Open CASCADE Technology
7.1.0.beta
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#include <VrmlData_ShapeConvert.hxx>
Data Structures | |
struct | ShapeData |
Public Member Functions | |
VrmlData_ShapeConvert (VrmlData_Scene &theScene, const Standard_Real theScale=1.) | |
void | AddShape (const TopoDS_Shape &theShape, const char *theName=0L) |
void | Convert (const Standard_Boolean theExtractFaces, const Standard_Boolean theExtractEdges, const Standard_Real theDeflection=0.01, const Standard_Real theDeflAngle=20.*M_PI/180.) |
Protected Member Functions | |
Handle< VrmlData_Geometry > | triToIndexedFaceSet (const Handle< Poly_Triangulation > &, const TopoDS_Face &, const Handle< VrmlData_Coordinate > &) |
Handle< VrmlData_Geometry > | polToIndexedLineSet (const Handle< Poly_Polygon3D > &) |
Handle< VrmlData_Appearance > | defaultMaterialFace () const |
Handle< VrmlData_Appearance > | defaultMaterialEdge () const |
Algorithm converting one shape or a set of shapes to VrmlData_Scene.
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inline |
Constructor.
theScene | Scene receiving all Vrml data. |
theScale | Scale factor, considering that VRML standard specifies coordinates in meters. So if your data are in mm, you should provide theScale=0.001 |
void VrmlData_ShapeConvert::AddShape | ( | const TopoDS_Shape & | theShape, |
const char * | theName = 0L |
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Add one shape to the internal list, may be called several times with different shapes.
void VrmlData_ShapeConvert::Convert | ( | const Standard_Boolean | theExtractFaces, |
const Standard_Boolean | theExtractEdges, | ||
const Standard_Real | theDeflection = 0.01 , |
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const Standard_Real | theDeflAngle = 20.*M_PI/180. |
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Convert all accumulated shapes and store them in myScene. The internal data structures are cleared in the end of convertion.
theExtractFaces | If True, converter extracst faces from the shapes. |
theExtractEdges | If True, converter extracts edges from the shapes. |
theDeflection | Deflection for tessellation of geometrical lines/surfaces. Existing mesh is used if its deflection is smaller than the one given by this parameter. |
theDeflAngle | Angular deflection for tessellation of geometrical lines. |
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