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OCCT/src/V3d/V3d_PositionalLight.cxx
bugmaster b311480ed5 0023024: Update headers of OCCT files
Added appropriate copyright and license information in source files
2012-03-21 19:43:04 +04:00

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// Copyright (c) 1999-2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
/***********************************************************************
FONCTION :
----------
Classe V3d_PositionalLight :
HISTORIQUE DES MODIFICATIONS :
--------------------------------
00-09-92 : GG ; Creation.
18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick
24-12-97 : FMN ; Remplacement de math par MathGra
31-12-97 : CAL ; Suppression de MathGra
21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window
23-02-98 : FMN ; Remplacement PI par Standard_PI
30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods)
************************************************************************/
/*----------------------------------------------------------------------*/
/*
* Includes
*/
#include <V3d.hxx>
#include <V3d_PositionalLight.ixx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_Array1OfVertex.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_ContextPick.hxx>
#include <Visual3d_PickDescriptor.hxx>
#include <Visual3d_HSequenceOfPickPath.hxx>
#include <Visual3d_PickPath.hxx>
#include <Viewer_BadValue.hxx>
#include <gp_Dir.hxx>
#include <gp_Ax1.hxx>
#include <gp_Vec.hxx>
#include <gp_Pnt.hxx>
#include <gp_Trsf.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <TCollection_AsciiString.hxx>
#include <Aspect_Window.hxx>
//-Declarations
//-Constructors
V3d_PositionalLight::V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2):V3d_PositionLight(VM) {
Quantity_Color C(Name) ;
Graphic3d_Vertex P(X,Y,Z) ;
Graphic3d_Vertex T(0.,0.,0.);
Viewer_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight, bad coefficients");
MyType = V3d_POSITIONAL ;
MyLight = new Visual3d_Light(C,P,A1,A2) ;
MyTarget = T;
}
V3d_PositionalLight::V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const Standard_Real Xt, const Standard_Real Yt, const Standard_Real Zt, const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2):V3d_PositionLight(VM) {
Quantity_Color C(Name) ;
Graphic3d_Vertex T(Xt,Yt,Zt) ;
Graphic3d_Vertex P(Xp,Yp,Zp) ;
Viewer_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight, bad coefficients");
MyType = V3d_POSITIONAL ;
MyLight = new Visual3d_Light(C,P,A1,A2) ;
MyTarget = T;
// Graphic structure is initialized during the display.
}
//-Methods, in order
void V3d_PositionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
MyLight->SetPosition (Graphic3d_Vertex (Xp,Yp,Zp));
}
void V3d_PositionalLight::SetAttenuation(const Standard_Real A1, const Standard_Real A2) {
Viewer_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight::SetAttenuation, bad coefficients");
MyLight->SetAttenuation1(A1) ;
MyLight->SetAttenuation2(A2) ;
}
void V3d_PositionalLight::Position(Standard_Real& X, Standard_Real& Y, Standard_Real& Z)const {
Quantity_Color C ;
Graphic3d_Vertex P ;
Standard_Real A1,A2 ;
MyLight->Values(C,P,A1,A2) ;
P.Coord(X,Y,Z) ;
}
void V3d_PositionalLight::Attenuation(Standard_Real& A1, Standard_Real& A2)const {
Quantity_Color C ;
Graphic3d_Vertex P ;
MyLight->Values(C,P,A1,A2) ;
}
void V3d_PositionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const {
Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
Standard_Real VX,VY,VZ;
Standard_Integer IXP,IYP,j;
TColStd_Array2OfReal MatRot(0,2,0,2);
aView->Proj(VX,VY,VZ);
this->Position(Xi,Yi,Zi);
Rayon = this->Radius();
aView->Project(Xi,Yi,Zi,PXT,PYT);
aView->Convert(PXT,PYT,IXP,IYP);
// 3D Coordinate in the plane of projection of the source.
aView->Convert(IXP,IYP,XT,YT,ZT);
aView->Convert(PXT,PYT+Rayon,IXP,IYP);
aView->Convert(IXP,IYP,X,Y,Z);
X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
// Axis of rotation.
A = (X-Xi)/Dist;
B = (Y-Yi)/Dist;
C = (Z-Zi)/Dist;
// A sphere is drawn
V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
for( j=1 ; j<=3 ; j++ ) {
Beta = j * M_PI / 4.;
CosBeta = Cos(Beta);
SinBeta = Sin(Beta);
Coef = 1. - CosBeta;
MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
MatRot(0,1) = -C * SinBeta + Coef * A * B;
MatRot(0,2) = B * SinBeta + Coef * A * C;
MatRot(1,0) = C * SinBeta + Coef * A * B;
MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
MatRot(1,2) = -A * SinBeta + Coef * B * C;
MatRot(2,0) = -B * SinBeta + Coef * A * C;
MatRot(2,1) = A * SinBeta + Coef * B * C;
MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
// Rotation of the normal
X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
}
}
void V3d_PositionalLight::Display( const Handle(V3d_View)& aView,
const V3d_TypeOfRepresentation TPres ) {
Graphic3d_Array1OfVertex PRadius(0,1);
Graphic3d_Vertex PText ;
Standard_Real X,Y,Z,Rayon;
Standard_Real X0,Y0,Z0,VX,VY,VZ;
Standard_Real X1,Y1,Z1;
Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
Standard_Real R1,G1,B1;
V3d_TypeOfRepresentation Pres;
V3d_TypeOfUpdate UpdSov;
// Creation of a structure slight of markable elements (position of the
// light, and the domain of lighting represented by a circle)
// Creation of a structure snopick of non-markable elements (target, meridian and
// parallel).
Pres = TPres;
Handle(V3d_Viewer) TheViewer = aView->Viewer();
UpdSov = TheViewer->UpdateMode();
TheViewer->SetUpdateMode(V3d_WAIT);
if (!MyGraphicStructure.IsNull()) {
MyGraphicStructure->Disconnect(MyGraphicStructure1);
MyGraphicStructure->Clear();
MyGraphicStructure1->Clear();
if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
}
else {
if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure = slight;
Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure1 = snopick;
}
Handle(Graphic3d_Group) gradius;
Handle(Graphic3d_Group) gExtArrow;
Handle(Graphic3d_Group) gIntArrow;
if (Pres == V3d_COMPLETE) {
gradius = new Graphic3d_Group(MyGraphicStructure);
gExtArrow = new Graphic3d_Group(MyGraphicStructure);
gIntArrow = new Graphic3d_Group(MyGraphicStructure);
}
Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gsphere;
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1);
MyGraphicStructure1->SetPick(Standard_False);
X0 = MyTarget.X();
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
// Display of the position of the light.
this->Color(Quantity_TOC_RGB,R1,G1,B1);
Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
Asp1->SetColor(Col1);
glight->SetPrimitivesAspect(Asp1);
this->Symbol(glight,aView);
// Display of the markable sphere (limit at the cercle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
Rayon = this->Radius();
aView->Proj(VX,VY,VZ);
V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the radius of the sphere (line + text)
if (Pres == V3d_COMPLETE) {
PRadius(0).SetCoord(X0,Y0,Z0);
this->Position(X,Y,Z);
PRadius(1).SetCoord(X,Y,Z);
gnopick->Polyline(PRadius);
V3d::ArrowOfRadius(gExtArrow,X-(X-X0)/10.,
Y-(Y-Y0)/10.,
Z-(Z-Z0) / 10., X-X0, Y-Y0, Z-Z0, M_PI / 15., Rayon / 20.);
V3d::ArrowOfRadius(gIntArrow, X0, Y0, Z0, X0-X, Y0-Y, Z0-Z, M_PI / 15., Rayon / 20.);
TCollection_AsciiString ValOfRadius(Rayon);
PText.SetCoord( (X0+X)/2., (Y0+Y)/2. , (Z0+Z)/2. );
gradius->Text(ValOfRadius.ToCString(),PText,0.01);
}
// Display of the meridian
Quantity_Color Col2(Quantity_NOC_GREEN);
Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
(Col2,Aspect_TOL_SOLID,1.);
gnopick->SetPrimitivesAspect(Asp2);
// Definition of the axis of circle
aView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the parallel
// Definition of the axis of circle
aView->Proj(VX,VY,VZ);
aView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
DYRef = VZ * X1 - VX * Z1;
DZRef = VX * Y1 - VY * X1;
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
}
MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
MyTypeOfRepresentation = Pres;
MyGraphicStructure->Display();
TheViewer->SetUpdateMode(UpdSov);
}