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); } } } }
gp_Dir CFace::GetNormalAtUV(double u, double v, gp_Pnt *pos)const{ return GetFaceNormalAtUV(m_topods_face, u, v, pos); }