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Integration of OCCT 6.5.0 from SVN
This commit is contained in:
488
src/V3d/V3d_PositionLight.cxx
Executable file
488
src/V3d/V3d_PositionLight.cxx
Executable file
@@ -0,0 +1,488 @@
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/***********************************************************************
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V3d_PositionLight.cxx
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Created: 30-03-98 ZOV (ZELENKOV Oleg)
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************************************************************************/
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#include <V3d.hxx>
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#include <V3d_PositionLight.ixx>
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#include <Graphic3d_Vector.hxx>
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#include <Graphic3d_Vertex.hxx>
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#include <Graphic3d_Structure.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_Array1OfVertex.hxx>
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#include <Graphic3d_AspectMarker3d.hxx>
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#include <Graphic3d_AspectLine3d.hxx>
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#include <Graphic3d_AspectText3d.hxx>
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#include <V3d_SpotLight.hxx>
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#include <Visual3d_Light.hxx>
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#include <Visual3d_ViewManager.hxx>
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#include <Visual3d_ContextPick.hxx>
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#include <Visual3d_PickDescriptor.hxx>
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#include <Visual3d_HSequenceOfPickPath.hxx>
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#include <Visual3d_PickPath.hxx>
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#include <Viewer_BadValue.hxx>
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#include <gp_Dir.hxx>
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#include <gp_Ax1.hxx>
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#include <gp_Vec.hxx>
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#include <gp_Pnt.hxx>
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#include <gp_Trsf.hxx>
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#include <TCollection_AsciiString.hxx>
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#ifdef WNT
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# include <WNT_Window.hxx>
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#else
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# include <Xw_Window.hxx>
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#endif
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V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) {
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}
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void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
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Standard_Real Xc,Yc,Zc, Xp,Yp,Zp;
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// Recalcul de la position
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MyTarget.Coord(Xc,Yc,Zc);
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Position (Xp,Yp,Zp) ;
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Xp = Xp + (X - Xc);
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Yp = Yp + (Y - Yc);
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Zp = Zp + (Z - Zc);
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// Affectation
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MyTarget.SetCoord(X,Y,Z);
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SetPosition(Xp,Yp,Zp) ;
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}
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void V3d_PositionLight::SetRadius(const Standard_Real Radius) {
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Viewer_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius");
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Viewer_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type");
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Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp;
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// Le point cible reste inchange, seul la position de la lumiere est modifiee
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// en conservant la direction.
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Position (Xp,Yp,Zp);
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Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp));
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D.Normalize();
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D.Coord(Xn,Yn,Zn);
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MyTarget.Coord(X0,Y0,Z0);
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Xn = X0 + Radius*Xn;
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Yn = Y0 + Radius*Yn;
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Zn = Z0 + Radius*Zn;
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SetPosition(Xn,Yn,Zn) ;
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}
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void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// Actuellement est on sur le point vu
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if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.))
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SetPosition (X,Y,Z);
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}
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void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// Actuellement est on sur le point cache
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if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.))
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SetPosition (X,Y,Z);
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}
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Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// Avons nous le point cache ou le point vu
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return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )?
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// la source est sur la face cachee
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Standard_False:
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// la source est sur la face vue.
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Standard_True;
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}
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void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
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MyTarget.Coord(Xp,Yp,Zp) ;
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}
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void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
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const V3d_TypeOfRepresentation TPres ) {
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Graphic3d_Array1OfVertex PRadius(0,1);
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Graphic3d_Vertex PText ;
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Standard_Real X,Y,Z,Rayon;
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Standard_Real X0,Y0,Z0,VX,VY,VZ;
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Standard_Real X1,Y1,Z1;
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Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
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Standard_Real R1,G1,B1;
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V3d_TypeOfRepresentation Pres;
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V3d_TypeOfUpdate UpdSov;
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// Creation d'une structure slight d'elements reperables (la position de
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// la light, et le domaine d'eclairage represente par un cercle)
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// Creation d'une structure snopick d'elements non reperables ( cible, meridien et
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// parallele ).
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Pres = TPres;
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Handle(V3d_Viewer) TheViewer = aView->Viewer();
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UpdSov = TheViewer->UpdateMode();
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TheViewer->SetUpdateMode(V3d_WAIT);
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if (!MyGraphicStructure.IsNull()) {
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MyGraphicStructure->Disconnect(MyGraphicStructure1);
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MyGraphicStructure->Clear();
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MyGraphicStructure1->Clear();
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if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
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}
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else {
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if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
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Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
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MyGraphicStructure = slight;
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Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
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MyGraphicStructure1 = snopick;
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}
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Handle(Graphic3d_Group) gradius;
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Handle(Graphic3d_Group) gExtArrow;
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Handle(Graphic3d_Group) gIntArrow;
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if (MyType != V3d_DIRECTIONAL) {
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if (Pres == V3d_COMPLETE) {
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gradius = new Graphic3d_Group(MyGraphicStructure);
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gExtArrow = new Graphic3d_Group(MyGraphicStructure);
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gIntArrow = new Graphic3d_Group(MyGraphicStructure);
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}
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}
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Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure);
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Handle(Graphic3d_Group) gsphere;
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if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure);
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Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1);
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MyGraphicStructure1->SetPick(Standard_False);
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X0 = MyTarget.X();
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Y0 = MyTarget.Y();
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Z0 = MyTarget.Z();
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//Affichage de la position de la light.
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glight->SetPickId(1);
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this->Color(Quantity_TOC_RGB,R1,G1,B1);
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Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
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Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
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Asp1->SetColor(Col1);
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glight->SetPrimitivesAspect(Asp1);
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this->Symbol(glight,aView);
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//Affichage de la sphere de reperage (limite au cercle).
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if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
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Rayon = this->Radius();
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aView->Proj(VX,VY,VZ);
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gsphere->SetPickId(2);
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V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
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if (MyType != V3d_DIRECTIONAL) {
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//Affichage du rayon de la sphere (ligne + texte)
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if (Pres == V3d_COMPLETE) {
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gradius->SetPickId(3);
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gExtArrow->SetPickId(4);
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gIntArrow->SetPickId(5);
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PRadius(0).SetCoord(X0,Y0,Z0);
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this->Position(X,Y,Z);
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PRadius(1).SetCoord(X,Y,Z);
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gnopick->Polyline(PRadius);
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V3d::ArrowOfRadius(gExtArrow,X-(X-X0)/10.,
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Y-(Y-Y0)/10.,
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Z-(Z-Z0)/10.,X-X0,Y-Y0,Z-Z0,PI/15.,Rayon/20.);
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V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,PI/15.,Rayon/20.);
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TCollection_AsciiString ValOfRadius(Rayon);
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PText.SetCoord( (X0+X)/2., (Y0+Y)/2. , (Z0+Z)/2. );
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gradius->Text(ValOfRadius.ToCString(),PText,0.01);
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}
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}
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//Affichage du meridien
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Quantity_Color Col2(Quantity_NOC_GREEN);
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Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
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(Col2,Aspect_TOL_SOLID,1.);
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gnopick->SetPrimitivesAspect(Asp2);
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// Definition de l'axe du cercle
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aView->Up(DXRef,DYRef,DZRef);
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this->Position(X,Y,Z);
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DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
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VX = DYRef*DZini - DZRef*DYini;
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VY = DZRef*DXini - DXRef*DZini;
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VZ = DXRef*DYini - DYRef*DXini;
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V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
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// Affichage de la parallele
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// Definition de l'axe du cercle
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aView->Proj(VX,VY,VZ);
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aView->Up(X1,Y1,Z1);
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DXRef = VY * Z1 - VZ * Y1;
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DYRef = VZ * X1 - VX * Z1;
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DZRef = VX * Y1 - VY * X1;
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this->Position(X,Y,Z);
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DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
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VX = DYRef*DZini - DZRef*DYini;
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VY = DZRef*DXini - DXRef*DZini;
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VZ = DXRef*DYini - DYRef*DXini;
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V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
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}
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MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
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MyTypeOfRepresentation = Pres;
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MyGraphicStructure->Display();
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TheViewer->SetUpdateMode(UpdSov);
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}
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V3d_TypeOfPickLight V3d_PositionLight::Pick(const Handle(V3d_View)& aView,
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const Standard_Integer Xpix,
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const Standard_Integer Ypix)
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const {
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Standard_Integer i, Lng, Id;
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Standard_Boolean kcont;
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V3d_TypeOfPickLight TPick;
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Handle(Visual3d_ViewManager) VM = (aView->Viewer())->Viewer();
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#ifdef WNT
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Handle( WNT_Window ) WW = Handle( WNT_Window ) :: DownCast ( aView -> Window () );
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#else
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Handle( Xw_Window ) WW = Handle( Xw_Window ) :: DownCast ( aView -> Window () );
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#endif
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Visual3d_ContextPick CTXP;
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Visual3d_PickDescriptor Pdes = VM->Pick(CTXP,WW,Xpix,Ypix);
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Visual3d_PickPath OnePPath;
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Handle(Visual3d_HSequenceOfPickPath) PPath = Pdes.PickPath();
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Lng = PPath->Length();
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kcont = Standard_True;
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TPick = V3d_NOTHING;
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for (i=1; i<=Lng && kcont; i++) {
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OnePPath = PPath->Value(i);
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Id = OnePPath.PickIdentifier();
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if (MyGraphicStructure == OnePPath.StructIdentifier()){
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switch (Id) {
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case 1 :
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TPick = V3d_POSITIONLIGHT;
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break;
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case 2 :
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TPick = V3d_SPACELIGHT;
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break;
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case 3 :
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if (MyType != V3d_DIRECTIONAL)
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TPick = V3d_RADIUSTEXTLIGHT;
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break;
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case 4 :
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if (MyType != V3d_DIRECTIONAL)
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TPick = V3d_ExtRADIUSLIGHT;
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break;
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case 5 :
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if (MyType != V3d_DIRECTIONAL)
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TPick = V3d_IntRADIUSLIGHT;
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break;
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}
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kcont = Standard_False;
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}
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}
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return TPick;
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}
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void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
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const V3d_TypeOfPickLight WhatPick,
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const Standard_Integer Xpix,
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const Standard_Integer Ypix) {
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// Quantity_Color Col ;
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Standard_Real xPos, yPos, zPos;
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Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim;
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Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack;
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Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta;
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Standard_Real DX,DY,PXP,PYP,Xproj,Yproj;
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Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj;
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Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda;
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Standard_Integer IPX,IPY;
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aView->Convert(Xpix,Ypix,XPp,YPp);
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X0 = MyTarget.X();
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Y0 = MyTarget.Y();
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Z0 = MyTarget.Z();
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aView->Project(X0,Y0,Z0,PXT,PYT);
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aView->Convert(PXT,PYT,IPX,IPY);
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// Coord 3d dans le plan de projection de la cible.
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aView->Convert(IPX,IPY,XT,YT,ZT);
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switch (WhatPick) {
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case V3d_POSITIONLIGHT :
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// Les Coordonnees doivent rester a l'interieur de la sphere
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Rayon = Radius();
|
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XMinTrack = PXT - Rayon;
|
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XMaxTrack = PXT + Rayon;
|
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Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) );
|
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YMinTrack = PYT - Ylim;
|
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YMaxTrack = PYT + Ylim;
|
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if (XPp >= XMinTrack && XPp <= XMaxTrack) {
|
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if (YPp >= YMinTrack && YPp <= YMaxTrack) {
|
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aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ);
|
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DeltaX = X0 - XP;
|
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DeltaY = Y0 - YP;
|
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DeltaZ = Z0 - ZP;
|
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|
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// On recherche le point d'intersection des droites definies
|
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// par :
|
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// - Droite passant par le point de projection et l'oeil
|
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// si on est en perspective, parralele a la normale de la
|
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// vue si on a une vue axonometrique.
|
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// position dans la vue est // a la normale de la vue
|
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// - La distance position de la camera cible est egale au
|
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// 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 ;
|
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Delta = B*B - 4.*A*C;
|
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if ( Delta >= 0 ) {
|
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Lambda = (-B + Sqrt(Delta))/(2.*A);
|
||||
X = XP + Lambda*VX;
|
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Y = YP + Lambda*VY;
|
||||
Z = ZP + Lambda*VZ;
|
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SetPosition(X,Y,Z);
|
||||
|
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if (MyType == V3d_SPOT)
|
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((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();
|
||||
}
|
||||
|
Reference in New Issue
Block a user