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// Created on: 2001-01-04
// Copyright (c) 2001-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_ArrayOfPolygons_HeaderFile
#define _Graphic3d_ArrayOfPolygons_HeaderFile
#include <Graphic3d_ArrayOfPrimitives.hxx>
//! Contains polygons array definition.
//! WARNING! Polygon primitives might be unsupported by graphics library.
//! Triangulation should be used instead of quads for better compatibility.
class Graphic3d_ArrayOfPolygons : public Graphic3d_ArrayOfPrimitives
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfPolygons, Graphic3d_ArrayOfPrimitives)
public:
//! Creates an array of polygons (Graphic3d_TOPA_POLYGONS), a polygon can be filled as:
//! 1) Creating a single polygon defined with his vertexes, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfPolygons (7);
//! myArray->AddVertex (x1, y1, z1);
//! ....
//! myArray->AddVertex (x7, y7, z7);
//! @endcode
//! 2) Creating separate polygons defined with a predefined number of bounds and the number of
//! vertex per bound, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfPolygons (7, 2);
//! myArray->AddBound (4);
//! myArray->AddVertex (x1, y1, z1);
//! ....
//! myArray->AddVertex (x4, y4, z4);
//! myArray->AddBound (3);
//! myArray->AddVertex (x5, y5, z5);
//! ....
//! myArray->AddVertex (x7, y7, z7);
//! @endcode
//! 3) Creating a single indexed polygon defined with his vertex ans edges, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfPolygons (4, 0, 6);
//! myArray->AddVertex (x1, y1, z1);
//! ....
//! myArray->AddVertex (x4, y4, z4);
//! myArray->AddEdge (1);
//! myArray->AddEdge (2);
//! myArray->AddEdge (3);
//! myArray->AddEdge (1);
//! myArray->AddEdge (2);
//! myArray->AddEdge (4);
//! @endcode
//! 4) Creating separate polygons defined with a predefined number of bounds and the number of
//! edges per bound, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfPolygons (6, 4, 14);
//! myArray->AddBound (3);
//! myArray->AddVertex (x1, y1, z1);
//! myArray->AddVertex (x2, y2, z2);
//! myArray->AddVertex (x3, y3, z3);
//! myArray->AddEdge (1);
//! myArray->AddEdge (2);
//! myArray->AddEdge (3);
//! myArray->AddBound (3);
//! myArray->AddVertex (x4, y4, z4);
//! myArray->AddVertex (x5, y5, z5);
//! myArray->AddVertex (x6, y6, z6);
//! myArray->AddEdge (4);
//! myArray->AddEdge (5);
//! myArray->AddEdge (6);
//! myArray->AddBound (4);
//! myArray->AddEdge (2);
//! myArray->AddEdge (3);
//! myArray->AddEdge (5);
//! myArray->AddEdge (6);
//! myArray->AddBound (4);
//! myArray->AddEdge (1);
//! myArray->AddEdge (3);
//! myArray->AddEdge (5);
//! myArray->AddEdge (4);
//! @endcode
//! @param theMaxVertexs defines the maximum allowed vertex number in the array
//! @param theMaxBounds defines the maximum allowed bound number in the array
//! @param theMaxEdges defines the maximum allowed edge number in the array
//! @param theArrayFlags array flags
Graphic3d_ArrayOfPolygons(int theMaxVertexs,
int theMaxBounds,
int theMaxEdges,
Graphic3d_ArrayFlags theArrayFlags)
: Graphic3d_ArrayOfPrimitives(Graphic3d_TOPA_POLYGONS,
theMaxVertexs,
theMaxBounds,
theMaxEdges,
theArrayFlags)
{
}
//! Creates an array of polygons (Graphic3d_TOPA_POLYGONS):
//! @param theMaxVertexs defines the maximum allowed vertex number in the array
//! @param theMaxBounds defines the maximum allowed bound number in the array
//! @param theMaxEdges defines the maximum allowed edge number in the array
Graphic3d_ArrayOfPolygons(const int theMaxVertexs,
const int theMaxBounds = 0,
const int theMaxEdges = 0,
const bool theHasVNormals = false,
const bool theHasVColors = false,
const bool theHasBColors = false,
const bool theHasVTexels = false)
: Graphic3d_ArrayOfPrimitives(
Graphic3d_TOPA_POLYGONS,
theMaxVertexs,
theMaxBounds,
theMaxEdges,
(theHasVNormals ? Graphic3d_ArrayFlags_VertexNormal : Graphic3d_ArrayFlags_None)
| (theHasVColors ? Graphic3d_ArrayFlags_VertexColor : Graphic3d_ArrayFlags_None)
| (theHasBColors ? Graphic3d_ArrayFlags_BoundColor : Graphic3d_ArrayFlags_None)
| (theHasVTexels ? Graphic3d_ArrayFlags_VertexTexel : Graphic3d_ArrayFlags_None))
{
}
};
#endif // _Graphic3d_ArrayOfPolygons_HeaderFile