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OCC22291 Improve meshcolors command to support texture interpolation

This commit is contained in:
APL
2011-04-28 15:09:12 +00:00
committed by bugmaster
parent 161c447667
commit 3ba3388b06
2 changed files with 113 additions and 16 deletions

View File

@@ -58,7 +58,8 @@
#include <VrmlData_Scene.hxx>
#include <VrmlData_ShapeConvert.hxx>
#include <VrmlData_DataMapOfShapeAppearance.hxx>
#include <TColStd_Array1OfReal.hxx>
#include <Bnd_Box.hxx>
// avoid warnings on 'extern "C"' functions returning C++ classes
#ifdef WNT
@@ -714,10 +715,11 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
if ( argc < 2 )
{
di << "Use : meshcolors meshname mode isreflect" << "\n";
di << "mode : {elem1|elem2|nodal|none}"<< "\n";
di << "mode : {elem1|elem2|nodal|nodaltex|none}"<< "\n";
di << " elem1 - different color for each element" << "\n";
di << " elem2 - one color for one side"<<"\n";
di << " nodal - different color for each node"<< "\n";
di << " nodal - different color for each node"<< "\n";
di << " nodaltex - different color for each node with texture interpolation"<< "\n";
di << " none - clear"<< "\n";
di << "isreflect : {0|1} "<< "\n";
@@ -742,7 +744,7 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
TCollection_AsciiString aMode = TCollection_AsciiString (argv[2]);
Quantity_Color aColor1( (Quantity_NameOfColor)( Quantity_NOC_BLUE1 ) );
Quantity_Color aColor2( (Quantity_NameOfColor)( Quantity_NOC_RED1 ) );
if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("none") )
if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("nodaltex") || aMode.IsEqual("none") )
{
Handle(MeshVS_PrsBuilder) aTempBuilder;
Standard_Integer reflection = atoi(argv[3]);
@@ -798,6 +800,67 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
aMesh->AddBuilder( aBuilder, Standard_True );
}
if(aMode.IsEqual("nodaltex"))
{
// assign nodal builder to the mesh
Handle(MeshVS_NodalColorPrsBuilder) aBuilder = new MeshVS_NodalColorPrsBuilder(
aMesh, MeshVS_DMF_NodalColorDataPrs | MeshVS_DMF_OCCMask);
aMesh->AddBuilder(aBuilder, Standard_True);
aBuilder->UseTexture(Standard_True);
// prepare color map for texture
Aspect_SequenceOfColor aColorMap;
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_RED);
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_YELLOW);
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_BLUE1);
// prepare scale map for mesh - it will be assigned to mesh as texture coordinates
// make mesh color interpolated from minimum X coord to maximum X coord
Handle(MeshVS_DataSource) aDataSource = aMesh->GetDataSource();
Standard_Real aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ;
// get bounding box for calculations
aDataSource->GetBoundingBox().Get(aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ);
Standard_Real aDelta = aMaxX - aMinX;
// assign color scale map values (0..1) to nodes
TColStd_DataMapOfIntegerReal aScaleMap;
TColStd_Array1OfReal aCoords(1, 3);
Standard_Integer aNbNodes;
MeshVS_EntityType aType;
// iterate nodes
const TColStd_PackedMapOfInteger& anAllNodes =
aMesh->GetDataSource()->GetAllNodes();
TColStd_MapIteratorOfPackedMapOfInteger anIter(anAllNodes);
for (; anIter.More(); anIter.Next())
{
//get node coordinates to aCoord variable
aDataSource->GetGeom(anIter.Key(), Standard_False, aCoords, aNbNodes, aType);
Standard_Real aScaleValue;
try {
OCC_CATCH_SIGNALS
aScaleValue = (aCoords.Value(1) - (Standard_Real) aMinX) / aDelta;
} catch(Standard_Failure) {
aScaleValue = 0;
}
aScaleMap.Bind(anIter.Key(), aScaleValue);
}
//set color map for builder and a color for invalid scale value
aBuilder->SetColorMap(aColorMap);
aBuilder->SetInvalidColor(Quantity_NOC_BLACK);
aBuilder->SetTextureCoords(aScaleMap);
aMesh->AddBuilder(aBuilder, Standard_True);
//set viewer to display texures
const Handle(V3d_Viewer)& aViewer = anIC->CurrentViewer();
for (aViewer->InitActiveViews(); aViewer->MoreActiveViews(); aViewer->NextActiveViews())
aViewer->ActiveView()->SetSurfaceDetail(V3d_TEX_ALL);
}
aMesh->GetDrawer()->SetBoolean ( MeshVS_DA_ColorReflection, Standard_Boolean(reflection) );
anIC->Redisplay( aMesh );