1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0032570: Visualization, AIS_AnimationObject - define rotation around axis

When using AIS_AnimationObject, linear interpolation is performed from one gp_Trsf transformation to another.
But when an object rotates around a specific axis, the object moves not along a linear trajectory,
but along a circle. Therefore, a separate class AIS_AnimationAxisRotation was created that
allows to animate rotation around a specific axis.

Test case tests/v3d/bugs/bug32570 was added.
This commit is contained in:
mzernova
2021-12-27 23:57:13 +00:00
committed by Vadim Glukhikh
parent d22b135217
commit 53eae1a935
9 changed files with 346 additions and 82 deletions

View File

@@ -14,10 +14,7 @@
#include <AIS_AnimationObject.hxx>
#include <AIS_InteractiveContext.hxx>
#include <V3d_View.hxx>
IMPLEMENT_STANDARD_RTTIEXT(AIS_AnimationObject, AIS_Animation)
IMPLEMENT_STANDARD_RTTIEXT(AIS_AnimationObject, AIS_BaseAnimationObject)
//=============================================================================
//function : Constructor
@@ -28,9 +25,7 @@ AIS_AnimationObject::AIS_AnimationObject (const TCollection_AsciiString& theAnim
const Handle(AIS_InteractiveObject)& theObject,
const gp_Trsf& theTrsfStart,
const gp_Trsf& theTrsfEnd)
: AIS_Animation (theAnimationName),
myContext (theContext),
myObject (theObject),
: AIS_BaseAnimationObject (theAnimationName, theContext, theObject),
myTrsfLerp (theTrsfStart, theTrsfEnd)
{
//
@@ -49,52 +44,5 @@ void AIS_AnimationObject::update (const AIS_AnimationProgress& theProgress)
gp_Trsf aTrsf;
myTrsfLerp.Interpolate (theProgress.LocalNormalized, aTrsf);
if (!myContext.IsNull())
{
myContext->SetLocation (myObject, aTrsf);
invalidateViewer();
}
else
{
myObject->SetLocalTransformation (aTrsf);
}
}
//=============================================================================
//function : invalidateViewer
//purpose :
//=============================================================================
void AIS_AnimationObject::invalidateViewer()
{
if (myContext.IsNull())
{
return;
}
const Standard_Boolean isImmediate = myContext->CurrentViewer()->ZLayerSettings (myObject->ZLayer()).IsImmediate();
if (!isImmediate)
{
myContext->CurrentViewer()->Invalidate();
return;
}
// Invalidate immediate view only if it is going out of z-fit range.
// This might be sub-optimal performing this for each animated objects in case of many animated objects.
for (V3d_ListOfView::Iterator aDefViewIter = myContext->CurrentViewer()->DefinedViewIterator();
aDefViewIter.More(); aDefViewIter.Next())
{
const Handle(V3d_View)& aView = aDefViewIter.Value();
const Bnd_Box aMinMaxBox = aView->View()->MinMaxValues (Standard_False);
const Bnd_Box aGraphicBox = aView->View()->MinMaxValues (Standard_True);
Standard_Real aZNear = 0.0;
Standard_Real aZFar = 0.0;
if (aView->Camera()->ZFitAll (aDefViewIter.Value()->AutoZFitScaleFactor(), aMinMaxBox, aGraphicBox, aZNear, aZFar))
{
if (aZNear < aView->Camera()->ZNear()
|| aZFar > aView->Camera()->ZFar())
{
aDefViewIter.Value()->Invalidate();
}
}
}
updateTrsf (aTrsf);
}