#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 <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) ) |
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1.4.1