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324 lines
12 KiB
C++
Executable File
324 lines
12 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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#include <Standard_Stream.hxx>
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#include <VrmlAPI_Writer.ixx>
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#include <Vrml_Material.hxx>
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#include <Quantity_HArray1OfColor.hxx>
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#include <TopoDS_Shape.hxx>
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#include <TColStd_HArray1OfReal.hxx>
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#include <OSD_Path.hxx>
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#include <VrmlConverter_IsoAspect.hxx>
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#include <VrmlConverter_LineAspect.hxx>
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#include <VrmlConverter_PointAspect.hxx>
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#include <VrmlConverter_ShadingAspect.hxx>
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#include <TopTools_Array1OfShape.hxx>
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#include <Vrml.hxx>
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#include <VrmlConverter_Projector.hxx>
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#include <VrmlConverter_ShadedShape.hxx>
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#include <Vrml_Group.hxx>
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#include <Vrml_Instancing.hxx>
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#include <Vrml_Separator.hxx>
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#include <VrmlConverter_WFDeflectionShape.hxx>
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VrmlAPI_Writer::VrmlAPI_Writer()
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{
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myDrawer = new VrmlConverter_Drawer;
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myDeflection = -1;
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Quantity_Color color;
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color.SetValues(0, 0, 0, Quantity_TOC_RGB);
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Handle(Quantity_HArray1OfColor) Col1 = new Quantity_HArray1OfColor(1,1);
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Col1->SetValue(1,color);
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Handle(TColStd_HArray1OfReal) kik1 = new TColStd_HArray1OfReal(1,1,0.0);
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Handle(TColStd_HArray1OfReal) kik2 = new TColStd_HArray1OfReal(1,1,0.1);
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myFrontMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myPointsMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myUisoMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myVisoMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myLineMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myWireMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myFreeBoundsMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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myUnfreeBoundsMaterial = new Vrml_Material(Col1,Col1, Col1, Col1, kik1, kik2);
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DX = 1;
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DY = -1;
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DZ = 1;
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XUp = 0;
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YUp = 0;
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ZUp = 1;
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Focus = 6;
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ResetToDefaults();
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}
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void VrmlAPI_Writer::ResetToDefaults()
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{
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myTransparency = 0.0;
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myShininess = 0.1;
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Handle(TColStd_HArray1OfReal) kik1 = new TColStd_HArray1OfReal(1,1,myTransparency);
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Handle(TColStd_HArray1OfReal) kik2 = new TColStd_HArray1OfReal(1,1,myShininess);
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Handle(Quantity_HArray1OfColor) Col = new Quantity_HArray1OfColor(1,1);
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Quantity_Color color;
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color.SetValues(0, 0, 0, Quantity_TOC_RGB);
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Col->SetValue(1,color);
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//
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myFrontMaterial->SetAmbientColor(Col); myFrontMaterial->SetTransparency(kik1);myFrontMaterial->SetShininess(kik2);
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myPointsMaterial->SetAmbientColor(Col); myPointsMaterial->SetTransparency(kik1);myPointsMaterial->SetShininess(kik2);
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myUisoMaterial->SetAmbientColor(Col); myUisoMaterial->SetTransparency(kik1);myUisoMaterial->SetShininess(kik2);
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myVisoMaterial->SetAmbientColor(Col); myVisoMaterial->SetTransparency(kik1);myVisoMaterial->SetShininess(kik2);
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myLineMaterial->SetAmbientColor(Col); myLineMaterial->SetTransparency(kik1);myLineMaterial->SetShininess(kik2);
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myWireMaterial->SetAmbientColor(Col); myWireMaterial->SetTransparency(kik1); myWireMaterial->SetShininess(kik2);
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myFreeBoundsMaterial->SetAmbientColor(Col); myFreeBoundsMaterial->SetTransparency(kik1);myFreeBoundsMaterial->SetShininess(kik2);
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myUnfreeBoundsMaterial->SetAmbientColor(Col); myUnfreeBoundsMaterial->SetTransparency(kik1);myUnfreeBoundsMaterial->SetShininess(kik2);
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//
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//
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Handle(Quantity_HArray1OfColor) Col2 = new Quantity_HArray1OfColor(1,1);
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color.SetValues(0.75, 0.75, 0.75, Quantity_TOC_RGB);
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Col2->SetValue(1,color);
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Handle(Quantity_HArray1OfColor) Col3 = new Quantity_HArray1OfColor(1,1);
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color.SetValues(0.82, 0.79, 0.42, Quantity_TOC_RGB);
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Col3->SetValue(1,color);
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myUisoMaterial->SetDiffuseColor(Col2);
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myVisoMaterial->SetDiffuseColor(Col2);
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myFreeBoundsMaterial->SetDiffuseColor(Col2);
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myUnfreeBoundsMaterial->SetDiffuseColor(Col2);
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//
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// Handle(Quantity_HArray1OfColor) Col3 = new Quantity_HArray1OfColor(1,1);
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// color.SetValues(Quantity_NOC_GOLD);
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// Col3->SetValue(1,color);
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myLineMaterial->SetDiffuseColor(Col2);
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myWireMaterial->SetDiffuseColor(Col2);
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//
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// Handle(Quantity_HArray1OfColor) Col4 = new Quantity_HArray1OfColor(1,1);
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// color.SetValues(Quantity_NOC_GOLD);
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// Col4->SetValue(1,color);
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myFrontMaterial->SetDiffuseColor(Col2);
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myPointsMaterial->SetDiffuseColor(Col2);
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//
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myUisoMaterial->SetSpecularColor(Col3);
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myVisoMaterial->SetSpecularColor(Col3);
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myFreeBoundsMaterial->SetSpecularColor(Col3);
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myUnfreeBoundsMaterial->SetSpecularColor(Col3);
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myLineMaterial->SetSpecularColor(Col3);
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myWireMaterial->SetSpecularColor(Col3);
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myFrontMaterial->SetSpecularColor(Col3);
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myPointsMaterial->SetSpecularColor(Col3);
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myRepresentation = VrmlAPI_BothRepresentation;
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}
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Handle(VrmlConverter_Drawer) VrmlAPI_Writer::Drawer() const
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{
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return myDrawer;
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}
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void VrmlAPI_Writer::SetDeflection(const Standard_Real aDef)
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{
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myDeflection = aDef;
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if (myDeflection > 0) {
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myDrawer->SetMaximalChordialDeviation(myDeflection);
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myDrawer->SetTypeOfDeflection(Aspect_TOD_ABSOLUTE);
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}
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else myDrawer->SetTypeOfDeflection(Aspect_TOD_RELATIVE);
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}
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void VrmlAPI_Writer::SetRepresentation(const VrmlAPI_RepresentationOfShape aRep)
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{
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myRepresentation = aRep;
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}
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void VrmlAPI_Writer::SetTransparencyToMaterial(Handle(Vrml_Material)& aMaterial,const Standard_Real aTransparency)
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{
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Handle(TColStd_HArray1OfReal) t = new TColStd_HArray1OfReal(1,1,aTransparency);
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aMaterial->SetTransparency(t);
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}
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void VrmlAPI_Writer::SetShininessToMaterial(Handle(Vrml_Material)& aMaterial,const Standard_Real aShininess)
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{
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Handle(TColStd_HArray1OfReal) s = new TColStd_HArray1OfReal(1,1,aShininess);
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aMaterial->SetShininess(s);
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}
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void VrmlAPI_Writer::SetAmbientColorToMaterial(Handle(Vrml_Material)& aMaterial,const Handle(Quantity_HArray1OfColor)& Color)
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{
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aMaterial->SetAmbientColor(Color);
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}
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void VrmlAPI_Writer::SetDiffuseColorToMaterial(Handle(Vrml_Material)& aMaterial,const Handle(Quantity_HArray1OfColor)& Color)
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{
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aMaterial->SetDiffuseColor(Color);
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}
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void VrmlAPI_Writer::SetSpecularColorToMaterial(Handle(Vrml_Material)& aMaterial,const Handle(Quantity_HArray1OfColor)& Color)
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{
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aMaterial->SetSpecularColor(Color);
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}
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void VrmlAPI_Writer::SetEmissiveColorToMaterial(Handle(Vrml_Material)& aMaterial,const Handle(Quantity_HArray1OfColor)& Color)
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{
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aMaterial->SetEmissiveColor(Color);
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}
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VrmlAPI_RepresentationOfShape VrmlAPI_Writer::GetRepresentation() const
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{
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return myRepresentation;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetFrontMaterial() const
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{
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return myFrontMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetPointsMaterial() const
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{
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return myPointsMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetUisoMaterial() const
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{
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return myUisoMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetVisoMaterial() const
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{
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return myVisoMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetLineMaterial() const
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{
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return myLineMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetWireMaterial() const
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{
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return myWireMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetFreeBoundsMaterial() const
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{
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return myFreeBoundsMaterial;
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}
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Handle(Vrml_Material) VrmlAPI_Writer::GetUnfreeBoundsMaterial() const
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{
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return myUnfreeBoundsMaterial;
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}
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void VrmlAPI_Writer::Write(const TopoDS_Shape& aShape,const Standard_CString aFile) const
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{
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OSD_Path thePath(aFile);
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TCollection_AsciiString theFile;thePath.SystemName(theFile);
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ofstream outfile;
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outfile.open(theFile.ToCString(), ios::out);
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Handle(VrmlConverter_IsoAspect) ia = new VrmlConverter_IsoAspect; // UIso
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Handle(VrmlConverter_IsoAspect) ia1 = new VrmlConverter_IsoAspect; //VIso
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ia->SetMaterial(myUisoMaterial);
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ia->SetHasMaterial(Standard_True);
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myDrawer->SetUIsoAspect(ia);
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ia1->SetMaterial(myVisoMaterial);
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ia1->SetHasMaterial(Standard_True);
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myDrawer->SetVIsoAspect(ia1);
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// default Number of iso lines is 10
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//---- Definition of LineAspect (default - without own material)
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Handle(VrmlConverter_LineAspect) la = new VrmlConverter_LineAspect;
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la->SetMaterial(myLineMaterial);
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la->SetHasMaterial(Standard_True);
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myDrawer->SetLineAspect(la);
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//---- Definition of Wire (without any neighbour)
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Handle(VrmlConverter_LineAspect) lw = new VrmlConverter_LineAspect;
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lw->SetMaterial(myWireMaterial);
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lw->SetHasMaterial(Standard_True);
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myDrawer->SetWireAspect(lw);
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//---- Definition of Free boundaries
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Handle(VrmlConverter_LineAspect) lf = new VrmlConverter_LineAspect;
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lf->SetMaterial(myFreeBoundsMaterial);
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lf->SetHasMaterial(Standard_True);
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myDrawer->SetFreeBoundaryAspect(lf);
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//---- Definition of Unfree boundaries
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Handle(VrmlConverter_LineAspect) lun = new VrmlConverter_LineAspect;
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lun->SetMaterial(myUnfreeBoundsMaterial);
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lun->SetHasMaterial(Standard_True);
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myDrawer->SetUnFreeBoundaryAspect(lun);
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//---- Definition of Points (default - without own material)
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Handle(VrmlConverter_PointAspect) pa = new VrmlConverter_PointAspect;
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pa->SetMaterial(myPointsMaterial);
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pa->SetHasMaterial(Standard_True);
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myDrawer->SetPointAspect(pa);
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//-----------------------------------------
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Handle(VrmlConverter_ShadingAspect) sa = new VrmlConverter_ShadingAspect;
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sa->SetFrontMaterial(myFrontMaterial);
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sa->SetHasMaterial(Standard_True);
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Vrml_ShapeHints sh;
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sa->SetShapeHints(sh);
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myDrawer->SetShadingAspect(sa);
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//-------- Shape --------------------------
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TopTools_Array1OfShape Shapes(1,1);
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Shapes.SetValue(1,aShape);
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//=========================================
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//---- Definition of data for Projector
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//=========================================
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VrmlConverter_TypeOfLight Light = VrmlConverter_NoLight;
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VrmlConverter_TypeOfCamera Camera = VrmlConverter_PerspectiveCamera;
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Handle(VrmlConverter_Projector) projector = new VrmlConverter_Projector (Shapes,
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Focus,
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DX, DY, DZ,
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XUp, YUp, ZUp,
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Camera,
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Light);
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Vrml::VrmlHeaderWriter(outfile);
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if (myRepresentation == VrmlAPI_BothRepresentation)
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Vrml::CommentWriter(" This file contents both Shaded and Wire Frame representation of selected Shape ",outfile);
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if (myRepresentation == VrmlAPI_ShadedRepresentation)
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Vrml::CommentWriter(" This file contents only Shaded representation of selected Shape ",outfile);
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if (myRepresentation == VrmlAPI_WireFrameRepresentation)
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Vrml::CommentWriter(" This file contents only Wire Frame representation of selected Shape ",outfile);
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Vrml_Separator S1;
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S1.Print(outfile);
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projector->Add(outfile);
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Light = VrmlConverter_DirectionLight;
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Camera = VrmlConverter_OrthographicCamera;
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Handle(VrmlConverter_Projector) projector1 = new VrmlConverter_Projector (Shapes,
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Focus,
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DX, DY, DZ,
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XUp, YUp, ZUp,
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Camera,
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Light);
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projector1->Add(outfile);
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Vrml_Separator S2;
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S2.Print(outfile);
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if (myRepresentation == VrmlAPI_ShadedRepresentation || myRepresentation == VrmlAPI_BothRepresentation)
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{
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Vrml_Group Group1;
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Group1.Print(outfile);
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Vrml_Instancing I2 ("Shaded representation of shape");
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I2.DEF(outfile);
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VrmlConverter_ShadedShape::Add(outfile,aShape,myDrawer);
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Group1.Print(outfile);
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}
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if (myRepresentation == VrmlAPI_WireFrameRepresentation || myRepresentation == VrmlAPI_BothRepresentation)
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{
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Vrml_Group Group2;
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Group2.Print(outfile);
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Vrml_Instancing I3 ("Wire Frame representation of shape");
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I3.DEF(outfile);
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VrmlConverter_WFDeflectionShape::Add(outfile,aShape,myDrawer);
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Group2.Print(outfile);
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}
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S2.Print(outfile);
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S1.Print(outfile);
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}
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