Open CASCADE Technology 7.8.0
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#include <VrmlData_ShapeConvert.hxx>
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struct | ShapeData |
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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.) |
void | ConvertDocument (const Handle< TDocStd_Document > &theDoc) |
Algorithm converting one shape or a set of shapes to VrmlData_Scene.
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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 conversion.
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. |
void VrmlData_ShapeConvert::ConvertDocument | ( | const Handle< TDocStd_Document > & | theDoc | ) |
Add all shapes start from given document with colors and names to the internal structure
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