If I already have an array of Vertices, and an array of indices into Vertices array (for faces), which API could I use to build a BREP or SHELL?
Thanks a lot,
Author
Discussion
7 archived replies
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01Commenter-1
I once used BRepFill_Filling for a similar problem, but this does only work for simple structures. If the structure is to complex, an exception is thrown.
Some sample code:
BRepFill_Filling makeFilling(2);
for (size_t i = 1; i <= nLastEdgePoint; ++i)
{
BRepBuilderAPI_MakeEdge makeEdge(m_vecEdgePoints[i - 1],
m_vecEdgePoints[i]);
makeFilling.Add(makeEdge.Edge(), GeomAbs_C0);
}
for (size_t i = 0; i < m_vecFacePoints.size(); ++i)
{
makeFilling.Add(m_vecFacePoints[i]);
}
makeFilling.Build();
face = makeFilling.Face();
02Author
Thanks a lot, Commenter-1. I will give it a try.
Author
03Commenter-2
You could build TopoDS_Faces of each of your triangles, then sew them together using ShellFix_Sewing.
This should not have limitations to the structures creatabel by it other than your patience to wait and memory available.
04Commenter-2
By triangles, I meant your faces.
05Commenter-1
I can't find ShellFix_Sewing, did you mean BRepBuilderAPI_Sewing or ShapeUpgrade_ShellSewing? These two classes leave the edge between the two sewn faces, which I don't want to have.