Open CASCADE Technology 6.5.2
Defines
Prs3d_ShadedShape.gxx File Reference
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_VertexN.hxx>
#include <Graphic3d_Array1OfVertexN.hxx>
#include <Graphic3d_Array1OfVertex.hxx>
#include <Aspect_Edge.hxx>
#include <Aspect_Array1OfEdge.hxx>
#include <gp_Pnt.hxx>
#include <gp_Dir.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <Graphic3d_Group.hxx>
#include <Aspect_TypeOfEdge.hxx>
#include <Bnd_Box.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <BRepTools.hxx>
#include <BRep_Tool.hxx>
#include <BRep_Builder.hxx>
#include <TopoDS_Compound.hxx>
#include <Poly_Triangulation.hxx>
#include <TColgp_HArray1OfPnt.hxx>
#include <TColgp_Array1OfPnt.hxx>
#include <TColgp_Array1OfPnt2d.hxx>
#include <TColgp_Array1OfDir.hxx>
#include <Poly_Connect.hxx>
#include <TopAbs_Orientation.hxx>
#include <TColStd_MapOfInteger.hxx>
#include <TColStd_MapIteratorOfMapOfInteger.hxx>
#include <BRepMesh_FactoryError.hxx>
#include <BRepMesh_DiscretRoot.hxx>
#include <BRepMesh_DiscretFactory.hxx>
#include <BRepMesh_PDiscretRoot.hxx>
#include <gp_Vec.hxx>
#include <StdPrs_WFShape.hxx>
#include <BRepBndLib.hxx>
#include <Precision.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>

Defines

#define G005
#define MAX2(X, Y)   ( Abs(X) > Abs(Y)? Abs(X) : Abs(Y) )
#define MAX3(X, Y, Z)   ( MAX2 ( MAX2(X,Y) , Z) )

Define Documentation

#define G005
#define MAX2 (   X,
 
)    ( Abs(X) > Abs(Y)? Abs(X) : Abs(Y) )
#define MAX3 (   X,
  Y,
 
)    ( MAX2 ( MAX2(X,Y) , Z) )
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