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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

0024904: Visualization - Integration of VIS component:

Added new toolkit TKIVtk:
- TKIVtk toolkit includes IVtkVTK, IVtkTools, IVtkOCC, IVtk packages.
- TKIVtk provides OCC interface for VTK library functionality: it allows to use VTK window and event managment for OCC objects (shapes)

Porting on VTK 6:
- shape source inherits vtkPolyDataAlgorithm now (vtkPolyDataSource was removed form VTK as deprecated functionality).
- added factory auto-initialization in IVtkVTK_View
- remove using of deprecated methods of pipeline mechanism.

Get rid from warning in SelectMgr_SelectableObject. Removed firendship from  SelectMgr_SelectableObject.

Corrected projector parameters for selection algorithm.

Removed unneeded picking algorithm modification.
This commit is contained in:
aba
2014-09-11 13:34:30 +04:00
committed by bugmaster
parent 1ffd3d70c2
commit 913a4c4ab0
54 changed files with 5581 additions and 21 deletions

View File

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// Created on: 2011-10-14
// Created by: Roman KOZLOV
// Copyright (c) 2011-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <IVtkVTK_View.hxx>
#include <vtkAutoInit.h>
#include <vtkCamera.h>
#include <vtkRenderer.h>
#include <vtkTransform.h>
// Initialization of VTK object factories.
// Since VTK 6 the factory methods require "auto-initialization" depending on
// what modules are enabled at VTK configure time.
// Some defines are needed in order to make the factories work properly.
VTK_MODULE_INIT(vtkRenderingOpenGL);
VTK_MODULE_INIT(vtkInteractionStyle);
// Handle implementation
IMPLEMENT_STANDARD_HANDLE(IVtkVTK_View, IVtk_IView)
IMPLEMENT_STANDARD_RTTIEXT(IVtkVTK_View, IVtk_IView)
//================================================================
// Function : Constructor
// Purpose :
//================================================================
IVtkVTK_View::IVtkVTK_View (vtkRenderer* theRenderer)
: myRenderer (theRenderer)
{ }
//================================================================
// Function : Destructor
// Purpose :
//================================================================
IVtkVTK_View::~IVtkVTK_View()
{ }
//================================================================
// Function : IsPerspective
// Purpose :
//================================================================
bool IVtkVTK_View::IsPerspective() const
{
return !myRenderer->GetActiveCamera()->GetParallelProjection();
}
//================================================================
// Function : GetDistance
// Purpose :
//================================================================
double IVtkVTK_View::GetDistance() const
{
return myRenderer->GetActiveCamera()->GetDistance();
}
//================================================================
// Function : GetPosition
// Purpose :
//================================================================
void IVtkVTK_View::GetPosition (double& theX, double& theY, double& theZ) const
{
myRenderer->GetActiveCamera()->GetFocalPoint (theX, theY, theZ);
}
//================================================================
// Function : GetViewUp
// Purpose :
//================================================================
void IVtkVTK_View::GetViewUp (double& theDx, double& theDy, double& theDz) const
{
myRenderer->GetActiveCamera()->OrthogonalizeViewUp();
myRenderer->GetActiveCamera()->GetViewUp (theDx, theDy, theDz);
}
//================================================================
// Function : GetDirectionOfProjection
// Purpose :
//================================================================
void IVtkVTK_View::GetDirectionOfProjection (double& theDx,
double& theDy,
double& theDz) const
{
myRenderer->GetActiveCamera()->GetDirectionOfProjection (theDx, theDy, theDz);
theDx = -theDx;
theDy = -theDy;
theDz = -theDz;
}
//================================================================
// Function : GetScale
// Purpose :
//================================================================
void IVtkVTK_View::GetScale (double& theX, double& theY, double& theZ) const
{
double aScale[3];
myRenderer->GetActiveCamera()->GetViewTransformObject()->GetScale (aScale);
theX = aScale[0];
theY = aScale[1];
theZ = aScale[2];
}
//================================================================
// Function : GetParallelScale
// Purpose :
//================================================================
double IVtkVTK_View::GetParallelScale() const
{
return myRenderer->GetActiveCamera()->GetParallelScale();
}
//================================================================
// Function : GetViewAngle
// Purpose :
//================================================================
double IVtkVTK_View::GetViewAngle() const
{
return myRenderer->GetActiveCamera()->GetViewAngle();
}
//================================================================
// Function : GetViewCenter
// Purpose :
//================================================================
void IVtkVTK_View::GetViewCenter (double& theX, double& theY) const
{
double* aCenter = myRenderer->GetCenter();
theX = aCenter[0];
theY = aCenter[1];
}
//================================================================
// Function : DisplayToWorld
// Purpose :
//================================================================
bool IVtkVTK_View::DisplayToWorld (const gp_XY& theDisplayPnt, gp_XYZ& theWorldPnt) const
{
// Convert the selection point into world coordinates.
myRenderer->SetDisplayPoint (theDisplayPnt.X(), theDisplayPnt.Y(), 0.0);
myRenderer->DisplayToWorld();
vtkFloatingPointType* const aCoords = myRenderer->GetWorldPoint();
if (aCoords[3] == 0.0) // Point at infinity in homogeneous coordinates
{
return false;
}
theWorldPnt = gp_XYZ (aCoords[0] / aCoords[3], aCoords[1] / aCoords[3], aCoords[2] / aCoords[3]);
return true;
}