def constrained_filling(event=None):

    # left
    pts1 = point_list_to_TColgp_Array1OfPnt(
        (gp_Pnt(0, 0, 0.0), gp_Pnt(0, 1, 0.3), gp_Pnt(0, 2, -0.3),
         gp_Pnt(0, 3, 0.15), gp_Pnt(0, 4, 0)))
    # front
    pts2 = point_list_to_TColgp_Array1OfPnt(
        (gp_Pnt(0, 0, 0.0), gp_Pnt(1, 0, -0.3), gp_Pnt(2, 0, 0.15),
         gp_Pnt(3, 0, 0), gp_Pnt(4, 0, 0)))
    # back
    pts3 = point_list_to_TColgp_Array1OfPnt(
        (gp_Pnt(0, 4, 0), gp_Pnt(1, 4, 0.3), gp_Pnt(2, 4, -0.15),
         gp_Pnt(3, 4, 0), gp_Pnt(4, 4, 1)))
    # rechts
    pts4 = point_list_to_TColgp_Array1OfPnt(
        (gp_Pnt(4, 0, 0), gp_Pnt(4, 1, 0), gp_Pnt(4, 2,
                                                  2), gp_Pnt(4, 3, -0.15),
         gp_Pnt(4, 4, 1)))

    spl1, b1 = get_simple_bound(pts1)
    spl2, b2 = get_simple_bound(pts2)
    spl3, b3 = get_simple_bound(pts3)
    spl4, b4 = get_simple_bound(pts4)

    # build the constrained surface
    bConstrainedFilling = GeomFill_ConstrainedFilling(8, 2)
    bConstrainedFilling.Init(b1, b2, b3, b4, False)
    srf1 = bConstrainedFilling.Surface()

    display.EraseAll()
    for i in [spl1, spl2, spl3, spl4]:
        edg = BRepBuilderAPI_MakeEdge(i)
        edg.Build()
        _edg = edg.Shape()
        display.DisplayShape(_edg)

    f = BRepBuilderAPI_MakeFace(srf1, 1e-6)
    f.Build()
    shp = f.Shape()
    return shp
Example #2
0
    def DisplayShape(self,
                     shapes,
                     material=None,
                     texture=None,
                     color=None,
                     transparency=None,
                     update=False):
        '''
        '''
        # if a gp_Pnt is passed, first convert to vertex
        if issubclass(shapes.__class__, gp_Pnt):
            vertex = BRepBuilderAPI_MakeVertex(shapes)
            shapes = [vertex.Shape()]
            SOLO = True
        elif isinstance(shapes, gp_Pnt2d):
            vertex = BRepBuilderAPI_MakeVertex(
                gp_Pnt(shapes.X(), shapes.Y(), 0))
            shapes = [vertex.Shape()]
            SOLO = True
        # if a Geom_Curve is passed
        elif callable(getattr(shapes, "GetHandle", None)):
            handle = shapes.GetHandle()
            if issubclass(handle.__class__, Handle_Geom_Curve):
                edge = BRepBuilderAPI_MakeEdge(handle)
                shapes = [edge.Shape()]
                SOLO = True
            elif issubclass(handle.__class__, Handle_Geom2d_Curve):
                edge2d = BRepBuilderAPI_MakeEdge2d(handle)
                shapes = [edge2d.Shape()]
                SOLO = True
            elif issubclass(handle.__class__, Handle_Geom_Surface):
                bounds = True
                toldegen = 1e-6
                face = BRepBuilderAPI_MakeFace()
                face.Init(handle, bounds, toldegen)
                face.Build()
                shapes = [face.Shape()]
                SOLO = True
        elif isinstance(shapes, Handle_Geom_Surface):
            bounds = True
            toldegen = 1e-6
            face = BRepBuilderAPI_MakeFace()
            face.Init(shapes, bounds, toldegen)
            face.Build()
            shapes = [face.Shape()]
            SOLO = True
        elif isinstance(shapes, Handle_Geom_Curve):
            edge = BRepBuilderAPI_MakeEdge(shapes)
            shapes = [edge.Shape()]
            SOLO = True
        elif isinstance(shapes, Handle_Geom2d_Curve):
            edge2d = BRepBuilderAPI_MakeEdge2d(shapes)
            shapes = [edge2d.Shape()]
            SOLO = True
        elif issubclass(shapes.__class__, TopoDS_Shape):
            shapes = [shapes]
            SOLO = True
        else:
            SOLO = False

        ais_shapes = []

        for shape in shapes:
            if material or texture:
                if texture:
                    self.View.SetSurfaceDetail(OCC.V3d.V3d_TEX_ALL)
                    shape_to_display = OCC.AIS.AIS_TexturedShape(shape)
                    filename, toScaleU, toScaleV, toRepeatU, toRepeatV, originU, originV = texture.GetProperties(
                    )
                    shape_to_display.SetTextureFileName(
                        TCollection_AsciiString(filename))
                    shape_to_display.SetTextureMapOn()
                    shape_to_display.SetTextureScale(True, toScaleU, toScaleV)
                    shape_to_display.SetTextureRepeat(True, toRepeatU,
                                                      toRepeatV)
                    shape_to_display.SetTextureOrigin(True, originU, originV)
                    shape_to_display.SetDisplayMode(3)
                elif material:
                    shape_to_display = AIS_Shape(shape)
                    shape_to_display.SetMaterial(material)
            else:
                # TODO: can we use .Set to attach all TopoDS_Shapes
                # to this AIS_Shape instance?
                shape_to_display = AIS_Shape(shape)

            ais_shapes.append(shape_to_display.GetHandle())

        if not SOLO:
            # computing graphic properties is expensive
            # if an iterable is found, so cluster all TopoDS_Shape under
            # an AIS_MultipleConnectedInteractive
            shape_to_display = AIS_MultipleConnectedInteractive()
            for i in ais_shapes:
                shape_to_display.Connect(i)

        # set the graphic properties
        if material is None:
            #The default material is too shiny to show the object
            #color well, so I set it to something less reflective
            shape_to_display.SetMaterial(Graphic3d_NOM_NEON_GNC)
        if color:
            if isinstance(color, str):
                color = get_color_from_name(color)
            for shp in ais_shapes:
                self.Context.SetColor(shp, color, False)
        if transparency:
            shape_to_display.SetTransparency(transparency)
        if update:
            # only update when explicitely told to do so
            self.Context.Display(shape_to_display.GetHandle(), False)
            # especially this call takes up a lot of time...
            self.FitAll()
            self.Repaint()
        else:
            self.Context.Display(shape_to_display.GetHandle(), False)

        if SOLO:
            return ais_shapes[0]
        else:
            return shape_to_display