mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
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2a403e240d
Massive refactor of the IfcGeomObjects module, which is now the IfcGeom::Iterator class.
270 lines
10 KiB
C++
270 lines
10 KiB
C++
/********************************************************************************
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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.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 <TopExp_Explorer.hxx>
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#include "../ifcgeom/IfcGeomIteratorSettings.h"
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#include "../ifcgeom/IfcGeomMaterial.h"
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namespace IfcGeom {
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namespace Representation {
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class Representation {
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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) : _settings(settings) {}
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const ElementSettings& settings() const { return _settings; }
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};
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class BRep : public Representation {
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private:
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unsigned int 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, unsigned int 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 unsigned int& getId() const { return id; }
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};
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class Serialization : public Representation {
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private:
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int _id;
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bool convert_back_units;
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std::string _brep_data;
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public:
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int id() const { return _id; }
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const std::string& brep_data() const { return _brep_data; }
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Serialization(const BRep& brep);
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virtual ~Serialization() {}
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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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template <typename P>
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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<P, std::pair<P, P> > 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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int _id;
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std::vector<P> _verts;
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std::vector<int> _faces;
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std::vector<int> _edges;
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std::vector<P> _normals;
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std::vector<int> _material_ids;
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std::vector<Material> _materials;
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VertexKeyMap welds;
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public:
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int id() const { return _id; }
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const std::vector<P>& 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<P>& normals() const { return _normals; }
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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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: Representation(shape_model.settings())
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, _id(shape_model.getId())
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{
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for ( IfcGeom::IfcRepresentationShapeItems::const_iterator it = shape_model.begin(); it != shape_model.end(); ++ it ) {
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int surface_style_id = -1;
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if (it->hasStyle()) {
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Material adapter(&it->Style());
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std::vector<Material>::const_iterator jt = std::find(_materials.begin(), _materials.end(), adapter);
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if (jt == _materials.end()) {
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surface_style_id = _materials.size();
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_materials.push_back(adapter);
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} else {
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surface_style_id = jt - _materials.begin();
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}
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}
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if (settings().apply_default_materials() && surface_style_id == -1) {
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Material material(IfcGeom::get_default_style(settings().element_type()));
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std::vector<Material>::const_iterator it = std::find(_materials.begin(), _materials.end(), material);
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if (it == _materials.end()) {
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surface_style_id = _materials.size();
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_materials.push_back(material);
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} else {
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surface_style_id = it - _materials.begin();
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}
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}
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const TopoDS_Shape& s = it->Shape();
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const gp_GTrsf& trsf = it->Placement();
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// Triangulate the shape
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try {
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// BRepTools::Clean(s);
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BRepMesh::Mesh(s, settings().deflection_tolerance());
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} catch(...) {
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// TODO: Catch outside
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// Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape:",ifc_file->EntityById(_id)->entity);
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Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape");
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continue;
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}
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TopExp_Explorer exp;
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// Iterates over the faces of the shape
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for ( exp.Init(s,TopAbs_FACE); exp.More(); exp.Next() ) {
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TopoDS_Face face = TopoDS::Face(exp.Current());
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TopLoc_Location loc;
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Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face,loc);
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if ( ! tri.IsNull() ) {
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// A 3x3 matrix to rotate the vertex normals
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const gp_Mat rotation_matrix = trsf.VectorialPart();
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// Keep track of the number of times an edge is used
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// Manifold edges (i.e. edges used twice) are deemed invisible
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std::map<std::pair<int,int>,int> edgecount;
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std::vector<std::pair<int,int> > edges_temp;
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const TColgp_Array1OfPnt& nodes = tri->Nodes();
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const TColgp_Array1OfPnt2d& uvs = tri->UVNodes();
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std::vector<gp_XYZ> coords;
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BRepGProp_Face prop(face);
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std::map<int,int> dict;
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// Vertex normals are only calculated if vertices are not welded
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const bool calculate_normals = !settings().weld_vertices();
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for( int i = 1; i <= nodes.Length(); ++ i ) {
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coords.push_back(nodes(i).Transformed(loc).XYZ());
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trsf.Transforms(*coords.rbegin());
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dict[i] = addVertex(surface_style_id, *coords.rbegin());
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if ( calculate_normals ) {
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const gp_Pnt2d& uv = uvs(i);
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gp_Pnt p;
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gp_Vec normal_direction;
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prop.Normal(uv.X(),uv.Y(),p,normal_direction);
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gp_Vec normal(0., 0., 0.);
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if (normal_direction.Magnitude() > ALMOST_ZERO) {
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normal = gp_Dir(normal_direction.XYZ() * rotation_matrix);
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}
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_normals.push_back((float)normal.X());
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_normals.push_back((float)normal.Y());
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_normals.push_back((float)normal.Z());
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}
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}
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const Poly_Array1OfTriangle& triangles = tri->Triangles();
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for( int i = 1; i <= triangles.Length(); ++ i ) {
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int n1,n2,n3;
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if ( face.Orientation() == TopAbs_REVERSED )
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triangles(i).Get(n3,n2,n1);
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else triangles(i).Get(n1,n2,n3);
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/* An alternative would be to calculate normals based
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* on the coordinates of the mesh vertices */
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/*
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const gp_XYZ pt1 = coords[n1-1];
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const gp_XYZ pt2 = coords[n2-1];
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const gp_XYZ pt3 = coords[n3-1];
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const gp_XYZ v1 = pt2-pt1;
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const gp_XYZ v2 = pt3-pt2;
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gp_Dir normal = gp_Dir(v1^v2);
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_normals.push_back((float)normal.X());
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_normals.push_back((float)normal.Y());
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_normals.push_back((float)normal.Z());
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*/
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_faces.push_back(dict[n1]);
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_faces.push_back(dict[n2]);
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_faces.push_back(dict[n3]);
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_material_ids.push_back(surface_style_id);
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addEdge(n1,n2,edgecount,edges_temp);
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addEdge(n2,n3,edgecount,edges_temp);
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addEdge(n3,n1,edgecount,edges_temp);
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}
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for ( std::vector<std::pair<int,int> >::const_iterator it = edges_temp.begin(); it != edges_temp.end(); ++it ) {
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_edges.push_back(edgecount[*it]==1);
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}
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}
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}
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}
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}
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virtual ~Triangulation() {}
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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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const P X = static_cast<P>(settings().convert_back_units() ? (p.X() / settings().unit_magnitude()) : p.X());
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const P Y = static_cast<P>(settings().convert_back_units() ? (p.Y() / settings().unit_magnitude()) : p.Y());
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const P Z = static_cast<P>(settings().convert_back_units() ? (p.Z() / settings().unit_magnitude()) : p.Z());
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int i = (int) _verts.size() / 3;
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if (settings().weld_vertices()) {
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const VertexKey key = std::make_pair(material_index, std::make_pair(X, std::make_pair(Y, Z)));
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VertexKeyMap::const_iterator it = welds.find(key);
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if ( it != welds.end() ) return it->second;
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i = (int) welds.size();
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welds[key] = i;
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}
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_verts.push_back(X);
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_verts.push_back(Y);
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_verts.push_back(Z);
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return i;
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}
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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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const Edge e = Edge( (std::min)(n1,n2),(std::max)(n1,n2) );
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if ( edgecount.find(e) == edgecount.end() ) edgecount[e] = 1;
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else edgecount[e] ++;
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edges_temp.push_back(e);
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}
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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 |