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0027191: Documentation - redesign of information architecture -- revision (user guides)
Revision of User Guides - Changes in User Guides Section to correspond with OCCT Overview structure: Mesh became a direct subsection of User Guides (it was a part of Modeling Algorithms). TObj is included into OCAF. - Changes in User Guides – Modeling Algorithms section: Fillets and Chamfers, Offsets, Drafts, Pipes and Evolved shapes, Sewing, Features, 3D Model Defeaturing, 3D Model Periodicity, Object Modification are moved into The Topology API section. - Changes in User Guides – Modeling Data section: Naming shapes, sub-shapes, their orientation and state section is renamed to Shape content. Shape Location is moved into Shape content section. Storage of Shapes is moved into BRep Format section of Specification. Lists and Maps of Shapes subsection is moved into Topology - Exploration of Topological Data Structures. - Some pictures in User Guides (Foundation Classes, Modeling Data, Modeling Algorithms) and Tutorial are updated to improve quality and correct mistakes.
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@@ -42,8 +42,6 @@ To answer different needs of CASCADE users, this User's Guide offers the followi
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chapter 2 @ref occt_visu_2 "Fundamental Concepts", chapter 3 @ref occt_visu_3 "AIS: Application Interactive Services", and 4 @ref occt_visu_4 "3D Presentations".
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You may want to begin with the chapter presenting AIS.
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For advanced information on visualization algorithms, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
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@section occt_visu_2 Fundamental Concepts
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@subsection occt_visu_2_1 Presentation
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@@ -1545,28 +1543,34 @@ aViewer->SetDefaultBackgroundColor (Quantity_NOC_DARKVIOLET);
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// Create a structure in this Viewer
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Handle(Graphic3d_Structure) aStruct = new Graphic3d_Structure (aViewer->StructureManager());
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aStruct->SetVisual (Graphic3d_TOS_SHADING); // Type of structure
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// Create a group of primitives in this structure
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Handle(Graphic3d_Group) aPrsGroup = aStruct->NewGroup();
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// Fill this group with one quad of size 100
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Handle(Graphic3d_ArrayOfTriangleStrips) aTriangles = new Graphic3d_ArrayOfTriangleStrips (4);
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aTriangles->AddVertex (-100./2., -100./2., 0.0);
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aTriangles->AddVertex (-100./2., 100./2., 0.0);
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aTriangles->AddVertex ( 100./2., -100./2., 0.0);
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aTriangles->AddVertex ( 100./2., 100./2., 0.0);
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Handle(Graphic3d_AspectFillArea3d) anAspects = new Graphic3d_AspectFillArea3d (Aspect_IS_SOLID, Quantity_NOC_RED,
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Quantity_NOC_RED, Aspect_TOL_SOLID, 1.0f,
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Graphic3d_NOM_GOLD, Graphic3d_NOM_GOLD);
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aPrsGroup->SetGroupPrimitivesAspect (anAspects);
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aPrsGroup->AddPrimitiveArray (aTriangles);
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// Create Ambient and Infinite Lights in this Viewer
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Handle(V3d_AmbientLight) aLight1 = new V3d_AmbientLight (Quantity_NOC_GRAY50);
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Handle(V3d_DirectionalLight) aLight2 = new V3d_DirectionalLight (V3d_Zneg, Quantity_NOC_WHITE, true);
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aViewer->AddLight (aLight1);
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aViewer->AddLight (aLight2);
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aViewer->SetLightOn();
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// Create a 3D quality Window with the same DisplayConnection
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Handle(Xw_Window) aWindow = new Xw_Window (aDispConnection, "Test V3d", 100, 100, 500, 500);
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aWindow->Map(); // Map this Window to this screen
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// Create a Perspective View in this Viewer
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Handle(V3d_View) aView = new V3d_View (aViewer);
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aView->Camera()->SetProjectionType (Graphic3d_Camera::Projection_Perspective);
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@@ -1622,7 +1626,7 @@ aView->Update(); // update the Visualization in this View
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@subsubsection occt_visu_4_4_5 Perspective Projection
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**Field of view (FOVy)** -- defines the field of camera view by y axis in degrees (45<EFBFBD> is default).
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**Field of view (FOVy)** -- defines the field of camera view by y axis in degrees (45° is default).
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@figure{camera_perspective.png,"Perspective frustum",420}
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@@ -1643,7 +1647,7 @@ There are two types of IOD:
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* _Graphic3d_Camera::IODType_Absolute_ : Intraocular distance is defined as an absolute value.
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* _Graphic3d_Camera::IODType_Relative_ : Intraocular distance is defined relative to the camera focal length (as its coefficient).
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**Field of view (FOV)** -- defines the field of camera view by y axis in degrees (45<EFBFBD> is default).
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**Field of view (FOV)** -- defines the field of camera view by y axis in degrees (45° is default).
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**ZFocus** -- defines the distance to the point of stereographic focus.
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