) != edgeIdxSet.end()) {
// this holds the indices of the edge's triangulation to the current polygon
Handle(Poly_PolygonOnTriangulation) aPoly =
BRep_Tool::PolygonOnTriangulation(curEdge, mesh, aLoc);
if (aPoly.IsNull()) {
continue; // polygon does not exist
}
// getting the indexes of the edge polygon
const TColStd_Array1OfInteger& indices = aPoly->Nodes();
for (Standard_Integer i = indices.Lower(); i <= indices.Upper(); i++) {
int nodeIndex = indices(i);
int index = faceNodeOffset + nodeIndex - 1;
lineSetMap[edgeIndex].push_back(index);
// usually the coordinates for this edge are already set by the
// triangles of the face this edge belongs to. However, there are
// rare cases where some points are only referenced by the polygon
// but not by any triangle. Thus, we must apply the coordinates to
// make sure that everything is properly set.
#if OCC_VERSION_HEX < 0x070600
gp_Pnt p(Nodes(nodeIndex));
#else
gp_Pnt p(mesh->Node(nodeIndex));
#endif
if (!identity) {
p.Transform(myTransf);
}
verts[index].setValue((float)(p.X()), (float)(p.Y()), (float)(p.Z()));
}
// remove the handled edge index from the set
edgeIdxSet.erase(edgeIndex);
}
}
edgeVector.push_back(-1);
// counting up the per Face offsets
faceNodeOffset += nbNodesInFace;
faceTriaOffset += nbTriInFace;
}
// handling of the free edges
for (int i = 1; i <= edgeMap.Extent(); i++) {
const TopoDS_Edge& aEdge = TopoDS::Edge(edgeMap(i));
Standard_Boolean identity = true;
gp_Trsf myTransf;
TopLoc_Location aLoc;
// handling of the free edge that are not associated to a face
int hash = Part::ShapeMapHasher {}(aEdge);
if (faceEdges.find(hash) == faceEdges.end()) {
Handle(Poly_Polygon3D) aPoly = Part::Tools::polygonOfEdge(aEdge, aLoc);
if (!aPoly.IsNull()) {
if (!aLoc.IsIdentity()) {
identity = false;
myTransf = aLoc.Transformation();
}
const TColgp_Array1OfPnt& aNodes = aPoly->Nodes();
int nbNodesInEdge = aPoly->NbNodes();
gp_Pnt pnt;
for (Standard_Integer j = 1; j <= nbNodesInEdge; j++) {
pnt = aNodes(j);
if (!identity) {
pnt.Transform(myTransf);
}
int index = faceNodeOffset + j - 1;
verts[index].setValue((float)(pnt.X()), (float)(pnt.Y()), (float)(pnt.Z()));
lineSetMap[i].push_back(index);
}
faceNodeOffset += nbNodesInEdge;
}
}
}
nodeset->startIndex.setValue(faceNodeOffset);
for (int i = 0; i < vertexMap.Extent(); i++) {
const TopoDS_Vertex& aVertex = TopoDS::Vertex(vertexMap(i + 1));
gp_Pnt pnt = BRep_Tool::Pnt(aVertex);
verts[faceNodeOffset + i].setValue((float)(pnt.X()),
(float)(pnt.Y()),
(float)(pnt.Z()));
}
// normalize all normals
for (int i = 0; i < numNorms; i++) {
norms[i].normalize();
}
std::vector<int32_t> lineSetCoords;
for (const auto& it : lineSetMap) {
lineSetCoords.insert(lineSetCoords.end(), it.second.begin(), it.second.end());
lineSetCoords.push_back(-1);
}
// preset the index vector size
numLines = lineSetCoords.size();
lineset->coordIndex.setNum(numLines);
int32_t* lines = lineset->coordIndex.startEditing();
int l = 0;
for (std::vector<int32_t>::const_iterator it = lineSetCoords.begin();
it != lineSetCoords.end();
++it, l++) {
lines[l] = *it;
}
// end the editing of the nodes
coords->point.finishEditing();
norm->vector.finishEditing();
faceset->coordIndex.finishEditing();
faceset->partIndex.finishEditing();
lineset->coordIndex.finishEditing();
# ifdef FC_DEBUG
// printing some information
Base::Console().log("ViewProvider update time: %f s\n",Base::TimeElapsed::diffTimeF(startTime,Base::TimeElapsed()));
Base::Console().log("Shape tria info: Faces:%d Edges:%d Nodes:%d Triangles:%d IdxVec:%d\n",numFaces,numEdges,numNodes,numTriangles,numLines);
# endif
}
void ViewProviderPartExt::updateVisual()
{
Gui::SoUpdateVBOAction action;
@@ -943,382 +1341,30 @@ void ViewProviderPartExt::updateVisual()
haction.apply(this->lineset);
haction.apply(this->nodeset);
TopoDS_Shape cShape = Part::Feature::getShape(getObject(), Part::ShapeOption::ResolveLink | Part::ShapeOption::Transform);
if (cShape.IsNull()) {
coords ->point .setNum(0);
norm ->vector .setNum(0);
faceset ->coordIndex .setNum(0);
faceset ->partIndex .setNum(0);
lineset ->coordIndex .setNum(0);
nodeset ->startIndex .setValue(0);
VisualTouched = false;
return;
}
// time measurement and book keeping
Base::TimeElapsed start_time;
int numTriangles=0,numNodes=0,numNorms=0,numFaces=0,numEdges=0,numLines=0;
std::set<int> faceEdges;
try {
// calculating the deflection value
Bnd_Box bounds;
BRepBndLib::Add(cShape, bounds);
bounds.SetGap(0.0);
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 * Deviation.getValue();
TopoDS_Shape cShape = getRenderedShape().getShape();
// Since OCCT 7.6 a value of equal 0 is not allowed any more, this can happen if a single vertex
// should be displayed.
if (deflection < gp::Resolution()) {
deflection = Precision::Confusion();
}
setupCoinGeometry(cShape,
coords,
faceset,
norm,
lineset,
nodeset,
Deviation.getValue(),
AngularDeflection.getValue(),
NormalsFromUV);
// For very big objects the computed deflection can become very high and thus leads to a useless
// tessellation. To avoid this the upper limit is set to 20.0
// See also forum: https://forum.freecad.org/viewtopic.php?t=77521
//deflection = std::min(deflection, 20.0);
// create or use the mesh on the data structure
Standard_Real AngDeflectionRads = Base::toRadians(AngularDeflection.getValue());
IMeshTools_Parameters meshParams;
meshParams.Deflection = deflection;
meshParams.Relative = Standard_False;
meshParams.Angle = AngDeflectionRads;
meshParams.InParallel = Standard_True;
meshParams.AllowQualityDecrease = Standard_True;
BRepMesh_IncrementalMesh(cShape, meshParams);
// 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
TopTools_IndexedMapOfShape faceMap;
TopExp::MapShapes(cShape, TopAbs_FACE, faceMap);
for (int i=1; i <= faceMap.Extent(); i++) {
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(faceMap(i)), aLoc);
if (mesh.IsNull()) {
mesh = Part::Tools::triangulationOfFace(TopoDS::Face(faceMap(i)));
}
// Note: we must also count empty faces
if (!mesh.IsNull()) {
numTriangles += mesh->NbTriangles();
numNodes += mesh->NbNodes();
numNorms += mesh->NbNodes();
}
TopExp_Explorer xp;
for (xp.Init(faceMap(i),TopAbs_EDGE);xp.More();xp.Next()) {
faceEdges.insert(Part::ShapeMapHasher{}(xp.Current()));
}
numFaces++;
}
// get an indexed map of edges
TopTools_IndexedMapOfShape edgeMap;
TopExp::MapShapes(cShape, TopAbs_EDGE, edgeMap);
// key is the edge number, value the coord indexes. This is needed to keep the same order as the edges.
std::map<int, std::vector<int32_t> > lineSetMap;
std::set<int> edgeIdxSet;
std::vector<int32_t> edgeVector;
// count and index the edges
for (int i=1; i <= edgeMap.Extent(); i++) {
edgeIdxSet.insert(i);
numEdges++;
const TopoDS_Edge& aEdge = TopoDS::Edge(edgeMap(i));
TopLoc_Location aLoc;
// handling of the free edge that are not associated to a face
// Note: The assumption that if for an edge BRep_Tool::Polygon3D
// returns a valid object is wrong. This e.g. happens for ruled
// surfaces which gets created by two edges or wires.
// So, we have to store the hashes of the edges associated to a face.
// If the hash of a given edge is not in this list we know it's really
// a free edge.
int hash = Part::ShapeMapHasher{}(aEdge);
if (faceEdges.find(hash) == faceEdges.end()) {
Handle(Poly_Polygon3D) aPoly = Part::Tools::polygonOfEdge(aEdge, aLoc);
if (!aPoly.IsNull()) {
int nbNodesInEdge = aPoly->NbNodes();
numNodes += nbNodesInEdge;
}
}
}
// handling of the vertices
TopTools_IndexedMapOfShape vertexMap;
TopExp::MapShapes(cShape, TopAbs_VERTEX, vertexMap);
numNodes += vertexMap.Extent();
// create memory for the nodes and indexes
coords ->point .setNum(numNodes);
norm ->vector .setNum(numNorms);
faceset ->coordIndex .setNum(numTriangles*4);
faceset ->partIndex .setNum(numFaces);
// get the raw memory for fast fill up
SbVec3f* verts = coords ->point .startEditing();
SbVec3f* norms = norm ->vector .startEditing();
int32_t* index = faceset ->coordIndex .startEditing();
int32_t* parts = faceset ->partIndex .startEditing();
// preset the normal vector with null vector
for (int i=0;i < numNorms;i++)
norms[i]= SbVec3f(0.0,0.0,0.0);
int ii = 0,faceNodeOffset=0,faceTriaOffset=0;
for (int i=1; i <= faceMap.Extent(); i++, ii++) {
TopLoc_Location aLoc;
const TopoDS_Face &actFace = TopoDS::Face(faceMap(i));
// get the mesh of the shape
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace,aLoc);
if (mesh.IsNull()) {
mesh = Part::Tools::triangulationOfFace(actFace);
}
if (mesh.IsNull()) {
parts[ii] = 0;
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
#if OCC_VERSION_HEX < 0x070600
const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
TColgp_Array1OfDir Normals (Nodes.Lower(), Nodes.Upper());
#else
int numNodes = mesh->NbNodes();
TColgp_Array1OfDir Normals (1, numNodes);
#endif
if (NormalsFromUV)
Part::Tools::getPointNormals(actFace, mesh, Normals);
for (int g=1;g<=nbTriInFace;g++) {
// Get the triangle
Standard_Integer N1,N2,N3;
#if OCC_VERSION_HEX < 0x070600
Triangles(g).Get(N1,N2,N3);
#else
mesh->Triangle(g).Get(N1,N2,N3);
#endif
// 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
#if OCC_VERSION_HEX < 0x070600
gp_Pnt V1(Nodes(N1)), V2(Nodes(N2)), V3(Nodes(N3));
#else
gp_Pnt V1(mesh->Node(N1)), V2(mesh->Node(N2)), V3(mesh->Node(N3));
#endif
// get the 3 normals of this triangle
gp_Vec NV1, NV2, NV3;
if (NormalsFromUV) {
NV1.SetXYZ(Normals(N1).XYZ());
NV2.SetXYZ(Normals(N2).XYZ());
NV3.SetXYZ(Normals(N3).XYZ());
}
else {
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);
NV1 = normal;
NV2 = normal;
NV3 = normal;
}
// transform the vertices and normals to the place of the face
if (!identity) {
V1.Transform(myTransf);
V2.Transform(myTransf);
V3.Transform(myTransf);
if (NormalsFromUV) {
NV1.Transform(myTransf);
NV2.Transform(myTransf);
NV3.Transform(myTransf);
}
}
// add the normals for all points of this triangle
norms[faceNodeOffset+N1-1] += SbVec3f(NV1.X(),NV1.Y(),NV1.Z());
norms[faceNodeOffset+N2-1] += SbVec3f(NV2.X(),NV2.Y(),NV2.Z());
norms[faceNodeOffset+N3-1] += SbVec3f(NV3.X(),NV3.Y(),NV3.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;
}
parts[ii] = nbTriInFace; // new part
// handling the edges lying on this face
TopExp_Explorer Exp;
for(Exp.Init(actFace,TopAbs_EDGE);Exp.More();Exp.Next()) {
const TopoDS_Edge &curEdge = TopoDS::Edge(Exp.Current());
// get the overall index of this edge
int edgeIndex = edgeMap.FindIndex(curEdge);
edgeVector.push_back((int32_t)edgeIndex-1);
// already processed this index ?
if (edgeIdxSet.find(edgeIndex)!=edgeIdxSet.end()) {
// this holds the indices of the edge's triangulation to the current polygon
Handle(Poly_PolygonOnTriangulation) aPoly = BRep_Tool::PolygonOnTriangulation(curEdge, mesh, aLoc);
if (aPoly.IsNull())
continue; // polygon does not exist
// getting the indexes of the edge polygon
const TColStd_Array1OfInteger& indices = aPoly->Nodes();
for (Standard_Integer i=indices.Lower();i <= indices.Upper();i++) {
int nodeIndex = indices(i);
int index = faceNodeOffset+nodeIndex-1;
lineSetMap[edgeIndex].push_back(index);
// usually the coordinates for this edge are already set by the
// triangles of the face this edge belongs to. However, there are
// rare cases where some points are only referenced by the polygon
// but not by any triangle. Thus, we must apply the coordinates to
// make sure that everything is properly set.
#if OCC_VERSION_HEX < 0x070600
gp_Pnt p(Nodes(nodeIndex));
#else
gp_Pnt p(mesh->Node(nodeIndex));
#endif
if (!identity)
p.Transform(myTransf);
verts[index].setValue((float)(p.X()),(float)(p.Y()),(float)(p.Z()));
}
// remove the handled edge index from the set
edgeIdxSet.erase(edgeIndex);
}
}
edgeVector.push_back(-1);
// counting up the per Face offsets
faceNodeOffset += nbNodesInFace;
faceTriaOffset += nbTriInFace;
}
// handling of the free edges
for (int i=1; i <= edgeMap.Extent(); i++) {
const TopoDS_Edge& aEdge = TopoDS::Edge(edgeMap(i));
Standard_Boolean identity = true;
gp_Trsf myTransf;
TopLoc_Location aLoc;
// handling of the free edge that are not associated to a face
int hash = Part::ShapeMapHasher{}(aEdge);
if (faceEdges.find(hash) == faceEdges.end()) {
Handle(Poly_Polygon3D) aPoly = Part::Tools::polygonOfEdge(aEdge, aLoc);
if (!aPoly.IsNull()) {
if (!aLoc.IsIdentity()) {
identity = false;
myTransf = aLoc.Transformation();
}
const TColgp_Array1OfPnt& aNodes = aPoly->Nodes();
int nbNodesInEdge = aPoly->NbNodes();
gp_Pnt pnt;
for (Standard_Integer j=1;j <= nbNodesInEdge;j++) {
pnt = aNodes(j);
if (!identity)
pnt.Transform(myTransf);
int index = faceNodeOffset+j-1;
verts[index].setValue((float)(pnt.X()),(float)(pnt.Y()),(float)(pnt.Z()));
lineSetMap[i].push_back(index);
}
faceNodeOffset += nbNodesInEdge;
}
}
}
nodeset->startIndex.setValue(faceNodeOffset);
for (int i=0; i<vertexMap.Extent(); i++) {
const TopoDS_Vertex& aVertex = TopoDS::Vertex(vertexMap(i+1));
gp_Pnt pnt = BRep_Tool::Pnt(aVertex);
verts[faceNodeOffset+i].setValue((float)(pnt.X()),(float)(pnt.Y()),(float)(pnt.Z()));
}
// normalize all normals
for (int i = 0; i< numNorms ;i++)
norms[i].normalize();
std::vector<int32_t> lineSetCoords;
for (const auto & it : lineSetMap) {
lineSetCoords.insert(lineSetCoords.end(), it.second.begin(), it.second.end());
lineSetCoords.push_back(-1);
}
// preset the index vector size
numLines = lineSetCoords.size();
lineset ->coordIndex .setNum(numLines);
int32_t* lines = lineset ->coordIndex .startEditing();
int l=0;
for (std::vector<int32_t>::const_iterator it=lineSetCoords.begin();it!=lineSetCoords.end();++it,l++)
lines[l] = *it;
// end the editing of the nodes
coords ->point .finishEditing();
norm ->vector .finishEditing();
faceset ->coordIndex .finishEditing();
faceset ->partIndex .finishEditing();
lineset ->coordIndex .finishEditing();
VisualTouched = false;
}
catch (const Standard_Failure& e) {
FC_ERR("Cannot compute Inventor representation for the shape of "
<< pcObject->getFullName() << ": " << e.GetMessageString());
}
catch (...) {
FC_ERR("Cannot compute Inventor representation for the shape of " << pcObject->getFullName());
FC_ERR("Cannot compute Inventor representation for the shape of "
<< pcObject->getFullName());
}
# ifdef FC_DEBUG
// printing some information
Base::Console().log("ViewProvider update time: %f s\n",Base::TimeElapsed::diffTimeF(start_time,Base::TimeElapsed()));
Base::Console().log("Shape tria info: Faces:%d Edges:%d Nodes:%d Triangles:%d IdxVec:%d\n",numFaces,numEdges,numNodes,numTriangles,numLines);
# else
(void)numEdges;
# endif
VisualTouched = false;
// The material has to be checked again
setHighlightedFaces(ShapeAppearance.getValues());
setHighlightedEdges(LineColorArray.getValues());