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