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-- File: Graphic3d_ArrayOfTriangleFans.cdl
-- Created: 04/01/01 : GG : G005 : Draw ARRAY primitives
--
class ArrayOfTriangleFans from Graphic3d inherits ArrayOfPrimitives from Graphic3d
is
-- constructor
Create (
maxVertexs: Integer from Standard;
maxFans: Integer from Standard = 0;
hasVNormals: Boolean from Standard = Standard_False;
hasVColors: Boolean from Standard = Standard_False;
hasFColors: Boolean from Standard = Standard_False;
hasTexels: Boolean from Standard = Standard_False)
returns mutable ArrayOfTriangleFans from Graphic3d;
---Purpose: Creates an array of triangle fans,
-- a polygon can be filled as:
-- 1) creating a single fan defined with his vertexs.
-- i.e:
-- myArray = Graphic3d_ArrayOfTriangleFans(7)
-- myArray->AddVertex(x1,y1,z1)
-- ....
-- myArray->AddVertex(x7,y7,z7)
-- 2) creating separate fans defined with a predefined
-- number of fans and the number of vertex per fan.
-- i.e:
-- myArray = Graphic3d_ArrayOfTriangleFans(8,2)
-- myArray->AddBound(4)
-- myArray->AddVertex(x1,y1,z1)
-- ....
-- myArray->AddVertex(x4,y4,z4)
-- myArray->AddBound(4)
-- myArray->AddVertex(x5,y5,z5)
-- ....
-- myArray->AddVertex(x8,y8,z8)
--
-- <maxVertexs> defined the maximun allowed vertex number in the array.
-- <maxFans> defined the maximun allowed fan number in the array.
-- The number of triangle really drawn is :
-- VertexNumber()-2*Min(1,BoundNumber())
---Warning:
-- When <hasVNormals> is TRUE , you must use one of
-- AddVertex(Point,Normal)
-- or AddVertex(Point,Normal,Color)
-- or AddVertex(Point,Normal,Texel) methods.
-- When <hasVColors> is TRUE , you must use one of
-- AddVertex(Point,Color)
-- or AddVertex(Point,Normal,Color) methods.
-- When <hasTexels> is TRUE , you must use one of
-- AddVertex(Point,Texel)
-- or AddVertex(Point,Normal,Texel) methods.
-- When <hasBColors> is TRUE , <maxBounds> must be > 0 and
-- you must use the
-- AddBound(number,Color) method.
-- Warning:
-- the user is responsible about the orientation of the fan
-- depending of the order of the created vertex and this
-- orientation must be coherent with the vertex normal optionnaly
-- given at each vertex (See the Orientate() methods).
end;
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