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Include-what-you-use
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef IFCGEOMREPRESENTATION_H
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#define IFCGEOMREPRESENTATION_H
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#include <BRepMesh_IncrementalMesh.hxx>
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#include <BRepGProp_Face.hxx>
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#include <Poly_Triangulation.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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#include <TopoDS.hxx>
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#include <BRepTools.hxx>
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#include <TopExp_Explorer.hxx>
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#include <BRepAdaptor_Curve.hxx>
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#include <GCPnts_QuasiUniformDeflection.hxx>
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#include <Geom_SphericalSurface.hxx>
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#include "../ifcgeom_schema_agnostic/IfcGeomIteratorSettings.h"
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#include "../ifcgeom_schema_agnostic/IfcGeomMaterial.h"
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#include "../ifcgeom_schema_agnostic/IfcRepresentationShapeItem.h"
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#include <TopoDS_Compound.hxx>
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#include <map>
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namespace IfcGeom {
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namespace Representation {
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class IFC_GEOM_API Representation {
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Representation(const Representation&); //N/A
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Representation& operator =(const Representation&); //N/A
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protected:
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const ElementSettings settings_;
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public:
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explicit Representation(const ElementSettings& settings)
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: settings_(settings)
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{}
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const ElementSettings& settings() const { return settings_; }
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virtual ~Representation() {}
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};
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class IFC_GEOM_API BRep : public Representation {
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private:
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std::string id_;
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const IfcGeom::IfcRepresentationShapeItems shapes_;
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BRep(const BRep& other);
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BRep& operator=(const BRep& other);
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public:
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BRep(const ElementSettings& settings, const std::string& id, const IfcGeom::IfcRepresentationShapeItems& shapes)
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: Representation(settings)
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, id_(id)
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, shapes_(shapes)
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{}
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virtual ~BRep() {}
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IfcGeom::IfcRepresentationShapeItems::const_iterator begin() const { return shapes_.begin(); }
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IfcGeom::IfcRepresentationShapeItems::const_iterator end() const { return shapes_.end(); }
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const IfcGeom::IfcRepresentationShapeItems& shapes() const { return shapes_; }
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const std::string& id() const { return id_; }
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TopoDS_Compound as_compound(bool force_meters = false) const;
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bool calculate_volume(double&) const;
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bool calculate_surface_area(double&) const;
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bool calculate_projected_surface_area(const gp_Ax3& ax, double& along_x, double& along_y, double& along_z) const;
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};
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class IFC_GEOM_API Serialization : public Representation {
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private:
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std::string id_;
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std::string brep_data_;
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std::vector<double> surface_styles_;
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std::vector<int> surface_style_ids_;
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public:
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const std::string& brep_data() const { return brep_data_; }
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const std::vector<double>& surface_styles() const { return surface_styles_; }
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const std::vector<int>& surface_style_ids() const { return surface_style_ids_; }
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Serialization(const BRep& brep);
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virtual ~Serialization() {}
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const std::string& id() const { return id_; }
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private:
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Serialization();
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Serialization(const Serialization&);
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Serialization& operator=(const Serialization&);
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};
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class Triangulation : public Representation {
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private:
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// A nested pair of floats and a material index to be able to store an XYZ coordinate in a map.
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// TODO: Make this a std::tuple when compilers add support for that.
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typedef typename std::pair<double, std::pair<double, double> > Coordinate;
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typedef typename std::pair<int, Coordinate> VertexKey;
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typedef std::map<VertexKey, int> VertexKeyMap;
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typedef std::pair<int, int> Edge;
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std::string id_;
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std::vector<double> _verts;
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std::vector<int> _faces;
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std::vector<int> _edges;
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std::vector<double> _normals;
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std::vector<double> uvs_;
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std::vector<int> _material_ids;
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std::vector<Material> _materials;
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size_t weld_offset_;
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VertexKeyMap welds;
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// when read from serialization, the element needs to take ownership of the styles,
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// the material vector is constructor off of this.
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// @todo this can be improved
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std::vector<std::shared_ptr<IfcGeom::SurfaceStyle>> styles_;
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public:
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const std::string& id() const { return id_; }
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const std::vector<double>& verts() const { return _verts; }
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const std::vector<int>& faces() const { return _faces; }
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const std::vector<int>& edges() const { return _edges; }
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const std::vector<double>& normals() const { return _normals; }
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const std::vector<double>& uvs() const { return uvs_; }
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const std::vector<int>& material_ids() const { return _material_ids; }
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const std::vector<Material>& materials() const { return _materials; }
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Triangulation(const BRep& shape_model);
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Triangulation(
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ElementSettings settings,
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const std::string& id,
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const std::vector<double>& verts,
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const std::vector<int>& faces,
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const std::vector<int>& edges,
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const std::vector<double>& normals,
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const std::vector<double>& uvs,
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const std::vector<int>& material_ids,
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const std::vector<std::shared_ptr<IfcGeom::SurfaceStyle>>& styles)
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: Representation(settings)
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, id_(id)
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, _verts(verts)
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, _faces(faces)
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, _edges(edges)
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, _normals(normals)
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, uvs_(uvs)
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, _material_ids(material_ids)
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, styles_(styles)
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{
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for (auto& s : styles_) {
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_materials.push_back(IfcGeom::Material(s));
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}
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}
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virtual ~Triangulation() {}
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/// Generates UVs for a single mesh using box projection.
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/// @todo Very simple impl. Assumes that input vertices and normals match 1:1.
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static std::vector<double> box_project_uvs(const std::vector<double> &vertices, const std::vector<double> &normals);
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private:
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// Welds vertices that belong to different faces
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int addVertex(int material_index, const gp_XYZ& p);
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inline void addEdge(int n1, int n2, std::map<std::pair<int, int>, int>& edgecount, std::vector<std::pair<int, int> >& edges_temp);
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Triangulation();
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Triangulation(const Triangulation&);
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Triangulation& operator=(const Triangulation&);
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};
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}
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}
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#endif
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