mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-08-14 13:30:48 +03:00
0024926: MeshVS - improve generation of primitive arrays
Remove redundant code. Fix GCC compilation warnings. Bug fix in MeshVS_ElementalColorPrsBuilder.
This commit is contained in:
@@ -7,3 +7,4 @@ MeshVS_TwoColors.hxx
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MeshVS_TwoColors.cxx
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MeshVS_TwoNodes.hxx
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MeshVS_SelectionModeFlags.hxx
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MeshVS_SymmetricPairHasher.hxx
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@@ -19,6 +19,8 @@
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#include <Graphic3d_AspectLine3d.hxx>
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#include <Graphic3d_ArrayOfPolygons.hxx>
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#include <Graphic3d_ArrayOfPolylines.hxx>
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#include <Graphic3d_ArrayOfSegments.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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@@ -47,7 +49,7 @@
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#include <MeshVS_DataMapIteratorOfDataMapOfColorMapOfInteger.hxx>
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#include <MeshVS_MeshPrsBuilder.hxx>
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#include <MeshVS_Buffer.hxx>
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#include <MeshVS_HArray1OfSequenceOfInteger.hxx>
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//================================================================
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// Function : Constructor MeshVS_ElementalColorPrsBuilder
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@@ -210,8 +212,7 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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}
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Graphic3d_MaterialAspect aMaterial[2];
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Standard_Integer i;
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for ( i=0; i<2; i++ )
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for (Standard_Integer i = 0; i < 2; i++)
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{
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// OCC20644 "plastic" is most suitable here, as it is "non-physic"
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// so TelUpdateMaterial() from OpenGl_attri.c uses the interior
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@@ -257,121 +258,219 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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Handle ( Graphic3d_Group ) aGGroup = Prs3d_Root::CurrentGroup ( Prs );
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Prs3d_Root::NewGroup ( Prs );
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Handle ( Graphic3d_Group ) aLGroup = Prs3d_Root::CurrentGroup ( Prs );
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Prs3d_Root::NewGroup ( Prs );
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Handle ( Graphic3d_Group ) aSGroup = Prs3d_Root::CurrentGroup ( Prs );
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Handle (Graphic3d_ArrayOfPolygons) aPolyGArr = new Graphic3d_ArrayOfPolygons
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( aMaxFaceNodes*aSize + PolygonVerticesFor3D, aSize + PolygonBoundsFor3D, 0, IsReflect );
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Standard_Integer aNbFacePrimitives = 0;
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Standard_Integer aNbVolmPrimitives = 0;
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Standard_Integer aNbEdgePrimitives = 0;
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Standard_Integer aNbLinkPrimitives = 0;
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for (it.Reset(); it.More(); it.Next())
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{
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Standard_Integer aNbNodes = 0;
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if (!aColIter.Value().Contains (it.Key()))
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continue;
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if (!aSource->GetGeom (it.Key(), Standard_True, aCoords, aNbNodes, aType))
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continue;
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if (aType == MeshVS_ET_Volume)
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{
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if (aSource->Get3DGeom (it.Key(), aNbNodes, aTopo))
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{
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for (Standard_Integer aFaceIdx = aTopo->Lower(); aFaceIdx <= aTopo->Upper(); ++aFaceIdx)
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{
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const TColStd_SequenceOfInteger& aFaceNodes = aTopo->Value (aFaceIdx);
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if (anEdgeOn) // add edge segments
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{
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aNbEdgePrimitives += aFaceNodes.Length();
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}
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if (IsReflect) // add volumetric cell triangles
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{
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aNbVolmPrimitives += aFaceNodes.Length() - 2;
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}
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}
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}
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}
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else if (aType == MeshVS_ET_Link)
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{
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if (anEdgeOn)
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{
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aNbLinkPrimitives += aNbNodes - 1; // add link segments
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}
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}
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else if (aType == MeshVS_ET_Face)
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{
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if (anEdgeOn)
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{
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aNbEdgePrimitives += aNbNodes; // add edge segments
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}
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aNbFacePrimitives += aNbNodes - 2; // add face triangles
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}
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}
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// Here we do not use indices arrays because they are not effective for some mesh
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// drawing modes: shrinking mode (displaces the vertices inside the polygon), 3D
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// cell rendering (normal interpolation is not always applicable - flat shading),
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// elemental coloring (color interpolation is impossible)
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Handle (Graphic3d_ArrayOfTriangles) aFaceTriangles = new Graphic3d_ArrayOfTriangles (
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(aNbFacePrimitives + aNbVolmPrimitives) * 3, 0, IsReflect );
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Standard_Boolean IsPolyG = Standard_False;
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Handle (Graphic3d_ArrayOfPolylines) aPolyLArr = new Graphic3d_ArrayOfPolylines
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( 2*aSize, aSize );
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Handle (Graphic3d_ArrayOfSegments) anEdgeSegments = new Graphic3d_ArrayOfSegments (aNbEdgePrimitives * 2);
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Handle (Graphic3d_ArrayOfSegments) aLinkSegments = new Graphic3d_ArrayOfSegments (aNbLinkPrimitives * 2);
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Standard_Boolean IsPolyL = Standard_False;
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// OCC20644 NOTE: aColIter.Key() color is then scaled by TelUpdateMaterial() in OpenGl_attri.c
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// using the material reflection coefficients. This affects the visual result.
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Handle(Graphic3d_AspectFillArea3d) anAsp =
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Handle(Graphic3d_AspectFillArea3d) aFillAspect =
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new Graphic3d_AspectFillArea3d ( Aspect_IS_SOLID, aColIter.Key(), anEdgeColor,
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anEdgeType, anEdgeWidth, aMaterial[0], aMaterial[1] );
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Handle(Graphic3d_AspectLine3d) anLAsp =
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Handle(Graphic3d_AspectLine3d) aLinkAspect =
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new Graphic3d_AspectLine3d ( aColIter.Key(), aLineType, aLineWidth );
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anAsp->SetDistinguishOff ();
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anAsp->SetInteriorColor ( aColIter.Key() );
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Handle(Graphic3d_AspectLine3d) anEdgeAspect =
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new Graphic3d_AspectLine3d ( anEdgeColor, anEdgeType, anEdgeWidth );
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aFillAspect->SetDistinguishOff ();
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aFillAspect->SetInteriorColor ( aColIter.Key() );
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if (anEdgeOn)
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anAsp->SetEdgeOn();
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aFillAspect->SetEdgeOn();
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else
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anAsp->SetEdgeOff();
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aFillAspect->SetEdgeOff();
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for (it.Reset(); it.More(); it.Next())
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{
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Standard_Integer aKey = it.Key();
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if (aColIter.Value().Contains (aKey))
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{
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if (!aSource->GetGeom (aKey, Standard_True, aCoords, NbNodes, aType))
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continue;
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if( aType == MeshVS_ET_Face )
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{
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aPolyGArr->AddBound ( NbNodes );
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if( IsExcludingOn() )
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IDsToExclude.Add( aKey );
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}
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else if( aType == MeshVS_ET_Link )
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{
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aPolyLArr->AddBound ( NbNodes );
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if( IsExcludingOn() )
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IDsToExclude.Add( aKey );
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}
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else if( aType == MeshVS_ET_Volume )
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{
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if( IsExcludingOn() )
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IDsToExclude.Add( aKey );
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if( aSource->Get3DGeom( aKey, NbNodes, aTopo ) )
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{
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MeshVS_MeshPrsBuilder::AddVolumePrs( aTopo, aCoords, NbNodes, aPolyGArr, IsReflect, Standard_False, Standard_False, 1.0 );
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IsPolyG = Standard_True;
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}
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else
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continue;
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}
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else
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if (aType != MeshVS_ET_Face && aType != MeshVS_ET_Link && aType != MeshVS_ET_Volume)
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{
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aCustomElements.Add (aKey);
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continue;
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}
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// Preparing normal(s) to show reflections if requested
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Handle(TColStd_HArray1OfReal) aNormals;
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Standard_Boolean hasNormals = IsReflect && aSource->GetNormalsByElement( aKey, IsMeshSmoothShading, aMaxFaceNodes, aNormals );
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if (IsExcludingOn())
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IDsToExclude.Add (aKey);
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// Adding vertices (with normals if necessary)
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for ( i=1; i<=NbNodes; i++ )
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if ( aType == MeshVS_ET_Face )
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if (aType == MeshVS_ET_Volume)
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{
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if (!aSource->Get3DGeom (aKey, NbNodes, aTopo))
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{
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continue;
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}
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MeshVS_MeshPrsBuilder::AddVolumePrs (aTopo, aCoords,
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NbNodes, aFaceTriangles, IsReflect, Standard_False, Standard_False, 1.0);
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if (anEdgeOn)
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{
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MeshVS_MeshPrsBuilder::AddVolumePrs (aTopo, aCoords,
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NbNodes, anEdgeSegments, IsReflect, Standard_False, Standard_False, 1.0);
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}
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IsPolyG = Standard_True;
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}
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else if (aType == MeshVS_ET_Face)
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{
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// Preparing normals
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Handle(TColStd_HArray1OfReal) aNormals;
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Standard_Boolean aHasNormals = IsReflect && aSource->GetNormalsByElement (aKey, IsMeshSmoothShading, aMaxFaceNodes, aNormals);
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes - 2; ++aNodeIdx)
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{
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for (Standard_Integer anIdx = 0; anIdx < 3; ++anIdx)
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{
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if (IsReflect)
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{
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hasNormals ? aPolyGArr->AddVertex ( aCoords(3 * i - 2),
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aCoords(3 * i - 1),
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aCoords(3 * i ),
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aNormals->Value(3 * i - 2),
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aNormals->Value(3 * i - 1),
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aNormals->Value(3 * i ) ) :
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aPolyGArr->AddVertex ( aCoords(3 * i - 2),
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aCoords(3 * i - 1),
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aCoords(3 * i ),
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0.,
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0.,
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1. );
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aFaceTriangles->AddVertex (aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 1),
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aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 2),
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aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 3),
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aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 1) : 0.0,
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aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 2) : 0.0,
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aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 3) : 1.0);
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}
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else
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aPolyGArr->AddVertex ( aCoords(3 * i - 2),
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aCoords(3 * i - 1),
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aCoords(3 * i ) );
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{
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aFaceTriangles->AddVertex (aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 1),
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aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 2),
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aCoords (3 * (anIdx == 0 ? 0 : (aNodeIdx + anIdx)) + 3));
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}
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}
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}
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if (anEdgeOn)
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{
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes; ++aNodeIdx)
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{
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const Standard_Integer aNextIdx = (aNodeIdx + 1) % NbNodes;
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anEdgeSegments->AddVertex (aCoords (3 * aNodeIdx + 1),
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aCoords (3 * aNodeIdx + 2),
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aCoords (3 * aNodeIdx + 3));
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anEdgeSegments->AddVertex (aCoords (3 * aNextIdx + 1),
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aCoords (3 * aNextIdx + 2),
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aCoords (3 * aNextIdx + 3));
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}
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}
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IsPolyG = Standard_True;
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}
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else if (aType == MeshVS_ET_Link)
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{
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aPolyLArr->AddVertex ( aCoords(3*i-2), aCoords(3*i-1), aCoords(3*i) );
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes - 1; ++aNodeIdx)
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{
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const Standard_Integer aNextIdx = aNodeIdx + 1;
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aLinkSegments->AddVertex (aCoords (3 * aNodeIdx + 1),
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aCoords (3 * aNodeIdx + 2),
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aCoords (3 * aNodeIdx + 3));
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aLinkSegments->AddVertex (aCoords (3 * aNextIdx + 1),
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aCoords (3 * aNextIdx + 2),
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aCoords (3 * aNextIdx + 3));
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IsPolyL = Standard_True;
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}
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}
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}
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}
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if (IsPolyG)
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{
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aGGroup->SetPrimitivesAspect ( anAsp );
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aGGroup->AddPrimitiveArray ( aPolyGArr );
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aFillAspect->SetEdgeOff();
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aGGroup->SetPrimitivesAspect (aFillAspect);
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aGGroup->AddPrimitiveArray (aFaceTriangles);
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if (anEdgeOn)
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{
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aFillAspect->SetEdgeOff();
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aSGroup->AddPrimitiveArray (anEdgeSegments);
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aSGroup->SetGroupPrimitivesAspect (anEdgeAspect);
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}
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}
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if (IsPolyL)
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{
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anAsp->SetEdgeOff();
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aLGroup->SetPrimitivesAspect ( anAsp );
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aLGroup->SetPrimitivesAspect ( anLAsp );
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aLGroup->AddPrimitiveArray ( aPolyLArr );
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aFillAspect->SetEdgeOff();
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aLGroup->SetPrimitivesAspect (aFillAspect);
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aLGroup->SetPrimitivesAspect (aLinkAspect);
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aLGroup->AddPrimitiveArray (aLinkSegments);
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if (anEdgeOn)
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anAsp->SetEdgeOn();
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aFillAspect->SetEdgeOn();
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else
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anAsp->SetEdgeOff();
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aFillAspect->SetEdgeOff();
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}
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if (!aCustomElements.IsEmpty())
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@@ -379,7 +478,7 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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}
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Graphic3d_MaterialAspect aMaterial2[2];
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for ( i=0; i<2; i++ )
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for (Standard_Integer i = 0; i < 2; i++)
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{
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// OCC20644 "plastic" is most suitable here, as it is "non-physic"
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// so TelUpdateMaterial() from OpenGl_attri.c uses the interior
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@@ -422,13 +521,42 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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{
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Prs3d_Root::NewGroup ( Prs );
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Handle ( Graphic3d_Group ) aGroup2 = Prs3d_Root::CurrentGroup ( Prs );
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Prs3d_Root::NewGroup ( Prs );
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Handle ( Graphic3d_Group ) aGroup3 = Prs3d_Root::CurrentGroup ( Prs );
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Standard_Integer aSize = aColIter2.Value().Extent();
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if ( aSize<=0 )
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continue;
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Handle (Graphic3d_ArrayOfPolygons) aPolyArr = new Graphic3d_ArrayOfPolygons
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( aMaxFaceNodes*aSize, aSize, 0, IsReflect );
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Standard_Integer aNbFacePrimitives = 0;
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Standard_Integer aNbEdgePrimitives = 0;
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for (it.Reset(); it.More(); it.Next())
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{
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Standard_Integer aNbNodes = 0;
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if (!aColIter2.Value().Contains (it.Key()))
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continue;
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if (!aSource->GetGeom (it.Key(), Standard_True, aCoords, aNbNodes, aType))
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continue;
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if ( aType == MeshVS_ET_Face && aNbNodes > 0 )
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{
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if (anEdgeOn)
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{
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aNbEdgePrimitives += aNbNodes; // add edge segments
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}
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aNbFacePrimitives += aNbNodes - 2; // add face triangles
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}
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}
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Handle (Graphic3d_ArrayOfTriangles) aFaceTriangles = new Graphic3d_ArrayOfTriangles
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(aNbFacePrimitives * 3, 0, IsReflect);
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Handle (Graphic3d_ArrayOfSegments) anEdgeSegments = new Graphic3d_ArrayOfSegments
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(aNbEdgePrimitives * 2);
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MeshVS_TwoColors aTC = aColIter2.Key();
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Quantity_Color aMyIntColor, aMyBackColor;
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@@ -442,12 +570,13 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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anAsp->SetDistinguishOn ();
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anAsp->SetInteriorColor ( aMyIntColor );
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anAsp->SetBackInteriorColor ( aMyBackColor );
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if (anEdgeOn)
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/*if (anEdgeOn)
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anAsp->SetEdgeOn();
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else
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anAsp->SetEdgeOff();
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anAsp->SetEdgeOff();*/
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aGroup2->SetPrimitivesAspect ( anAsp );
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Handle(Graphic3d_AspectLine3d) anEdgeAspect =
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new Graphic3d_AspectLine3d (anEdgeColor, anEdgeType, anEdgeWidth);
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for( it.Reset(); it.More(); it.Next() )
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{
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@@ -466,37 +595,54 @@ void MeshVS_ElementalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)&
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Handle(TColStd_HArray1OfReal) aNormals;
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// OCC21720 Always passing normals to OpenGL to make materials work
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// For OpenGL: "No normals" -> "No lighting" -> "no materials taken into account"
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Standard_Boolean hasNormals = /*IsReflect &&*/
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Standard_Boolean aHasNormals = /*IsReflect &&*/
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aSource->GetNormalsByElement (aKey, IsMeshSmoothShading, aMaxFaceNodes, aNormals);
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aPolyArr->AddBound ( NbNodes );
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for ( i=1; i<=NbNodes; i++ )
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes - 2; ++aNodeIdx)
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{
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for (Standard_Integer anIdx = 0; anIdx < 3; ++anIdx)
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{
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if (IsReflect)
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{
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hasNormals ? aPolyArr->AddVertex ( aCoords(3 * i - 2),
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aCoords(3 * i - 1),
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aCoords(3 * i ),
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aNormals->Value(3 * i - 2),
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aNormals->Value(3 * i - 1),
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aNormals->Value(3 * i ) ) :
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aPolyArr->AddVertex ( aCoords(3 * i - 2),
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aCoords(3 * i - 1),
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aCoords(3 * i ),
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0.,
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0.,
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1. );
|
||||
aFaceTriangles->AddVertex (aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 1),
|
||||
aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 2),
|
||||
aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 3),
|
||||
aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 1) : 0.0,
|
||||
aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 2) : 0.0,
|
||||
aHasNormals ? aNormals->Value (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 3) : 1.0);
|
||||
}
|
||||
else
|
||||
aPolyArr->AddVertex ( aCoords(3*i-2),
|
||||
aCoords(3*i-1),
|
||||
aCoords(3*i ) );
|
||||
{
|
||||
aFaceTriangles->AddVertex (aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 1),
|
||||
aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 2),
|
||||
aCoords (3 * (anIdx == 0 ? 0 : aNodeIdx + anIdx) + 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (anEdgeOn)
|
||||
{
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes; ++aNodeIdx)
|
||||
{
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % NbNodes;
|
||||
|
||||
anEdgeSegments->AddVertex (aCoords (3 * aNodeIdx + 1),
|
||||
aCoords (3 * aNodeIdx + 2),
|
||||
aCoords (3 * aNodeIdx + 3));
|
||||
|
||||
anEdgeSegments->AddVertex (aCoords (3 * aNextIdx + 1),
|
||||
aCoords (3 * aNextIdx + 2),
|
||||
aCoords (3 * aNextIdx + 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
aGroup2->AddPrimitiveArray ( aPolyArr );
|
||||
}
|
||||
|
||||
aGroup2->AddPrimitiveArray (aFaceTriangles);
|
||||
aGroup2->SetGroupPrimitivesAspect (anAsp);
|
||||
aGroup3->AddPrimitiveArray (anEdgeSegments);
|
||||
aGroup3->SetGroupPrimitivesAspect (anEdgeAspect);
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -37,8 +37,10 @@ uses
|
||||
AspectMarker3d from Graphic3d,
|
||||
Array1OfReal from TColStd,
|
||||
ArrayOfPolylines from Graphic3d,
|
||||
ArrayOfSegments from Graphic3d,
|
||||
ArrayOfPolygons from Graphic3d,
|
||||
ArrayOfPrimitives from Graphic3d,
|
||||
ArrayOfTriangles from Graphic3d,
|
||||
PackedMapOfInteger from TColStd
|
||||
|
||||
is
|
||||
@@ -76,29 +78,30 @@ is
|
||||
---Purpose: Builds presentation of hilighted entity
|
||||
|
||||
AddLinkPrs ( me; theCoords : Array1OfReal from TColStd;
|
||||
theLines : ArrayOfPolylines from Graphic3d;
|
||||
theLines : ArrayOfSegments from Graphic3d;
|
||||
IsShrinked : Boolean;
|
||||
ShrinkCoef : Real
|
||||
) is protected;
|
||||
---Purpose: Add to array of polylines some lines representing link
|
||||
|
||||
AddFaceWirePrs ( me; theCoords : Array1OfReal from TColStd;
|
||||
NbNodes : Integer;
|
||||
theLines : ArrayOfPolylines from Graphic3d;
|
||||
IsShrinked : Boolean;
|
||||
ShrinkCoef : Real
|
||||
AddFaceWirePrs ( me;
|
||||
theCoords : Array1OfReal from TColStd;
|
||||
theNbNodes : Integer;
|
||||
theLines : ArrayOfSegments from Graphic3d;
|
||||
theIsShrinked : Boolean;
|
||||
theShrinkingCoef : Real
|
||||
) is protected;
|
||||
---Purpose: Add to array of polylines some lines representing face's wire
|
||||
---Purpose: Add to array of segments representing face's wire
|
||||
|
||||
AddFaceSolidPrs ( me; ID : Integer;
|
||||
theCoords : Array1OfReal from TColStd;
|
||||
NbNodes : Integer;
|
||||
MaxNodes : Integer;
|
||||
thePolygons : ArrayOfPolygons from Graphic3d;
|
||||
IsReflected : Boolean;
|
||||
IsShrinked : Boolean;
|
||||
ShrinkCoef : Real;
|
||||
IsMeshSmoothShading : Boolean
|
||||
theNbNodes : Integer;
|
||||
theMaxNodes : Integer;
|
||||
theTriangles : ArrayOfTriangles from Graphic3d;
|
||||
theIsReflected : Boolean;
|
||||
theIsShrinked : Boolean;
|
||||
theShrinkCoef : Real;
|
||||
theIsMeshSmoothShading : Boolean
|
||||
) is protected;
|
||||
---Purpose: Add to array of polygons a polygon representing face
|
||||
|
||||
@@ -120,10 +123,10 @@ is
|
||||
---Purpose: Calculate how many polygons or polylines are necessary to draw passed topology
|
||||
|
||||
DrawArrays ( me; Prs : Presentation from Prs3d;
|
||||
thePolygons : ArrayOfPolygons from Graphic3d;
|
||||
theLines : ArrayOfPolylines from Graphic3d;
|
||||
theLinkLines : ArrayOfPolylines from Graphic3d;
|
||||
theVolumesInShad : ArrayOfPolygons from Graphic3d;
|
||||
thePolygons : ArrayOfPrimitives from Graphic3d;
|
||||
theLines : ArrayOfPrimitives from Graphic3d;
|
||||
theLinkLines : ArrayOfPrimitives from Graphic3d;
|
||||
theVolumesInShad : ArrayOfPrimitives from Graphic3d;
|
||||
IsPolygonsEdgesOff : Boolean;
|
||||
IsSelected : Boolean;
|
||||
theFillAsp : AspectFillArea3d from Graphic3d;
|
||||
|
@@ -24,6 +24,7 @@
|
||||
#include <Graphic3d_AspectFillArea3d.hxx>
|
||||
#include <Graphic3d_AspectMarker3d.hxx>
|
||||
#include <Graphic3d_ArrayOfPolygons.hxx>
|
||||
#include <Graphic3d_ArrayOfTriangles.hxx>
|
||||
#include <Graphic3d_ArrayOfSegments.hxx>
|
||||
#include <Graphic3d_ArrayOfPoints.hxx>
|
||||
#include <Graphic3d_ArrayOfPolylines.hxx>
|
||||
@@ -37,6 +38,7 @@
|
||||
#include <TColStd_SequenceOfInteger.hxx>
|
||||
#include <TColStd_PackedMapOfInteger.hxx>
|
||||
#include <TColStd_HPackedMapOfInteger.hxx>
|
||||
#include <TColStd_MapOfInteger.hxx>
|
||||
|
||||
#include <Quantity_NameOfColor.hxx>
|
||||
#include <Aspect_InteriorStyle.hxx>
|
||||
@@ -49,6 +51,10 @@
|
||||
#include <MeshVS_DrawerAttribute.hxx>
|
||||
#include <MeshVS_MapOfTwoNodes.hxx>
|
||||
#include <MeshVS_Buffer.hxx>
|
||||
#include <MeshVS_SymmetricPairHasher.hxx>
|
||||
|
||||
#include <NCollection_Map.hxx>
|
||||
#include <NCollection_Vector.hxx>
|
||||
|
||||
//================================================================
|
||||
// Function : Constructor MeshVS_MeshPrsBuilder
|
||||
@@ -120,7 +126,7 @@ void MeshVS_MeshPrsBuilder::BuildNodes ( const Handle(Prs3d_Presentation)& Prs,
|
||||
anIDs.Assign( IDs );
|
||||
if ( !HasSelectFlag && !HasHilightFlag )
|
||||
{
|
||||
// subtract the hidden nodes and ids to exclude (to minimise allocated memory)
|
||||
// subtract the hidden nodes and ids to exclude (to minimize allocated memory)
|
||||
Handle(TColStd_HPackedMapOfInteger) aHiddenNodes = myParentMesh->GetHiddenNodes();
|
||||
if ( !aHiddenNodes.IsNull() )
|
||||
anIDs.Subtract( aHiddenNodes->Map() );
|
||||
@@ -200,7 +206,7 @@ void MeshVS_MeshPrsBuilder::BuildElements( const Handle(Prs3d_Presentation)& Prs
|
||||
IsReflect = ( IsMeshReflect && !HasHilightFlag );
|
||||
aDrawer->GetBoolean ( MeshVS_DA_SmoothShading, IsMeshSmoothShading );
|
||||
|
||||
// display mode for hilighted prs of groups
|
||||
// display mode for highlighted prs of groups
|
||||
IsShrink = ( IsShrink && !HasHilightFlag );
|
||||
IsShading = ( IsShading || HasHilightFlag );
|
||||
|
||||
@@ -221,14 +227,7 @@ void MeshVS_MeshPrsBuilder::BuildElements( const Handle(Prs3d_Presentation)& Prs
|
||||
Standard_Boolean IsOverlapControl =
|
||||
!IsMeshAllowOverlap && ( IsWireFrame || IsShading ) && !HasSelectFlag;
|
||||
|
||||
Handle (Graphic3d_ArrayOfPolygons) aPolygons, aVolumes;
|
||||
Handle (Graphic3d_ArrayOfPolylines) aPolylines, aLinkPolylines;
|
||||
|
||||
Standard_Integer PolygonVerticesFor3D = 0, PolygonBoundsFor3D = 0,
|
||||
PolylineVerticesFor3D = 0, PolylineBoundsFor3D = 0,
|
||||
NbNodes;
|
||||
|
||||
// subtract the hidden elements and ids to exclude (to minimise allocated memory)
|
||||
// subtract the hidden elements and ids to exclude (to minimize allocated memory)
|
||||
TColStd_PackedMapOfInteger anIDs;
|
||||
anIDs.Assign( IDs );
|
||||
Handle(TColStd_HPackedMapOfInteger) aHiddenElems = myParentMesh->GetHiddenElems();
|
||||
@@ -238,170 +237,260 @@ void MeshVS_MeshPrsBuilder::BuildElements( const Handle(Prs3d_Presentation)& Prs
|
||||
|
||||
Handle( MeshVS_HArray1OfSequenceOfInteger ) aTopo;
|
||||
TColStd_MapIteratorOfPackedMapOfInteger it (anIDs);
|
||||
for( ; it.More(); it.Next() )
|
||||
|
||||
Standard_Boolean showEdges = Standard_True;
|
||||
aDrawer->GetBoolean( MeshVS_DA_ShowEdges, showEdges );
|
||||
|
||||
showEdges = IsWireFrame || showEdges;
|
||||
|
||||
Standard_Integer* aNodesBuf = (Standard_Integer*) alloca (maxnodes * sizeof (Standard_Integer));
|
||||
Standard_Real* aCoordsBuf = (Standard_Real*) alloca (3 * maxnodes * sizeof (Standard_Real));
|
||||
|
||||
TColStd_Array1OfInteger aNodes (*aNodesBuf, 1, maxnodes);
|
||||
TColStd_Array1OfReal aCoords (*aCoordsBuf, 1, 3 * maxnodes);
|
||||
|
||||
Standard_Integer aNbFacePrimitives = 0;
|
||||
Standard_Integer aNbVolmPrimitives = 0;
|
||||
Standard_Integer aNbEdgePrimitives = 0;
|
||||
Standard_Integer aNbLinkPrimitives = 0;
|
||||
|
||||
MeshVS_EntityType aType;
|
||||
|
||||
for (it.Reset(); it.More(); it.Next())
|
||||
{
|
||||
Standard_Integer aKey = it.Key();
|
||||
if( aSource->Get3DGeom( aKey, NbNodes, aTopo ) )
|
||||
Standard_Integer aNbNodes = 0;
|
||||
|
||||
if (!aSource->GetGeom (it.Key(), Standard_True, aCoords, aNbNodes, aType))
|
||||
continue;
|
||||
|
||||
if (aType == MeshVS_ET_Volume)
|
||||
{
|
||||
if (aSource->Get3DGeom (it.Key(), aNbNodes, aTopo))
|
||||
{
|
||||
for (Standard_Integer aFaceIdx = aTopo->Lower(); aFaceIdx <= aTopo->Upper(); ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = aTopo->Value (aFaceIdx);
|
||||
|
||||
if (showEdges) // add edge segments
|
||||
{
|
||||
aNbEdgePrimitives += aFaceNodes.Length();
|
||||
}
|
||||
|
||||
if (IsShading || IsShrink) // add volumetric cell triangles
|
||||
{
|
||||
if (!HasSelectFlag)
|
||||
HowManyPrimitives( aTopo, Standard_True, HasSelectFlag, NbNodes,
|
||||
PolygonVerticesFor3D, PolygonBoundsFor3D );
|
||||
HowManyPrimitives( aTopo, Standard_False, HasSelectFlag, NbNodes,
|
||||
PolylineVerticesFor3D, PolylineBoundsFor3D );
|
||||
aNbVolmPrimitives += aFaceNodes.Length() - 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (aType == MeshVS_ET_Link)
|
||||
{
|
||||
if (showEdges)
|
||||
{
|
||||
aNbLinkPrimitives += 1; // add link segment
|
||||
}
|
||||
}
|
||||
else if (aType == MeshVS_ET_Face)
|
||||
{
|
||||
if (showEdges)
|
||||
{
|
||||
aNbEdgePrimitives += aNbNodes; // add edge segments
|
||||
}
|
||||
|
||||
if (!IsOverlapControl || IsShading)
|
||||
{
|
||||
if ((IsShading || IsShrink) && !HasSelectFlag)
|
||||
{
|
||||
aNbFacePrimitives += aNbNodes - 2; // add face triangles
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Standard_Integer Extent = anIDs.Extent();
|
||||
// Here we do not use indices arrays because they are not effective for some mesh
|
||||
// drawing modes: shrinking mode (displaces the vertices inside the polygon), 3D
|
||||
// cell rendering (normal interpolation is not always applicable - flat shading),
|
||||
// elemental coloring (color interpolation is impossible)
|
||||
Handle (Graphic3d_ArrayOfTriangles) aVolmTriangles =
|
||||
new Graphic3d_ArrayOfTriangles (aNbVolmPrimitives * 3, 0, IsReflect);
|
||||
Handle (Graphic3d_ArrayOfTriangles) aFaceTriangles =
|
||||
new Graphic3d_ArrayOfTriangles (aNbFacePrimitives * 3, 0, IsReflect);
|
||||
|
||||
if ( IsReflect )
|
||||
Handle (Graphic3d_ArrayOfSegments) aLinkSegments;
|
||||
Handle (Graphic3d_ArrayOfSegments) aEdgeSegments;
|
||||
|
||||
if (showEdges)
|
||||
{
|
||||
aPolygons = new Graphic3d_ArrayOfPolygons
|
||||
( maxnodes*Extent, Extent, 0, Standard_True );
|
||||
aVolumes = new Graphic3d_ArrayOfPolygons
|
||||
( PolygonVerticesFor3D, PolygonBoundsFor3D, 0, Standard_True );
|
||||
}
|
||||
else
|
||||
{
|
||||
aPolygons = new Graphic3d_ArrayOfPolygons( maxnodes*Extent, Extent );
|
||||
aVolumes = new Graphic3d_ArrayOfPolygons ( PolygonVerticesFor3D, PolygonBoundsFor3D );
|
||||
aLinkSegments = new Graphic3d_ArrayOfSegments (aNbLinkPrimitives * 2);
|
||||
aEdgeSegments = new Graphic3d_ArrayOfSegments (aNbEdgePrimitives * 2);
|
||||
}
|
||||
|
||||
Standard_Integer howMany = 1;
|
||||
if ( IsOverlapControl )
|
||||
howMany = 2;
|
||||
|
||||
Standard_Boolean showEdges = Standard_True;
|
||||
aDrawer->GetBoolean( MeshVS_DA_ShowEdges, showEdges );
|
||||
|
||||
showEdges = IsWireFrame || showEdges;
|
||||
if ( showEdges )
|
||||
{
|
||||
aPolylines = new Graphic3d_ArrayOfPolylines ( ( maxnodes+1 )*Extent + PolylineVerticesFor3D,
|
||||
howMany * Extent + PolylineBoundsFor3D );
|
||||
aLinkPolylines = new Graphic3d_ArrayOfPolylines ( 2*Extent, Extent );
|
||||
}
|
||||
|
||||
MeshVS_Buffer aCoordsBuf (3*maxnodes*sizeof(Standard_Real));
|
||||
TColStd_Array1OfReal aCoords( aCoordsBuf, 1, 3*maxnodes );
|
||||
MeshVS_EntityType aType;
|
||||
|
||||
TColStd_PackedMapOfInteger aCustomElements;
|
||||
|
||||
Quantity_Color anOldEdgeColor;
|
||||
Quantity_Color anEdgeColor;
|
||||
Quantity_Color anIntColor;
|
||||
Aspect_InteriorStyle anIntType;
|
||||
Quantity_Color anIntColor, anEdgeColor;
|
||||
Aspect_TypeOfLine aLine;
|
||||
Standard_Real aWidth;
|
||||
|
||||
MeshVS_TwoNodes aTwoNodes;
|
||||
aFill->Values (anIntType, anIntColor, anEdgeColor, aLine, aWidth);
|
||||
|
||||
MeshVS_MapOfTwoNodes aLinkNodes;
|
||||
|
||||
// Forbid drawings of edges which overlap with some links
|
||||
if (showEdges && IsOverlapControl)
|
||||
// Forbid drawings of edges, which overlap with some links
|
||||
{
|
||||
for (it.Reset(); it.More(); it.Next())
|
||||
{
|
||||
Standard_Integer aKey = it.Key();
|
||||
if ( aSource->GetGeomType ( aKey, Standard_True, aType ) &&
|
||||
aType == MeshVS_ET_Link )
|
||||
if (aSource->GetGeomType (it.Key(), Standard_True, aType) && aType == MeshVS_ET_Link)
|
||||
{
|
||||
MeshVS_Buffer aNodesBuf (maxnodes * sizeof(Standard_Integer));
|
||||
TColStd_Array1OfInteger aNodes (aNodesBuf, 1, maxnodes);
|
||||
Standard_Integer nbNodes;
|
||||
if ( aSource->GetNodesByElement( aKey, aNodes, nbNodes ) &&
|
||||
nbNodes == 2 )
|
||||
Standard_Integer aNbNodes;
|
||||
|
||||
if (aSource->GetNodesByElement (it.Key(), aNodes, aNbNodes) && aNbNodes == 2)
|
||||
{
|
||||
aTwoNodes.First = aNodes(1);
|
||||
aTwoNodes.Second = aNodes(2);
|
||||
aLinkNodes.Add ( aTwoNodes );
|
||||
aLinkNodes.Add (MeshVS_TwoNodes (aNodes(1), aNodes(2)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NCollection_Map<MeshVS_NodePair, MeshVS_SymmetricPairHasher> aSegmentMap;
|
||||
|
||||
for (it.Reset(); it.More(); it.Next())
|
||||
{
|
||||
Standard_Integer aKey = it.Key();
|
||||
const Standard_Integer aKey = it.Key();
|
||||
|
||||
Standard_Integer NbNodes;
|
||||
if (!aSource->GetGeom (aKey, Standard_True, aCoords, NbNodes, aType))
|
||||
continue;
|
||||
|
||||
if (!aSource->GetNodesByElement (aKey, aNodes, NbNodes))
|
||||
continue;
|
||||
|
||||
switch (aType)
|
||||
{
|
||||
case MeshVS_ET_Volume:
|
||||
{
|
||||
if (IsExcludingOn())
|
||||
IDsToExclude.Add (aKey);
|
||||
|
||||
if (aSource->Get3DGeom (aKey, NbNodes, aTopo))
|
||||
{
|
||||
// !!! TO DO: Overlap control
|
||||
// add wireframe presentation (draw edges for shading mode as well)
|
||||
// Add wire-frame presentation (draw edges for shading mode as well)
|
||||
if (showEdges)
|
||||
AddVolumePrs ( aTopo, aCoords, NbNodes, aPolylines, IsReflect, IsShrink, HasSelectFlag, aShrinkCoef );
|
||||
{
|
||||
AddVolumePrs (aTopo, aCoords, NbNodes,
|
||||
aEdgeSegments, IsReflect, IsShrink, HasSelectFlag, aShrinkCoef);
|
||||
}
|
||||
|
||||
// add shading presentation
|
||||
// Add shading presentation
|
||||
if ((IsShading || IsShrink) && !HasSelectFlag)
|
||||
AddVolumePrs ( aTopo, aCoords, NbNodes, aVolumes, IsReflect, IsShrink, HasSelectFlag, aShrinkCoef );
|
||||
{
|
||||
AddVolumePrs (aTopo, aCoords, NbNodes,
|
||||
aVolmTriangles, IsReflect, IsShrink, HasSelectFlag, aShrinkCoef);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case MeshVS_ET_Link:
|
||||
{
|
||||
if (IsExcludingOn())
|
||||
IDsToExclude.Add (aKey);
|
||||
|
||||
if (showEdges)
|
||||
AddLinkPrs ( aCoords, aLinkPolylines, IsShrink || HasSelectFlag, aShrinkCoef );
|
||||
{
|
||||
AddLinkPrs (aCoords, aLinkSegments, IsShrink || HasSelectFlag, aShrinkCoef);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case MeshVS_ET_Face:
|
||||
{
|
||||
if (IsExcludingOn())
|
||||
IDsToExclude.Add (aKey);
|
||||
|
||||
if (showEdges && IsOverlapControl)
|
||||
{
|
||||
MeshVS_Buffer aNodesBuf (NbNodes * sizeof(Standard_Integer));
|
||||
TColStd_Array1OfInteger aNodes (aNodesBuf, 1, NbNodes);
|
||||
if ( !aSource->GetNodesByElement( aKey, aNodes, NbNodes ) )
|
||||
continue;
|
||||
|
||||
Standard_Integer Last = 0;
|
||||
for ( Standard_Integer i=1; i<=NbNodes; i++ )
|
||||
|
||||
MeshVS_TwoNodes aTwoNodes (aNodes (1));
|
||||
|
||||
for (Standard_Integer i = 1; i <= NbNodes; ++i)
|
||||
{
|
||||
if ( i==1 )
|
||||
aTwoNodes.First = aNodes(i);
|
||||
else
|
||||
if (i > 1)
|
||||
aTwoNodes.First = aTwoNodes.Second;
|
||||
|
||||
aTwoNodes.Second = ( i<NbNodes ? aNodes(i+1) : aNodes(1) );
|
||||
aTwoNodes.Second = (i < NbNodes) ? aNodes (i+1) : aNodes (1);
|
||||
|
||||
if (aLinkNodes.Contains (aTwoNodes))
|
||||
{
|
||||
aPolylines->AddBound ( i-Last );
|
||||
for (Standard_Integer j = Last+1; j<=i; j++)
|
||||
aPolylines->AddVertex ( aCoords(3*j-2), aCoords(3*j-1), aCoords(3*j) );
|
||||
for (Standard_Integer aNodeIdx = Last + 1; aNodeIdx < i; ++aNodeIdx)
|
||||
{
|
||||
const Standard_Integer aNextIdx = aNodeIdx + 1;
|
||||
|
||||
aEdgeSegments->AddVertex (
|
||||
aCoords (3 * aNodeIdx - 2), aCoords (3 * aNodeIdx - 1), aCoords (3 * aNodeIdx));
|
||||
aEdgeSegments->AddVertex (
|
||||
aCoords (3 * aNextIdx - 2), aCoords (3 * aNextIdx - 1), aCoords (3 * aNextIdx));
|
||||
}
|
||||
|
||||
Last = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (NbNodes - Last > 0)
|
||||
{
|
||||
aPolylines->AddBound ( NbNodes-Last+1 );
|
||||
for (Standard_Integer j = Last+1; j<=NbNodes; j++)
|
||||
aPolylines->AddVertex ( aCoords(3*j-2), aCoords(3*j-1), aCoords(3*j) );
|
||||
for (Standard_Integer aNodeIdx = Last; aNodeIdx < NbNodes; ++aNodeIdx)
|
||||
{
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % NbNodes;
|
||||
|
||||
aPolylines->AddVertex ( aCoords(1), aCoords(2), aCoords(3) );
|
||||
const MeshVS_NodePair aSegment (aNodes (aNodeIdx + 1),
|
||||
aNodes (aNextIdx + 1));
|
||||
|
||||
if (!aSegmentMap.Contains (aSegment))
|
||||
{
|
||||
aEdgeSegments->AddVertex (aCoords (3 * aNodeIdx + 1),
|
||||
aCoords (3 * aNodeIdx + 2),
|
||||
aCoords (3 * aNodeIdx + 3));
|
||||
|
||||
aEdgeSegments->AddVertex (aCoords (3 * aNextIdx + 1),
|
||||
aCoords (3 * aNextIdx + 2),
|
||||
aCoords (3 * aNextIdx + 3));
|
||||
|
||||
aSegmentMap.Add (aSegment);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsOverlapControl || IsShading)
|
||||
{
|
||||
if (!IsOverlapControl && showEdges)
|
||||
AddFaceWirePrs(aCoords, NbNodes, aPolylines,
|
||||
IsShrink || HasSelectFlag, aShrinkCoef );
|
||||
{
|
||||
AddFaceWirePrs (aCoords, NbNodes,
|
||||
aEdgeSegments, IsShrink || HasSelectFlag, aShrinkCoef);
|
||||
}
|
||||
|
||||
if ((IsShading || IsShrink) && !HasSelectFlag)
|
||||
AddFaceSolidPrs(aKey, aCoords, NbNodes, maxnodes, aPolygons,
|
||||
IsReflect, IsShrink || HasSelectFlag,
|
||||
aShrinkCoef, IsMeshSmoothShading );
|
||||
{
|
||||
AddFaceSolidPrs (aKey, aCoords, NbNodes, maxnodes, aFaceTriangles, IsReflect,
|
||||
IsShrink || HasSelectFlag, aShrinkCoef, IsMeshSmoothShading);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
aCustomElements.Add (aKey);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -411,7 +500,13 @@ void MeshVS_MeshPrsBuilder::BuildElements( const Handle(Prs3d_Presentation)& Prs
|
||||
aFill->SetEdgeColor (Quantity_NOC_BLACK);
|
||||
}
|
||||
|
||||
DrawArrays ( Prs, aPolygons, aPolylines, aLinkPolylines, aVolumes,
|
||||
//std::cout << "Actual extents: " << std::endl
|
||||
// << "Face tris: " << aFaceTriangles->ItemNumber() << " from " << aNbFacePrimitives << std::endl
|
||||
// << "Volm tris: " << aVolmTriangles->ItemNumber() << " from " << aNbVolmPrimitives << std::endl
|
||||
// << "Face segs: " << aEdgeSegments->ItemNumber() << " from " << aNbEdgePrimitives << std::endl
|
||||
// << "Link segs: " << aLinkSegments->ItemNumber() << " from " << aNbLinkPrimitives << std::endl;
|
||||
|
||||
DrawArrays ( Prs, aFaceTriangles, aEdgeSegments, aLinkSegments, aVolmTriangles,
|
||||
!showEdges, HasSelectFlag, aFill, aBeam );
|
||||
|
||||
if ( !aCustomElements.IsEmpty() )
|
||||
@@ -543,33 +638,34 @@ void MeshVS_MeshPrsBuilder::BuildHilightPrs ( const Handle(Prs3d_Presentation)&
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_MeshPrsBuilder::AddLinkPrs (const TColStd_Array1OfReal& theCoords,
|
||||
const Handle(Graphic3d_ArrayOfPolylines)& theLines,
|
||||
const Standard_Boolean IsShrinked,
|
||||
const Standard_Real ShrinkCoef) const
|
||||
const Handle(Graphic3d_ArrayOfSegments)& theSegments,
|
||||
const Standard_Boolean theIsShrinked,
|
||||
const Standard_Real theShrinkCoef) const
|
||||
{
|
||||
Standard_Real x1 = theCoords(1);
|
||||
Standard_Real y1 = theCoords(2);
|
||||
Standard_Real z1 = theCoords(3);
|
||||
Standard_Real x2 = theCoords(4);
|
||||
Standard_Real y2 = theCoords(5);
|
||||
Standard_Real z2 = theCoords(6);
|
||||
Standard_Real xG, yG, zG;
|
||||
Standard_Real aX1 = theCoords (1);
|
||||
Standard_Real aY1 = theCoords (2);
|
||||
Standard_Real aZ1 = theCoords (3);
|
||||
Standard_Real aX2 = theCoords (4);
|
||||
Standard_Real aY2 = theCoords (5);
|
||||
Standard_Real aZ2 = theCoords (6);
|
||||
|
||||
if ( IsShrinked )
|
||||
if (theIsShrinked)
|
||||
{
|
||||
xG = (x1+x2)/2.0;
|
||||
yG = (y1+y2)/2.0;
|
||||
zG = (z1+z2)/2.0;
|
||||
x1 = (x1 - xG) * ShrinkCoef + xG;
|
||||
x2 = 2.0*xG - x1;
|
||||
y1 = (y1 - yG) * ShrinkCoef + yG;
|
||||
y2 = 2.0*yG - y1;
|
||||
z1 = (z1 - zG) * ShrinkCoef + zG;
|
||||
z2 = 2.0*zG - z1;
|
||||
const Standard_Real xG = (aX1 + aX2) * 0.5;
|
||||
const Standard_Real yG = (aY1 + aY2) * 0.5;
|
||||
const Standard_Real zG = (aZ1 + aZ2) * 0.5;
|
||||
|
||||
aX1 = (aX1 - xG) * theShrinkCoef + xG;
|
||||
aY1 = (aY1 - yG) * theShrinkCoef + yG;
|
||||
aZ1 = (aZ1 - zG) * theShrinkCoef + zG;
|
||||
|
||||
aX2 = 2.0 * xG - aX1;
|
||||
aY2 = 2.0 * yG - aY1;
|
||||
aZ2 = 2.0 * zG - aZ1;
|
||||
}
|
||||
theLines->AddBound ( 2 );
|
||||
theLines->AddVertex ( x1, y1, z1 );
|
||||
theLines->AddVertex ( x2, y2, z2 );
|
||||
|
||||
theSegments->AddVertex (aX1, aY1, aZ1);
|
||||
theSegments->AddVertex (aX2, aY2, aZ2);
|
||||
}
|
||||
|
||||
//================================================================
|
||||
@@ -577,91 +673,150 @@ void MeshVS_MeshPrsBuilder::AddLinkPrs (const TColStd_Array1OfReal& theCoords,
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_MeshPrsBuilder::AddFaceWirePrs (const TColStd_Array1OfReal& theCoords,
|
||||
const Standard_Integer NbNodes,
|
||||
const Handle(Graphic3d_ArrayOfPolylines)& theLines,
|
||||
const Standard_Boolean IsShrinked,
|
||||
const Standard_Real ShrinkCoef) const
|
||||
const Standard_Integer theNbNodes,
|
||||
const Handle(Graphic3d_ArrayOfSegments)& theSegments,
|
||||
const Standard_Boolean theIsShrinked,
|
||||
const Standard_Real theShrinkingCoef) const
|
||||
{
|
||||
Standard_Real xG = 0., yG = 0., zG = 0., X, Y, Z, startX=0., startY=0., startZ=0.;
|
||||
theLines->AddBound ( NbNodes+1 );
|
||||
if ( IsShrinked )
|
||||
CalculateCenter( theCoords, NbNodes, xG, yG, zG );
|
||||
Standard_Real aCenterX = 0.0;
|
||||
Standard_Real aCenterY = 0.0;
|
||||
Standard_Real aCenterZ = 0.0;
|
||||
|
||||
for ( Standard_Integer k=1; k<=NbNodes; k++)
|
||||
if (theIsShrinked)
|
||||
{
|
||||
X = theCoords(3*k-2);
|
||||
Y = theCoords(3*k-1);
|
||||
Z = theCoords(3*k);
|
||||
if ( IsShrinked )
|
||||
CalculateCenter (theCoords, theNbNodes, aCenterX, aCenterY, aCenterZ);
|
||||
}
|
||||
|
||||
NCollection_Vector<gp_XYZ> aNodes (theNbNodes);
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < theNbNodes; ++aNodeIdx)
|
||||
{
|
||||
X = (X - xG) * ShrinkCoef + xG;
|
||||
Y = (Y - yG) * ShrinkCoef + yG;
|
||||
Z = (Z - zG) * ShrinkCoef + zG;
|
||||
}
|
||||
if( k==1 )
|
||||
gp_XYZ aPnt (theCoords (3 * aNodeIdx + 1),
|
||||
theCoords (3 * aNodeIdx + 2),
|
||||
theCoords (3 * aNodeIdx + 3));
|
||||
|
||||
if (theIsShrinked)
|
||||
{
|
||||
startX = X; startY = Y; startZ = Z;
|
||||
aPnt.SetX ((aPnt.X() - aCenterX) * theShrinkingCoef + aCenterX);
|
||||
aPnt.SetY ((aPnt.Y() - aCenterY) * theShrinkingCoef + aCenterY);
|
||||
aPnt.SetZ ((aPnt.Z() - aCenterZ) * theShrinkingCoef + aCenterZ);
|
||||
}
|
||||
theLines->AddVertex ( X, Y, Z );
|
||||
|
||||
aNodes.Append (aPnt);
|
||||
}
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < theNbNodes; ++aNodeIdx)
|
||||
{
|
||||
theSegments->AddVertex (aNodes.Value (aNodeIdx).X(),
|
||||
aNodes.Value (aNodeIdx).Y(),
|
||||
aNodes.Value (aNodeIdx).Z());
|
||||
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % theNbNodes;
|
||||
|
||||
theSegments->AddVertex (aNodes.Value (aNextIdx).X(),
|
||||
aNodes.Value (aNextIdx).Y(),
|
||||
aNodes.Value (aNextIdx).Z());
|
||||
}
|
||||
theLines->AddVertex( startX, startY, startZ );
|
||||
}
|
||||
|
||||
//================================================================
|
||||
// Function : AddFaceSolidPrs
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_MeshPrsBuilder::AddFaceSolidPrs (const Standard_Integer ID,
|
||||
void MeshVS_MeshPrsBuilder::AddFaceSolidPrs (const Standard_Integer theID,
|
||||
const TColStd_Array1OfReal& theCoords,
|
||||
const Standard_Integer NbNodes,
|
||||
const Standard_Integer MaxNodes,
|
||||
const Handle(Graphic3d_ArrayOfPolygons)& thePolygons,
|
||||
const Standard_Boolean IsReflected,
|
||||
const Standard_Boolean IsShrinked,
|
||||
const Standard_Real ShrinkCoef,
|
||||
const Standard_Boolean IsMeshSmoothShading) const
|
||||
const Standard_Integer theNbNodes,
|
||||
const Standard_Integer theMaxNodes,
|
||||
const Handle(Graphic3d_ArrayOfTriangles)& theTriangles,
|
||||
const Standard_Boolean theIsShaded,
|
||||
const Standard_Boolean theIsShrinked,
|
||||
const Standard_Real theShrinkingCoef,
|
||||
const Standard_Boolean theIsSmoothShading) const
|
||||
{
|
||||
Handle( MeshVS_DataSource ) aDS = myParentMesh->GetDataSource();
|
||||
if ( aDS.IsNull() )
|
||||
Handle(MeshVS_DataSource) aDataSource = myParentMesh->GetDataSource();
|
||||
|
||||
if (aDataSource.IsNull())
|
||||
return;
|
||||
|
||||
Standard_Real xG = 0., yG = 0., zG = 0., X, Y, Z, nx = 0., ny = 0., nz = 0.;
|
||||
thePolygons->AddBound ( NbNodes );
|
||||
if ( IsShrinked )
|
||||
CalculateCenter( theCoords, NbNodes, xG, yG, zG );
|
||||
Standard_Real aCenterX = 0.0;
|
||||
Standard_Real aCenterY = 0.0;
|
||||
Standard_Real aCenterZ = 0.0;
|
||||
Standard_Real aNormalX = 0.0;
|
||||
Standard_Real aNormalY = 0.0;
|
||||
Standard_Real aNormalZ = 0.0;
|
||||
|
||||
Standard_Boolean allNormals = Standard_True;
|
||||
Standard_Integer k;
|
||||
|
||||
if( IsReflected )
|
||||
if (theIsShrinked)
|
||||
{
|
||||
if( IsMeshSmoothShading )
|
||||
for( k=1; k<=NbNodes && allNormals; k++ )
|
||||
allNormals = aDS->GetNodeNormal (k, ID, nx, ny, nz);
|
||||
if( !IsMeshSmoothShading || !allNormals )
|
||||
aDS->GetNormal( ID, MaxNodes, nx, ny, nz );
|
||||
CalculateCenter (theCoords, theNbNodes, aCenterX, aCenterY, aCenterZ);
|
||||
}
|
||||
|
||||
for ( k=1; k<=NbNodes; k++)
|
||||
NCollection_Vector<gp_XYZ> aVertexNormals (theMaxNodes);
|
||||
|
||||
if (theIsShaded)
|
||||
{
|
||||
X = theCoords(3*k-2);
|
||||
Y = theCoords(3*k-1);
|
||||
Z = theCoords(3*k);
|
||||
if ( IsShrinked )
|
||||
if (theIsSmoothShading)
|
||||
{
|
||||
X = (X - xG) * ShrinkCoef + xG;
|
||||
Y = (Y - yG) * ShrinkCoef + yG;
|
||||
Z = (Z - zG) * ShrinkCoef + zG;
|
||||
for (Standard_Integer aNodeIdx = 1; aNodeIdx <= theNbNodes; ++aNodeIdx)
|
||||
{
|
||||
if (!aDataSource->GetNodeNormal (aNodeIdx, theID, aNormalX, aNormalY, aNormalZ))
|
||||
break;
|
||||
|
||||
aVertexNormals.Append (gp_XYZ (aNormalX, aNormalY, aNormalZ));
|
||||
}
|
||||
}
|
||||
|
||||
if ( IsReflected )
|
||||
if (!theIsSmoothShading || aVertexNormals.Size() != theNbNodes)
|
||||
{
|
||||
if( IsMeshSmoothShading && allNormals )
|
||||
aDS->GetNodeNormal (k, ID, nx, ny, nz);
|
||||
thePolygons->AddVertex ( X, Y, Z, nx, ny, nz );
|
||||
aDataSource->GetNormal (theID, theMaxNodes, aNormalX, aNormalY, aNormalZ);
|
||||
}
|
||||
}
|
||||
|
||||
NCollection_Vector<gp_XYZ> aNodes (theMaxNodes);
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < theNbNodes; ++aNodeIdx)
|
||||
{
|
||||
gp_XYZ aPnt (theCoords (3 * aNodeIdx + 1),
|
||||
theCoords (3 * aNodeIdx + 2),
|
||||
theCoords (3 * aNodeIdx + 3));
|
||||
|
||||
if (theIsShrinked)
|
||||
{
|
||||
aPnt.SetX ((aPnt.X() - aCenterX) * theShrinkingCoef + aCenterX);
|
||||
aPnt.SetY ((aPnt.Y() - aCenterY) * theShrinkingCoef + aCenterY);
|
||||
aPnt.SetZ ((aPnt.Z() - aCenterZ) * theShrinkingCoef + aCenterZ);
|
||||
}
|
||||
|
||||
aNodes.Append (aPnt);
|
||||
}
|
||||
|
||||
// Triangulate polygon
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < theNbNodes - 2; ++aNodeIdx)
|
||||
{
|
||||
for (Standard_Integer aSubIdx = 0; aSubIdx < 3; ++aSubIdx)
|
||||
{
|
||||
if (theIsShaded)
|
||||
{
|
||||
if (theIsSmoothShading && aVertexNormals.Size() == theNbNodes)
|
||||
{
|
||||
aNormalX = aVertexNormals.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).X();
|
||||
aNormalY = aVertexNormals.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Y();
|
||||
aNormalZ = aVertexNormals.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Z();
|
||||
}
|
||||
|
||||
theTriangles->AddVertex (aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).X(),
|
||||
aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Y(),
|
||||
aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Z(),
|
||||
aNormalX,
|
||||
aNormalY,
|
||||
aNormalZ);
|
||||
}
|
||||
else
|
||||
thePolygons->AddVertex ( X, Y, Z );
|
||||
{
|
||||
theTriangles->AddVertex (aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).X(),
|
||||
aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Y(),
|
||||
aNodes.Value (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)).Z());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -669,171 +824,178 @@ void MeshVS_MeshPrsBuilder::AddFaceSolidPrs (const Standard_Integer ID,
|
||||
// Function : AddVolumePrs
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_MeshPrsBuilder::AddVolumePrs (const Handle( MeshVS_HArray1OfSequenceOfInteger )& Topo,
|
||||
const TColStd_Array1OfReal& Nodes,
|
||||
const Standard_Integer NbNodes,
|
||||
const Handle( Graphic3d_ArrayOfPrimitives )& Array,
|
||||
const Standard_Boolean IsReflected,
|
||||
const Standard_Boolean IsShrinked,
|
||||
const Standard_Boolean IsSelect,
|
||||
const Standard_Real ShrinkCoef)
|
||||
void MeshVS_MeshPrsBuilder::AddVolumePrs (const Handle(MeshVS_HArray1OfSequenceOfInteger)& theTopo,
|
||||
const TColStd_Array1OfReal& theNodes,
|
||||
const Standard_Integer theNbNodes,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theArray,
|
||||
const Standard_Boolean theIsShaded,
|
||||
const Standard_Boolean theIsShrinked,
|
||||
const Standard_Boolean theIsSelected,
|
||||
const Standard_Real theShrinkCoef)
|
||||
{
|
||||
Standard_Real c[3]; c[0] = c[1] = c[2] = 0.0;
|
||||
Standard_Integer low = Nodes.Lower(), n=NbNodes;
|
||||
Standard_Real aCenter[] = { 0.0, 0.0, 0.0 };
|
||||
|
||||
if( Topo.IsNull() || Array.IsNull() )
|
||||
Standard_Integer aLow = theNodes.Lower();
|
||||
|
||||
if (theTopo.IsNull() || theArray.IsNull())
|
||||
return;
|
||||
|
||||
if( IsShrinked )
|
||||
if (theIsShrinked)
|
||||
{
|
||||
for( Standard_Integer i=0; i<3*n; i++ )
|
||||
c[i%3] += Nodes.Value( low + i );
|
||||
|
||||
c[0] /= n;
|
||||
c[1] /= n;
|
||||
c[2] /= n;
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < 3 * theNbNodes; ++aNodeIdx)
|
||||
{
|
||||
aCenter[aNodeIdx % 3] += theNodes.Value (aLow + aNodeIdx);
|
||||
}
|
||||
|
||||
Standard_Boolean IsPolygons = Array->IsKind( STANDARD_TYPE( Graphic3d_ArrayOfPolygons ) );
|
||||
Standard_Real x[2], y[2], z[2];
|
||||
Standard_Integer ind;
|
||||
gp_Vec norm;
|
||||
|
||||
if( IsPolygons )
|
||||
{
|
||||
for( Standard_Integer i=Topo->Lower(), topoup=Topo->Upper(); i<=topoup; i++ )
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aSeq = Topo->Value( i );
|
||||
|
||||
Standard_Integer m = aSeq.Length();
|
||||
Array->AddBound( m );
|
||||
|
||||
norm.SetCoord( 0, 0, 0 );
|
||||
if( IsReflected )
|
||||
{
|
||||
MeshVS_Buffer PolyNodesBuf (3*m*sizeof(Standard_Real));
|
||||
TColStd_Array1OfReal PolyNodes( PolyNodesBuf, 0, 3*m );
|
||||
PolyNodes.SetValue( 0, m );
|
||||
for( Standard_Integer j=1; j<=m; j++ )
|
||||
{
|
||||
ind = aSeq.Value( j );
|
||||
PolyNodes.SetValue( 3*j-2, Nodes.Value( low+3*ind ) );
|
||||
PolyNodes.SetValue( 3*j-1, Nodes.Value( low+3*ind+1 ) );
|
||||
PolyNodes.SetValue( 3*j, Nodes.Value( low+3*ind+2 ) );
|
||||
aCenter[0] /= theNbNodes;
|
||||
aCenter[1] /= theNbNodes;
|
||||
aCenter[2] /= theNbNodes;
|
||||
}
|
||||
|
||||
// compute normal
|
||||
// if( !MeshVS_Tool::GetNormal( PolyNodes, norm ) )
|
||||
// norm.SetCoord( 0, 0, 0 );
|
||||
MeshVS_Tool::GetAverageNormal( PolyNodes, norm );
|
||||
Standard_Boolean aIsPolygons = theArray->IsKind (STANDARD_TYPE (Graphic3d_ArrayOfTriangles));
|
||||
|
||||
if (aIsPolygons)
|
||||
{
|
||||
for (Standard_Integer aFaceIdx = theTopo->Lower(), topoup = theTopo->Upper(); aFaceIdx <= topoup; ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = theTopo->Value (aFaceIdx);
|
||||
const Standard_Integer aNbPolyNodes = aFaceNodes.Length();
|
||||
|
||||
Standard_Real* aPolyNodesBuf = (Standard_Real*) alloca ((3 * aNbPolyNodes + 1) * sizeof (Standard_Real));
|
||||
TColStd_Array1OfReal aPolyNodes (*aPolyNodesBuf, 0, 3 * aNbPolyNodes);
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < aNbPolyNodes; ++aNodeIdx)
|
||||
{
|
||||
Standard_Integer anIdx = aFaceNodes.Value (aNodeIdx + 1);
|
||||
|
||||
Standard_Real aX = theNodes.Value (aLow + 3 * anIdx + 0);
|
||||
Standard_Real aY = theNodes.Value (aLow + 3 * anIdx + 1);
|
||||
Standard_Real aZ = theNodes.Value (aLow + 3 * anIdx + 2);
|
||||
|
||||
if (theIsShrinked)
|
||||
{
|
||||
aX = aCenter[0] + theShrinkCoef * (aX - aCenter[0]);
|
||||
aY = aCenter[1] + theShrinkCoef * (aY - aCenter[1]);
|
||||
aZ = aCenter[2] + theShrinkCoef * (aZ - aCenter[2]);
|
||||
}
|
||||
|
||||
Standard_Real nx = norm.X(), ny = norm.Y(), nz = norm.Z();
|
||||
|
||||
|
||||
for( Standard_Integer j=1; j<=m; j++ )
|
||||
{
|
||||
ind = aSeq.Value( j );
|
||||
x[0] = Nodes.Value( low + 3*ind );
|
||||
y[0] = Nodes.Value( low + 3*ind+1 );
|
||||
z[0] = Nodes.Value( low + 3*ind+2 );
|
||||
|
||||
if( IsShrinked )
|
||||
{
|
||||
x[0] = c[0] + ShrinkCoef * ( x[0]-c[0] );
|
||||
y[0] = c[1] + ShrinkCoef * ( y[0]-c[1] );
|
||||
z[0] = c[2] + ShrinkCoef * ( z[0]-c[2] );
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 1, aX);
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 2, aY);
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 3, aZ);
|
||||
}
|
||||
|
||||
if( IsReflected )
|
||||
Array->AddVertex( x[0], y[0], z[0], nx, ny, nz );
|
||||
gp_Vec aNorm;
|
||||
|
||||
if (theIsShaded)
|
||||
{
|
||||
aPolyNodes.SetValue (0, aNbPolyNodes);
|
||||
|
||||
if (!MeshVS_Tool::GetAverageNormal (aPolyNodes, aNorm))
|
||||
{
|
||||
aNorm.SetCoord (0.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < aNbPolyNodes - 2; ++aNodeIdx) // triangulate polygon
|
||||
{
|
||||
for (Standard_Integer aSubIdx = 0; aSubIdx < 3; ++aSubIdx) // generate sub-triangle
|
||||
{
|
||||
if (theIsShaded)
|
||||
{
|
||||
theArray->AddVertex (aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 1),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 2),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 3),
|
||||
aNorm.X(),
|
||||
aNorm.Y(),
|
||||
aNorm.Z());
|
||||
}
|
||||
else
|
||||
Array->AddVertex( x[0], y[0], z[0] );
|
||||
}
|
||||
}
|
||||
}
|
||||
else if( IsSelect )
|
||||
{
|
||||
for( Standard_Integer i=Topo->Lower(), topoup=Topo->Upper(); i<=topoup; i++ )
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aSeq = Topo->Value( i );
|
||||
Standard_Real pc[3]; pc[0] = pc[1] = pc[2] = 0;
|
||||
Standard_Integer j,m;
|
||||
for( j=1, m=aSeq.Length(); j<=m; j++ )
|
||||
{
|
||||
ind = aSeq.Value( j );
|
||||
for( Standard_Integer k=0; k<3; k++ )
|
||||
pc[k] += Nodes.Value( low + 3*ind+k );
|
||||
theArray->AddVertex (aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 1),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 2),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 3));
|
||||
}
|
||||
pc[0] /= m;
|
||||
pc[1] /= m;
|
||||
pc[2] /= m;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (theIsSelected)
|
||||
{
|
||||
for (Standard_Integer aFaceIdx = theTopo->Lower(), topoup = theTopo->Upper(); aFaceIdx <= topoup; ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = theTopo->Value (aFaceIdx);
|
||||
|
||||
Array->AddBound( m+1 );
|
||||
for( j=1, m=aSeq.Length(); j<=m+1; j++ )
|
||||
Standard_Real aFaceCenter[] = { 0.0, 0.0, 0.0 };
|
||||
|
||||
for (Standard_Integer aNodeIdx = 1; aNodeIdx <= aFaceNodes.Length(); ++aNodeIdx)
|
||||
{
|
||||
ind = aSeq.Value( (j-1)%m + 1 );
|
||||
x[0] = Nodes.Value( low + 3*ind );
|
||||
y[0] = Nodes.Value( low + 3*ind+1 );
|
||||
z[0] = Nodes.Value( low + 3*ind+2 );
|
||||
x[0] = pc[0] + ShrinkCoef * ( x[0]-pc[0] );
|
||||
y[0] = pc[1] + ShrinkCoef * ( y[0]-pc[1] );
|
||||
z[0] = pc[2] + ShrinkCoef * ( z[0]-pc[2] );
|
||||
Array->AddVertex( x[0], y[0], z[0] );
|
||||
for (Standard_Integer aAxisIdx = 0; aAxisIdx < 3; ++aAxisIdx)
|
||||
{
|
||||
aFaceCenter[aAxisIdx] += theNodes.Value (aLow + 3 * aFaceNodes.Value (aNodeIdx) + aAxisIdx);
|
||||
}
|
||||
}
|
||||
|
||||
aFaceCenter[0] /= aFaceNodes.Length();
|
||||
aFaceCenter[1] /= aFaceNodes.Length();
|
||||
aFaceCenter[2] /= aFaceNodes.Length();
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0, aNbNodes = aFaceNodes.Length(); aNodeIdx < aNbNodes; ++aNodeIdx)
|
||||
{
|
||||
for (Standard_Integer aSubIdx = 0; aSubIdx < 2; ++aSubIdx) // add segment
|
||||
{
|
||||
Standard_Integer anIdx = aFaceNodes.Value ((aNodeIdx + aSubIdx) % aNbNodes + 1);
|
||||
|
||||
Standard_Real aX = theNodes.Value (aLow + 3 * anIdx + 0);
|
||||
Standard_Real aY = theNodes.Value (aLow + 3 * anIdx + 1);
|
||||
Standard_Real aZ = theNodes.Value (aLow + 3 * anIdx + 2);
|
||||
|
||||
theArray->AddVertex (aFaceCenter[0] + theShrinkCoef * (aX - aFaceCenter[0]),
|
||||
aFaceCenter[1] + theShrinkCoef * (aY - aFaceCenter[1]),
|
||||
aFaceCenter[2] + theShrinkCoef * (aZ - aFaceCenter[2]));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Standard_Integer F, S=0, k;
|
||||
// Find all pairs of nodes (edges) to draw (will be drawn only once)
|
||||
NCollection_Map<MeshVS_NodePair, MeshVS_SymmetricPairHasher> aEdgeMap;
|
||||
|
||||
// Find all pairs of nodes (edges) to draw;
|
||||
// map is used to ensure that each edge will be drawn only once
|
||||
TColStd_PackedMapOfInteger aMap;
|
||||
for( Standard_Integer i=Topo->Lower(), topoup=Topo->Upper(); i<=topoup; i++ )
|
||||
for (Standard_Integer aFaceIdx = theTopo->Lower(), topoup = theTopo->Upper(); aFaceIdx <= topoup; ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aSeq = Topo->Value( i );
|
||||
for( Standard_Integer j=1, m=aSeq.Length(); j<=m; j++ )
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = theTopo->Value (aFaceIdx);
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0, aNbNodes = aFaceNodes.Length(); aNodeIdx < aNbNodes; ++aNodeIdx)
|
||||
{
|
||||
if( j==1 )
|
||||
F = aSeq.Value( j );
|
||||
else
|
||||
F = S;
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % aNbNodes;
|
||||
|
||||
S = j<m ? aSeq.Value( j+1 ) : aSeq.Value( 1 );
|
||||
|
||||
if( F<S )
|
||||
aMap.Add( F + NbNodes * S );
|
||||
else
|
||||
aMap.Add( S + NbNodes * F );
|
||||
aEdgeMap.Add (MeshVS_NodePair (aFaceNodes.Value (aNodeIdx + 1),
|
||||
aFaceNodes.Value (aNextIdx + 1)));
|
||||
}
|
||||
}
|
||||
|
||||
// draw edges
|
||||
TColStd_MapIteratorOfPackedMapOfInteger anIt( aMap );
|
||||
for( ; anIt.More(); anIt.Next() )
|
||||
// Draw edges
|
||||
for(NCollection_Map<MeshVS_NodePair, MeshVS_SymmetricPairHasher>::Iterator anIt (aEdgeMap); anIt.More(); anIt.Next())
|
||||
{
|
||||
F = low + 3*(anIt.Key()%NbNodes);
|
||||
S = low + 3*(anIt.Key()/NbNodes);
|
||||
const Standard_Integer anIdx1 = aLow + 3 * anIt.Key().first;
|
||||
const Standard_Integer anIdx2 = aLow + 3 * anIt.Key().second;
|
||||
|
||||
x[0] = Nodes.Value( F );
|
||||
y[0] = Nodes.Value( F+1 );
|
||||
z[0] = Nodes.Value( F+2 );
|
||||
x[1] = Nodes.Value( S );
|
||||
y[1] = Nodes.Value( S+1 );
|
||||
z[1] = Nodes.Value( S+2 );
|
||||
Standard_Real aX[] = { theNodes.Value (anIdx1 + 0), theNodes.Value (anIdx2 + 0) };
|
||||
Standard_Real aY[] = { theNodes.Value (anIdx1 + 1), theNodes.Value (anIdx2 + 1) };
|
||||
Standard_Real aZ[] = { theNodes.Value (anIdx1 + 2), theNodes.Value (anIdx2 + 2) };
|
||||
|
||||
if( IsShrinked )
|
||||
for( k=0; k<2; k++ )
|
||||
if (theIsShrinked)
|
||||
{
|
||||
x[k] = c[0] + ShrinkCoef * ( x[k]-c[0] );
|
||||
y[k] = c[1] + ShrinkCoef * ( y[k]-c[1] );
|
||||
z[k] = c[2] + ShrinkCoef * ( z[k]-c[2] );
|
||||
for (Standard_Integer anAxisIdx = 0; anAxisIdx < 2; ++anAxisIdx)
|
||||
{
|
||||
aX[anAxisIdx] = aCenter[0] + theShrinkCoef * (aX[anAxisIdx] - aCenter[0]);
|
||||
aY[anAxisIdx] = aCenter[1] + theShrinkCoef * (aY[anAxisIdx] - aCenter[1]);
|
||||
aZ[anAxisIdx] = aCenter[2] + theShrinkCoef * (aZ[anAxisIdx] - aCenter[2]);
|
||||
}
|
||||
}
|
||||
|
||||
Array->AddBound( 2 );
|
||||
Array->AddVertex( x[0], y[0], z[0] );
|
||||
Array->AddVertex( x[1], y[1], z[1] );
|
||||
theArray->AddVertex (aX[0], aY[0], aZ[0]);
|
||||
theArray->AddVertex (aX[1], aY[1], aZ[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -877,10 +1039,10 @@ void MeshVS_MeshPrsBuilder::HowManyPrimitives (const Handle(MeshVS_HArray1OfSequ
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_MeshPrsBuilder::DrawArrays( const Handle(Prs3d_Presentation)& Prs,
|
||||
const Handle(Graphic3d_ArrayOfPolygons)& thePolygons,
|
||||
const Handle(Graphic3d_ArrayOfPolylines)& theLines,
|
||||
const Handle(Graphic3d_ArrayOfPolylines)& theLinkLines,
|
||||
const Handle(Graphic3d_ArrayOfPolygons)& theVolumesInShad,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& thePolygons,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theLines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theLinkLines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theVolumesInShad,
|
||||
const Standard_Boolean IsPolygonsEdgesOff,
|
||||
const Standard_Boolean IsSelected,
|
||||
const Handle(Graphic3d_AspectFillArea3d)& theFillAsp,
|
||||
|
@@ -41,11 +41,15 @@ uses
|
||||
DataSource from MeshVS,
|
||||
DataMapOfIntegerColor from MeshVS,
|
||||
BuilderPriority from MeshVS,
|
||||
HArray1OfSequenceOfInteger from MeshVS,
|
||||
SequenceOfColor from Aspect,
|
||||
Color from Quantity,
|
||||
DataMapOfIntegerReal from TColStd,
|
||||
Texture2D from Graphic3d,
|
||||
PackedMapOfInteger from TColStd
|
||||
ArrayOfPrimitives from Graphic3d,
|
||||
DataMapOfIntegerReal from TColStd,
|
||||
PackedMapOfInteger from TColStd,
|
||||
Array1OfInteger from TColStd,
|
||||
Array1OfReal from TColStd
|
||||
|
||||
is
|
||||
|
||||
@@ -123,6 +127,16 @@ is
|
||||
---Purpose: Create texture in accordance with myTextureColorMap
|
||||
is static private;
|
||||
|
||||
AddVolumePrs ( me;
|
||||
theTopo : HArray1OfSequenceOfInteger from MeshVS;
|
||||
theNodes : Array1OfInteger from TColStd;
|
||||
theCoords : Array1OfReal from TColStd;
|
||||
theArray : ArrayOfPrimitives from Graphic3d;
|
||||
theIsShaded : Boolean;
|
||||
theNbColors : Integer;
|
||||
theNbTexColors : Integer;
|
||||
theColorRatio : Real );
|
||||
---Purpose: Add to array polygons or polylines representing volume
|
||||
|
||||
fields
|
||||
myNodeColorMap : DataMapOfIntegerColor from MeshVS;
|
||||
|
@@ -22,6 +22,8 @@
|
||||
#include <Graphic3d_AspectLine3d.hxx>
|
||||
#include <Graphic3d_ArrayOfPolygons.hxx>
|
||||
#include <Graphic3d_ArrayOfPolylines.hxx>
|
||||
#include <Graphic3d_ArrayOfSegments.hxx>
|
||||
#include <Graphic3d_ArrayOfTriangles.hxx>
|
||||
#include <Graphic3d_Group.hxx>
|
||||
#include <Graphic3d_TextureParams.hxx>
|
||||
|
||||
@@ -45,6 +47,8 @@
|
||||
#include <MeshVS_MeshPrsBuilder.hxx>
|
||||
#include <MeshVS_HArray1OfSequenceOfInteger.hxx>
|
||||
#include <MeshVS_Buffer.hxx>
|
||||
#include <MeshVS_Tool.hxx>
|
||||
#include <MeshVS_SymmetricPairHasher.hxx>
|
||||
|
||||
#include <gp_Pnt.hxx>
|
||||
#include <Image_PixMap.hxx>
|
||||
@@ -56,6 +60,9 @@
|
||||
#include <Quantity_Array1OfColor.hxx>
|
||||
#include <Aspect_SequenceOfColor.hxx>
|
||||
|
||||
#include <NCollection_Map.hxx>
|
||||
#include <NCollection_Vector.hxx>
|
||||
|
||||
/*
|
||||
Class : MeshVS_ImageTexture2D
|
||||
Description : Texture for nodal presentation
|
||||
@@ -146,7 +153,7 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
(!myUseTexture && !myNodeColorMap.Extent()) )
|
||||
return;
|
||||
|
||||
// subtract the hidden elements and ids to exclude (to minimise allocated memory)
|
||||
// subtract the hidden elements and ids to exclude (to minimize allocated memory)
|
||||
TColStd_PackedMapOfInteger anIDs;
|
||||
anIDs.Assign( IDs );
|
||||
Handle(TColStd_HPackedMapOfInteger) aHiddenElems = myParentMesh->GetHiddenElems();
|
||||
@@ -223,10 +230,54 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
( aMaxFaceNodes * aSize + PolygonVerticesFor3D, aSize + PolygonBoundsFor3D,
|
||||
0, myUseTexture || IsReflect, !myUseTexture, Standard_False, myUseTexture );
|
||||
|
||||
Standard_Integer aNbFacePrimitives = 0;
|
||||
Standard_Integer aNbVolmPrimitives = 0;
|
||||
Standard_Integer aNbEdgePrimitives = 0;
|
||||
Standard_Integer aNbLinkPrimitives = 0;
|
||||
|
||||
for (it.Reset(); it.More(); it.Next())
|
||||
{
|
||||
Standard_Integer aNbNodes = 0;
|
||||
|
||||
if (!aSource->GetGeom (it.Key(), Standard_True, aCoords, aNbNodes, aType))
|
||||
continue;
|
||||
|
||||
if (aType == MeshVS_ET_Volume)
|
||||
{
|
||||
if (aSource->Get3DGeom (it.Key(), aNbNodes, aTopo))
|
||||
{
|
||||
for (Standard_Integer aFaceIdx = aTopo->Lower(); aFaceIdx <= aTopo->Upper(); ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = aTopo->Value (aFaceIdx);
|
||||
|
||||
aNbEdgePrimitives += aFaceNodes.Length(); // add edge segments
|
||||
aNbVolmPrimitives += aFaceNodes.Length() - 2; // add volumetric cell triangles
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (aType == MeshVS_ET_Link)
|
||||
{
|
||||
aNbLinkPrimitives += aNbNodes - 1; // add link segments
|
||||
}
|
||||
else if (aType == MeshVS_ET_Face)
|
||||
{
|
||||
aNbEdgePrimitives += aNbNodes; // add edge segments
|
||||
aNbFacePrimitives += aNbNodes - 2; // add face triangles
|
||||
}
|
||||
}
|
||||
|
||||
// Here we do not use indices arrays because they are not effective for some mesh
|
||||
// drawing modes: shrinking mode (displaces the vertices inside the polygon), 3D
|
||||
// cell rendering (normal interpolation is not always applicable - flat shading),
|
||||
// elemental coloring (color interpolation is impossible)
|
||||
|
||||
// Create array of polygons for interior presentation of faces and volumes
|
||||
Handle(Graphic3d_ArrayOfTriangles) aFaceTriangles = new Graphic3d_ArrayOfTriangles
|
||||
( (aNbFacePrimitives + aNbVolmPrimitives) * 3, 0, myUseTexture || IsReflect, !myUseTexture, myUseTexture );
|
||||
|
||||
// Create array of polylines for presentation of edges
|
||||
// (used for optimization insted of SetEdgeOn method call)
|
||||
Handle(Graphic3d_ArrayOfPolylines) aPolyL = new Graphic3d_ArrayOfPolylines
|
||||
( ( aMaxFaceNodes + 1 ) * aSize + PolygonVerticesFor3D, aSize + PolygonBoundsFor3D );
|
||||
Handle(Graphic3d_ArrayOfSegments) anEdgeSegments = new Graphic3d_ArrayOfSegments
|
||||
(aNbEdgePrimitives * 2);
|
||||
|
||||
gp_Pnt P, Start;
|
||||
Standard_Real aMin = gp::Resolution() * gp::Resolution();
|
||||
@@ -238,10 +289,11 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
for (it.Reset(); it.More(); it.Next())
|
||||
{
|
||||
Standard_Integer aKey = it.Key();
|
||||
|
||||
if (aSource->GetGeom (aKey, Standard_True, aCoords, NbNodes, aType))
|
||||
{
|
||||
MeshVS_Buffer aNodesBuf (NbNodes*sizeof(Standard_Integer));
|
||||
TColStd_Array1OfInteger aNodes(aNodesBuf, 1, NbNodes);
|
||||
TColStd_Array1OfInteger aNodes (1, NbNodes);
|
||||
|
||||
if (!aSource->GetNodesByElement (aKey, aNodes, NbNodes))
|
||||
continue;
|
||||
|
||||
@@ -249,14 +301,15 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
|
||||
Standard_Boolean isValid = Standard_True;
|
||||
Standard_Integer i;
|
||||
|
||||
if (myUseTexture)
|
||||
{
|
||||
for ( i = 1; i <= NbNodes && isValid; i++ )
|
||||
for (i = 1; i <= NbNodes && isValid; ++i)
|
||||
isValid = myTextureCoords.IsBound (aNodes (i));
|
||||
}
|
||||
else
|
||||
{
|
||||
for ( i = 1; i <= NbNodes && isValid; i++ )
|
||||
for (i = 1; i <= NbNodes && isValid; ++i)
|
||||
isValid = GetColor (aNodes (i), aNColor);
|
||||
}
|
||||
|
||||
@@ -265,170 +318,96 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
|
||||
// Preparing normal(s) to show reflections if requested
|
||||
Handle(TColStd_HArray1OfReal) aNormals;
|
||||
|
||||
Standard_Boolean hasNormals =
|
||||
(IsReflect && aSource->GetNormalsByElement (aKey, IsMeshSmoothShading, aMaxFaceNodes, aNormals));
|
||||
|
||||
if (aType == MeshVS_ET_Face)
|
||||
{
|
||||
aCPolyArr->AddBound ( NbNodes );
|
||||
aPolyL->AddBound ( NbNodes + 1 );
|
||||
|
||||
for ( i = 1; i <= NbNodes; i++)
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes - 2; ++aNodeIdx) // triangulate polygon
|
||||
{
|
||||
P = gp_Pnt( aCoords( 3 * i - 2 ), aCoords( 3 * i - 1 ), aCoords( 3 * i ) );
|
||||
if ( myUseTexture )
|
||||
for (Standard_Integer aSubIdx = 0; aSubIdx < 3; ++aSubIdx) // generate sub-triangle
|
||||
{
|
||||
int anId = aNodes( i );
|
||||
double aTexCoord = myTextureCoords( anId );
|
||||
gp_XYZ aPnt (aCoords (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 1),
|
||||
aCoords (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 2),
|
||||
aCoords (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 3));
|
||||
|
||||
// transform texture coordinate in accordance with number of colors specified
|
||||
// by upper level and real size of Gl texture
|
||||
// The Gl texture has border colors interpolated with the colors from the color map,
|
||||
// thats why we need to shrink texture coordinates around the middle point to
|
||||
// exclude areas where the map colors are interpolated with the borders color
|
||||
double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
|
||||
gp_Vec aNorm = aDefNorm;
|
||||
|
||||
if (hasNormals)
|
||||
{
|
||||
gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
|
||||
aNormals->Value( 3 * i - 1 ),
|
||||
aNormals->Value( 3 * i ));
|
||||
// There are two "rows" of colors: user's invalid color at the top
|
||||
// of texture and line of map colors at the bottom of the texture.
|
||||
// Since the texture has borders, which are interpolated with the "rows" of colors
|
||||
// we should specify the 0.25 offset to get the correct texture color
|
||||
aNorm.SquareMagnitude() > aMin ?
|
||||
aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
|
||||
aCPolyArr->AddVertex(P, aDefNorm,
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
|
||||
gp_Vec aTestNorm (aNormals->Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 1),
|
||||
aNormals->Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 2),
|
||||
aNormals->Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 3));
|
||||
|
||||
if (aTestNorm.SquareMagnitude() > aMin)
|
||||
{
|
||||
aNorm = gp_Dir (aTestNorm);
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex( P, aDefNorm,
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
|
||||
}
|
||||
|
||||
if (myUseTexture)
|
||||
{
|
||||
const Standard_Real aTexCoord = myTextureCoords (aNodes (aSubIdx == 0 ? 1 : (aNodeIdx + aSubIdx + 1)));
|
||||
|
||||
// Transform texture coordinate in accordance with number of colors specified
|
||||
// by upper level and real size of OpenGL texture. The OpenGL texture has border
|
||||
// colors interpolated with the colors from the color map, thats why we need to
|
||||
// shrink texture coordinates around the middle point to exclude areas where the
|
||||
// map colors are interpolated with the borders color
|
||||
aFaceTriangles->AddVertex (aPnt, aNorm, gp_Pnt2d (
|
||||
(aTexCoord * (nbColors - 1.0) + 0.5) / nbTextureColors, aTexCoord < 0 || aTexCoord > 1 ? 0.25 : 0.75));
|
||||
}
|
||||
else
|
||||
{
|
||||
GetColor ( aNodes( i ), aNColor );
|
||||
GetColor (aNodes (aSubIdx == 0 ? 1 : (aNodeIdx + aSubIdx + 1)), aNColor);
|
||||
|
||||
if (IsReflect)
|
||||
{
|
||||
// Simulating TelUpdateMaterial() from OpenGl_attri.c
|
||||
// to get the same colors in elemental and nodal color prs builders
|
||||
aNColor.SetValues (anColorRatio * aNColor.Red(),
|
||||
anColorRatio * aNColor.Green(),
|
||||
anColorRatio * aNColor.Blue(),
|
||||
Quantity_TOC_RGB);
|
||||
|
||||
if ( hasNormals )
|
||||
aFaceTriangles->AddVertex (aPnt, aNorm, aNColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
|
||||
aNormals->Value( 3 * i - 1 ),
|
||||
aNormals->Value( 3 * i ));
|
||||
aNorm.SquareMagnitude() > aMin ?
|
||||
aCPolyArr->AddVertex(P, gp_Dir( aNorm ), aNColor ) :
|
||||
aCPolyArr->AddVertex(P, aDefNorm , aNColor );
|
||||
aFaceTriangles->AddVertex (aPnt, aNColor);
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex(P, aDefNorm, aNColor );
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex( P, aNColor );
|
||||
}
|
||||
aPolyL->AddVertex ( P );
|
||||
if ( i == 1 )
|
||||
Start = P;
|
||||
}
|
||||
aPolyL->AddVertex ( Start );
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < NbNodes; ++aNodeIdx) // border segmentation
|
||||
{
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % NbNodes;
|
||||
|
||||
anEdgeSegments->AddVertex (aCoords (3 * aNodeIdx + 1),
|
||||
aCoords (3 * aNodeIdx + 2),
|
||||
aCoords (3 * aNodeIdx + 3));
|
||||
|
||||
anEdgeSegments->AddVertex (aCoords (3 * aNextIdx + 1),
|
||||
aCoords (3 * aNextIdx + 2),
|
||||
aCoords (3 * aNextIdx + 3));
|
||||
}
|
||||
|
||||
// if IsExcludingOn then presentation must not be built by other builders
|
||||
if (IsExcludingOn())
|
||||
{
|
||||
IDsToExclude.Add (aKey);
|
||||
}
|
||||
}
|
||||
else if (aType == MeshVS_ET_Volume)
|
||||
{
|
||||
if (!aSource->Get3DGeom (aKey, NbNodes, aTopo))
|
||||
continue;
|
||||
|
||||
// iterate through faces of volume
|
||||
for ( Standard_Integer k = aTopo->Lower(), last = aTopo->Upper(), normIndex = 1; k <= last; k++, normIndex++ )
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aSeq = aTopo->Value( k );
|
||||
Standard_Integer m = aSeq.Length(), ind;
|
||||
AddVolumePrs (aTopo, aNodes, aCoords, aFaceTriangles,
|
||||
IsReflect, nbColors, nbTextureColors, anColorRatio);
|
||||
|
||||
// build polygon & polylines for current face
|
||||
aCPolyArr->AddBound( m );
|
||||
aPolyL->AddBound( m + 1 );
|
||||
for ( Standard_Integer j = 1; j <= m; j++ )
|
||||
{
|
||||
ind = aSeq.Value( j );
|
||||
P = gp_Pnt( aCoords( 3 * ind + 1 ),
|
||||
aCoords( 3 * ind + 2 ),
|
||||
aCoords( 3 * ind + 3 ) );
|
||||
if ( myUseTexture )
|
||||
{
|
||||
Standard_Integer anId = aNodes( ind + 1 );
|
||||
Standard_Real aTexCoord = myTextureCoords( anId );
|
||||
|
||||
// transform texture coordinate in accordance with number of colors specified
|
||||
// by upper level and real size of Gl texture
|
||||
// The Gl texture has border colors interpolated with the colors from the color map,
|
||||
// thats why we need to shrink texture coordinates around the middle point to
|
||||
// exclude areas where the map colors are interpolated with the borders color
|
||||
double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
|
||||
|
||||
if ( hasNormals )
|
||||
{
|
||||
gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
|
||||
aNormals->Value( 3 * i - 1 ),
|
||||
aNormals->Value( 3 * i ));
|
||||
// There are two "rows" of colors: user's invalid color at the top
|
||||
// of texture and line of map colors at the bottom of the texture.
|
||||
// Since the texture has borders, which are interpolated with the "rows" of colors
|
||||
// we should specify the 0.25 offset to get the correct texture color
|
||||
aNorm.SquareMagnitude() > aMin ?
|
||||
aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
|
||||
aCPolyArr->AddVertex(P, aDefNorm,
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex( P, aDefNorm,
|
||||
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
GetColor( aNodes( ind + 1 ), aNColor );
|
||||
if ( IsReflect )
|
||||
{
|
||||
// Simulating TelUpdateMaterial() from OpenGl_attri.c
|
||||
// to get the same colors in elemental and nodal color prs builders
|
||||
aNColor.SetValues(anColorRatio * aNColor.Red(),
|
||||
anColorRatio * aNColor.Green(),
|
||||
anColorRatio * aNColor.Blue(),
|
||||
Quantity_TOC_RGB);
|
||||
|
||||
if ( hasNormals )
|
||||
{
|
||||
gp_Vec aNorm(aNormals->Value( 3 * normIndex - 2 ),
|
||||
aNormals->Value( 3 * normIndex - 1 ),
|
||||
aNormals->Value( 3 * normIndex ));
|
||||
aNorm.SquareMagnitude() > aMin ?
|
||||
aCPolyArr->AddVertex( P, gp_Dir( aNorm ), aNColor ) :
|
||||
aCPolyArr->AddVertex( P, aDefNorm , aNColor );
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex( P, aDefNorm, aNColor );
|
||||
}
|
||||
else
|
||||
aCPolyArr->AddVertex( P, aNColor );
|
||||
}
|
||||
aPolyL->AddVertex ( P );
|
||||
if ( j == 1 )
|
||||
Start = P;
|
||||
}
|
||||
aPolyL->AddVertex ( Start );
|
||||
}
|
||||
AddVolumePrs (aTopo, aNodes, aCoords, anEdgeSegments,
|
||||
IsReflect, nbColors, nbTextureColors, anColorRatio);
|
||||
|
||||
// if IsExcludingOn then presentation must not be built by other builders
|
||||
if (IsExcludingOn())
|
||||
@@ -500,7 +479,8 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
Handle(Graphic3d_Group) aGroup1 = Prs3d_Root::CurrentGroup ( Prs );
|
||||
|
||||
aGroup1->SetPrimitivesAspect( anAsp );
|
||||
aGroup1->AddPrimitiveArray( aCPolyArr );
|
||||
aGroup1->AddPrimitiveArray( aFaceTriangles /*aCPolyArr*/ );
|
||||
//aGroup1->AddPrimitiveArray( aCPolyArr );
|
||||
|
||||
if (aShowEdges)
|
||||
{
|
||||
@@ -511,11 +491,136 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
anAsp->SetTextureMapOff();
|
||||
aGroup2->SetPrimitivesAspect( anAsp );
|
||||
aGroup2->SetPrimitivesAspect( anLAsp );
|
||||
aGroup2->AddPrimitiveArray( aPolyL );
|
||||
aGroup2->AddPrimitiveArray( anEdgeSegments );
|
||||
anAsp->SetEdgeOn();
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================
|
||||
// Function : AddVolumePrs
|
||||
// Purpose :
|
||||
//================================================================
|
||||
void MeshVS_NodalColorPrsBuilder::AddVolumePrs (const Handle(MeshVS_HArray1OfSequenceOfInteger)& theTopo,
|
||||
const TColStd_Array1OfInteger& theNodes,
|
||||
const TColStd_Array1OfReal& theCoords,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theArray,
|
||||
const Standard_Boolean theIsShaded,
|
||||
const Standard_Integer theNbColors,
|
||||
const Standard_Integer theNbTexColors,
|
||||
const Standard_Real theColorRatio) const
|
||||
{
|
||||
Standard_Integer aLow = theCoords.Lower();
|
||||
|
||||
if (theTopo.IsNull() || theArray.IsNull())
|
||||
return;
|
||||
|
||||
Standard_Boolean aIsPolygons = theArray->IsKind (STANDARD_TYPE (Graphic3d_ArrayOfTriangles));
|
||||
|
||||
if (aIsPolygons)
|
||||
{
|
||||
for (Standard_Integer aFaceIdx = theTopo->Lower(), topoup = theTopo->Upper(); aFaceIdx <= topoup; ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = theTopo->Value (aFaceIdx);
|
||||
|
||||
TColStd_Array1OfReal aPolyNodes (0, 3 * aFaceNodes.Length());
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < aFaceNodes.Length(); ++aNodeIdx)
|
||||
{
|
||||
Standard_Integer anIdx = aFaceNodes.Value (aNodeIdx + 1);
|
||||
|
||||
Standard_Real aX = theCoords.Value (aLow + 3 * anIdx + 0);
|
||||
Standard_Real aY = theCoords.Value (aLow + 3 * anIdx + 1);
|
||||
Standard_Real aZ = theCoords.Value (aLow + 3 * anIdx + 2);
|
||||
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 1, aX);
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 2, aY);
|
||||
aPolyNodes.SetValue (3 * aNodeIdx + 3, aZ);
|
||||
}
|
||||
|
||||
gp_Vec aNorm (0.0, 0.0, 1.0);
|
||||
|
||||
if (theIsShaded)
|
||||
{
|
||||
aPolyNodes.SetValue (0, aFaceNodes.Length());
|
||||
|
||||
if (!MeshVS_Tool::GetAverageNormal (aPolyNodes, aNorm))
|
||||
{
|
||||
aNorm.SetCoord (0.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0; aNodeIdx < aFaceNodes.Length() - 2; ++aNodeIdx) // triangulate polygon
|
||||
{
|
||||
for (Standard_Integer aSubIdx = 0; aSubIdx < 3; ++aSubIdx) // generate sub-triangle
|
||||
{
|
||||
gp_Pnt aPnt (aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 1),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 2),
|
||||
aPolyNodes.Value (3 * (aSubIdx == 0 ? 0 : (aNodeIdx + aSubIdx)) + 3));
|
||||
|
||||
if (myUseTexture)
|
||||
{
|
||||
const Standard_Real aTexCoord = myTextureCoords (theNodes (aFaceNodes (aSubIdx == 0 ? 1 : (aNodeIdx + aSubIdx + 1)) + 1));
|
||||
|
||||
theArray->AddVertex (aPnt, aNorm, gp_Pnt2d (
|
||||
(aTexCoord * (theNbColors - 1.0) + 0.5) / theNbTexColors, aTexCoord < 0 || aTexCoord > 1 ? 0.25 : 0.75));
|
||||
}
|
||||
else
|
||||
{
|
||||
Quantity_Color aNColor;
|
||||
GetColor (theNodes ((aFaceNodes (aSubIdx == 0 ? 1 : (aNodeIdx + aSubIdx + 1)) + 1)), aNColor);
|
||||
|
||||
if (theIsShaded)
|
||||
{
|
||||
aNColor.SetValues (theColorRatio * aNColor.Red(),
|
||||
theColorRatio * aNColor.Green(),
|
||||
theColorRatio * aNColor.Blue(),
|
||||
Quantity_TOC_RGB);
|
||||
|
||||
theArray->AddVertex (aPnt, aNorm, aNColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
theArray->AddVertex (aPnt, aNColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find all pairs of nodes (edges) to draw (will be drawn only once)
|
||||
NCollection_Map<MeshVS_NodePair, MeshVS_SymmetricPairHasher> aEdgeMap;
|
||||
|
||||
for (Standard_Integer aFaceIdx = theTopo->Lower(), topoup = theTopo->Upper(); aFaceIdx <= topoup; ++aFaceIdx)
|
||||
{
|
||||
const TColStd_SequenceOfInteger& aFaceNodes = theTopo->Value (aFaceIdx);
|
||||
|
||||
for (Standard_Integer aNodeIdx = 0, aNbNodes = aFaceNodes.Length(); aNodeIdx < aNbNodes; ++aNodeIdx)
|
||||
{
|
||||
const Standard_Integer aNextIdx = (aNodeIdx + 1) % aNbNodes;
|
||||
|
||||
aEdgeMap.Add (MeshVS_NodePair (aFaceNodes.Value (aNodeIdx + 1),
|
||||
aFaceNodes.Value (aNextIdx + 1)));
|
||||
}
|
||||
}
|
||||
|
||||
// Draw edges
|
||||
for(NCollection_Map<MeshVS_NodePair, MeshVS_SymmetricPairHasher>::Iterator anIt (aEdgeMap); anIt.More(); anIt.Next())
|
||||
{
|
||||
const Standard_Integer anIdx1 = aLow + 3 * anIt.Key().first;
|
||||
const Standard_Integer anIdx2 = aLow + 3 * anIt.Key().second;
|
||||
|
||||
Standard_Real aX[] = { theCoords.Value (anIdx1 + 0), theCoords.Value (anIdx2 + 0) };
|
||||
Standard_Real aY[] = { theCoords.Value (anIdx1 + 1), theCoords.Value (anIdx2 + 1) };
|
||||
Standard_Real aZ[] = { theCoords.Value (anIdx1 + 2), theCoords.Value (anIdx2 + 2) };
|
||||
|
||||
theArray->AddVertex (aX[0], aY[0], aZ[0]);
|
||||
theArray->AddVertex (aX[1], aY[1], aZ[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//================================================================
|
||||
// Function : SetColors
|
||||
// Purpose :
|
||||
|
23
src/MeshVS/MeshVS_SymmetricPairHasher.hxx
Normal file
23
src/MeshVS/MeshVS_SymmetricPairHasher.hxx
Normal file
@@ -0,0 +1,23 @@
|
||||
#ifndef _MeshVS_SymmetricPairHasher_HeaderFile
|
||||
#define _MeshVS_SymmetricPairHasher_HeaderFile
|
||||
|
||||
#include <Standard_Type.hxx>
|
||||
|
||||
typedef std::pair<Standard_Integer, Standard_Integer> MeshVS_NodePair;
|
||||
|
||||
//! Provides symmetric hash methods pair of integers.
|
||||
struct MeshVS_SymmetricPairHasher
|
||||
{
|
||||
static Standard_Integer HashCode (const MeshVS_NodePair& thePair, const Standard_Integer theMaxCode)
|
||||
{
|
||||
return ((thePair.first + thePair.second) & 0x7FFFFFFF) % theMaxCode + 1;
|
||||
}
|
||||
|
||||
static Standard_Boolean IsEqual (const MeshVS_NodePair& thePair1, const MeshVS_NodePair& thePair2)
|
||||
{
|
||||
return (thePair1.first == thePair2.first && thePair1.second == thePair2.second)
|
||||
|| (thePair1.first == thePair2.second && thePair1.second == thePair2.first);
|
||||
}
|
||||
};
|
||||
|
||||
#endif // _MeshVS_SymmetricPairHasher_HeaderFile
|
@@ -19,6 +19,8 @@
|
||||
|
||||
#include <Graphic3d_ArrayOfPolylines.hxx>
|
||||
#include <Graphic3d_ArrayOfPolygons.hxx>
|
||||
#include <Graphic3d_ArrayOfSegments.hxx>
|
||||
#include <Graphic3d_ArrayOfTriangles.hxx>
|
||||
#include <Graphic3d_ArrayOfTriangleFans.hxx>
|
||||
#include <Graphic3d_MaterialAspect.hxx>
|
||||
#include <Graphic3d_AspectLine3d.hxx>
|
||||
@@ -226,19 +228,12 @@ void MeshVS_VectorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
|
||||
// polylines
|
||||
Standard_Integer aNbVertices = aNbVectors * NB_VERTICES;
|
||||
Standard_Integer aNbBounds = aNbVectors * NB_BOUNDS;
|
||||
|
||||
// fans
|
||||
Standard_Integer aNbTriangleVertices = aNbVectors * (NB_TRIANGLES + 2);
|
||||
Standard_Integer aNbFans = aNbVectors * NB_TRIANGLES;
|
||||
Handle(Graphic3d_ArrayOfPrimitives) aLineArray = new Graphic3d_ArrayOfSegments (aNbVertices);
|
||||
Handle(Graphic3d_ArrayOfPrimitives) aArrowLineArray = new Graphic3d_ArrayOfSegments (aNbVertices);
|
||||
|
||||
Handle(Graphic3d_ArrayOfPrimitives) aLineArray =
|
||||
new Graphic3d_ArrayOfPolylines(aNbVertices, aNbBounds);
|
||||
Handle(Graphic3d_ArrayOfPrimitives) aArrowLineArray =
|
||||
new Graphic3d_ArrayOfPolylines(aNbVertices, aNbBounds);
|
||||
|
||||
Handle(Graphic3d_ArrayOfTriangleFans) aTriangleArray =
|
||||
new Graphic3d_ArrayOfTriangleFans(aNbTriangleVertices, aNbFans);
|
||||
Handle(Graphic3d_ArrayOfPrimitives) aTriangleArray = new Graphic3d_ArrayOfSegments (
|
||||
aNbVectors * 8 /* vertices per arrow */, aNbVectors * 12 /* segments per arrow */ * 2 /* indices per segment */);
|
||||
|
||||
TColgp_Array1OfPnt anArrowPnt(1,8);
|
||||
Standard_Real k, b, aMaxValue, aMinValue, aValue, X, Y, Z;
|
||||
@@ -261,7 +256,7 @@ void MeshVS_VectorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
|
||||
TColStd_PackedMapOfInteger aCustomElements;
|
||||
|
||||
// subtract the hidden elements and ids to exclude (to minimise allocated memory)
|
||||
// subtract the hidden elements and ids to exclude (to minimize allocated memory)
|
||||
TColStd_PackedMapOfInteger anIDs;
|
||||
anIDs.Assign( IDs );
|
||||
if ( IsElement )
|
||||
@@ -338,17 +333,10 @@ void MeshVS_VectorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
|
||||
if ( !myIsSimplePrs )
|
||||
{
|
||||
Graphic3d_MaterialAspect aMatAspect;
|
||||
aMatAspect.SetAmbient( 1 );
|
||||
aMatAspect.SetDiffuse( 0 );
|
||||
aMatAspect.SetEmissive( 0 );
|
||||
aMatAspect.SetShininess( 1 );
|
||||
aMatAspect.SetSpecular( 0 );
|
||||
Handle(Graphic3d_AspectFillArea3d) aFillAspect =
|
||||
new Graphic3d_AspectFillArea3d (Aspect_IS_HOLLOW, aColor, aColor, Aspect_TOL_SOLID,
|
||||
1., aMatAspect, aMatAspect );
|
||||
Handle(Graphic3d_AspectLine3d) anArrowLinAspect =
|
||||
new Graphic3d_AspectLine3d (aColor, Aspect_TOL_SOLID, mySimpleWidthPrm);
|
||||
|
||||
aVGroup->SetPrimitivesAspect( aFillAspect );
|
||||
aVGroup->SetPrimitivesAspect( anArrowLinAspect );
|
||||
aVGroup->AddPrimitiveArray( aTriangleArray );
|
||||
}
|
||||
else
|
||||
@@ -369,58 +357,68 @@ void MeshVS_VectorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
|
||||
// Purpose : Fill arrays of primitives for drawing force
|
||||
//=======================================================================
|
||||
void MeshVS_VectorPrsBuilder::DrawVector ( const gp_Trsf& theTrsf,
|
||||
const Standard_Real Length,
|
||||
const Standard_Real MaxLength,
|
||||
const TColgp_Array1OfPnt& ArrowPoints,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& Lines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& ArrowLines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& Triangles) const
|
||||
const Standard_Real theLength,
|
||||
const Standard_Real theMaxLength,
|
||||
const TColgp_Array1OfPnt& theArrowPoints,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theLines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theArrowLines,
|
||||
const Handle(Graphic3d_ArrayOfPrimitives)& theTriangles) const
|
||||
{
|
||||
const int PntNum = 8;
|
||||
|
||||
const Standard_Real aMinLength = MaxLength * ( 1 - mySimpleStartPrm );
|
||||
const Standard_Real aLocalLength = ( !myIsSimplePrs || Length > aMinLength ? Length : aMinLength );
|
||||
const Standard_Real aMinLength = theMaxLength * ( 1 - mySimpleStartPrm );
|
||||
const Standard_Real aLocalLength = ( !myIsSimplePrs || theLength > aMinLength ? theLength : aMinLength );
|
||||
// draw line
|
||||
gp_Pnt aLinePnt[ 2 ] = { gp_Pnt( 0, 0, 0 ) , gp_Pnt( 0, 0, aLocalLength ) };
|
||||
theTrsf.Transforms (aLinePnt[0].ChangeCoord());
|
||||
theTrsf.Transforms (aLinePnt[1].ChangeCoord());
|
||||
|
||||
Lines->AddBound( 2 );
|
||||
Lines->AddVertex( aLinePnt[ 0 ] );
|
||||
Lines->AddVertex( aLinePnt[ 1 ] );
|
||||
theLines->AddVertex (aLinePnt[0]);
|
||||
theLines->AddVertex (aLinePnt[1]);
|
||||
|
||||
// draw arrow
|
||||
if (!myIsSimplePrs)
|
||||
{
|
||||
Standard_Integer l = ArrowPoints.Lower(),
|
||||
u = ArrowPoints.Upper(),
|
||||
i;
|
||||
if ( u-l < PntNum-1 )
|
||||
Standard_Integer aLower = theArrowPoints.Lower(),
|
||||
aUpper = theArrowPoints.Upper();
|
||||
|
||||
if (aUpper - aLower < PntNum - 1)
|
||||
return;
|
||||
|
||||
TColgp_Array1OfPnt anArrowPnt( l, u );
|
||||
for ( i = l; i < l+PntNum; i++ )
|
||||
TColgp_Array1OfPnt anArrowPnt (aLower, aUpper);
|
||||
for (Standard_Integer aPntIdx = aLower; aPntIdx < aLower + PntNum; ++aPntIdx)
|
||||
{
|
||||
anArrowPnt( i ).ChangeCoord() = ArrowPoints ( i ).Coord() + gp_XYZ( 0, 0, aLocalLength );
|
||||
theTrsf.Transforms( anArrowPnt( i ).ChangeCoord() );
|
||||
anArrowPnt (aPntIdx).ChangeCoord() = theArrowPoints (aPntIdx).Coord() + gp_XYZ (0, 0, aLocalLength);
|
||||
theTrsf.Transforms (anArrowPnt (aPntIdx).ChangeCoord());
|
||||
}
|
||||
|
||||
Triangles->AddBound(8);
|
||||
for ( i = 0; i < PntNum; i++ )
|
||||
Triangles->AddVertex( anArrowPnt( l+i ) );
|
||||
const Standard_Integer aVrtOffset = theTriangles->VertexNumber() + 1;
|
||||
|
||||
for (Standard_Integer aPntIdx = 0; aPntIdx < PntNum; ++aPntIdx)
|
||||
{
|
||||
theTriangles->AddVertex (anArrowPnt (aLower + aPntIdx));
|
||||
}
|
||||
|
||||
for (Standard_Integer aPntIdx = 1; aPntIdx <= PntNum - 2; ++aPntIdx)
|
||||
{
|
||||
theTriangles->AddEdge (aVrtOffset);
|
||||
theTriangles->AddEdge (aVrtOffset + aPntIdx);
|
||||
|
||||
theTriangles->AddEdge (aVrtOffset + aPntIdx);
|
||||
theTriangles->AddEdge (aVrtOffset + aPntIdx + 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const Standard_Real aEndPos = aLocalLength - MaxLength * ( 1 - mySimpleEndPrm );
|
||||
const Standard_Real aArrowLength = MaxLength * ( mySimpleEndPrm - mySimpleStartPrm );
|
||||
const Standard_Real aEndPos = aLocalLength - theMaxLength * ( 1 - mySimpleEndPrm );
|
||||
const Standard_Real aArrowLength = theMaxLength * ( mySimpleEndPrm - mySimpleStartPrm );
|
||||
gp_Pnt aArrowPnt[ 2 ] = { gp_Pnt( 0, 0, aEndPos - aArrowLength ),
|
||||
gp_Pnt( 0, 0, aEndPos ) };
|
||||
theTrsf.Transforms (aArrowPnt[0].ChangeCoord());
|
||||
theTrsf.Transforms (aArrowPnt[1].ChangeCoord());
|
||||
|
||||
ArrowLines->AddBound( 2 );
|
||||
ArrowLines->AddVertex( aArrowPnt[ 0 ] );
|
||||
ArrowLines->AddVertex( aArrowPnt[ 1 ] );
|
||||
theArrowLines->AddVertex (aArrowPnt[0]);
|
||||
theArrowLines->AddVertex (aArrowPnt[1]);
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user