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

Added functionality to transform the manipulator depending on the camera rotation.

Added local transformation for Graphic3d_Group.

Added RecomputeTransformation method to PrsMgr_PresentableObject.
When overloading this method, you can set a transformation for an object depending on the rotation of the camera.
This commit is contained in:
mzernova
2020-10-23 15:05:57 +03:00
parent fb390c0ef0
commit 9cc4eb28e6
12 changed files with 512 additions and 128 deletions

View File

@@ -1002,7 +1002,13 @@ void AIS_InteractiveContext::RecomputePrsOnly (const Handle(AIS_InteractiveObjec
{
myMainVwr->Update();
}
if (!myMainVwr->ActiveViews().IsEmpty())
{
theIObj->RecomputeTransformation (myMainVwr->ActiveViewIterator().Value()->Camera());
}
}
//=======================================================================
//function : RecomputeSelectionOnly
//purpose :

View File

@@ -587,18 +587,35 @@ Standard_Boolean AIS_Manipulator::ObjectTransformation (const Standard_Integer t
gp_Dir aCurrentAxis = gce_MakeDir (aPosLoc, aNewPosition);
Standard_Real anAngle = aStartAxis.AngleWithRef (aCurrentAxis, aCurrAxis.Direction());
// Change value of an angle if it should have different sign.
if (anAngle * myPrevState < 0 && Abs (anAngle) < M_PI_2)
{
Standard_Real aSign = myPrevState > 0 ? -1.0 : 1.0;
anAngle = aSign * (M_PI * 2 - anAngle);
}
if (Abs (anAngle) < Precision::Confusion())
{
return Standard_False;
}
// Draw a sector indicating the rotation angle
if (mySkinMode == ManipulatorSkin_Flat)
{
const gp_Ax1& anAxis = myAxes[myCurrentIndex].ReferenceAxis();
const gp_Dir aRotationStart = anAxis.Direction().Z() > 0 ? myStartPosition.YDirection() : myStartPosition.Direction();
Standard_Real aRotationAngle = aRotationStart.AngleWithRef (aCurrentAxis, aCurrAxis.Direction());
aRotationAngle -= (anAngle > 0) ? anAngle * 2.0 : anAngle;
if (anAxis.Direction().Z() > 0) { aRotationAngle += M_PI_2; }
gp_Trsf aTrsf;
aTrsf.SetRotation (anAxis, aRotationAngle);
Handle(Prs3d_ShadingAspect) anAspect = new Prs3d_ShadingAspect();
anAspect->SetMaterial (myDrawer->ShadingAspect()->Material());
anAspect->SetTransparency (0.5);
anAspect->SetColor (myAxes[myCurrentIndex].Color());
mySector.Init (0.0f, myAxes[myCurrentIndex].InnerRadius(), anAxis, Abs (anAngle));
mySectorGroup->Clear();
mySectorGroup->SetPrimitivesAspect (anAspect->Aspect());
mySectorGroup->AddPrimitiveArray (mySector.Array());
mySectorGroup->SetTransformation (aTrsf);
}
gp_Trsf aNewTrsf;
aNewTrsf.SetRotation (aCurrAxis, anAngle);
theTrsf *= aNewTrsf;
@@ -674,7 +691,10 @@ Standard_Boolean AIS_Manipulator::ProcessDragging (const Handle(AIS_InteractiveC
return Standard_True;
}
case AIS_DragAction_Stop:
{
if (mySkinMode == ManipulatorSkin_Flat) { mySectorGroup->Clear(); }
break;
}
}
return Standard_False;
}
@@ -721,6 +741,173 @@ void AIS_Manipulator::StopTransform (const Standard_Boolean theToApply)
SetPosition (myStartPosition);
}
//=======================================================================
//function : RecomputeTransformation
//purpose :
//=======================================================================
void AIS_Manipulator::RecomputeTransformation (const Handle(Graphic3d_Camera)& theCamera)
{
if (mySkinMode == ManipulatorSkin_Shaded)
{
return;
}
Standard_Boolean isRecomputedTranslation = Standard_False;
Standard_Boolean isRecomputedRotation = Standard_False;
Standard_Boolean isRecomputedDragging = Standard_False;
Standard_Boolean isRecomputedScaling = Standard_False;
// Remove transformation from dragger group
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
if (myAxes[anIt].HasDragging())
{
myAxes[anIt].DraggerGroup()->SetTransformation (gp_Trsf());
isRecomputedDragging = Standard_True;
}
}
const gp_Dir& aCameraDir = theCamera->Direction();
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
const gp_Ax1& anAxis = myAxes[anIt].ReferenceAxis();
gp_Dir anAxisDir, aNormal;
if (anAxis.Direction().X() > 0)
{
aNormal = myPosition.YDirection().Reversed();
anAxisDir = myPosition.XDirection();
}
else if (anAxis.Direction().Y() > 0)
{
aNormal = myPosition.XDirection().Crossed (myPosition.YDirection()).Reversed();
anAxisDir = myPosition.YDirection();
}
else
{
aNormal = myPosition.XDirection().Reversed();
anAxisDir = myPosition.XDirection().Crossed (myPosition.YDirection());
}
const gp_Dir aCameraProj = Abs (Abs (anAxisDir.Dot (aCameraDir)) - 1.0) <= gp::Resolution()
? aCameraDir
: anAxisDir.Crossed (aCameraDir).Crossed (anAxisDir);
const Standard_Boolean isReversed = anAxisDir.Dot (aCameraDir) > 0;
Standard_Real anAngle = aNormal.AngleWithRef (aCameraProj, anAxisDir);
if (anAxis.Direction().X() > 0) anAngle -= M_PI_2;
if (myAxes[anIt].HasTranslation())
{
Handle(Prs3d_ShadingAspect) anAspect = new Prs3d_ShadingAspect();
Graphic3d_MaterialAspect& aMat = anAspect->Aspect()->ChangeFrontMaterial();
Quantity_Color aColor = isReversed
? Quantity_Color (myAxes[anIt].Color().Rgb() * 0.05f)
: myAxes[anIt].Color();
aMat.SetAmbientColor (aColor);
aMat.SetDiffuseColor (aColor);
aMat.SetSpecularColor (aColor);
aMat.SetEmissiveColor (aColor);
gp_Trsf aTranslatorTrsf;
aTranslatorTrsf.SetRotation (anAxis, anAngle);
if (isReversed)
{
const Standard_Real aLength = myAxes[anIt].AxisLength() + myAxes[anIt].Indent() * 4.0f;
aTranslatorTrsf.SetTranslationPart (anAxis.Direction().XYZ().Reversed() * aLength);
}
myAxes[anIt].TranslatorGroup()->SetGroupPrimitivesAspect (anAspect->Aspect());
myAxes[anIt].TranslatorGroup()->SetTransformation (aTranslatorTrsf);
myAxes[anIt].TranslatorHighlightPrs()->CurrentGroup()->SetTransformation (aTranslatorTrsf);
isRecomputedTranslation = Standard_True;
}
if (myAxes[anIt].HasRotation())
{
gp_Trsf aRotatorTrsf;
aRotatorTrsf.SetRotation (anAxis, anAngle - M_PI_2);
myAxes[anIt].RotatorGroup()->SetTransformation (aRotatorTrsf);
myAxes[anIt].RotatorHighlightPrs()->CurrentGroup()->SetTransformation (aRotatorTrsf);
isRecomputedRotation = Standard_True;
}
if (myAxes[anIt].HasDragging() && isReversed)
{
for (Standard_Integer anIndexIter = 0; anIndexIter < 3; ++anIndexIter)
{
const Handle(Graphic3d_Group)& aDraggerGroup = myAxes[anIndexIter].DraggerGroup();
gp_Vec aTranslation = (anIndexIter == anIt)
? anAxis.Direction().XYZ() * myAxes[anIndexIter].AxisRadius() * 2.0f
: anAxis.Direction().XYZ().Reversed() * myAxes[anIndexIter].AxisLength();
gp_Trsf aDraggerTrsf;
aDraggerTrsf.SetTranslation (aTranslation);
aDraggerTrsf *= aDraggerGroup->Transformation();
aDraggerGroup->SetTransformation (aDraggerTrsf);
}
}
if (myAxes[anIt].HasScaling())
{
gp_Trsf aScalerTrsf;
if (anAxis.Direction().X() > 0) { anAngle += M_PI_2; }
aScalerTrsf.SetRotation (anAxis, anAngle);
if (isReversed)
{
Standard_ShortReal aLength = myAxes[anIt].AxisLength() * 2.0f + myAxes[anIt].BoxSize() + myAxes[anIt].Indent() * 4.0f;
aScalerTrsf.SetTranslationPart (gp_Vec (anAxis.Direction().XYZ().Reversed() * aLength));
}
myAxes[anIt].ScalerGroup()->SetTransformation (aScalerTrsf);
myAxes[anIt].ScalerHighlightPrs()->CurrentGroup()->SetTransformation (aScalerTrsf);
isRecomputedScaling = Standard_True;
}
}
if (isRecomputedRotation)
{
const gp_Dir aXDir = gp::DX();
const gp_Dir anYDir = gp::DY();
const gp_Dir aZDir = gp::DZ();
const gp_Dir aCameraProjection = Abs (aXDir.Dot (aCameraDir)) <= gp::Resolution() || Abs (anYDir.Dot (aCameraDir)) <= gp::Resolution()
? aCameraDir
: aXDir.XYZ() * (aXDir.Dot (aCameraDir)) + anYDir.XYZ() * (anYDir.Dot (aCameraDir));
const Standard_Boolean isReversed = aZDir.Dot (aCameraDir) > 0;
const Standard_Real anAngle = M_PI_2 - aCameraDir.Angle (aCameraProjection);
gp_Dir aRotAxis = Abs (Abs (aCameraProjection.Dot (aZDir)) - 1.0) <= gp::Resolution()
? aZDir
: aCameraProjection.Crossed (aZDir);
if (isReversed) { aRotAxis.Reverse(); }
gp_Trsf aRotationTrsf;
aRotationTrsf.SetRotation (gp_Ax1 (gp::Origin(), aRotAxis), anAngle);
gp_Ax3 aToSystem (gp::Origin(), myPosition.XDirection().Crossed (myPosition.YDirection()), myPosition.XDirection());
gp_Ax3 aFromSystem (gp::XOY());
aFromSystem.Transform (aRotationTrsf);
gp_Trsf aTrsf;
aTrsf.SetTransformation (aFromSystem, aToSystem);
myCircleGroup->SetTransformation (aTrsf);
}
if (isRecomputedDragging)
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
myAxes[anIt].DraggerHighlightPrs()->CurrentGroup()->SetTransformation (myAxes[anIt].DraggerGroup()->Transformation());
}
}
if (isRecomputedTranslation) { RecomputeSelection (AIS_MM_Translation); };
if (isRecomputedRotation) { RecomputeSelection (AIS_MM_Rotation); };
if (isRecomputedDragging) { RecomputeSelection (AIS_MM_TranslationPlane); };
if (isRecomputedScaling) { RecomputeSelection (AIS_MM_Scaling); };
Object()->GetContext()->RecomputeSelectionOnly (this);
}
//=======================================================================
//function : Transform
//purpose :
@@ -1003,6 +1190,21 @@ void AIS_Manipulator::Compute (const Handle(PrsMgr_PresentationManager3d)& thePr
aGroup->SetPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
aGroup->AddPrimitiveArray (myCenter.Array());
// Display outer circle
if (mySkinMode == ManipulatorSkin_Flat
&& (myAxes[0].HasRotation() || myAxes[1].HasRotation() || myAxes[2].HasRotation()))
{
myCircle.Init (myAxes[0].InnerRadius(), myAxes[0].Size(),
gp_Ax1 (gp::Origin(), gp::DZ()),
2.0f * M_PI, myAxes[0].FacettesNumber() * 4);
myCircleGroup = thePrs->NewGroup ();
myCircleGroup->SetPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
myCircleGroup->AddPrimitiveArray (myCircle.Array());
mySectorGroup = thePrs->NewGroup ();
mySectorGroup->SetGroupPrimitivesAspect (anAspect->Aspect());
}
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
// Display axes
@@ -1123,6 +1325,25 @@ void AIS_Manipulator::HilightOwnerWithColor (const Handle(PrsMgr_PresentationMan
}
}
//=======================================================================
//function : RecomputeSelection
//purpose :
//=======================================================================
void AIS_Manipulator::RecomputeSelection (const AIS_ManipulatorMode theMode)
{
if (theMode == AIS_MM_None)
{
return;
}
const Handle(SelectMgr_Selection)& aSelection = Object()->Selection (theMode);
if (!aSelection.IsNull())
{
aSelection->Clear();
ComputeSelection (aSelection, theMode);
}
}
//=======================================================================
//function : ComputeSelection
//purpose :
@@ -1159,7 +1380,10 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
// enlarge sensitivity by triangulation
Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
aTri->InitTriangulation (anAxis.TriangleArray()->Attributes(), anAxis.TriangleArray()->Indices(), TopLoc_Location());
TopLoc_Location aTrsf = !myAxes[anIt].TranslatorGroup().IsNull()
? TopLoc_Location (myAxes[anIt].TranslatorGroup()->Transformation())
: TopLoc_Location();
aTri->InitTriangulation (anAxis.TriangleArray()->Attributes(), anAxis.TriangleArray()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
@@ -1168,20 +1392,28 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
if (!myAxes[anIt].HasRotation() || mySkinMode == ManipulatorSkin_Flat)
if (!myAxes[anIt].HasRotation())
{
continue;
}
const Axis& anAxis = myAxes[anIt];
anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Rotation, 9);
// define sensitivity by circle
const gp_Circ aGeomCircle (gp_Ax2 (gp::Origin(), anAxis.ReferenceAxis().Direction()), anAxis.RotatorDiskRadius());
Handle(Select3D_SensitiveCircle) aCircle = new ManipSensCircle (anOwner, aGeomCircle, anAxis.FacettesNumber());
aCircle->SetSensitivityFactor (15);
theSelection->Add (aCircle);
if (mySkinMode == ManipulatorSkin_Shaded)
{
// define sensitivity by circle
const gp_Circ aGeomCircle (gp_Ax2 (gp::Origin(), anAxis.ReferenceAxis().Direction()), anAxis.RotatorDiskRadius());
Handle(Select3D_SensitiveCircle) aCircle = new ManipSensCircle (anOwner, aGeomCircle, anAxis.FacettesNumber());
aCircle->SetSensitivityFactor (15);
theSelection->Add (aCircle);
}
// enlarge sensitivity by triangulation
Handle(Select3D_SensitiveTriangulation) aTri = new ManipSensTriangulation (anOwner, myAxes[anIt].RotatorDisk().Triangulation(), anAxis.ReferenceAxis().Direction());
Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].RotatorGroup();
TopLoc_Location aTrsf = !aGroup.IsNull()
? TopLoc_Location (aGroup->Transformation())
: TopLoc_Location();
aTri->InitTriangulation (myAxes[anIt].RotatorDisk().Array()->Attributes(), myAxes[anIt].RotatorDisk().Array()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
@@ -1190,18 +1422,26 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
if (!myAxes[anIt].HasScaling() || mySkinMode == ManipulatorSkin_Flat)
if (!myAxes[anIt].HasScaling())
{
continue;
}
anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Scaling, 9);
// define sensitivity by point
Handle(Select3D_SensitivePoint) aPnt = new Select3D_SensitivePoint (anOwner, myAxes[anIt].ScalerCubePosition());
aPnt->SetSensitivityFactor (15);
theSelection->Add (aPnt);
if (mySkinMode == ManipulatorSkin_Shaded)
{
// define sensitivity by point
Handle(Select3D_SensitivePoint) aPnt = new Select3D_SensitivePoint (anOwner, myAxes[anIt].ScalerCubePosition());
aPnt->SetSensitivityFactor (15);
theSelection->Add (aPnt);
}
// enlarge sensitivity by triangulation
Handle(Select3D_SensitiveTriangulation) aTri = new Select3D_SensitiveTriangulation (anOwner, myAxes[anIt].ScalerCube().Triangulation(), TopLoc_Location(), Standard_True);
Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].ScalerGroup();
TopLoc_Location aTrsf = !aGroup.IsNull()
? TopLoc_Location (aGroup->Transformation())
: TopLoc_Location();
aTri->InitTriangulation (myAxes[anIt].ScalerCube().Array()->Attributes(), myAxes[anIt].ScalerCube().Array()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
@@ -1216,14 +1456,14 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
}
anOwner = new AIS_ManipulatorOwner(this, anIt, AIS_MM_TranslationPlane, 9);
// define sensitivity by two crossed lines
gp_Pnt aP1, aP2;
aP1 = myAxes[((anIt + 1) % 3)].TranslatorTipPosition();
aP2 = myAxes[((anIt + 2) % 3)].TranslatorTipPosition();
gp_XYZ aMidP = (aP1.XYZ() + aP2.XYZ()) / 2.0;
if (mySkinMode == ManipulatorSkin_Shaded)
{
// define sensitivity by two crossed lines
gp_Pnt aP1, aP2;
aP1 = myAxes[((anIt + 1) % 3)].TranslatorTipPosition();
aP2 = myAxes[((anIt + 2) % 3)].TranslatorTipPosition();
gp_XYZ aMidP = (aP1.XYZ() + aP2.XYZ()) / 2.0;
Handle(Select3D_SensitiveSegment) aLine1 = new Select3D_SensitiveSegment(anOwner, aP1, aP2);
aLine1->SetSensitivityFactor(10);
theSelection->Add(aLine1);
@@ -1233,8 +1473,13 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
}
// enlarge sensitivity by triangulation
Handle(Select3D_SensitiveTriangulation) aTri = new Select3D_SensitiveTriangulation(anOwner, myAxes[anIt].DraggerSector().Triangulation(), TopLoc_Location(), Standard_True);
theSelection->Add(aTri);
Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].DraggerGroup();
TopLoc_Location aTrsf = !aGroup.IsNull()
? TopLoc_Location (aGroup->Transformation())
: TopLoc_Location();
aTri->InitTriangulation (myAxes[anIt].DraggerSector().Array()->Attributes(), myAxes[anIt].DraggerSector().Array()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
}
@@ -1246,15 +1491,17 @@ void AIS_Manipulator::ComputeSelection (const Handle(SelectMgr_Selection)& theSe
//=======================================================================
void AIS_Manipulator::Disk::Init (const Standard_ShortReal theInnerRadius,
const Standard_ShortReal theOuterRadius,
const gp_Ax1& thePosition,
const Standard_Integer theSlicesNb,
const Standard_Integer theStacksNb)
const gp_Ax1& thePosition,
const Standard_Real theAngle,
const Standard_Integer theSlicesNb,
const Standard_Integer theStacksNb)
{
myPosition = thePosition;
myInnerRad = theInnerRadius;
myOuterRad = theOuterRadius;
Prs3d_ToolDisk aTool (theInnerRadius, theOuterRadius, theSlicesNb, theStacksNb);
aTool.SetAngleRange (0, theAngle);
gp_Ax3 aSystem (myPosition.Location(), myPosition.Direction());
gp_Trsf aTrsf;
aTrsf.SetTransformation (aSystem, gp_Ax3());
@@ -1279,35 +1526,10 @@ void AIS_Manipulator::Sphere::Init (const Standard_ShortReal theRadius,
gp_Trsf aTrsf;
aTrsf.SetTranslation (gp_Vec(gp::Origin(), thePosition));
if (theSkinMode == ManipulatorSkin_Flat)
{
myArray = new Graphic3d_ArrayOfTriangles (3, 3, Graphic3d_ArrayFlags_VertexNormal);
myTriangulation = new Poly_Triangulation (3, 1, Standard_False);
TColgp_Array1OfPnt& aNodes = myTriangulation->ChangeNodes();
Poly_Array1OfTriangle& aTriangles = myTriangulation->ChangeTriangles();
gp_Dir aNormal = gp_Dir (-1.0, -1.0, -1.0).Transformed (aTrsf);
gp_Pnt aV1 = gp_Pnt (theRadius * 0.5, -theRadius * 0.5, theRadius * 0.5).Transformed (aTrsf);
gp_Pnt aV2 = gp_Pnt (-theRadius * 0.5, theRadius * 0.5, theRadius * 0.5).Transformed (aTrsf);
gp_Pnt aV3 = gp_Pnt (theRadius * 0.5, theRadius * 0.5, -theRadius * 0.5).Transformed (aTrsf);
myArray->AddVertex (aV1, aNormal);
myArray->AddVertex (aV2, aNormal);
myArray->AddVertex (aV3, aNormal);
myArray->AddTriangleEdges (1, 2, 3);
aNodes.SetValue (1, aV1);
aNodes.SetValue (2, aV2);
aNodes.SetValue (3, aV3);
aTriangles.SetValue (1, Poly_Triangle (1, 2, 3));
}
else
{
Prs3d_ToolSphere aTool (theRadius, theSlicesNb, theStacksNb);
myArray = aTool.CreateTriangulation (aTrsf);
myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
}
const Standard_Real aRadius = theSkinMode == ManipulatorSkin_Flat ? theRadius * 0.5 : theRadius;
Prs3d_ToolSphere aTool (aRadius, theSlicesNb, theStacksNb);
myArray = aTool.CreateTriangulation (aTrsf);
myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
}
//=======================================================================
@@ -1315,52 +1537,75 @@ void AIS_Manipulator::Sphere::Init (const Standard_ShortReal theRadius,
//function : Init
//purpose :
//=======================================================================
void AIS_Manipulator::Cube::Init (const gp_Ax1& thePosition, const Standard_ShortReal theSize)
void AIS_Manipulator::Cube::Init (const gp_Ax1& thePosition,
const Standard_ShortReal theSize,
const ManipulatorSkin theSkinMode)
{
myArray = new Graphic3d_ArrayOfTriangles (12 * 3, 0, Standard_True);
if (theSkinMode == ManipulatorSkin_Flat)
{
gp_Dir aXDirection;
if (thePosition.Direction().X() > 0)
aXDirection = gp::DY();
else if (thePosition.Direction().Y() > 0)
aXDirection = gp::DZ();
else
aXDirection = gp::DX();
Poly_Array1OfTriangle aPolyTriangles (1, 12);
TColgp_Array1OfPnt aPoints (1, 36);
NCollection_Array1<gp_Dir> aNormals (1, 12);
myTriangulation = new Poly_Triangulation (aPoints, aPolyTriangles);
gp_Pnt aLocation = thePosition.Location().Translated (gp_Vec (thePosition.Direction().XYZ() * theSize));
gp_Ax3 aSystem (aLocation, aXDirection, thePosition.Direction());
gp_Trsf aTrsf;
aTrsf.SetTransformation (aSystem, gp_Ax3());
gp_Ax2 aPln (thePosition.Location(), thePosition.Direction());
gp_Pnt aBottomLeft = thePosition.Location().XYZ() - aPln.XDirection().XYZ() * theSize * 0.5 - aPln.YDirection().XYZ() * theSize * 0.5;
gp_Pnt aV2 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize;
gp_Pnt aV3 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize + aPln.XDirection().XYZ() * theSize;
gp_Pnt aV4 = aBottomLeft.XYZ() + aPln.XDirection().XYZ() * theSize;
gp_Pnt aTopRight = thePosition.Location().XYZ() + thePosition.Direction().XYZ() * theSize
+ aPln.XDirection().XYZ() * theSize * 0.5 + aPln.YDirection().XYZ() * theSize * 0.5;
gp_Pnt aV5 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize;
gp_Pnt aV6 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize - aPln.XDirection().XYZ() * theSize;
gp_Pnt aV7 = aTopRight.XYZ() - aPln.XDirection().XYZ() * theSize;
Prs3d_ToolDisk aTool (0.0, theSize, 40, 40);
myArray = aTool.CreateTriangulation (aTrsf);
myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
}
else
{
myArray = new Graphic3d_ArrayOfTriangles (12 * 3, 0, Standard_True);
gp_Dir aRight ((gp_Vec(aTopRight, aV7) ^ gp_Vec(aTopRight, aV2)).XYZ());
gp_Dir aFront ((gp_Vec(aV3, aV4) ^ gp_Vec(aV3, aV5)).XYZ());
Poly_Array1OfTriangle aPolyTriangles (1, 12);
TColgp_Array1OfPnt aPoints (1, 36);
myTriangulation = new Poly_Triangulation (aPoints, aPolyTriangles);
// Bottom
addTriangle (0, aBottomLeft, aV2, aV3, -thePosition.Direction());
addTriangle (1, aBottomLeft, aV3, aV4, -thePosition.Direction());
gp_Ax2 aPln (thePosition.Location(), thePosition.Direction());
gp_Pnt aBottomLeft = thePosition.Location().XYZ() - aPln.XDirection().XYZ() * theSize * 0.5 - aPln.YDirection().XYZ() * theSize * 0.5;
gp_Pnt aV2 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize;
gp_Pnt aV3 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize + aPln.XDirection().XYZ() * theSize;
gp_Pnt aV4 = aBottomLeft.XYZ() + aPln.XDirection().XYZ() * theSize;
gp_Pnt aTopRight = thePosition.Location().XYZ() + thePosition.Direction().XYZ() * theSize
+ aPln.XDirection().XYZ() * theSize * 0.5 + aPln.YDirection().XYZ() * theSize * 0.5;
gp_Pnt aV5 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize;
gp_Pnt aV6 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize - aPln.XDirection().XYZ() * theSize;
gp_Pnt aV7 = aTopRight.XYZ() - aPln.XDirection().XYZ() * theSize;
// Front
addTriangle (2, aV3, aV5, aV4, -aFront);
addTriangle (3, aV3, aTopRight, aV5, -aFront);
gp_Dir aRight ((gp_Vec(aTopRight, aV7) ^ gp_Vec(aTopRight, aV2)).XYZ());
gp_Dir aFront ((gp_Vec(aV3, aV4) ^ gp_Vec(aV3, aV5)).XYZ());
// Back
addTriangle (4, aBottomLeft, aV7, aV2, aFront);
addTriangle (5, aBottomLeft, aV6, aV7, aFront);
// Bottom
addTriangle (0, aBottomLeft, aV2, aV3, -thePosition.Direction());
addTriangle (1, aBottomLeft, aV3, aV4, -thePosition.Direction());
// aTop
addTriangle (6, aV7, aV6, aV5, thePosition.Direction());
addTriangle (7, aTopRight, aV7, aV5, thePosition.Direction());
// Front
addTriangle (2, aV3, aV5, aV4, -aFront);
addTriangle (3, aV3, aTopRight, aV5, -aFront);
// Left
addTriangle (8, aV6, aV4, aV5, aRight);
addTriangle (9, aBottomLeft, aV4, aV6, aRight);
// Back
addTriangle (4, aBottomLeft, aV7, aV2, aFront);
addTriangle (5, aBottomLeft, aV6, aV7, aFront);
// Right
addTriangle (10, aV3, aV7, aTopRight, -aRight);
addTriangle (11, aV3, aV2, aV7, -aRight);
// aTop
addTriangle (6, aV7, aV6, aV5, thePosition.Direction());
addTriangle (7, aTopRight, aV7, aV5, thePosition.Direction());
// Left
addTriangle (8, aV6, aV4, aV5, aRight);
addTriangle (9, aBottomLeft, aV4, aV6, aRight);
// Right
addTriangle (10, aV3, aV7, aTopRight, -aRight);
addTriangle (11, aV3, aV2, aV7, -aRight);
}
}
//=======================================================================
@@ -1479,29 +1724,55 @@ void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& t
const Standard_Real aCylinderLength = myLength - anArrowLength;
myArrowTipPos = gp_Pnt (0.0, 0.0, 0.0).Translated (myReferenceAxis.Direction().XYZ() * aCylinderLength);
myTranslatorGroup = thePrs->NewGroup();
myTranslatorGroup->SetClosed (theSkinMode == ManipulatorSkin_Shaded);
myTranslatorGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
if (theSkinMode == ManipulatorSkin_Flat)
{
myTriangleArray = new Graphic3d_ArrayOfTriangles (4, 6, Graphic3d_ArrayFlags_VertexNormal);
const Standard_Integer aSign = myReferenceAxis.Direction().X() > 0 ? -1 : 1;
const Standard_Integer aStripsNb = 14;
myTriangleArray = new Graphic3d_ArrayOfTriangles (aStripsNb * 4, aStripsNb * 6, Graphic3d_ArrayFlags_VertexNormal);
Handle(Graphic3d_ArrayOfTriangles) aColorlessArr = new Graphic3d_ArrayOfTriangles (aStripsNb * 2, aStripsNb * 3, Graphic3d_ArrayFlags_VertexNormal);
Handle(Graphic3d_ArrayOfTriangles) aColoredArr = new Graphic3d_ArrayOfTriangles (aStripsNb * 2, aStripsNb * 3,
Graphic3d_ArrayFlags_VertexNormal | Graphic3d_ArrayFlags_VertexColor);
gp_Ax3 aSystem (gp::Origin(), myReferenceAxis.Direction());
gp_Trsf aTrsf;
aTrsf.SetTransformation (aSystem, gp_Ax3());
gp_Dir aNormal = gp_Dir (1.0, aSign * 1.0, 0.0).Transformed (aTrsf);
gp_Dir aNormal = gp_Dir (1.0, 0.0, 0.0).Transformed (aTrsf);
Standard_Real aLength = myLength + myIndent * 4.0f;
gp_Pnt aV1 = gp_Pnt (aSign * myAxisRadius, -myAxisRadius, myAxisRadius).Transformed (aTrsf);
gp_Pnt aV2 = gp_Pnt (-aSign * myAxisRadius, myAxisRadius, myAxisRadius).Transformed (aTrsf);
gp_Pnt aV3 = gp_Pnt (-aSign * myAxisRadius, myAxisRadius, myLength).Transformed (aTrsf);
gp_Pnt aV4 = gp_Pnt (aSign * myAxisRadius, -myAxisRadius, myLength).Transformed (aTrsf);
const Standard_Real aStepV = 1.0f / aStripsNb;
for (Standard_Integer aU = 0; aU <= 1; ++aU)
{
for (Standard_Integer aV = 0; aV <= aStripsNb; ++aV)
{
gp_Pnt aVertex = gp_Pnt (0.0, myAxisRadius * (1.5f * aU - 0.75f), aLength * aV * aStepV).Transformed (aTrsf);
myTriangleArray->AddVertex (aVertex, aNormal);
myTriangleArray->AddVertex (aV1, aNormal);
myTriangleArray->AddVertex (aV2, aNormal);
myTriangleArray->AddVertex (aV3, aNormal);
myTriangleArray->AddVertex (aV4, aNormal);
if (aV != 0) { aColorlessArr->AddVertex (aVertex, aNormal); }
if (aV != aStripsNb) { aColoredArr->AddVertex (aVertex, aNormal, myColor); }
myTriangleArray->AddTriangleEdges (3, 1, 2);
myTriangleArray->AddTriangleEdges (1, 3, 4);
if (aU != 0 && aV != 0)
{
int aVertId = myTriangleArray->VertexNumber();
myTriangleArray->AddTriangleEdges (aVertId, aVertId - aStripsNb - 2, aVertId - 1);
myTriangleArray->AddTriangleEdges (aVertId - aStripsNb - 2, aVertId, aVertId - aStripsNb - 1);
Handle(Graphic3d_ArrayOfTriangles) aSquares = aV % 2 == 0
? aColorlessArr
: aColoredArr;
aVertId = aSquares->VertexNumber();
aSquares->AddTriangleEdges (aVertId, aVertId - aStripsNb - 1, aVertId - 1);
aSquares->AddTriangleEdges (aVertId - aStripsNb - 1, aVertId, aVertId - aStripsNb);
}
}
}
myTranslatorGroup->AddPrimitiveArray (aColoredArr);
myTranslatorGroup->AddPrimitiveArray (aColorlessArr);
}
else
{
@@ -1511,13 +1782,9 @@ void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& t
myAxisRadius * 1.5,
anArrowLength,
myFacettesNumber);
myTranslatorGroup->AddPrimitiveArray (myTriangleArray);
}
myTranslatorGroup = thePrs->NewGroup();
myTranslatorGroup->SetClosed (theSkinMode == ManipulatorSkin_Shaded);
myTranslatorGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
myTranslatorGroup->AddPrimitiveArray (myTriangleArray);
if (myHighlightTranslator.IsNull())
{
myHighlightTranslator = new Prs3d_Presentation (thePrsMgr->StructureManager());
@@ -1533,13 +1800,14 @@ void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& t
}
}
if (myHasScaling && theSkinMode == ManipulatorSkin_Shaded)
if (myHasScaling)
{
myCubePos = myReferenceAxis.Direction().XYZ() * (myLength + myIndent);
myCube.Init (gp_Ax1 (myCubePos, myReferenceAxis.Direction()), myBoxSize);
const Standard_ShortReal aBoxSize = theSkinMode == ManipulatorSkin_Shaded ? myBoxSize : myBoxSize * 0.5f + myIndent;
myCube.Init (gp_Ax1 (myCubePos, myReferenceAxis.Direction()), aBoxSize, theSkinMode);
myScalerGroup = thePrs->NewGroup();
myScalerGroup->SetClosed (true);
myScalerGroup->SetClosed (theSkinMode == ManipulatorSkin_Shaded);
myScalerGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
myScalerGroup->AddPrimitiveArray (myCube.Array());
@@ -1558,10 +1826,13 @@ void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& t
}
}
if (myHasRotation && theSkinMode == ManipulatorSkin_Shaded)
if (myHasRotation)
{
myCircleRadius = myInnerRadius + myIndent * 2 + myDiskThickness * 0.5f;
myCircle.Init (myInnerRadius + myIndent * 2, myInnerRadius + myDiskThickness + myIndent * 2, gp_Ax1(gp::Origin(), myReferenceAxis.Direction()), myFacettesNumber * 2);
myCircleRadius = myInnerRadius + myIndent * 2.0f + myDiskThickness * 0.5f;
const Standard_Real anAngle = theSkinMode == ManipulatorSkin_Shaded ? M_PI * 2.0f : M_PI;
myCircle.Init (myInnerRadius + myIndent * 2.0f, Size(),
gp_Ax1 (gp::Origin(), myReferenceAxis.Direction()),
anAngle, myFacettesNumber * 2);
myRotatorGroup = thePrs->NewGroup ();
myRotatorGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
myRotatorGroup->AddPrimitiveArray (myCircle.Array());
@@ -1591,7 +1862,9 @@ void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& t
else
aXDirection = gp::DX();
gp_Pnt aPosition = theSkinMode == ManipulatorSkin_Flat ? gp_Pnt (myReferenceAxis.Direction().XYZ() * (-myAxisRadius)) : gp::Origin();
gp_Pnt aPosition = theSkinMode == ManipulatorSkin_Flat
? gp_Pnt (myReferenceAxis.Direction().Reversed().XYZ() * (myAxisRadius))
: gp::Origin();
Standard_ShortReal aRadius = theSkinMode == ManipulatorSkin_Flat ? myLength : myInnerRadius + myIndent * 2;
mySector.Init (aRadius, gp_Ax1 (aPosition, myReferenceAxis.Direction()), aXDirection, theSkinMode, myFacettesNumber * 2);
myDraggerGroup = thePrs->NewGroup();

View File

@@ -189,6 +189,13 @@ public:
//! @warning It will does nothing if transformation is not initiated (with StartTransform() call).
Standard_EXPORT void Transform (const gp_Trsf& aTrsf);
//! Apply camera transformation to flat skin manipulator
Standard_EXPORT void RecomputeTransformation (const Handle(Graphic3d_Camera)& theCamera) Standard_OVERRIDE;
//! Recomputes sensitive primitives for the given selection mode.
//! @param theMode selection mode to recompute sensitive primitives
Standard_EXPORT void RecomputeSelection (const AIS_ManipulatorMode theMode);
//! Reset start (reference) transformation.
//! @param theToApply [in] option to apply or to cancel the started transformation.
//! @warning It is used in chain with StartTransform-Transform(gp_Trsf)-StopTransform
@@ -419,9 +426,10 @@ protected: //! @name Auxiliary classes to fill presentation with proper primitiv
void Init (const Standard_ShortReal theInnerRadius,
const Standard_ShortReal theOuterRadius,
const gp_Ax1& thePosition,
const Standard_Integer theSlicesNb = 20,
const Standard_Integer theStacksNb = 20);
const gp_Ax1& thePosition,
const Standard_Real theAngle,
const Standard_Integer theSlicesNb = 20,
const Standard_Integer theStacksNb = 20);
protected:
@@ -457,7 +465,9 @@ protected: //! @name Auxiliary classes to fill presentation with proper primitiv
Cube() { }
~Cube() { }
void Init (const gp_Ax1& thePosition, const Standard_ShortReal myBoxSize);
void Init (const gp_Ax1& thePosition,
const Standard_ShortReal myBoxSize,
const ManipulatorSkin theSkinMode);
const Handle(Poly_Triangulation)& Triangulation() const { return myTriangulation; }
@@ -588,8 +598,12 @@ protected: //! @name Auxiliary classes to fill presentation with proper primitiv
Standard_ShortReal AxisLength() const { return myLength; }
Standard_ShortReal BoxSize() const { return myBoxSize; }
Standard_ShortReal AxisRadius() const { return myAxisRadius; }
Standard_ShortReal Indent() const { return myIndent; }
void SetAxisRadius (const Standard_ShortReal theValue) { myAxisRadius = theValue; }
const Handle(Prs3d_Presentation)& TranslatorHighlightPrs() const { return myHighlightTranslator; }
@@ -614,6 +628,8 @@ protected: //! @name Auxiliary classes to fill presentation with proper primitiv
Standard_ShortReal Size() const { return myLength + myBoxSize + myDiskThickness + myIndent * 2.0f; }
Standard_ShortReal InnerRadius() const { return myInnerRadius + myIndent * 2.0f; }
gp_Pnt ScalerCenter (const gp_Pnt& theLocation) const { return theLocation.XYZ() + myPosition.Direction().XYZ() * (myLength + myIndent + myBoxSize * 0.5f); }
void SetSize (const Standard_ShortReal theValue)
@@ -689,15 +705,20 @@ protected: //! @name Auxiliary classes to fill presentation with proper primitiv
Handle(Prs3d_Presentation) myHighlightDragger;
Handle(Graphic3d_ArrayOfTriangles) myTriangleArray;
};
protected:
Axis myAxes[3]; //!< Tree axes of the manipulator.
Axis myAxes[3]; //!< Tree axes of the manipulator.
Sphere myCenter; //!< Visual part displaying the center sphere of the manipulator.
gp_Ax2 myPosition; //!< Position of the manipulator object. it displays its location and position of its axes.
Disk myCircle; //!< Outer circle
Handle(Graphic3d_Group) myCircleGroup;
Disk mySector; //!< Sector indicating the rotation angle
Handle(Graphic3d_Group) mySectorGroup;
Standard_Integer myCurrentIndex; //!< Index of active axis.
AIS_ManipulatorMode myCurrentMode; //!< Name of active manipulation mode.
ManipulatorSkin mySkinMode; //!< Name of active skin mode.

View File

@@ -2149,6 +2149,13 @@ void AIS_ViewController::handleCameraActions (const Handle(AIS_InteractiveContex
myGL.Orientation.ToFitAll = false;
}
AIS_ListOfInteractive anObjects;
theCtx->DisplayedObjects (anObjects);
for (AIS_ListIteratorOfListOfInteractive anObjIter (anObjects); anObjIter.More(); anObjIter.Next())
{
anObjIter.Value()->RecomputeTransformation (theView->Camera());
}
if (myGL.IsNewGesture)
{
if (myAnchorPointPrs1->HasInteractiveContext())

View File

@@ -291,6 +291,8 @@ void Graphic3d_CView::ReCompute (const Handle(Graphic3d_Structure)& theStruct)
return;
}
theStruct->RecomputeTransformation (myCamera);
const Graphic3d_TypeOfAnswer anAnswer = acceptDisplay (theStruct->Visual());
if (anAnswer != Graphic3d_TOA_COMPUTE)
{
@@ -597,6 +599,11 @@ void Graphic3d_CView::Compute()
aStructIter.Value()->SetHLRValidation (Standard_False);
}
for (Graphic3d_MapOfStructure::Iterator aStructIter (myStructsDisplayed); aStructIter.More(); aStructIter.Next())
{
aStructIter.Value()->RecomputeTransformation (myCamera);
}
if (!ComputedMode())
{
return;
@@ -697,6 +704,8 @@ void Graphic3d_CView::Display (const Handle(Graphic3d_Structure)& theStructure)
anIndex = 0;
}
theStructure->RecomputeTransformation (myCamera);
Graphic3d_TypeOfAnswer anAnswer = acceptDisplay (theStructure->Visual());
if (anAnswer == Graphic3d_TOA_NO)
{

View File

@@ -136,6 +136,12 @@ public:
//! sets the flipping to theIsEnabled state.
Standard_EXPORT virtual void SetFlippingOptions (const Standard_Boolean theIsEnabled, const gp_Ax2& theRefPlane) = 0;
//! Return transformation.
const gp_Trsf& Transformation() const { return myTrsf; }
//! Assign transformation.
virtual void SetTransformation (const gp_Trsf& theTrsf) { myTrsf = theTrsf; }
//! Returns true if the group contains Polygons, Triangles or Quadrangles.
bool ContainsFacet() const { return myContainsFacet; }
@@ -292,6 +298,7 @@ protected:
Graphic3d_Structure* myStructure; //!< pointer to the parent structure
Graphic3d_BndBox4f myBounds; //!< bounding box
gp_Trsf myTrsf; //!< group transformation
bool myIsClosed; //!< flag indicating closed volume
bool myContainsFacet; //!< flag indicating that this group contains face primitives

View File

@@ -184,6 +184,12 @@ public:
(void )theStructure;
}
//! Calculates structure transformation for specific camera position
virtual void RecomputeTransformation (const Handle(Graphic3d_Camera)& theProjector)
{
(void )theProjector;
}
//! Forces a new construction of the structure <me>
//! if <me> is displayed and TOS_COMPUTED.
Standard_EXPORT void ReCompute();

View File

@@ -389,10 +389,40 @@ void OpenGl_Structure::renderGeometry (const Handle(OpenGl_Workspace)& theWorksp
myInstancedStructure->renderGeometry (theWorkspace, theHasClosed);
}
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
for (OpenGl_Structure::GroupIterator aGroupIter (myGroups); aGroupIter.More(); aGroupIter.Next())
{
const gp_Trsf& aTrsf = aGroupIter.Value()->Transformation();
applyTransformation (aCtx, aTrsf, Standard_True);
theHasClosed = theHasClosed || aGroupIter.Value()->IsClosed();
aGroupIter.Value()->Render (theWorkspace);
applyTransformation (aCtx, aTrsf, Standard_False);
}
}
// =======================================================================
// function : applyTransformation
// purpose :
// =======================================================================
void OpenGl_Structure::applyTransformation (const Handle(OpenGl_Context)& theContext,
const gp_Trsf& theTrsf,
const Standard_Boolean toEnable) const
{
if (toEnable)
{
OpenGl_Mat4 aTrsf;
theTrsf.GetMat4 (aTrsf);
theContext->ModelWorldState.Push();
OpenGl_Mat4& aModelWorld = theContext->ModelWorldState.ChangeCurrent();
aModelWorld = aModelWorld * aTrsf;
theContext->ApplyModelViewMatrix();
}
else
{
theContext->ModelWorldState.Pop();
theContext->ApplyModelViewMatrix();
}
}

View File

@@ -147,6 +147,14 @@ protected:
//! Render the bounding box.
Standard_EXPORT void renderBoundingBox(const Handle(OpenGl_Workspace)& theWorkspace) const;
//! Apply transformation into context.
//! @param theWorkspace current workspace
//! @param theTrsf transformation
//! @param toEnable flag to switch ON/OFF transformation
Standard_EXPORT void applyTransformation (const Handle(OpenGl_Context)& theContext,
const gp_Trsf& theTrsf,
const Standard_Boolean toEnable) const;
protected:
OpenGl_Structure* myInstancedStructure;

View File

@@ -255,6 +255,11 @@ public: //! @name object transformation
//! Updates final transformation (parent + local) of presentable object and its presentations.
Standard_EXPORT virtual void UpdateTransformation();
//! Calculates object presentation for specific camera position.
//! Each of the views in the viewer and every modification such as rotation, for example, entails recalculation.
//! @param theProjector [in] view orientation
virtual void RecomputeTransformation (const Handle(Graphic3d_Camera)& theProjector) { (void)theProjector; }
public: //! @name clipping planes
//! Get clip planes.

View File

@@ -202,6 +202,15 @@ void PrsMgr_Presentation::computeHLR (const Handle(Graphic3d_Camera)& theProject
myPresentableObject->computeHLR (theProjector, Transformation(), aPrs);
}
//=======================================================================
//function : RecomputeTransformation
//purpose :
//=======================================================================
void PrsMgr_Presentation::RecomputeTransformation (const Handle(Graphic3d_Camera)& theProjector)
{
myPresentableObject->RecomputeTransformation (theProjector);
}
//=======================================================================
//function : ~PrsMgr_Presentation
//purpose :

View File

@@ -94,6 +94,9 @@ protected:
Standard_EXPORT virtual void computeHLR (const Handle(Graphic3d_Camera)& theProjector,
Handle(Graphic3d_Structure)& theGivenStruct) Standard_OVERRIDE;
Standard_EXPORT virtual void RecomputeTransformation (const Handle(Graphic3d_Camera)& theProjector) Standard_OVERRIDE;
protected:
Handle(PrsMgr_PresentationManager) myPresentationManager;