void ParseTopoDSShapeToOff(const TopoDS_Shape& aShape) { //0计算顶点和顶点索引// std::vector<osg::Vec3d> vertexArray; BRepMesh_IncrementalMesh(aShape, 0.001);//BRepMesh::Mesh(aShape, 3);//6.8.0后删除了 gp_Pnt vertex1; gp_Pnt vertex2; gp_Pnt vertex3; Standard_Integer nVertexIndex1 = 0; Standard_Integer nVertexIndex2 = 0; Standard_Integer nVertexIndex3 = 0; 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); if (triFace.IsNull()) { continue; } Standard_Boolean hasNormal = triFace->HasNormals(); Standard_Boolean hasuvNormal = triFace->HasUVNodes(); Standard_Integer l = triFace->Nodes().Length(); Standard_Integer nTriangles = triFace->NbTriangles(); TColgp_Array1OfPnt nodes(1, triFace->NbNodes()); Poly_Array1OfTriangle triangles(1, triFace->NbTriangles()); nodes = triFace->Nodes(); triangles = triFace->Triangles(); for (Standard_Integer i = 1; 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); vertexArray.push_back(osg::Vec3(vertex1.X(), vertex1.Y(), vertex1.Z())); vertexArray.push_back(osg::Vec3(vertex2.X(), vertex2.Y(), vertex2.Z())); vertexArray.push_back(osg::Vec3(vertex3.X(), vertex3.Y(), vertex3.Z())); } } //顶点去重 osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(); { int nums = vertexArray.size(); for (unsigned int i = 0; i < nums; i++) { osg::Vec3d vt = vertexArray.at(i); bool bFind = false;//是否存在 osg::Vec3Array::iterator iter = vertices->begin(); for (; iter != vertices->end(); ++iter) { osg::Vec3d _vt = *iter; if (_vt == vt) { bFind = true; break; } } if (!bFind) { vertices->push_back(vt); } } } int nums = vertices->size(); //获取索引 osg::ref_ptr<osg::DrawElementsUInt> arrayIndexs = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES); { int nums = vertexArray.size(); for (unsigned int i = 0; i < nums; i += 3) { bool bFind0 = false; bool bFind1 = false; bool bFind2 = false; int index0 = 0; int index1 = 0; int index2 = 0; osg::Vec3d vt0 = vertexArray.at(i); osg::Vec3d vt1 = vertexArray.at(i + 1); osg::Vec3d vt2 = vertexArray.at(i + 2); //从去重后的顶点中获取索引 osg::Vec3Array::iterator iter = vertices->begin(); for (int index = 0; iter != vertices->end(); ++iter, ++index) { osg::Vec3d _vt = *iter; if (_vt == vt0) { bFind0 = true; index0 = index;//第1个顶点索引 } else if (_vt == vt1) { bFind1 = true; index1 = index;//第2个顶点索引 } else if (_vt == vt2) { bFind2 = true; index2 = index;//第3个顶点索引 } if (bFind0 && bFind1 && bFind2) { arrayIndexs->push_back(index0); arrayIndexs->push_back(index1); arrayIndexs->push_back(index2); break; } } } } { //写OFF WirteOffFile("D:data/off/test.off", vertices, arrayIndexs); } }
转自:https://blog.csdn.net/weixin_43712770/article/details/100972804
标签:off,自定义,int,iter,几何体,vt,triFace,Standard,osg From: https://www.cnblogs.com/mrliu0515/p/16635044.html