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