build: update OCCT to 8.0.1 (faster STEP and Design tab, Windows STEP crash fix) (#16089)

This commit is contained in:
Kris Austin
2026-10-04 12:36:54 -03:00
committed by GitHub
parent 0fd04ff07c
commit 78a4f2867c
22 changed files with 1665 additions and 476 deletions
+20 -20
View File
@@ -50,6 +50,8 @@
#include "Font_BRepTextBuilder.hxx"
#include "BRepPrimAPI_MakePrism.hxx"
#include "Font_FontMgr.hxx"
#include "NCollection_Sequence.hxx"
#include "TCollection_HAsciiString.hxx"
#include <boost/log/trivial.hpp>
@@ -57,7 +59,7 @@ namespace Slic3r {
static std::map<std::string, std::string> g_occt_fonts_maps; //map<font_name, font_path>
static const std::vector<Standard_CString> fonts_suffix{ "Bold", "Medium", "Heavy", "Italic", "Oblique", "Inclined", "Light", "Thin",
static const std::vector<const char*> fonts_suffix{ "Bold", "Medium", "Heavy", "Italic", "Oblique", "Inclined", "Light", "Thin",
"Semibold", "ExtraBold", "ExtraBold", "Semilight", "SemiLight", "ExtraLight", "Extralight", "Ultralight",
"Condensed", "Ultra", "Extra", "Expanded", "Extended", "1", "2", "3", "4", "5", "6", "7", "8", "9", "Al Tarikh"};
@@ -73,7 +75,7 @@ std::vector<std::string> init_occt_fonts()
Handle(Font_FontMgr) aFontMgr = Font_FontMgr::GetInstance();
aFontMgr->InitFontDataBase();
TColStd_SequenceOfHAsciiString availFontNames;
NCollection_Sequence<Handle(TCollection_HAsciiString)> availFontNames;
aFontMgr->GetAvailableFontsNames(availFontNames);
stdFontNames.reserve(availFontNames.Size());
@@ -122,16 +124,14 @@ std::vector<std::string> init_occt_fonts()
static bool TextToBRep(const char* text, const char* font, const float theTextHeight, Font_FontAspect& theFontAspect, TopoDS_Shape& theShape, double& text_width)
{
Standard_Integer anArgIt = 1;
Standard_CString aName = "text_shape";
Standard_CString aText = text;
const char* aText = text;
Font_BRepFont aFont;
//TCollection_AsciiString aFontName("Courier");
TCollection_AsciiString aFontName(font);
Standard_Real aTextHeight = theTextHeight;
double aTextHeight = theTextHeight;
Font_FontAspect aFontAspect = theFontAspect;
Standard_Boolean anIsCompositeCurve = Standard_False;
bool anIsCompositeCurve = false;
gp_Ax3 aPenAx3(gp::XOY());
gp_Dir aNormal(0.0, 0.0, 1.0);
gp_Dir aDirection(1.0, 0.0, 0.0);
@@ -156,10 +156,10 @@ static bool TextToBRep(const char* text, const char* font, const float theTextHe
// get the text width
text_width = 0;
NCollection_String coll_str = aText;
for (NCollection_Utf8Iter anIter = coll_str.Iterator(); *anIter != 0;) {
const Standard_Utf32Char aCharThis = *anIter;
const Standard_Utf32Char aCharNext = *++anIter;
double width = aFont.AdvanceX(aCharThis, aCharNext);
for (auto anIter = coll_str.Iterator(); *anIter != 0;) {
const char32_t aCharThis = *anIter;
const char32_t aCharNext = *++anIter;
double width = aFont.AdvanceX(aCharThis, aCharNext);
text_width += width;
}
@@ -173,9 +173,9 @@ static bool Prism(const TopoDS_Shape& theBase, const float thickness, TopoDS_Sha
if (theBase.IsNull()) return false;
gp_Vec V(0.f, 0.f, thickness);
BRepPrimAPI_MakePrism* Prism = new BRepPrimAPI_MakePrism(theBase, V, Standard_False);
BRepPrimAPI_MakePrism prism(theBase, V, false);
theSolid = Prism->Shape();
theSolid = prism.Shape();
return true;
}
@@ -205,10 +205,10 @@ static void MakeMesh(TopoDS_Shape& theSolid, TriangleMesh& theMesh)
std::vector<Vec3f> points;
points.reserve(aNbNodes);
//BBS: count faces missing triangulation
Standard_Integer aNbFacesNoTri = 0;
int aNbFacesNoTri = 0;
//BBS: fill temporary triangulation
Standard_Integer aNodeOffset = 0;
Standard_Integer aTriangleOffet = 0;
int aNodeOffset = 0;
int aTriangleOffet = 0;
for (TopExp_Explorer anExpSF(theSolid, TopAbs_FACE); anExpSF.More(); anExpSF.Next()) {
const TopoDS_Shape& aFace = anExpSF.Current();
TopLoc_Location aLoc;
@@ -219,21 +219,21 @@ static void MakeMesh(TopoDS_Shape& theSolid, TriangleMesh& theMesh)
}
//BBS: copy nodes
gp_Trsf aTrsf = aLoc.Transformation();
for (Standard_Integer aNodeIter = 1; aNodeIter <= aTriangulation->NbNodes(); ++aNodeIter) {
for (int aNodeIter = 1; aNodeIter <= aTriangulation->NbNodes(); ++aNodeIter) {
gp_Pnt aPnt = aTriangulation->Node(aNodeIter);
aPnt.Transform(aTrsf);
points.emplace_back(Vec3f(aPnt.X(), aPnt.Y(), aPnt.Z()));
}
//BBS: copy triangles
const TopAbs_Orientation anOrientation = anExpSF.Current().Orientation();
for (Standard_Integer aTriIter = 1; aTriIter <= aTriangulation->NbTriangles(); ++aTriIter) {
for (int aTriIter = 1; aTriIter <= aTriangulation->NbTriangles(); ++aTriIter) {
Poly_Triangle aTri = aTriangulation->Triangle(aTriIter);
Standard_Integer anId[3];
int anId[3];
aTri.Get(anId[0], anId[1], anId[2]);
if (anOrientation == TopAbs_REVERSED) {
//BBS: swap 1, 2.
Standard_Integer aTmpIdx = anId[1];
int aTmpIdx = anId[1];
anId[1] = anId[2];
anId[2] = aTmpIdx;
}