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License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast Wrong license statements corrected in several files. Copyright and license statements added in XSD and GLSL files. Copyright year updated in some files. Obsolete documentation files removed from DrawResources.
189 lines
7.0 KiB
C++
189 lines
7.0 KiB
C++
// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <SWDRAW_ToVRML.ixx>
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#include <Standard_Stream.hxx>
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#include <BRepMesh_FastDiscret.hxx>
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#include <BRepMesh_Triangle.hxx>
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#include <BRepMesh_Edge.hxx>
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#include <Bnd_Box.hxx>
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#include <BRepBndLib.hxx>
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#include <gp_Pnt.hxx> //ied_modif_for_compil_Nov-20-1998
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SWDRAW_ToVRML::SWDRAW_ToVRML ()
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{
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myEmissiveColorRed = 0.3;
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myEmissiveColorGreen = 0.3;
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myEmissiveColorBlue = 0.3;
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myDiffuseColorRed = 0.3;
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myDiffuseColorGreen = 0.3;
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myDiffuseColorBlue = 0.5;
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myTransparency = 0.0;
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myAmbientIntensity = 0.3;
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mySpecularColorRed = 0.7;
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mySpecularColorGreen = 0.7;
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mySpecularColorBlue = 0.8;
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myShininess = 0.1;
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myTexture = " [] " ;
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myCreaseAngle = 1.57;
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myDeflection = 0.005;
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}
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Standard_Real& SWDRAW_ToVRML::EmissiveColorRed () { return myEmissiveColorRed ; }
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Standard_Real& SWDRAW_ToVRML::EmissiveColorGreen() { return myEmissiveColorGreen; }
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Standard_Real& SWDRAW_ToVRML::EmissiveColorBlue () { return myEmissiveColorBlue ; }
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Standard_Real& SWDRAW_ToVRML::DiffuseColorRed () { return myDiffuseColorRed ; }
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Standard_Real& SWDRAW_ToVRML::DiffuseColorGreen () { return myDiffuseColorGreen ; }
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Standard_Real& SWDRAW_ToVRML::DiffuseColorBlue () { return myDiffuseColorBlue ; }
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Standard_Real& SWDRAW_ToVRML::Transparency () { return myTransparency ; }
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Standard_Real& SWDRAW_ToVRML::AmbientIntensity () { return myAmbientIntensity ; }
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Standard_Real& SWDRAW_ToVRML::SpecularColorRed () { return mySpecularColorRed ; }
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Standard_Real& SWDRAW_ToVRML::SpecularColorGreen() { return mySpecularColorGreen; }
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Standard_Real& SWDRAW_ToVRML::SpecularColorBlue () { return mySpecularColorBlue ; }
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Standard_Real& SWDRAW_ToVRML::Shininess () { return myShininess ; }
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TCollection_AsciiString& SWDRAW_ToVRML::Texture () { return myTexture ; }
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Standard_Real& SWDRAW_ToVRML::CreaseAngle() { return myCreaseAngle; }
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Standard_Real& SWDRAW_ToVRML::Deflection () { return myDeflection ; }
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//=======================================================================
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// function : ToVRML::Write
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// purpose : conversion of a Shape into VRML format for 3d visualisation
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//=======================================================================
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Standard_Boolean SWDRAW_ToVRML::Write
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(const TopoDS_Shape& aShape, const Standard_CString filename) const
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{
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filebuf thefile;
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ostream TheFileOut(&thefile);
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if (thefile.open(filename,ios::out))
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{
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// Creates facets from the shape
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// Create (defle : Real from Standard;
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// shape : Shape from TopoDS;
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// angl : Real from Standard= 0.17;
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// withShare : Boolean from Standard=Standard_True;
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// inshape : Boolean from Standard=Standard_False;
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// relative : Boolean from Standard=Standard_False;
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// shapetrigu: Boolean from Standard=Standard_False)
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// returns mutable Discret from BRepMesh;
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Bnd_Box B;
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BRepBndLib::Add(aShape, B);
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Handle(BRepMesh_FastDiscret) TheDiscret =
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new BRepMesh_FastDiscret(myDeflection,
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aShape,
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B,
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0.17,
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Standard_True,
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Standard_False,
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Standard_True,
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Standard_True);
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Standard_Integer i,j;
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// header of the VRML file
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TheFileOut << "#VRML V2.0 utf8" << endl;
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TheFileOut << "Group {" << endl;
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TheFileOut << " children [ " << endl;
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TheFileOut << " NavigationInfo {" << endl;
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TheFileOut << " type \"EXAMINE\" " << endl;
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TheFileOut << " }," << endl;
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TheFileOut << "Shape {" << endl;
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TheFileOut << " appearance Appearance {" << endl;
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TheFileOut << " texture ImageTexture {" << endl;
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TheFileOut << " url " << myTexture.ToCString() << endl;
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TheFileOut << " }" << endl;
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TheFileOut << " material Material { " << endl;
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TheFileOut << " diffuseColor " << myDiffuseColorRed << " " << myDiffuseColorGreen << " " << myDiffuseColorBlue << " " << endl;
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TheFileOut << " emissiveColor " << myEmissiveColorRed << " "
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<< myEmissiveColorGreen << " " << myEmissiveColorBlue << " " << endl;
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TheFileOut << " transparency " << myTransparency << endl;
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TheFileOut << " ambientIntensity " << myAmbientIntensity << " " << endl;
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TheFileOut << " specularColor " << mySpecularColorRed << " " << mySpecularColorGreen << " " << mySpecularColorBlue << " " << endl;
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TheFileOut << " shininess " <<myShininess << " " << endl;
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TheFileOut << " }" << endl;
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TheFileOut << " }" << endl;
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TheFileOut << " geometry IndexedFaceSet {" << endl;
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TheFileOut << " coord Coordinate {" << endl;
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TheFileOut << " point [" << endl;
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// puts the coordinates of all the vertices using the order
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// given during the discretisation
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for (i=1;i<=TheDiscret->NbVertices();i++)
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{
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gp_Pnt TheVertex=TheDiscret->Pnt(i);
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TheFileOut << " "
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<< TheVertex.Coord().X() << " "
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<< TheVertex.Coord().Y() << " "
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<< TheVertex.Coord().Z() << "," << endl;
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}
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TheFileOut << " ]" << endl;
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TheFileOut << " }" << endl;
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TheFileOut << " coordIndex [" << endl;
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// retrieves all the triangles in order to draw the facets
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for (j=1; j <= TheDiscret->NbTriangles(); j++)
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{
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BRepMesh_Triangle TheTri=TheDiscret->Triangle(j);
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Standard_Integer e1,e2,e3,i1,i2,i3;
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Standard_Boolean b1,b2,b3;
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TheTri.Edges(e1,e2,e3,b1,b2,b3);
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if (b1)
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{
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i1 = TheDiscret->Edge(e1).FirstNode()-1;
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i2 = TheDiscret->Edge(e1).LastNode()-1;
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}
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else
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{
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i2 = TheDiscret->Edge(e1).FirstNode()-1;
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i1 = TheDiscret->Edge(e1).LastNode()-1;
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}
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if (b2)
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{
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i3 = TheDiscret->Edge(e2).LastNode()-1;
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}
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else
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{
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i3 = TheDiscret->Edge(e2).FirstNode()-1;
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}
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TheFileOut << " " << i1 << ", " << i2 << ", " << i3 << ", -1, " << endl;
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}
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TheFileOut << " ]" << endl;
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TheFileOut << " solid FALSE" << endl; // it is not a closed solid
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TheFileOut << " creaseAngle " << myCreaseAngle << " " << endl; // for smooth shading
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TheFileOut << " }" << endl;
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TheFileOut << " }" << endl;
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TheFileOut << " ]" << endl;
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TheFileOut << "} " << endl;
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}
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else return Standard_False; // failure when opening file
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thefile.close();
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return Standard_True;
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}
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