// Copyright (c) 2025 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 _RWMesh_ShapeIterator_HeaderFile #define _RWMesh_ShapeIterator_HeaderFile #include "BRepLProp_SLProps.hxx" #include "NCollection_DataMap.hxx" #include "Poly_Triangulation.hxx" #include "TopExp_Explorer.hxx" #include "TopoDS_Shape.hxx" #include "NCollection_List.hxx" #include "TopTools_ShapeMapHasher.hxx" #include "NCollection_IndexedDataMap.hxx" #include "TopoDS_Edge.hxx" #include "XCAFPrs_Style.hxx" #include "gp_Trsf.hxx" #include class TDF_Label; //! This is a virtual base class for other shape iterators. //! Provides an abstract interface for iterating over the elements of a shape. //! It defines a set of pure virtual methods that must be implemented by //! derived classes to handle specific types of shapes and their elements. class RWMesh_ShapeIterator { public: //! Return explored shape. const TopoDS_Shape& ExploredShape() const { return myIter.ExploredShape(); } //! Return shape. Standard_EXPORT virtual const TopoDS_Shape& Shape() const = 0; //! Return true if iterator points to the valid triangulation. Standard_EXPORT virtual bool More() const = 0; //! Find next value. Standard_EXPORT virtual void Next() = 0; //! Return true if mesh data is defined. Standard_EXPORT virtual bool IsEmpty() const = 0; //! Return shape material. const XCAFPrs_Style& Style() const { return myStyle; } //! Return TRUE if shape color is set. bool HasColor() const { return myHasColor; } //! Return shape color. const Quantity_ColorRGBA& Color() const { return myColor; } //! Lower element index in current triangulation. Standard_EXPORT virtual int ElemLower() const = 0; //! Upper element index in current triangulation. Standard_EXPORT virtual int ElemUpper() const = 0; //! Return number of nodes for the current shape. Standard_EXPORT virtual int NbNodes() const = 0; //! Lower node index in current shape. Standard_EXPORT virtual int NodeLower() const = 0; //! Upper node index in current shape. Standard_EXPORT virtual int NodeUpper() const = 0; //! Return the node with specified index with applied transformation. gp_Pnt NodeTransformed(const int theNode) const { gp_Pnt aNode = node(theNode); aNode.Transform(myTrsf); return aNode; } protected: //! Return the node with specified index with applied transformation. virtual gp_Pnt node(const int theNode) const = 0; //! Main constructor. RWMesh_ShapeIterator(const TDF_Label& theLabel, const TopLoc_Location& theLocation, const TopAbs_ShapeEnum theShapeTypeFind, const TopAbs_ShapeEnum theShapeTypeAvoid, const bool theToMapColors = false, const XCAFPrs_Style& theStyle = XCAFPrs_Style()); //! Auxiliary constructor. RWMesh_ShapeIterator(const TopoDS_Shape& theShape, const TopAbs_ShapeEnum theShapeTypeFind, const TopAbs_ShapeEnum theShapeTypeAvoid, const XCAFPrs_Style& theStyle = XCAFPrs_Style()); //! Dispatch shape styles. void dispatchStyles(const TDF_Label& theLabel, const TopLoc_Location& theLocation, const XCAFPrs_Style& theStyle); //! Reset information for current shape. void resetShape() { myHasColor = false; myColor = Quantity_ColorRGBA(); myStyle = XCAFPrs_Style(); } //! Initialize shape properties. void initShape(); protected: NCollection_DataMap myStyles; //!< Shape -> Style map XCAFPrs_Style myDefStyle; //!< default style for shapes without dedicated style bool myToMapColors; //!< flag to dispatch styles TopExp_Explorer myIter; //!< shape explorer TopLoc_Location myLocation; //!< current shape location gp_Trsf myTrsf; //!< current shape transformation XCAFPrs_Style myStyle; //!< current shape style Quantity_ColorRGBA myColor; //!< current shape color TopAbs_ShapeEnum myShapeType; //!< type of shape bool myHasColor; //!< flag indicating that current shape has assigned color }; #endif // _RWMesh_ShapeIterator_HeaderFile