// Created on: 2001-01-04
// Copyright (c) 2001-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _Graphic3d_ArrayOfTriangles_HeaderFile
#define _Graphic3d_ArrayOfTriangles_HeaderFile

#include <Graphic3d_ArrayOfPrimitives.hxx>

//! Contains triangles array definition
class Graphic3d_ArrayOfTriangles : public Graphic3d_ArrayOfPrimitives
{
  DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfTriangles, Graphic3d_ArrayOfPrimitives)
public:
 
  //! Creates an array of triangles, a triangle can be filled as:
  //! 1) Creating a set of triangles defined with his vertexes, i.e:
  //! @code
  //!   myArray = Graphic3d_ArrayOfTriangles (6);
  //!   myArray->AddVertex (x1, y1, z1);
  //!   ....
  //!   myArray->AddVertex (x6, y6, z6);
  //! @endcode
  //! 3) Creating a set of indexed triangles defined with his vertex and edges, i.e:
  //! @code
  //!   myArray = Graphic3d_ArrayOfTriangles (4, 6);
  //!   myArray->AddVertex (x1, y1, z1);
  //!   ....
  //!   myArray->AddVertex (x4, y4, z4);
  //!   myArray->AddEdge (1);
  //!   myArray->AddEdge (2);
  //!   myArray->AddEdge (3);
  //!   myArray->AddEdge (2);
  //!   myArray->AddEdge (3);
  //!   myArray->AddEdge (4);
  //! @endcode
  //! @param theMaxVertexs  defines the maximum allowed vertex number in the array
  //! @param theMaxEdges    defines the maximum allowed edge   number in the array
  //! @param theHasVNormals when TRUE,  AddVertex(Point,Normal), AddVertex(Point,Normal,Color) or AddVertex(Point,Normal,Texel) should be used to specify vertex normal;
  //!                       vertex normals should be specified coherent to triangle orientation (defined by order of vertexes within triangle) for proper rendering
  //! @param theHasVColors  when TRUE,  AddVertex(Point,Color) or AddVertex(Point,Normal,Color) should be used to specify vertex color
  //! @param theHasVTexels  when TRUE,  AddVertex(Point,Texel) or AddVertex(Point,Normal,Texel) should be used to specify vertex UV coordinates
  Graphic3d_ArrayOfTriangles (const Standard_Integer theMaxVertexs,
                              const Standard_Integer theMaxEdges    = 0,
                              const Standard_Boolean theHasVNormals = Standard_False,
                              const Standard_Boolean theHasVColors  = Standard_False,
                              const Standard_Boolean theHasVTexels  = Standard_False)
  : Graphic3d_ArrayOfPrimitives (Graphic3d_TOPA_TRIANGLES, theMaxVertexs, 0, theMaxEdges, theHasVNormals, theHasVColors, Standard_False, theHasVTexels) {}

};

DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfTriangles, Graphic3d_ArrayOfPrimitives)

#endif // _Graphic3d_ArrayOfTriangles_HeaderFile
