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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-09-03 14:10:33 +03:00

Integration of OCCT 6.5.0 from SVN

This commit is contained in:
bugmaster
2011-03-16 07:30:28 +00:00
committed by bugmaster
parent 4903637061
commit 7fd59977df
16375 changed files with 3882564 additions and 0 deletions

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src/V3d/V3d_PositionLight.cxx Executable file
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/***********************************************************************
V3d_PositionLight.cxx
Created: 30-03-98 ZOV (ZELENKOV Oleg)
************************************************************************/
#include <V3d.hxx>
#include <V3d_PositionLight.ixx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_Array1OfVertex.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <V3d_SpotLight.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_ContextPick.hxx>
#include <Visual3d_PickDescriptor.hxx>
#include <Visual3d_HSequenceOfPickPath.hxx>
#include <Visual3d_PickPath.hxx>
#include <Viewer_BadValue.hxx>
#include <gp_Dir.hxx>
#include <gp_Ax1.hxx>
#include <gp_Vec.hxx>
#include <gp_Pnt.hxx>
#include <gp_Trsf.hxx>
#include <TCollection_AsciiString.hxx>
#ifdef WNT
# include <WNT_Window.hxx>
#else
# include <Xw_Window.hxx>
#endif
V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) {
}
void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
Standard_Real Xc,Yc,Zc, Xp,Yp,Zp;
// Recalcul de la position
MyTarget.Coord(Xc,Yc,Zc);
Position (Xp,Yp,Zp) ;
Xp = Xp + (X - Xc);
Yp = Yp + (Y - Yc);
Zp = Zp + (Z - Zc);
// Affectation
MyTarget.SetCoord(X,Y,Z);
SetPosition(Xp,Yp,Zp) ;
}
void V3d_PositionLight::SetRadius(const Standard_Real Radius) {
Viewer_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius");
Viewer_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type");
Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp;
// Le point cible reste inchange, seul la position de la lumiere est modifiee
// en conservant la direction.
Position (Xp,Yp,Zp);
Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp));
D.Normalize();
D.Coord(Xn,Yn,Zn);
MyTarget.Coord(X0,Y0,Z0);
Xn = X0 + Radius*Xn;
Yn = Y0 + Radius*Yn;
Zn = Z0 + Radius*Zn;
SetPosition(Xn,Yn,Zn) ;
}
void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) {
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Actuellement est on sur le point vu
if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.))
SetPosition (X,Y,Z);
}
void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) {
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Actuellement est on sur le point cache
if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.))
SetPosition (X,Y,Z);
}
Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const {
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
V3d_Light::SymetricPointOnSphere (aView,
MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Avons nous le point cache ou le point vu
return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )?
// la source est sur la face cachee
Standard_False:
// la source est sur la face vue.
Standard_True;
}
void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
MyTarget.Coord(Xp,Yp,Zp) ;
}
void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
const V3d_TypeOfRepresentation TPres ) {
Graphic3d_Array1OfVertex PRadius(0,1);
Graphic3d_Vertex PText ;
Standard_Real X,Y,Z,Rayon;
Standard_Real X0,Y0,Z0,VX,VY,VZ;
Standard_Real X1,Y1,Z1;
Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
Standard_Real R1,G1,B1;
V3d_TypeOfRepresentation Pres;
V3d_TypeOfUpdate UpdSov;
// Creation d'une structure slight d'elements reperables (la position de
// la light, et le domaine d'eclairage represente par un cercle)
// Creation d'une structure snopick d'elements non reperables ( cible, meridien et
// parallele ).
Pres = TPres;
Handle(V3d_Viewer) TheViewer = aView->Viewer();
UpdSov = TheViewer->UpdateMode();
TheViewer->SetUpdateMode(V3d_WAIT);
if (!MyGraphicStructure.IsNull()) {
MyGraphicStructure->Disconnect(MyGraphicStructure1);
MyGraphicStructure->Clear();
MyGraphicStructure1->Clear();
if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
}
else {
if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure = slight;
Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure1 = snopick;
}
Handle(Graphic3d_Group) gradius;
Handle(Graphic3d_Group) gExtArrow;
Handle(Graphic3d_Group) gIntArrow;
if (MyType != V3d_DIRECTIONAL) {
if (Pres == V3d_COMPLETE) {
gradius = new Graphic3d_Group(MyGraphicStructure);
gExtArrow = new Graphic3d_Group(MyGraphicStructure);
gIntArrow = new Graphic3d_Group(MyGraphicStructure);
}
}
Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gsphere;
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1);
MyGraphicStructure1->SetPick(Standard_False);
X0 = MyTarget.X();
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
//Affichage de la position de la light.
glight->SetPickId(1);
this->Color(Quantity_TOC_RGB,R1,G1,B1);
Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
Asp1->SetColor(Col1);
glight->SetPrimitivesAspect(Asp1);
this->Symbol(glight,aView);
//Affichage de la sphere de reperage (limite au cercle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
Rayon = this->Radius();
aView->Proj(VX,VY,VZ);
gsphere->SetPickId(2);
V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
if (MyType != V3d_DIRECTIONAL) {
//Affichage du rayon de la sphere (ligne + texte)
if (Pres == V3d_COMPLETE) {
gradius->SetPickId(3);
gExtArrow->SetPickId(4);
gIntArrow->SetPickId(5);
PRadius(0).SetCoord(X0,Y0,Z0);
this->Position(X,Y,Z);
PRadius(1).SetCoord(X,Y,Z);
gnopick->Polyline(PRadius);
V3d::ArrowOfRadius(gExtArrow,X-(X-X0)/10.,
Y-(Y-Y0)/10.,
Z-(Z-Z0)/10.,X-X0,Y-Y0,Z-Z0,PI/15.,Rayon/20.);
V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,PI/15.,Rayon/20.);
TCollection_AsciiString ValOfRadius(Rayon);
PText.SetCoord( (X0+X)/2., (Y0+Y)/2. , (Z0+Z)/2. );
gradius->Text(ValOfRadius.ToCString(),PText,0.01);
}
}
//Affichage du meridien
Quantity_Color Col2(Quantity_NOC_GREEN);
Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
(Col2,Aspect_TOL_SOLID,1.);
gnopick->SetPrimitivesAspect(Asp2);
// Definition de l'axe du cercle
aView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Affichage de la parallele
// Definition de l'axe du cercle
aView->Proj(VX,VY,VZ);
aView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
DYRef = VZ * X1 - VX * Z1;
DZRef = VX * Y1 - VY * X1;
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
}
MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
MyTypeOfRepresentation = Pres;
MyGraphicStructure->Display();
TheViewer->SetUpdateMode(UpdSov);
}
V3d_TypeOfPickLight V3d_PositionLight::Pick(const Handle(V3d_View)& aView,
const Standard_Integer Xpix,
const Standard_Integer Ypix)
const {
Standard_Integer i, Lng, Id;
Standard_Boolean kcont;
V3d_TypeOfPickLight TPick;
Handle(Visual3d_ViewManager) VM = (aView->Viewer())->Viewer();
#ifdef WNT
Handle( WNT_Window ) WW = Handle( WNT_Window ) :: DownCast ( aView -> Window () );
#else
Handle( Xw_Window ) WW = Handle( Xw_Window ) :: DownCast ( aView -> Window () );
#endif
Visual3d_ContextPick CTXP;
Visual3d_PickDescriptor Pdes = VM->Pick(CTXP,WW,Xpix,Ypix);
Visual3d_PickPath OnePPath;
Handle(Visual3d_HSequenceOfPickPath) PPath = Pdes.PickPath();
Lng = PPath->Length();
kcont = Standard_True;
TPick = V3d_NOTHING;
for (i=1; i<=Lng && kcont; i++) {
OnePPath = PPath->Value(i);
Id = OnePPath.PickIdentifier();
if (MyGraphicStructure == OnePPath.StructIdentifier()){
switch (Id) {
case 1 :
TPick = V3d_POSITIONLIGHT;
break;
case 2 :
TPick = V3d_SPACELIGHT;
break;
case 3 :
if (MyType != V3d_DIRECTIONAL)
TPick = V3d_RADIUSTEXTLIGHT;
break;
case 4 :
if (MyType != V3d_DIRECTIONAL)
TPick = V3d_ExtRADIUSLIGHT;
break;
case 5 :
if (MyType != V3d_DIRECTIONAL)
TPick = V3d_IntRADIUSLIGHT;
break;
}
kcont = Standard_False;
}
}
return TPick;
}
void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
const V3d_TypeOfPickLight WhatPick,
const Standard_Integer Xpix,
const Standard_Integer Ypix) {
// Quantity_Color Col ;
Standard_Real xPos, yPos, zPos;
Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim;
Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack;
Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta;
Standard_Real DX,DY,PXP,PYP,Xproj,Yproj;
Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj;
Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda;
Standard_Integer IPX,IPY;
aView->Convert(Xpix,Ypix,XPp,YPp);
X0 = MyTarget.X();
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
aView->Project(X0,Y0,Z0,PXT,PYT);
aView->Convert(PXT,PYT,IPX,IPY);
// Coord 3d dans le plan de projection de la cible.
aView->Convert(IPX,IPY,XT,YT,ZT);
switch (WhatPick) {
case V3d_POSITIONLIGHT :
// Les Coordonnees doivent rester a l'interieur de la sphere
Rayon = Radius();
XMinTrack = PXT - Rayon;
XMaxTrack = PXT + Rayon;
Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) );
YMinTrack = PYT - Ylim;
YMaxTrack = PYT + Ylim;
if (XPp >= XMinTrack && XPp <= XMaxTrack) {
if (YPp >= YMinTrack && YPp <= YMaxTrack) {
aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ);
DeltaX = X0 - XP;
DeltaY = Y0 - YP;
DeltaZ = Z0 - ZP;
// On recherche le point d'intersection des droites definies
// par :
// - Droite passant par le point de projection et l'oeil
// si on est en perspective, parralele a la normale de la
// vue si on a une vue axonometrique.
// position dans la vue est // a la normale de la vue
// - La distance position de la camera cible est egale au
// rayon.
A = VX*VX + VY*VY + VZ*VZ ;
B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ);
C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ
- Rayon*Rayon ;
Delta = B*B - 4.*A*C;
if ( Delta >= 0 ) {
Lambda = (-B + Sqrt(Delta))/(2.*A);
X = XP + Lambda*VX;
Y = YP + Lambda*VY;
Z = ZP + Lambda*VZ;
SetPosition(X,Y,Z);
if (MyType == V3d_SPOT)
((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z);
Display(aView,MyTypeOfRepresentation);
(aView->Viewer())->UpdateLights();
}
}
}
break;
case V3d_SPACELIGHT :
aView->Convert(PXT,PYT,IPX,IPY);
// Dans ce cas Xpix,Ypix correspondent a une distance , relative
// a la translation que l'on veut effectuer sur la sphere.
aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z);
X = X+X0-XT;
Y = Y+Y0-YT;
Z = Z+Z0-ZT;
SetTarget(X,Y,Z);
Display(aView,MyTypeOfRepresentation);
(aView->Viewer())->UpdateLights();
break;
case V3d_ExtRADIUSLIGHT :
if (MyType == V3d_DIRECTIONAL)
break;
// on cherche a conserver la direction cible positionnement de la
// source ==> on projette le point sur la direction cible source.
this->Position(Xi,Yi,Zi);
aView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
DY = PYP - PYT;
A1 = DY/DX ; B1 = PYT - A1*PXT;
A2 = -DX/DY; B2 = YPp - A2*XPp;
Xproj = (B2 - B1) / (A1 - A2);
Yproj = A1*Xproj + B1;
if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) {
OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) );
NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) );
Rap = NewRprj/OldRprj;
Rayon = Radius();
Rayon = Rayon * Rap;
SetRadius(Rayon);
Display(aView,MyTypeOfRepresentation);
(aView->Viewer())->UpdateLights();
}
break;
case V3d_IntRADIUSLIGHT :
if (MyType == V3d_DIRECTIONAL)
break;
// on cherche a conserver la direction cible positionnement
// de la source ==> on projette le point sur la direction
// cible source.
Position(Xi,Yi,Zi);
aView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
DY = PYP - PYT;
A1 = DY/DX ; B1 = PYT - A1*PXT;
A2 = -DX/DY; B2 = YPp - A2*XPp;
Xproj = (B2 - B1) / (A1 - A2);
Yproj = A1*Xproj + B1;
if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) {
OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) );
NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) );
Rap = NewRprj/OldRprj;
Rayon = Radius();
Rayon = Rayon * Rap;
// la source doit rester a une position fixe, seule la cible
// est modifie.
Position (xPos, yPos, zPos);
Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget);
Dir.Normalize();
Dir.Coord(X,Y,Z);
X = Xi + Rayon*X;
Y = Yi + Rayon*Y;
Z = Zi + Rayon*Z;
// la source doit rester a une position fixe, seule la cible
// est modifie.
MyTarget.SetCoord(X,Y,Z);
Display(aView,MyTypeOfRepresentation);
(aView->Viewer())->UpdateLights();
}
break;
case V3d_RADIUSTEXTLIGHT :
break;
case V3d_NOTHING :
break;
}
}
Standard_Real V3d_PositionLight::Radius() const {
Standard_Real Xp,Yp,Zp, Xc,Yc,Zc;
Position (Xp,Yp,Zp);
MyTarget.Coord(Xc,Yc,Zc);
return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp));
}
void V3d_PositionLight::Erase() {
if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase();
if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase();
}