AIS_TexturedShape.hxx File Reference

#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_AIS_TexturedShape.hxx>
#include <Graphic3d_NameOfTexture2D.hxx>
#include <TCollection_AsciiString.hxx>
#include <Standard_Boolean.hxx>
#include <Standard_Real.hxx>
#include <Handle_Graphic3d_AspectFillArea3d.hxx>
#include <Handle_Graphic3d_Texture2Dmanual.hxx>
#include <AIS_Shape.hxx>
#include <Handle_AIS_Shape.hxx>
#include <TopoDS_Shape.hxx>
#include <Bnd_Box.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Standard_Integer.hxx>
#include <AIS_KindOfInteractive.hxx>
#include <Handle_PrsMgr_PresentationManager3d.hxx>
#include <Handle_Prs3d_Presentation.hxx>
#include <Handle_PrsMgr_PresentationManager2d.hxx>
#include <Handle_Graphic2d_GraphicObject.hxx>
#include <Handle_Prs3d_Projector.hxx>
#include <Handle_Geom_Transformation.hxx>
#include <Handle_SelectMgr_Selection.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Graphic3d_NameOfMaterial.hxx>
#include <TopAbs_ShapeEnum.hxx>
#include <Handle_Prs3d_Drawer.hxx>
#include <Standard_CString.hxx>

Data Structures

class  AIS_TexturedShape
 This class allows to map textures on shapes
Textures are image files.
The texture itself is parametrized in (0,1)x(0,1).
Each face of a shape located in
UV space is provided with these parameters:

  • Umin - starting position in U
  • Umax - ending position in U
  • Vmin - starting position in V
  • Vmax - ending position in V
    Each face is triangulated and a texel is assigned to each
    node. Facets are then filled using a linear interpolation
    of texture between each 'three texels'
    User can act on :
the number of occurences of the texture on the face

  • the position of the origin of the texture
  • the scale factor of the texture
More...
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