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281 lines
7.2 KiB
C++
Executable File
281 lines
7.2 KiB
C++
Executable File
// Copyright (C) 2007-2010 CEA/DEN, EDF R&D, OPEN CASCADE
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//
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// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
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// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// File: GEOMAlgo_BuilderTools.cxx
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// Created:
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// Author: Peter KURNEV
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// <pkv@irinox>
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//
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#include <GEOMAlgo_BuilderTools.ixx>
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#include <TColStd_Array1OfReal.hxx>
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#include <gp_Pnt2d.hxx>
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#include <gp_Vec.hxx>
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#include <gp_Dir.hxx>
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#include <gp_Pnt.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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#include <Poly_Triangulation.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <Poly_Triangle.hxx>
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#include <Geom2d_Curve.hxx>
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#include <Geom2dInt_Geom2dCurveTool.hxx>
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#include <TopLoc_Location.hxx>
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#include <TopAbs_Orientation.hxx>
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#include <TopoDS_Face.hxx>
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#include <TopoDS_Iterator.hxx>
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#include <TopoDS_Wire.hxx>
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#include <TopoDS.hxx>
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#include <TopoDS_Edge.hxx>
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#include <TopExp_Explorer.hxx>
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#include <BRep_Tool.hxx>
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#include <BRepBndLib.hxx>
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#include <BRepMesh_FastDiscret.hxx>
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#include <Bnd_Box.hxx>
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#include <BRepAdaptor_Curve2d.hxx>
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static
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Standard_Integer ComputeProps(const TopoDS_Face& aF,
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Standard_Real& aA,
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Standard_Real& aV);
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static
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void BuildTriangulation(const TopoDS_Face& aF);
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//=======================================================================
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//function : IsHole
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//purpose :
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//=======================================================================
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Standard_Boolean GEOMAlgo_BuilderTools::IsHole(const TopoDS_Shape& aW,
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const TopoDS_Shape& aFace)
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{
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Standard_Boolean bIsHole;
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Standard_Integer i, aNbS;
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Standard_Real aT1, aT2, aS;
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Standard_Real aU1, aU2, aU, dU;
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Standard_Real aX1, aY1, aX0, aY0;
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TopAbs_Orientation aOr;
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gp_Pnt2d aP2D0, aP2D1;
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Handle(Geom2d_Curve) aC2D;
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TopoDS_Face aF, aFF;
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TopoDS_Iterator aItW;
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//
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bIsHole=Standard_False;
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//
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aF=TopoDS::Face(aFace);
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aFF=aF;
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aFF.Orientation(TopAbs_FORWARD);
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//
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aS=0.;
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aItW.Initialize(aW);
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for (; aItW.More(); aItW.Next()) {
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const TopoDS_Edge& aE=TopoDS::Edge(aItW.Value());
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aOr=aE.Orientation();
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if (!(aOr==TopAbs_FORWARD ||
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aOr==TopAbs_REVERSED)) {
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continue;
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}
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//
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aC2D=BRep_Tool::CurveOnSurface(aE, aFF, aT1, aT2);
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if (aC2D.IsNull()) {
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break; //xx
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}
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//
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BRepAdaptor_Curve2d aBAC2D(aE, aFF);
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aNbS=Geom2dInt_Geom2dCurveTool::NbSamples(aBAC2D);
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if (aNbS>2) {
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aNbS*=4;
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}
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//
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dU=(aT2-aT1)/(Standard_Real)(aNbS-1);
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aU =aT1;
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aU1=aT1;
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aU2=aT2;
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if (aOr==TopAbs_REVERSED) {
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aU =aT2;
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aU1=aT2;
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aU2=aT1;
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dU=-dU;
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}
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//
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aC2D->D0(aU, aP2D0);
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for(i=2; i<=aNbS; i++) {
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aU=aU1+(i-1)*dU;
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aC2D->D0(aU, aP2D1);
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aP2D0.Coord(aX0, aY0);
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aP2D1.Coord(aX1, aY1);
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//
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aS=aS+(aY0+aY1)*(aX1-aX0);
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//
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aP2D0=aP2D1;
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}
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}//for (; aItW.More(); aItW.Next()) {
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bIsHole=(aS>0.);
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return bIsHole;
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}
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//=======================================================================
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//function : IsHole
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//purpose :
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//=======================================================================
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Standard_Boolean GEOMAlgo_BuilderTools::IsHole(const TopoDS_Shape& aShell)
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{
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Standard_Boolean bIsHole;
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Standard_Integer iRet;
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Standard_Real aAi, aA, aV, aVi;
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TopExp_Explorer aExp;
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//
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aA=0.;
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aV=0.;
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aExp.Init(aShell, TopAbs_FACE);
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for (; aExp.More(); aExp.Next()) {
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const TopoDS_Face& aF=TopoDS::Face(aExp.Current());
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iRet=ComputeProps(aF, aAi, aVi);
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if (!iRet) {
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aA+=aAi;
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aV+=aVi;
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}
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}
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//
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bIsHole=aV<0.;
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return bIsHole;
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}
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//=======================================================================
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//function : ComputeProps
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//purpose :
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//=======================================================================
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Standard_Integer ComputeProps(const TopoDS_Face& aF,
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Standard_Real& aA,
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Standard_Real& aV)
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{
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Standard_Integer j, i, i1, i2, aNbNodes, aNbTrigs, n[3];
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Standard_Real aAi, aVi;
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gp_Pnt aP[3], aGC, aGC1;
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TopLoc_Location aLoc;
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TopAbs_Orientation aOr;
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Handle(Poly_Triangulation) aTri;
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//
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aA=0.;
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aV=0.;
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//
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aTri=BRep_Tool::Triangulation(aF, aLoc);
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if(aTri.IsNull()) {
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BuildTriangulation(aF);
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aTri=BRep_Tool::Triangulation(aF, aLoc);
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if(aTri.IsNull()) {
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return 1;// a face is without triangulation
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}
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}
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//
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aNbNodes=aTri->NbNodes();
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aNbTrigs=aTri->NbTriangles();
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if (!aNbTrigs){
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return 2;//no triangles
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}
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//
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aOr=aF.Orientation();
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//
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const TColgp_Array1OfPnt& aNodes=aTri->Nodes();
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const Poly_Array1OfTriangle& aTriangles=aTri->Triangles();
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//
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i1=aTriangles.Lower();
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i2=aTriangles.Upper();
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//
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for (i=i1; i<=i2; ++i){
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const Poly_Triangle& aTriangle=aTriangles.Value(i);
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aTriangle.Get(n[0], n[1], n[2]);
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aGC.SetCoord(0.,0.,0.);
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for (j=0; j<3; ++j) {
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aP[j]=aNodes.Value(n[j]);
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aGC.ChangeCoord()+=aP[j].XYZ();
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}
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aGC.ChangeCoord()*=0.333333333333;
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//
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// Normal
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gp_Vec aV01(aP[0], aP[1]);
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gp_Vec aV12(aP[1], aP[2]);
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gp_Vec aVN=aV01^aV12;
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aAi=aVN.Magnitude();
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aA=aA+aAi;
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//
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if (aAi>0.0000001) {
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Standard_Real aSx, aZx;
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gp_Dir aDN(aVN);
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if (aOr==TopAbs_REVERSED) {
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aDN.Reverse();
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}
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//
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aSx=aAi*aDN.Z();
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aZx=aGC.Z();
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aVi=aZx*aSx;
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aV=aV+aVi;
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}
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}
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return 0;
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}
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//=======================================================================
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//function : BuildTriangulation
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//purpose :
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//=======================================================================
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void BuildTriangulation(const TopoDS_Face& aF)
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{
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Standard_Boolean bWithShare;
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Standard_Real aDiscret, aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
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Standard_Real dX, dY, dZ, dMax, aCoeff, aAngle;
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Bnd_Box aBox;
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//
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bWithShare=Standard_False;
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aAngle=0.5;
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//
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BRepBndLib::Add(aF, aBox);
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//
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// aDiscret
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aBox.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
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dX=aXmax-aXmin;
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dY=aYmax-aYmin;
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dZ=aZmax-aZmin;
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dMax=dX;
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if (dY>dMax) {
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dMax=dY;
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}
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if (dZ>dMax) {
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dMax=dZ;
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}
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//
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aCoeff=0.1;
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aDiscret=aCoeff*dMax;
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//
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BRepMesh_FastDiscret aMesher(aDiscret,
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aAngle,
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aBox,
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bWithShare,
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Standard_True,
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Standard_False,
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Standard_True);
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aMesher.Add(aF);
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}
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