Open Cascade 转化为OpenSceneGraph中的Mesh
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgGA/StateSetManipulator>
#include <osgViewer/ViewerEventHandlers>
#include <osg/Vec3>
#include <osg/Array>
#include <osg/Geode>
#include <osg/Group>
#include <osg/MatrixTransform>
#pragma comment(lib, "osgd.lib")
#pragma comment(lib, "osgDBd.lib")
#pragma comment(lib, "osgGAd.lib")
#pragma comment(lib, "osgViewerd.lib")
// OpenCascade
#define WNT
#include <TColgp_Array2OfPnt.hxx>
#include <TColStd_HArray1OfInteger.hxx>
#include <TColGeom_Array2OfBezierSurface.hxx>
#include <GeomConvert_CompBezierSurfacesToBSplineSurface.hxx>
#include <Geom_Surface.hxx>
#include <Geom_BezierSurface.hxx>
#include <Geom_BSplineSurface.hxx>
#include <Geom_ConicalSurface.hxx>
#include <Geom_CylindricalSurface.hxx>
#include <Geom_Plane.hxx>
#include <Geom_ToroidalSurface.hxx>
#include <Geom_SphericalSurface.hxx>
// Open Cascade library.
#include <gp_Pnt.hxx>
#include <gp_Pln.hxx>
#include <BRep_Tool.hxx>
#include <TopoDS.hxx>
#include <TopoDS_Edge.hxx>
#include <TopoDS_Wire.hxx>
#include <TopoDS_Face.hxx>
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <BRepBuilderAPI_MakeWire.hxx>
#include <BRepBuilderAPI_MakeFace.hxx>
#include <BRepPrimAPI_MakeBox.hxx>
#include <BRepPrimAPI_MakeCone.hxx>
#include <BRepPrimAPI_MakeCylinder.hxx>
#include <BRepPrimApI_MakeSphere.hxx>
#include <BRepAlgoAPI_Cut.hxx>
#include <BRepAlgoAPI_Common.hxx>
#include <BRepMesh_IncrementalMesh.hxx>
#include <TopExp_Explorer.hxx>
#include <Poly_Triangulation.hxx>
#include <TShort_Array1OfShortReal.hxx>
#pragma comment(lib, "TKernel.lib")
#pragma comment(lib, "TKMath.lib")
#pragma comment(lib, "TKBRep.lib")
#pragma comment(lib, "TKPrim.lib")
#pragma comment(lib, "TKMesh.lib")
#pragma comment(lib, "TKTopAlgo.lib")
#pragma comment(lib, "TKernel.lib")
#pragma comment(lib, "TKMath.lib")
#pragma comment(lib, "TKG3d.lib")
#pragma comment(lib, "TKGeomBase.lib")
#pragma comment(lib, "TkBO.lib")
// Approximation Delta.
const double APPROXIMATION_DELTA = 0.1;
/**
* @breif Build geometry surface.
*/
osg::Node* buildSurface(const Geom_Surface& surface)
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
gp_Pnt point;
Standard_Real uFirst = 0.0;
Standard_Real vFirst = 0.0;
Standard_Real uLast = 0.0;
Standard_Real vLast = 0.0;
surface.Bounds(uFirst, uLast, vFirst, vLast);
Precision::IsNegativeInfinite(uFirst) ? uFirst = -1.0 : uFirst;
Precision::IsInfinite(uLast) ? uLast = 1.0 : uLast;
Precision::IsNegativeInfinite(vFirst) ? vFirst = -1.0 : vFirst;
Precision::IsInfinite(vLast) ? vLast = 1.0 : vLast;
// Approximation in v direction. for(Standard_Real u = uFirst; u <= uLast; u += APPROXIMATION_DELTA)
{
osg::ref_ptr<osg::Geometry> linesGeom = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> pointsVec = new osg::Vec3Array();
for (Standard_Real v = vFirst; v <= vLast; v += APPROXIMATION_DELTA)
{
point = surface.Value(u, v);
pointsVec->push_back(osg::Vec3(point.X(), point.Y(), point.Z()));
}
// Set the colors.
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 0.0f));
linesGeom->setColorArray(colors.get());
linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
// Set the normal in the same way of color.
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f));
linesGeom->setNormalArray(normals.get());
linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
// Set vertex array.
linesGeom->setVertexArray(pointsVec);
linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, , pointsVec->size()));
geode->addDrawable(linesGeom.get());
}
// Approximation in u direction.
// osg::ref_ptr<osg::Geometry> linesGeom = new osg::Geometry();
//osg::ref_ptr<osg::Vec3Array> pointsVec = new osg::Vec3Array();
for (Standard_Real v = vFirst; v <= vLast; v += APPROXIMATION_DELTA)
{
osg::ref_ptr<osg::Geometry> linesGeom = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> pointsVec = new osg::Vec3Array();
for (Standard_Real u = vFirst; u <= uLast; u += APPROXIMATION_DELTA)
{
point = surface.Value(u, v);
pointsVec->push_back(osg::Vec3(point.X(), point.Y(), point.Z()));
}
// Set the colors.
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 0.0f));
linesGeom->setColorArray(colors.get());
linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL); // Set the normal in the same way of color.
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f));
linesGeom->setNormalArray(normals.get());
linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
// Set vertex array.
linesGeom->setVertexArray(pointsVec);
linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, , pointsVec->size()));
geode->addDrawable(linesGeom.get());
}
return geode.release();
} osg::Node* BuildShapeMesh(const TopoDS_Shape& aShape)
{
osg::ref_ptr<osg::Group> root = new osg::Group();
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> triGeom = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array();
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array();
BRepMesh_IncrementalMesh(aShape, );
TopExp_Explorer faceExplorer;
for (faceExplorer.Init(aShape, TopAbs_FACE); faceExplorer.More(); faceExplorer.Next())
{
TopLoc_Location loc;
TopoDS_Face aFace = TopoDS::Face(faceExplorer.Current());
Handle_Poly_Triangulation triFace = BRep_Tool::Triangulation(aFace, loc); Standard_Boolean hasNormal = triFace->HasNormals();
Standard_Boolean hasuvNormal = triFace->HasUVNodes();
Standard_Integer l = triFace->Nodes().Length();
Standard_Integer nTriangles = triFace->NbTriangles(); gp_Pnt vertex1;
gp_Pnt vertex2;
gp_Pnt vertex3; Standard_Integer nVertexIndex1 = ;
Standard_Integer nVertexIndex2 = ;
Standard_Integer nVertexIndex3 = ;
TColgp_Array1OfPnt nodes(, triFace->NbNodes());
Poly_Array1OfTriangle triangles(, triFace->NbTriangles());
nodes = triFace->Nodes();
triangles = triFace->Triangles(); for (Standard_Integer i = ; i <= nTriangles; i++)
{
Poly_Triangle aTriangle = triangles.Value(i);
aTriangle.Get(nVertexIndex1, nVertexIndex2, nVertexIndex3); vertex1 = nodes.Value(nVertexIndex1);
vertex2 = nodes.Value(nVertexIndex2);
vertex3 = nodes.Value(nVertexIndex3);
gp_XYZ vector12(vertex2.XYZ() - vertex1.XYZ());
gp_XYZ vector13(vertex3.XYZ() - vertex1.XYZ());
gp_XYZ normal = vector12.Crossed(vector13);
Standard_Real rModulus = normal.Modulus(); if (rModulus > gp::Resolution())
{
normal.Normalize();
}
else
{
normal.SetCoord(., ., .);
} if (aFace.Orientation()!= TopAbs_FORWARD)
{
normal.Reverse();
} vertices->push_back(osg::Vec3(vertex1.X(), vertex1.Y(), vertex1.Z()));
vertices->push_back(osg::Vec3(vertex2.X(), vertex2.Y(), vertex2.Z()));
vertices->push_back(osg::Vec3(vertex3.X(), vertex3.Y(), vertex3.Z()));
normals->push_back(osg::Vec3(normal.X(), normal.Y(), normal.Z()));
}
} triGeom->setVertexArray(vertices.get());
triGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, , vertices->size()));
triGeom->setNormalArray(normals);
triGeom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET); geode->addDrawable(triGeom);
root->addChild(geode);
return root.release();
}
/* @breif Test geometry surfaces of OpenCascade.
138 */ osg::Node* buildScene(void)
{
osg::ref_ptr<osg::Group> root = new osg::Group();
// Test Plane.
Geom_Plane plane(gp::XOY());
Geom_Plane plane2(gp::YOZ());
root->addChild(buildSurface(plane));
root->addChild(buildSurface(plane2));
// Test Bezier Surface and B-Spline Surface.
TColgp_Array2OfPnt array1(,,,);
TColgp_Array2OfPnt array2(,,,);
TColgp_Array2OfPnt array3(,,,);
TColgp_Array2OfPnt array4(,,,);
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array1.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array2.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array3.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
array4.SetValue(,,gp_Pnt(,,));
Geom_BezierSurface BZ1(array1);
Geom_BezierSurface BZ2(array2);
Geom_BezierSurface BZ3(array3);
Geom_BezierSurface BZ4(array4);
root->addChild(buildSurface(BZ1));
root->addChild(buildSurface(BZ2));
root->addChild(buildSurface(BZ3));
root->addChild(buildSurface(BZ4));
Handle_Geom_BezierSurface BS1 = new Geom_BezierSurface(array1);
Handle_Geom_BezierSurface BS2 = new Geom_BezierSurface(array2);
Handle_Geom_BezierSurface BS3 = new Geom_BezierSurface(array3);
Handle_Geom_BezierSurface BS4 = new Geom_BezierSurface(array4);
TColGeom_Array2OfBezierSurface bezierarray(,,,);
bezierarray.SetValue(,,BS1);
bezierarray.SetValue(,,BS2);
bezierarray.SetValue(,,BS3);
bezierarray.SetValue(,,BS4);
GeomConvert_CompBezierSurfacesToBSplineSurface BB (bezierarray);
if (BB.IsDone())
{
Geom_BSplineSurface BSPLSURF(
BB.Poles()->Array2(),
BB.UKnots()->Array1(),
BB.VKnots()->Array1(),
BB.UMultiplicities()->Array1(),
BB.VMultiplicities()->Array1(),
BB.UDegree(),
BB.VDegree() );
BSPLSURF.Translate(gp_Vec(,,));
root->addChild(buildSurface(BSPLSURF));
} // Test Spherical Surface.
Geom_SphericalSurface sphericalSurface(gp::XOY(), 1.0);
sphericalSurface.Translate(gp_Vec(2.5, 0.0, 0.0));
root->addChild(buildSurface(sphericalSurface));
// Test Conical Surface.
Geom_ConicalSurface conicalSurface(gp::XOY(), M_PI/, 1.0);
conicalSurface.Translate(gp_Vec(5.0, 0.0, 0.0));
root->addChild(buildSurface(conicalSurface));
// Test Cylindrical Surface.
Geom_CylindricalSurface cylindricalSurface(gp::XOY(), 1.0);
cylindricalSurface.Translate(gp_Vec(8.0, 0.0, 0.0));
root->addChild(buildSurface(cylindricalSurface));
// Test Toroidal Surface.
Geom_ToroidalSurface toroidalSurface(gp::XOY(), 1.0, 0.2);
toroidalSurface.Translate(gp_Vec(11.0, 0.0, 0.0));
root->addChild(buildSurface(toroidalSurface));
return root.release();
}
/*
int main(int argc, char* argv[])
{
osgViewer::Viewer myViewer;
myViewer.setSceneData(buildScene());
myViewer.addEventHandler(new osgGA::StateSetManipulator(myViewer.getCamera()->getOrCreateStateSet()));
myViewer.addEventHandler(new osgViewer::StatsHandler);
myViewer.addEventHandler(new osgViewer::WindowSizeHandler);
return myViewer.run();
}*/ int main(int argc, char* argv[])
{
osgViewer::Viewer myViewer;
osg::ref_ptr<osg::Group> root = new osg::Group(); TopoDS_Shape theBox = BRepPrimAPI_MakeBox(,,);
TopoDS_Shape theSphere = BRepPrimAPI_MakeSphere(gp_Pnt(,,),);
TopoDS_Shape ShapeCut = BRepAlgoAPI_Common(theSphere,theBox);
root->addChild(BuildShapeMesh(ShapeCut)); myViewer.setSceneData(root);
myViewer.addEventHandler(new osgGA::StateSetManipulator(myViewer.getCamera()->getOrCreateStateSet()));
myViewer.addEventHandler(new osgViewer::StatsHandler);
myViewer.addEventHandler(new osgViewer::WindowSizeHandler); return myViewer.run();
}
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