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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _Graphic3d_ArrayOfPolygons_HeaderFile
#define _Graphic3d_ArrayOfPolygons_HeaderFile
#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_Graphic3d_ArrayOfPolygons_HeaderFile
#include <Handle_Graphic3d_ArrayOfPolygons.hxx>
#endif
#ifndef _Graphic3d_ArrayOfPrimitives_HeaderFile
#include <Graphic3d_ArrayOfPrimitives.hxx>
#endif
#ifndef _Standard_Integer_HeaderFile
#include <Standard_Integer.hxx>
#endif
#ifndef _Standard_Boolean_HeaderFile
#include <Standard_Boolean.hxx>
#endif
class Graphic3d_ArrayOfPolygons : public Graphic3d_ArrayOfPrimitives {
public:
//! Creates an array of polygons, <br>
//! a polygon can be filled as: <br>
//! 1) creating a single polygon defined with his vertexs. <br>
//! i.e: <br>
//! myArray = Graphic3d_ArrayOfPolygons(7) <br>
//! myArray->AddVertex(x1,y1,z1) <br>
//! .... <br>
//! myArray->AddVertex(x7,y7,z7) <br>
//! 2) creating separate polygons defined with a predefined <br>
//! number of bounds and the number of vertex per bound. <br>
//! i.e: <br>
//! myArray = Graphic3d_ArrayOfPolygons(7,2) <br>
//! myArray->AddBound(4) <br>
//! myArray->AddVertex(x1,y1,z1) <br>
//! .... <br>
//! myArray->AddVertex(x4,y4,z4) <br>
//! myArray->AddBound(3) <br>
//! myArray->AddVertex(x5,y5,z5) <br>
//! .... <br>
//! myArray->AddVertex(x7,y7,z7) <br>
//! 3) creating a single indexed polygon defined with his vertex <br>
//! ans edges. <br>
//! i.e: <br>
//! myArray = Graphic3d_ArrayOfPolygons(4,0,6) <br>
//! myArray->AddVertex(x1,y1,z1) <br>
//! .... <br>
//! myArray->AddVertex(x4,y4,z4) <br>
//! myArray->AddEdge(1) <br>
//! myArray->AddEdge(2) <br>
//! myArray->AddEdge(3) <br>
//! myArray->AddEdge(1) <br>
//! myArray->AddEdge(2) <br>
//! myArray->AddEdge(4) <br>
//! 4) creating separate polygons defined with a predefined <br>
//! number of bounds and the number of edges per bound. <br>
//! i.e: <br>
//! myArray = Graphic3d_ArrayOfPolygons(6,4,14) <br>
//! myArray->AddBound(3) <br>
//! myArray->AddVertex(x1,y1,z1) <br>
//! myArray->AddVertex(x2,y2,z2) <br>
//! myArray->AddVertex(x3,y3,z3) <br>
//! myArray->AddEdge(1) <br>
//! myArray->AddEdge(2) <br>
//! myArray->AddEdge(3) <br>
//! myArray->AddBound(3) <br>
//! myArray->AddVertex(x4,y4,z4) <br>
//! myArray->AddVertex(x5,y5,z5) <br>
//! myArray->AddVertex(x6,y6,z6) <br>
//! myArray->AddEdge(4) <br>
//! myArray->AddEdge(5) <br>
//! myArray->AddEdge(6) <br>
//! myArray->AddBound(4) <br>
//! myArray->AddEdge(2) <br>
//! myArray->AddEdge(3) <br>
//! myArray->AddEdge(5) <br>
//! myArray->AddEdge(6) <br>
//! myArray->AddBound(4) <br>
//! myArray->AddEdge(1) <br>
//! myArray->AddEdge(3) <br>
//! myArray->AddEdge(5) <br>
//! myArray->AddEdge(4) <br>
//! <maxVertexs> defined the maximun allowed vertex number in the array. <br>
//! <maxBounds> defined the maximun allowed bound number in the array. <br>
//! <maxEdges> defined the maximun allowed edge number in the array. <br>
//! Warning: <br>
//! When <hasVNormals> is TRUE , you must use one of <br>
//! AddVertex(Point,Normal) <br>
//! or AddVertex(Point,Normal,Color) <br>
//! or AddVertex(Point,Normal,Texel) methods. <br>
//! When <hasVColors> is TRUE , you must use one of <br>
//! AddVertex(Point,Color) <br>
//! or AddVertex(Point,Normal,Color) methods. <br>
//! When <hasTexels> is TRUE , you must use one of <br>
//! AddVertex(Point,Texel) <br>
//! or AddVertex(Point,Normal,Texel) methods. <br>
//! When <hasBColors> is TRUE , <maxBounds> must be > 0 and <br>
//! you must use the <br>
//! AddBound(number,Color) method. <br>
//! When <hasEdgeInfos> is TRUE , <maxEdges> must be > 0 and <br>
//! you must use the <br>
//! AddEdge(number,visibillity) method. <br>
//! Warning: <br>
//! the user is responsible about the orientation of the polygon <br>
//! depending of the order of the created vertex or edges and this <br>
//! orientation must be coherent with the vertex normal optionnaly <br>
//! given at each vertex (See the Orientate() methods). <br>
Standard_EXPORT Graphic3d_ArrayOfPolygons(const Standard_Integer maxVertexs,const Standard_Integer maxBounds = 0,const Standard_Integer maxEdges = 0,const Standard_Boolean hasVNormals = Standard_False,const Standard_Boolean hasVColors = Standard_False,const Standard_Boolean hasBColors = Standard_False,const Standard_Boolean hasTexels = Standard_False,const Standard_Boolean hasEdgeInfos = Standard_False);
DEFINE_STANDARD_RTTI(Graphic3d_ArrayOfPolygons)
protected:
private:
};
// other Inline functions and methods (like "C++: function call" methods)
#endif
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