コード例 #1
0
ファイル: Geometry.cpp プロジェクト: lorinma/EaSTBIM
void Geometry::Face2BVHMesh(const TopoDS_Face &face, BVHMeshPtr model) {
    TopLoc_Location loc;
    Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face,loc);
    if ( ! tri.IsNull() ) {
        const TColgp_Array1OfPnt& nodes = tri->Nodes();
// set mesh triangles and vertice indices
        std::vector<fcl::Vec3f> vertices;
        //index from 1
        for (int i=1;i<=nodes.Length();i++){
            fcl::Vec3f v(nodes(i).X(),nodes(i).Y(),nodes(i).Z());
            vertices.push_back(v);
        }
        const Poly_Array1OfTriangle& triangleInices = tri->Triangles();
// code to set the vertices and triangles
        std::vector<fcl::Triangle> triangles;
        for (int i=1;i<=triangleInices.Length();i++){
            int i1=0, i2=0, i3=0;
            triangleInices(i).Get(i1,i2,i3);
            fcl::Triangle t(i1,i2,i3);
            triangles.push_back(t);
        }
        model->addSubModel(vertices, triangles);
    }

}
コード例 #2
0
ファイル: surface.cpp プロジェクト: A1kmm/libzinc
void Surface::tessellate()
{
	TopLoc_Location loc;
	Handle_Poly_Triangulation triangulation = BRep_Tool::Triangulation( m_face, loc );
	if ( triangulation.IsNull() )
	{
		return;
	}
	int num_triangles = triangulation->NbTriangles();

	const TColgp_Array1OfPnt& nodes = triangulation->Nodes();
	const Poly_Array1OfTriangle& triangles = triangulation->Triangles();
	const TColgp_Array1OfPnt2d& uvNodes = triangulation->UVNodes();
	m_surfaceUVRep.resize( 2 * 3 * num_triangles );
	m_surfacePointIndecies.resize( 3 * num_triangles );
	Standard_Integer n1, n2, n3 = 0;
	Standard_Integer num_invalid_triangles = 0;
	Standard_Integer current_triangle = 0;
	for ( Standard_Integer i = 0; i < num_triangles; i++ )
	{
		Poly_Triangle triangle = triangles( i + 1 );
		bool face_reversed = (m_face.Orientation() == TopAbs_REVERSED);

		if ( face_reversed )
			triangle.Get( n1, n3, n2 );
		else
			triangle.Get( n1, n2, n3 );

		if (triangleIsValid(nodes(n1), nodes(n2), nodes(n3)))
		{
			gp_Pnt2d uv1 = uvNodes.Value(n1);
			gp_Pnt2d uv2 = uvNodes.Value(n2);
			gp_Pnt2d uv3 = uvNodes.Value(n3);

			m_surfacePointIndecies.push_back( 3 * current_triangle + 0 );
			m_surfaceUVRep[ 6 * current_triangle + 0 ] = uv1.X();
			m_surfaceUVRep[ 6 * current_triangle + 1 ] = uv1.Y();
			m_surfacePointIndecies.push_back( 3 * current_triangle + 1 );
			m_surfaceUVRep[ 6 * current_triangle + 2 ] = uv2.X();
			m_surfaceUVRep[ 6 * current_triangle + 3 ] = uv2.Y();
			m_surfacePointIndecies.push_back( 3 * current_triangle + 2 );
			m_surfaceUVRep[ 6 * current_triangle + 4 ] = uv3.X();
			m_surfaceUVRep[ 6 * current_triangle + 5 ] = uv3.Y();

			current_triangle++;
		}
		else
		{
			num_invalid_triangles++;
		}
	}
	if (num_invalid_triangles > 0)
	{
		m_surfaceUVRep.resize(2 * 3 * (num_triangles - num_invalid_triangles));
	}
}
コード例 #3
0
ファイル: Edge.cpp プロジェクト: Heeks/heekscad
void CEdge::glCommands(bool select, bool marked, bool no_color){
	if(!no_color){
		wxGetApp().glColorEnsuringContrast(HeeksColor(0, 0, 0));
	}

	if(m_owner && m_owner->m_owner && m_owner->m_owner->GetType() == SolidType)
	{
		// triangulate a face on the edge first
		if(this->m_faces.size() > 0)
		{
			TopLoc_Location fL;
			Handle_Poly_Triangulation facing = BRep_Tool::Triangulation(m_faces.front()->Face(),fL);

			if(!facing.IsNull())
			{
				// Get polygon
				Handle_Poly_PolygonOnTriangulation polygon = BRep_Tool::PolygonOnTriangulation(m_topods_edge, facing, fL);
				gp_Trsf tr = fL;
				double m[16];
				extract_transposed(tr, m);
				glPushMatrix();
				glMultMatrixd(m);

				if (!polygon.IsNull())
				{
					glBegin(GL_LINE_STRIP);
					const TColStd_Array1OfInteger& Nodes = polygon->Nodes();
					const TColgp_Array1OfPnt& FNodes = facing->Nodes();
					int nnn = polygon->NbNodes();
					for (int nn = 1; nn <= nnn; nn++)
					{
						gp_Pnt v = FNodes(Nodes(nn));
						glVertex3d(v.X(), v.Y(), v.Z());
					}
					glEnd();
				}

				glPopMatrix();
			}
		}
	}
	else
	{
		bool glwidth_done = false;
		GLfloat save_depth_range[2];
		if(m_owner == NULL || m_owner->m_owner == NULL || m_owner->m_owner->GetType() != WireType)
		{
			BRepTools::Clean(m_topods_edge);
			double pixels_per_mm = wxGetApp().GetPixelScale();
			BRepMesh_IncrementalMesh(m_topods_edge, 1/pixels_per_mm);
			if(marked){
				glGetFloatv(GL_DEPTH_RANGE, save_depth_range);
				glDepthRange(0, 0);
				glLineWidth(2);
				glwidth_done = true;
			}
		}

		TopLoc_Location L;
		Handle(Poly_Polygon3D) Polyg = BRep_Tool::Polygon3D(m_topods_edge, L);
		if (!Polyg.IsNull()) {
			const TColgp_Array1OfPnt& Points = Polyg->Nodes();
			Standard_Integer po;
			glBegin(GL_LINE_STRIP);
			for (po = Points.Lower(); po <= Points.Upper(); po++) {
				gp_Pnt p = (Points.Value(po)).Transformed(L);
				glVertex3d(p.X(), p.Y(), p.Z());
			}
			glEnd();
		}

		if(glwidth_done)
		{
			glLineWidth(1);
			glDepthRange(save_depth_range[0], save_depth_range[1]);
		}
	}
}
コード例 #4
0
ファイル: FaceTools.cpp プロジェクト: CarlosGS/heekscad
void DrawFace(TopoDS_Face face,void(*callbackfunc)(const double* x, const double* n), bool just_one_average_normal)
{
	double x[9], n[9];

	StdPrs_ToolShadedShape SST;

	// Get triangulation
	TopLoc_Location L;
	Handle_Poly_Triangulation facing = BRep_Tool::Triangulation(face,L);
	gp_Trsf tr = L;

	if(facing.IsNull()){
#if 0
		BRepAdaptor_Surface surface(face, Standard_True);
		double u0 = surface.FirstUParameter();
		double u1 = surface.LastUParameter();
		double v0 = surface.FirstVParameter();
		double v1 = surface.LastVParameter();

		const int numi = 10;
		const int numj = 10;

		for(int i = 0; i<numi; i++)
		{
			for(int j = 0; j<numj; j++)
			{
				double uA = -1.2 + 2.5 *(double)i / numi;
				double uB = -1.2 + 2.5 *(double)(i+1) / numi;
				double vA = 10* (double)j / numj;
				double vB = 10*(double)(j+1) / numj;
				gp_Pnt p0, p1, p2, p3;
				gp_Dir n0 = GetFaceNormalAtUV(face, uA, vA, &p0);
				gp_Dir n1 = GetFaceNormalAtUV(face, uB, vA, &p1);
				gp_Dir n2 = GetFaceNormalAtUV(face, uB, vB, &p2);
				gp_Dir n3 = GetFaceNormalAtUV(face, uA, vB, &p3);

				x[0] = p0.X();
				x[1] = p0.Y();
				x[2] = p0.Z();
				x[3] = p1.X();
				x[4] = p1.Y();
				x[5] = p1.Z();
				x[6] = p2.X();
				x[7] = p2.Y();
				x[8] = p2.Z();

				n[0] = n0.X();
				n[1] = n0.Y();
				n[2] = n0.Z();
				n[3] = n1.X();
				n[4] = n1.Y();
				n[5] = n1.Z();
				n[6] = n2.X();
				n[7] = n2.Y();
				n[8] = n2.Z();

				(*callbackfunc)(x, n);

				x[0] = p0.X();
				x[1] = p0.Y();
				x[2] = p0.Z();
				x[3] = p2.X();
				x[4] = p2.Y();
				x[5] = p2.Z();
				x[6] = p3.X();
				x[7] = p3.Y();
				x[8] = p3.Z();

				n[0] = n0.X();
				n[1] = n0.Y();
				n[2] = n0.Z();
				n[3] = n2.X();
				n[4] = n2.Y();
				n[5] = n2.Z();
				n[6] = n3.X();
				n[7] = n3.Y();
				n[8] = n3.Z();

				(*callbackfunc)(x, n);
			}
		}
#endif
	}
	else
	{
		Poly_Connect pc(facing);	
		const TColgp_Array1OfPnt& Nodes = facing->Nodes();
		const Poly_Array1OfTriangle& triangles = facing->Triangles();
		TColgp_Array1OfDir myNormal(Nodes.Lower(), Nodes.Upper());

		SST.Normal(face, pc, myNormal);

		Standard_Integer nnn = facing->NbTriangles();					// nnn : nombre de triangles
		Standard_Integer nt, n1, n2, n3 = 0;						// nt  : triangle courant
		// ni  : sommet i du triangle courant
		for (nt = 1; nt <= nnn; nt++)					
		{
			if (SST.Orientation(face) == TopAbs_REVERSED)			// si la face est "reversed"
				triangles(nt).Get(n1,n3,n2);						// le triangle est n1,n3,n2
			else 
				triangles(nt).Get(n1,n2,n3);						// le triangle est n1,n2,n3

			if (TriangleIsValid (Nodes(n1),Nodes(n2),Nodes(n3)) )
			{
				gp_Pnt v1 = Nodes(n1).Transformed(tr);
				gp_Pnt v2 = Nodes(n2).Transformed(tr);
				gp_Pnt v3 = Nodes(n3).Transformed(tr);

				x[0] = v1.X();
				x[1] = v1.Y();
				x[2] = v1.Z();
				x[3] = v2.X();
				x[4] = v2.Y();
				x[5] = v2.Z();
				x[6] = v3.X();
				x[7] = v3.Y();
				x[8] = v3.Z();

				if(just_one_average_normal)
				{
					gp_Vec V1(v1, v2);
					gp_Vec V2(v1, v3);
					extract((V1 ^ V2).Normalized(), n);
				}
				else
				{
					n[0] = myNormal(n1).X();
					n[1] = myNormal(n1).Y();
					n[2] = myNormal(n1).Z();
					n[3] = myNormal(n2).X();
					n[4] = myNormal(n2).Y();
					n[5] = myNormal(n2).Z();
					n[6] = myNormal(n3).X();
					n[7] = myNormal(n3).Y();
					n[8] = myNormal(n3).Z();
				}

				(*callbackfunc)(x, n);
			}
		}
	}
}
コード例 #5
0
void Tesselate_Presentation::tesselateShape(const TopoDS_Shape& aShape)
{
//  setResultTitle("Tesselate shape");
  TCollection_AsciiString aText = (
    "/////////////////////////////////////////////////////////////////" EOL
    "// Tesselate shape." EOL
    "/////////////////////////////////////////////////////////////////" EOL EOL
    ) ;

  Standard_Real aDeflection = DATA[myIndex][0];
  Standard_Integer aNumOfFace = (Standard_Integer)DATA[myIndex][1];
  Standard_Integer aNumOfEdge = (Standard_Integer)DATA[myIndex][2];

  aText +=
    "Standard_Real aDeflection;" EOL
    "// aDeflection = ... ;" EOL EOL

    "// removes all the triangulations of the faces ," EOL
    "//and all the polygons on the triangulations of the edges:" EOL
    "BRepTools::Clean(aShape);" EOL EOL

    "// adds a triangulation of the shape aShape with the deflection aDeflection:" EOL
    "BRepMesh::Mesh(aShape,aDeflection);" EOL EOL

    "TopExp_Explorer aExpFace,aExpEdge;" EOL
    "for(aExpFace.Init(aShape,TopAbs_FACE);aExpFace.More();aExpFace.Next())" EOL
    "{  " EOL
    "  TopoDS_Face aFace = TopoDS::Face(aExpFace.Current());" EOL
    "  TopLoc_Location aLocation;" EOL EOL
    
    "  // takes the triangulation of the face aFace:" EOL
    "  Handle_Poly_Triangulation aTr = BRep_Tool::Triangulation(aFace,aLocation);" EOL EOL
    
    "  if(!aTr.IsNull()) // if this triangulation is not NULL" EOL
    "  { " EOL
    "    // takes the array of nodes for this triangulation:" EOL
    "    const TColgp_Array1OfPnt& aNodes = aTr->Nodes();" EOL
    "    // takes the array of triangles for this triangulation:" EOL
    "    const Poly_Array1OfTriangle& triangles = aTr->Triangles();" EOL EOL
    
    "    // create array of node points in absolute coordinate system" EOL
    "    TColgp_Array1OfPnt aPoints(1, aNodes.Length());" EOL
    "    for( Standard_Integer i = 1; i < aNodes.Length()+1; i++)" EOL
    "      aPoints(i) = aNodes(i).Transformed(aLocation);" EOL EOL

    "    // Takes the node points of each triangle of this triangulation." EOL
    "    // takes a number of triangles:" EOL
    "    Standard_Integer nnn = aTr->NbTriangles();" EOL
    "    Standard_Integer nt,n1,n2,n3;" EOL
    "    for( nt = 1 ; nt < nnn+1 ; nt++)" EOL
    "    {" EOL
    "      // takes the node indices of each triangle in n1,n2,n3:" EOL
    "      triangles(nt).Get(n1,n2,n3);" EOL
    "      // takes the node points:" EOL
    "      gp_Pnt aPnt1 = aPoints(n1);" EOL
    "      gp_Pnt aPnt2 = aPoints(n2);" EOL
    "      gp_Pnt aPnt3 = aPoints(n3);" EOL
    "    } " EOL EOL
    
    "    // Takes the polygon associated to an edge." EOL
    "    aExpEdge.Init(aFace,TopAbs_EDGE);" EOL
    "    TopoDS_Edge aEdge;" EOL
    "    // for example,working with the first edge:" EOL
    "    if(aExpEdge.More())" EOL
    "      aEdge = TopoDS::Edge(aExpEdge.Current());" EOL EOL
    
    "    if(!aEdge.IsNull()) // if this edge is not NULL" EOL
    "    {" EOL
    "      // takes the polygon associated to the edge aEdge:" EOL
    "      Handle_Poly_PolygonOnTriangulation aPol = " EOL
    "        BRep_Tool::PolygonOnTriangulation(aEdge,aTr,aEdge.Location());" EOL EOL
    
    "      if(!aPol.IsNull()) // if this polygon is not NULL" EOL
    "        // takes the array of nodes for this polygon" EOL
    "        // (indexes in the array of nodes for triangulation of theFace):" EOL
    "        const TColStd_Array1OfInteger& aNodesOfPol = aPol->Nodes();" EOL
    "    }" EOL
    "  }" EOL
    "}" EOL EOL
    
    "//==================================================" EOL EOL
    
      ;
   aText += "  Result with deflection = ";
   aText += TCollection_AsciiString(aDeflection);
   aText += " :" EOL;

   GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText);
//   setResultText(aText.ToCString());  

//==========================================================================

  BRepTools::Clean(aShape);
  BRepMesh::Mesh(aShape,aDeflection);

  BRep_Builder aBuilder,aBuild1,aBuild2;
  TopoDS_Compound aCompound,aComp1,aComp2;
  aBuilder.MakeCompound(aCompound);
  aBuild1.MakeCompound(aComp1);
  aBuild2.MakeCompound(aComp2);

  TopTools_SequenceOfShape aVertices;
  Standard_Integer aCount = 0;
  Standard_Integer aNumOfNodes = 0;
  Standard_Integer aNumOfTriangles = 0;
  
  Handle_AIS_InteractiveObject aShowEdge,aShowFace,aShowShape;
  
  TopExp_Explorer aExpFace,aExpEdge;

  for(aExpFace.Init(aShape,TopAbs_FACE);aExpFace.More();aExpFace.Next())
  {  
    aCount++;
  
    TopoDS_Face aFace = TopoDS::Face(aExpFace.Current());
    TopLoc_Location aLocation;

    Handle_Poly_Triangulation aTr = BRep_Tool::Triangulation(aFace,aLocation);

    if(!aTr.IsNull())
    { 
      const TColgp_Array1OfPnt& aNodes = aTr->Nodes();
      aNumOfNodes += aTr->NbNodes();
      Standard_Integer aLower = aNodes.Lower();
      Standard_Integer anUpper = aNodes.Upper();
      const Poly_Array1OfTriangle& triangles = aTr->Triangles();
      aNumOfTriangles += aTr->NbTriangles();

      if(aCount == aNumOfFace)
      {
        Standard_Integer aNbOfNodesOfFace = aTr->NbNodes();
        Standard_Integer aNbOfTrianglesOfFace = aTr->NbTriangles();
        aExpEdge.Init(aFace,TopAbs_EDGE);

        TopoDS_Edge aEdge;

        for( Standard_Integer i = 0; aExpEdge.More() && i < aNumOfEdge ; aExpEdge.Next(), i++)
          aEdge = TopoDS::Edge(aExpEdge.Current());

        if(!aEdge.IsNull())
        {
          Handle_Poly_PolygonOnTriangulation aPol = 
            BRep_Tool::PolygonOnTriangulation(aEdge,aTr,aEdge.Location());

          if(!aPol.IsNull())
          {
            const TColStd_Array1OfInteger& aNodesOfPol = aPol->Nodes();
            Standard_Integer aNbOfNodesOfEdge = aPol->NbNodes();

            aText += "Number of nodes of the edge = ";
            aText += TCollection_AsciiString(aNbOfNodesOfEdge) + EOL;
            aText += "Number of nodes of the face = ";
            aText += TCollection_AsciiString(aNbOfNodesOfFace) + EOL;
            aText += "Number of triangles of the face = ";
            aText += TCollection_AsciiString(aNbOfTrianglesOfFace) + EOL;
			GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText);
//            setResultText(aText.ToCString());  

            Standard_Integer aLower = aNodesOfPol.Lower(), anUpper = aNodesOfPol.Upper();
            for( int i = aLower; i < anUpper ; i++)
            {
              gp_Pnt aPnt1 = aNodes(aNodesOfPol(i)).Transformed(aLocation);
              gp_Pnt aPnt2 = aNodes(aNodesOfPol(i+1)).Transformed(aLocation);
              TopoDS_Vertex aVertex1 = BRepBuilderAPI_MakeVertex (aPnt1);
              TopoDS_Vertex aVertex2 = BRepBuilderAPI_MakeVertex (aPnt2);

              if(!aVertex1.IsNull() && !aVertex2.IsNull() && // if vertices are "alive"
                !BRep_Tool::Pnt(aVertex1).IsEqual(
                BRep_Tool::Pnt(aVertex2),Precision::Confusion())) // if they are different
              {
                aEdge = BRepBuilderAPI_MakeEdge (aVertex1,aVertex2);
                aBuild2.Add(aComp2,aVertex1);
                if(!aEdge.IsNull())
                  aBuild2.Add(aComp2,aEdge);
                if(i == anUpper-1)
                  aBuild2.Add(aComp2,aVertex2);
              }
            }
      
            getAISContext()->EraseAll();
            aShowShape = drawShape(aShape);
            if(WAIT_A_SECOND) return;
            aShowEdge = drawShape(aComp2,Quantity_NOC_GREEN);
            getAISContext()->Erase(aShowShape);
            if(WAIT_A_SECOND) return;
          }
        }
      }
    

      TopTools_DataMapOfIntegerShape aEdges;
      TopTools_SequenceOfShape aVertices;

      for( Standard_Integer i = 1; i < aNodes.Length()+1; i++)
      {
        gp_Pnt aPnt = aNodes(i).Transformed(aLocation);
        TopoDS_Vertex aVertex = BRepBuilderAPI_MakeVertex(aPnt);

        if(!aVertex.IsNull())
        {
          aBuilder.Add(aCompound,aVertex);
          if(aCount == aNumOfFace ) 
            aBuild1.Add(aComp1,aVertex);
          aVertices.Append(aVertex);
        }
      }

      Standard_Integer nnn = aTr->NbTriangles();
      Standard_Integer nt,n1,n2,n3;

      for( nt = 1 ; nt < nnn+1 ; nt++)
      {     
        triangles(nt).Get(n1,n2,n3);

        Standard_Integer key[3];
        
        TopoDS_Vertex aV1,aV2;
        key[0] = _key(n1, n2);
        if(!aEdges.IsBound(key[0]))
        {
          aV1 = TopoDS::Vertex(aVertices(n1));
          aV2 = TopoDS::Vertex(aVertices(n2));
          if(!aV1.IsNull() && !aV2.IsNull() &&
            !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion()))
          {
            TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2);  
            if(!aEdge.IsNull())
            {
              aEdges.Bind(key[0], aEdge);
              aBuilder.Add(aCompound,aEdges(key[0]));
              if(aCount == aNumOfFace)
                aBuild1.Add(aComp1,aEdges(key[0]));
            } 
          }
        }
        
        key[1] = _key(n2,n3);
        if(!aEdges.IsBound(key[1])) 
        { 
          aV1 = TopoDS::Vertex(aVertices(n2));
          aV2 = TopoDS::Vertex(aVertices(n3));
          if(!aV1.IsNull() && !aV2.IsNull() &&
            !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion()))
          {
            TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2);  
            if(!aEdge.IsNull())
            {
              aEdges.Bind(key[1],aEdge);
              aBuilder.Add(aCompound,aEdges(key[1]));
              if(aCount == aNumOfFace) 
                aBuild1.Add(aComp1,aEdges(key[1]));
            } 
          } 
        } 
 
        key[2] = _key(n3,n1);
        if(!aEdges.IsBound(key[2])) 
        { 
          aV1 = TopoDS::Vertex(aVertices(n3));
          aV2 = TopoDS::Vertex(aVertices(n1));
          if(!aV1.IsNull() && !aV2.IsNull() &&
            !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion()))
          { 
            TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2);  
            if(!aEdge.IsNull())
            { 
              aEdges.Bind(key[2],aEdge);
              aBuilder.Add(aCompound,aEdges(key[2]));
              if(aCount == aNumOfFace) 
                aBuild1.Add(aComp1,aEdges(key[2]));
            } 
          } 
        } 
      } 
      
      if(aCount == aNumOfFace)
      {
        aShowFace = drawShape(aComp1,Quantity_NOC_GREEN);
        getAISContext()->Erase(aShowEdge);
      }
    }
    else
    {
      aText += "Can't compute a triangulation on face ";
      aText += TCollection_AsciiString(aCount) + EOL;
	  GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText);
//      setResultText(aText.ToCString());
    }
  }
  
  aText += "Number of nodes of the shape = ";
  aText += TCollection_AsciiString(aNumOfNodes) + EOL;
  aText += "Number of triangles of the shape = ";
  aText += TCollection_AsciiString(aNumOfTriangles) + EOL EOL;
  GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText);
//  setResultText(aText.ToCString());

  if(WAIT_A_SECOND) return;
  drawShape(aCompound,Quantity_NOC_GREEN);
  getAISContext()->Erase(aShowFace);
  
}