Files
OCCT/src/VrmlAPI/VrmlAPI_Writer.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

324 lines
12 KiB
C++
Executable File

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