PD: simplify code to display add/sub shape
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@@ -116,9 +116,6 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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return;
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}
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int numTriangles=0,numNodes=0,numNorms=0,numFaces=0;
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std::set<int> faceEdges;
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try {
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// calculating the deflection value
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Bnd_Box bounds;
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@@ -126,16 +123,14 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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bounds.SetGap(0.0);
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Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
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bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
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Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 *
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Deviation.getValue();
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Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 * Deviation.getValue();
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// create or use the mesh on the data structure
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#if OCC_VERSION_HEX >= 0x060600
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Standard_Real AngDeflectionRads = AngularDeflection.getValue() / 180.0 * M_PI;
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BRepMesh_IncrementalMesh(cShape,deflection,Standard_False,
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AngDeflectionRads,Standard_True);
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BRepMesh_IncrementalMesh(cShape, deflection, Standard_False, AngDeflectionRads, Standard_True);
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#else
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BRepMesh_IncrementalMesh(cShape,deflection);
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BRepMesh_IncrementalMesh(cShape, deflection);
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#endif
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// We must reset the location here because the transformation data
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// are set in the placement property
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@@ -143,6 +138,7 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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cShape.Location(aLoc);
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// count triangles and nodes in the mesh
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int numTriangles=0,numNodes=0,numNorms=0,numFaces=0;
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TopExp_Explorer Ex;
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for (Ex.Init(cShape,TopAbs_FACE);Ex.More();Ex.Next()) {
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Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(Ex.Current()), aLoc);
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@@ -160,11 +156,12 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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previewNorm ->vector .setNum(numNorms);
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previewFaceSet ->coordIndex .setNum(numTriangles*4);
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previewFaceSet ->partIndex .setNum(numFaces);
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// get the raw memory for fast fill up
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SbVec3f* verts = previewCoords ->point .startEditing();
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SbVec3f* previewNorms = previewNorm ->vector .startEditing();
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int32_t* index = previewFaceSet ->coordIndex .startEditing();
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int32_t* parts = previewFaceSet ->partIndex .startEditing();
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SbVec3f* verts = previewCoords ->point .startEditing();
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SbVec3f* previewNorms = previewNorm ->vector .startEditing();
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int32_t* index = previewFaceSet ->coordIndex .startEditing();
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int32_t* parts = previewFaceSet ->partIndex .startEditing();
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// preset the previewNormal vector with null vector
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for (int i=0;i < numNorms;i++)
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@@ -172,76 +169,46 @@ void ViewProviderAddSub::updateAddSubShapeIndicator() {
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int ii = 0,faceNodeOffset=0,faceTriaOffset=0;
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for (Ex.Init(cShape, TopAbs_FACE); Ex.More(); Ex.Next(),ii++) {
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TopLoc_Location aLoc;
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const TopoDS_Face &actFace = TopoDS::Face(Ex.Current());
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// get the mesh of the shape
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Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace,aLoc);
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if (mesh.IsNull()) continue;
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// getting the transformation of the shape/face
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gp_Trsf myTransf;
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Standard_Boolean identity = true;
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if (!aLoc.IsIdentity()) {
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identity = false;
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myTransf = aLoc.Transformation();
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}
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TopLoc_Location loc;
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Handle(Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace, loc);
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if (mesh.IsNull())
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continue;
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// get triangulation
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std::vector<gp_Pnt> points;
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std::vector<Poly_Triangle> facets;
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Part::Tools::getTriangulation(actFace, points, facets);
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// get normal per vertex
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std::vector<gp_Vec> vertexnormals;
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Part::Tools::getPointNormals(actFace, mesh, vertexnormals);
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Part::Tools::applyTransformationOnNormals(loc, vertexnormals);
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// getting size of node and triangle array of this face
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int nbNodesInFace = mesh->NbNodes();
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int nbTriInFace = mesh->NbTriangles();
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// check orientation
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TopAbs_Orientation orient = actFace.Orientation();
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std::size_t nbNodesInFace = points.size();
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std::size_t nbTriInFace = facets.size();
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for (std::size_t i = 0; i < points.size(); i++) {
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verts[faceNodeOffset+i] = SbVec3f(points[i].X(), points[i].Y(), points[i].Z());
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}
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for (std::size_t i = 0; i < vertexnormals.size(); i++) {
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previewNorms[faceNodeOffset+i] = SbVec3f(vertexnormals[i].X(), vertexnormals[i].Y(), vertexnormals[i].Z());
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}
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// cycling through the poly mesh
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const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
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const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
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TColgp_Array1OfDir Normals (Nodes.Lower(), Nodes.Upper());
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Part::Tools::getPointNormals(actFace, mesh, Normals);
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for (int g=1;g<=nbTriInFace;g++) {
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for (std::size_t g=0; g < nbTriInFace; g++) {
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// Get the triangle
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Standard_Integer N1,N2,N3;
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Triangles(g).Get(N1,N2,N3);
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// change orientation of the triangle if the face is reversed
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if ( orient != TopAbs_FORWARD ) {
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Standard_Integer tmp = N1;
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N1 = N2;
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N2 = tmp;
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}
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// get the 3 points of this triangle
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gp_Pnt V1(Nodes(N1)), V2(Nodes(N2)), V3(Nodes(N3));
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// get the 3 previewNormals of this triangle
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gp_Dir NV1(Normals(N1)), NV2(Normals(N2)), NV3(Normals(N3));
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// transform the vertices and previewNormals to the place of the face
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if(!identity) {
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V1.Transform(myTransf);
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V2.Transform(myTransf);
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V3.Transform(myTransf);
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NV1.Transform(myTransf);
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NV2.Transform(myTransf);
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NV3.Transform(myTransf);
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}
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// add the previewNormals for all points of this triangle
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previewNorms[faceNodeOffset+N1-1] += SbVec3f(NV1.X(),NV1.Y(),NV1.Z());
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previewNorms[faceNodeOffset+N2-1] += SbVec3f(NV2.X(),NV2.Y(),NV2.Z());
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previewNorms[faceNodeOffset+N3-1] += SbVec3f(NV3.X(),NV3.Y(),NV3.Z());
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// set the vertices
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verts[faceNodeOffset+N1-1].setValue((float)(V1.X()),(float)(V1.Y()),(float)(V1.Z()));
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verts[faceNodeOffset+N2-1].setValue((float)(V2.X()),(float)(V2.Y()),(float)(V2.Z()));
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verts[faceNodeOffset+N3-1].setValue((float)(V3.X()),(float)(V3.Y()),(float)(V3.Z()));
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facets[g].Get(N1,N2,N3);
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// set the index vector with the 3 point indexes and the end delimiter
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index[faceTriaOffset*4+4*(g-1)] = faceNodeOffset+N1-1;
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index[faceTriaOffset*4+4*(g-1)+1] = faceNodeOffset+N2-1;
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index[faceTriaOffset*4+4*(g-1)+2] = faceNodeOffset+N3-1;
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index[faceTriaOffset*4+4*(g-1)+3] = SO_END_FACE_INDEX;
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index[faceTriaOffset*4+4*g] = faceNodeOffset+N1;
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index[faceTriaOffset*4+4*g+1] = faceNodeOffset+N2;
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index[faceTriaOffset*4+4*g+2] = faceNodeOffset+N3;
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index[faceTriaOffset*4+4*g+3] = SO_END_FACE_INDEX;
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}
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parts[ii] = nbTriInFace; // new part
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